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Choose Champion Build:
- Standard Dinger
- True Pimp
Recommended Items
Spells:
Ghost
Exhaust
Items
Ability Order
Hextech Affinity (PASSIVE)
Heimerdinger Passive Ability
Introduction
Hello everyone, This is maybe my second guide, although all the other ones were very half ***'ed, and made before Season 2. So with that said, Let's pretend this is the first! :D I main Supports and Mid lane, but the way i play support and mid lane is very different from the meta, and this is because i believe it should just die! (I'm serious.) What i mean by this is, I've done Ashe Support, and even Riven Support. The only thing that's weird about my mid lane, is my build and according to others, my summoner spells. Well there's a little back story about me, (not really) if you have questions about me, go ahead i guess. Anyways, time to go on into my Awesome 50 Shades of PimpDinger. (His a pimp, have you ever watched the way he walks!) If there are any errors or if you have an opinion, you're free to share, but be respectful. Let's show the world that Heimer is more alive then ever! P.S. True Pimp, is the build that i use at the moment. I'll add details about it as i further work into it. // SPECIAL THANKS: Credits to jhoijhoi for the template, which you can find here. |
- Greater Quintessence of Movement Speed: // Pimpdinger, is one of the slowest champions int he game, movement speed wise. This aids with that a bit. Also he has only two spells that are "Similar" to escape tools,
into
and ch-1 concussion grenade. I don't suggest others, because these are pretty key on pimpdinger. However if others would suggest, I'll gladly post.
- Greater Mark of Magic Penetration: // Gerenal marks, used to try and counter any early game MR your lane could have gotten. I've taken greater mark of armor penetration before, because as heimer I personally farm and harass mainly with auto attacks, i do this because it saves me mana and cds for when i need them, and i don't have to worry about missing.
- Greater Glyph of Scaling Magic Resist: // Pimpdinger, can find himself in the middle of people at times, so he needs to be almost as tanky as bruisers. This can be traded for
or
. These glyphs give extra ability to harass or damage.
- Greater Seal of Armor: // Once again, to help Pimpdinger last longer in the middle of team fights. Other choices are and , these help with the mana problems you may encounter and a different form of survivability.
Ignite: // I never take ignite, other then when on specific champions. However It's a great item to finish people off, or to reduce their effective healing. Grab this if the other team has champions like or . It's all based on play style and the other team. |
Ghost: // I've almost always taken ghost over flash, because flash is almost always taken on every champion. So if you flash they can easily flash after you. While as with Ghost, you can cover more ground to get away. Regardless, i don't need ghost to save myself most of the time, and just use it to get to teamfights. After all a good Carry is later for the party. |
Exhaust: // This is a spell that i also don't normally take, but this is my general build spells, so you can take it to help with escaping or simply kiting. You shouldn't need to use to for it's slows or damage reduction, because you already have the CC for that, and should be tanky enough. |
Teleport: // This spell is really under used, it allows you to provide massive amounts of map presence. You can push a lane then quickly go to the next, or into a teamfight. Can be used to get away, or used to protect lanes. This spell can also be casted on J4's Standard. There are so many uses to this spell, that i strongly suggest getting use to it. |
Barrier: // Recently added, this spell is boarder line OP apparently. I've used it on other champions, and it's awesome in helping with absorbing a hit or two. Other then that, I've not much experenice with it, but people say its great. (Share feedback about it!) |
Cleanse: // I got ignited, but ate some holy light, and it was K. If you every want to be a gangplank, this is the spell for you. It can get you out of almost every form of danger. The only few spells that it won't remove are and , because they are suppresses and not basic forms of cc. |
-
techmaturgical repair bots: // Passive that heals everything around you, even Turrets! Don't need to call in the Tech Support, when you got Pimpdinger. Provides you with great sustain in lane and allows team mates to stay longer before B'ing.
-
h-28G evolution turret (Q): // Your bread and butter spell. Summons a Turret that has three stages, Basic (Yellow), Armor and Magic Penetration (Green), Slash damage (red). You can have Two Turrets at any given time, once it's level 3.
This can be used to push, take hits for you (Spell Shots) or tank monsters, even ward. When using this spell ti push, kill the melee minions, but leave the ranged ones alone. Place it behind your ranged minions, and go on to the next lane. This will cause the minions to start pushing for you, they will group, and Push to a turret (tower). Putting you turret behind your ranged casters, is to prevent the other teams minions from pushing past it, because once their minions get to it, it's have the power to kill the melee by the time your minions get there, restarting the phase.
During laning phase, you should place this in between your ranged and melee minions, to prevent it from getting killed to a point, and it will still be able to hit the minions for you. Don't push to hard, you don't want to get ganked as heimer, it's not always that easy to get away.
-
hextech micro-rockets (W): // Your main poking tool, Shoots out three homing rockets at the nears three targets. Use before and during team fights, but position yourself so that you at least hit two of the other teams members. Do pay mind to you use of it, it's your most expensive spell at 145 mana.
- ch-1 concussion grenade ch-1 concussion grenade (E): // First maxed spell, used for stunning and blind. It's an AoE spell, travels very slowly till you upgrade. Can stun if you hit them on the dot, so practice. Don't abuse it for damage, you want to keep it encase they try to kill you. When it is on CD, pay more mind to where you are and who's around you ( Though that should always be the case).
- upgrade (R): // Passively Grants 15% CD, and improved the effects of all your other spells. It will heal your Turrets to max hp, and make them shoot bolts that slow targets hit. It will make your rockets hit five targets rather then 3. And lastly it will make your grenade move faster. These are all great for team fight situations. However the only down side to this spell, is that you will need to get use to the faster moving grenade a bit. It effects your turrets regardless of their location on map. Simple Ultimate, meant to make Heimer very effective in team fights.
Max Grenade first, because it has better early damage, and lower cds and mana costs. However if you find that you feel safer to be pressing W and walking away rather then aiming, then swap it up. Heimer doesn't have a real set build for skills, you can build to your own Comfort. Example: ---Grenade for better mana to damage ratios, or if vs a melee or auto attacker. ---Rokets for safe poking and farm. ---Turrets for Pushing Pressure, and anti gank damage. (These guys hurt early game, but have short range.) *I say Turrets are anti ganks, because of two main reasons. One being they can be used to ward. Second being that i always finding myself killing people with just these when they gank before level 9~. |
Item Sequence
Rod of Ages
2600
Mercury's Treads
1100
Abyssal Mask
2400
Seraph's Embrace
2900
Zhonya's Hourglass
3250
Rabadon's Deathcap
3600
// CORE, Very importent! You want the AP, HP and MP. No objections. this item is way worht the cost, and just so good. Gives you a good amount of everything you would want on heimer. |
// Strongly suggested, makes laning easier, and helps a ton vs CC. You can always replace with or , for more damage, or if the other team is AD heavy. |
// Provides MR, Ap, and AoE Magical Penetration. Very effective, in all cases. If the other team has more magical damage then physical, don't be scared to invest in a second one. |
// Core Item on all AP type champions. Not much to say. Increase over all AP by 25%. |
// Pimpdinger, is a very well rounded champion, but does take a few levels of skill. Most of this guide is just suggestions to give a general idea of how he is played and built. Everyone has their own personal play style, so you can change as much as you want in the build. If you haven't noticed, i don't mention a lane. That is because heimer is able to lane in all three lanes. That being Top, Mid, and Bottom as support. That's right, he can support. I'll be posting more builds, and ideas based on both your feed back, and my progress with him. So leave a comment, and let's once again show the world, Heimer is a god among Yordles. P.S. Lots of Thanks to jhoijhoi for the help in making this guide look awesome! // SPECIAL THANKS: Credits to jhoijhoi for the template, which you can find here. |
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