Heimerdinger Build Guide by SageAdvice
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Heimerdinger is a champion who I think is one of the weaker AP champions out there. There are just too many people who can do SO much more damage than him, Annie for one example. Therefore you must play him to his power: Poking and doing damage from far away.
His rockets are definitely one of the longest nukes in the game, and the grenade's range is decent. And his turrets are an extended arm of his, helping him deal damage.
Summary-Do as much damage as you can without being hurt.
Helpful Hints- Try to know about what your range is so you can poke efficiently.
This rune page assumes that you are not SUPERB at farming, and so your void staff will come later. MPen reds, MP/5 yellows, CDR per level, and Flat HP.
MPen Reds- You need these to break through pesky MR stackers.
MP/5 per level- He has a bit of mana problems, but Archangel's Staff solves that.
CDR per level- I like these because if give your rockets a relatively low CD.
Flat HP Quints- You need these because he is so squishy.
These are musts for Heimer, because he is so slow and squishy and has a low base armor. Sure, a carry might grab Cleanse for Ammumu, but your goal is to never get stunned/snared by him.
Summary-Ghost Flash=Escape because Heimer is so squishy.
Passive=Techmaturgical Repair Bots
Heimerdinger gives nearby allied Turrets and Champions 6/12/16/22 health regen per 5.
This is an underrated passive in my opinion. If you mini-engage, you might take more damage overall, but your passive ought to heal you up. Also, your TURRET get's this bonus, so you reduce damage the turret takes overtime against a pusher.
Health pots are no longer a must for Heimer after this, and it also just gives him such a big long term advantage. During long poke teamfights, your team will heal up just a bit quicker.
Q:H-28G Evolution Turret
Heimerdinger constructs a Machine Gun Turret with (260 + 15 x Lvl) health and 30 / 38 / 46 / 54 / 62 (+25% of ability power) magic damage. Max: 1 / 2 / 2 / 3 / 3 Turrets.
Evolution Turrets upgrade every 7 attacks, gaining additional damage (deals half damage to towers). Every 2 levels of this skill will level the turret into a new type, becoming a green armor and magic resist reducing turret at level 2 and a red area of effect attacker at level 5.
Cooldown 32 / 28 / 24 / 20 / 16 seconds
Cost 70/80/90/100/110 mana
What makes it really good early game is dragon control. You can fend of their jungler from getting anywhere close w/o getting pounded by your team. Also, if I find myself the target of many ganks early, I will use it as a ward.
Teamfights allow you to annoy people like heck. Drop 2 turrets, grenade, rockets and so on. It forces their melee to charge through your turrets to even get close to you. If they don't focus you, you sit and nuke, if they do, you juke them.
W: Hextech Micro Rockets
Heimerdinger fires 3 enemy seeking Micro-Rocket(s), hitting targets nearest to him. Each rocket deals 85 / 135 / 185 / 235 / 285 (+55% of ability power) magic damage.
Cost 65 / 85 / 105 / 125 / 145mana
One of my favorites for early-game harassment. Good range+Easy to land=Damage.
The #1 time to shoot your rockets is right after your wrench last hits a creep (when there's 3 left). Then you shoot a rocket right after.
CH-1 Concussion GrenadeE: CH-1 Concussion Grenade
Heimerdinger tosses a grenade, dealing 80 / 135 / 190 / 245 / 300 (+55% of ability power) magic damage to enemy units (50% to turrets) and blinding them for 1 / 1.5 / 2 / 2.5 / 3 seconds. Enemies who are directly hit are stunned for 1.5 seconds.
Cooldown 14 / 13 / 12 / 11 / 10seconds
Cost 80 / 90 / 100 / 110 / 120mana
This spell is really badass. Except you have to land it. If only we could land it 70%+, then I would max it first, no doubts. But since it is too hard, I max it last. When you get ganked (melee range), just drop it on top of yourself. If you hit=100% good. But only like, 20% chance of hit on good players. Rockets are 100% reliable.
Passive: 10 / 15 / 20% Cooldown Reduction.
Active: All active Evolution Turrets are healed for 100% of their maximum health and also fire 20 / 25 / 30% movement slowing frost shots for 10 seconds. Fires five Hextech Micro-Rockets instead of 3 and your CH-1 Concusion Grenade travels faster.
Cooldown 60 / 45 / 30seconds
You really don't need the slow in lane. 5 Rockets won't be needed in the first 8 minutes or so, before you start teamfighting.
Generally, the priority is W>Q>R>E. W is the best because of reliability, your turrets are just SO good when placed right. W,Q,W,Q,W is usually how I go about, but if I get ganked early, W,Q,W,E is the way to go.
Your turrets are + against melee's like morde, because of zone and free last hits. How ever, if Shaco says hi, I'll Bomb him the moment I see him.
In lane, turret placement is worth a LOT. Put your turrets away from creeps if they have a AoE nuke for your creeps. Never put you two turrets on top of each other. Put on the other side, if Ezreal is there, then put them inside you creep line, so he can't snipe them.
You want to put your turrets where they can attack the minion wave for the whole time, and not only for a period of time.
If you are pushing, place it 200-300 range away from their turret, so they don't snipe it. But if they do engage, you'll be safe and sound. (Note: You rocket range is longer than the turret's)
I play Heimer aggressively early on. If i can get a hit on the champ, i will. At 50% HP they will be fresh meat for an amumu or noct gank. This will force them to lose lasthit's or risk dying. You should go straight to lane and push it. Auto-attack and rocket ASAP. As soon as their champ comes close, I will rocket and right-click.
You are generally safe from a gank until level 4. By then, the laner should be very low. If they do gank me, I will kill the laner and burn summoners to get away. Because you are pushing hard, you want to ward. A ward is approximately 3 creeps. Deny them 3 creeps in 4 minutes is not hard.
Sometimes you will be in mana trouble. Be wise with it, you only have so much. So don't rocket all the time. Just do it for harass. Although the wrench is weak, the damage adds up!
Mid game for Heimer starts at around 10 minutes, earlier than most, and about time for the first dragon kill. Mid should be less than 60% health, and then wait for a toplane gank. Then your four teammates will rush dragon. Drop two turrets outside of dragon, for almost a guaranteed dragon kill.
Between the first and second dragon, you want ALL the blue-buffs. This is where Heimer shines, so you want to take advantage of it. You can start shoving lanes, and making turrets go BOOM. You also want to start roaming as a group of 3+ people. As 3 though, you cannot engage, so just poke around, here and there. The tough thing about killing Heimer, is that you NEED to flank him. So just ward heavily and no problem.
By 17 minutes, you should have a Deathcap(or close for that matter) and be well onto your next dragon. You basically want to roam as a group, get global objectives, and siege until you win the game.
Late game for Heimer is about 25 minutes in. He will be very strong right. But not for much longer. In ten minutes or so, he becomes weak, once carries can 2-shot his turrets.
Because Heimer is on your team, you will play a poke comp. If you do happen to land a grenade, follow up with a rocket for about a sustained 1k burst. Your team is playing like a game of dodgeball. Hit them to get them back to base, then dodge their throws. Set up two turrets near the teamfight. Then when you CD's are up, walk up and hit them. The moment you throw the ball(your spells) run back behind the turrets. This will force a bad engage from impatience, or lure them in.
Fighting in the range of your turrets is THE BEST POSITION YOUR TEAM CAN FIGHT. Sometimes you can't so just grenade rocket and then set up turrets behind the fight.
Here is a video that is outdated, but still shows just how powerful he his. PENTA-KILL...
I hope you enjoyed this guide, and try to convince your friends to revive Heimerdinger, the lost art.