Heimerdinger Build Guide by monckey100
| Health | 1700 |
| Health Regen | 14.4 |
| Mana | 2410 |
| Mana Regen | 33.7 |
| Armor | 111 |
| Magic Resist | 54.3 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 325 |
| Gold Bonus | 5.25 |
| Attack Damage | 103.24 |
| Attack Speed | 0.754 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 415 |
| Life Steal | 0% |
| Spell Vamp | 0 |
| Armor Penetration | 0 |
| Magic Penetration | 7.83 |
| Cooldown Reduction | 0% |
Recommended Runes + Notes
Ability Sequence





Masteries
Table of Contents
Which Heimer to go as against ----?
Videos of Heimerdinger gameplay
Abilities Explanation
Farming Phase(Mid)
Champions you can counter hard
Heimer vs Heimer, Mirror match up
Champions that counter you
Champions that work REALLY well with you.
Heimerdinger's lane compatability
Leashing like a boss
When to recall
Heimerdinger's hidden mechanics and tricks
Warding mid effectively
The secret Victory song
Overall the way Defensivedinger is built is just to keep players new to Heimerdinger alive.
If you want to go more in-depth, please review Offensive Heimerdinger.
Video
Credits
Pros/Cons
Masteries
Runes
Summoner Spells
Abilities Order Explained
Items
Team Fighting
End Summary/Conclusion
Update: July 05/2012:
Created guide~
Update: Sept 25/2012:
I will be updating this guide this week for the last two guides!
Update: Dec 12/2012:
I have updated all the guides to suit the new season!
Update: Dec 13/2012:
Fixed skill orders!
Update: Dec 15/2012:
Added a fall back item for Offensivedinger and some pro-tips and tricks to turning a game around.
Update: Dec 16/2012:
Added another class of Heimerdinger and added some tips against laning vs another Heimerdinger.
Update: Dec 17/2012:
Tweaked masteries on Earlydinger to better suit his early dominance.
Tweaked his early game items and added to the farming phase section.
Update: Dec 18/2012:
Tweaked Defensive Heimers early game
Update: Dec 26/2012:
Updated Earlydingers secondary item
Update: Dec 29/2012:
Added Supportdinger!
Update: Jan 06/2013:
Added Pushdinger!
Added Tankydinger!
Update: Jan 11/2013:
Added secret OP song.
Update: Jan 18/2013:
Changed start up builds to suit the Crystalline price changes.
Changed Masteries to Pushdinger to better suit him.
Added another OP Song.
Added Compatible Champions.
Update: Jan 20/2013:
Added Heimerdinger's lane compatability.
Added details to Blitz/Darius on Champ Compatability.
Update: Jan 21/2013:
Added Burstdinger.
Added Total costs for final build (not including consumables with exception of ruby sightstone ONLY, not regular sightstone)
Update: Jan 31/2012:
Re-did burstdinger
Changed syndra from counter to countered
Update: Feb 15/2013:
Heimerdinger seems to be getting closer to becoming mainstream, just a little update on heim in general and not the guide, he also seems to be shelved for the rework for now due to his recent popularity. ^.^
Update: Feb 25/2013:
Added which Heimerdinger to face an enemy as.
Added videos section.
Update: Mar 10/2013:
Fixed early game build path for tankydinger.
Update: Mar 12/2013:
Added recall positions
Added hidden Heimerdinger Mechanics
Added effective warding spots
Updated Burstdingers build path to more effectively snowball him.
Update: Mar 14/2013:
Added Cheapdinger
Update: Apr 12/2013:
Added another song to listen to while playing Heimerdinger..Made the vid to it and all.
Update: Apr 21/2013:
Rehosted images onto imgur, Added how to grab blue / leash. Changed border
Update: Apr 23/2013:
Added heimerdinger match history
Update: May 05/2013:
Changed the guides to tweak to the new pot limit.
NOTE: IM ACTIVELY WATCHING THE DISCUSSION SO IF YOU HAVE ANY QUESTIONS, LET ME KNOW!
Offensedinger
Good evening everyone, I present this guide for
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Credits to liHDlGinzo(me) for making this guide, jhoijhoi for the guide tips and template.
Thank you to DuskToGlory for helping me out with the table of contents!
Thank you, the viewers for taking the time to read the guide and be sure to take extra consideration when voting. The guide is not key set and stone as most of the time the last 3 items are situational however I have provided what I found to be an optimum build for
Credits to jhoijhoi for the template, which you can find here.
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| spaaaaaaace |
Pros
+ Amazing pusher + Epic crowd control capability + Amazing scaling + Two of his turrets can act like one big turret + Best leash in the game(still) + You literally have maybe 5 counters at best. |
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Cons
- Prone to ganks if you don't monitor your turret usage - Junglers love picking on - No escape at all - Easy to steal farm - Squishy even with full build - Your head looks like a part of the reproductive system |

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Greater Quintessence of Scaling Ability Power: This is a synergize rune it will help you out in your late game dominance which is what you are aiming for, it wont be as useful to you early game though, you can swap this out for
Greater Quintessence of Ability Power but I just don't see heim getting any kills early game and you won't need extra AP to last hit hopefully.
Greater Mark of Magic Penetration: Most players have some starting magic resist, the Marks basically drop their magic resist to around half or even nothing! Gotta hurt to feel rockets as if they were true damage, no? ;)
Greater Glyph of Mana Regeneration: Keep you in lane longer, 7 is just enough to safely farm up and ready up for your tear of the goddess, even through mid game these will allow you to let your greedy jungler keep blue.
Greater Seal of Gold: It's really a preference but I always felt a tiny bit of income coming in is always nice, use the extra income to buy some hp/mp pots which will allow you to stay in lane much, much longer.

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Rest is situational, usually I find my self popping barrier before continuing just to clean up. Don't follow this order religiously or you'll regret it.
Early game the sequence is made precisely to help poke the enemy champion effectively without over extending. One early point into turret is essential and an absolute must. It will help your Jungler intensively and they will love you for it. Then use your turret to help you last hit and farm if the enemy isn't last hitting or your really trying to put pressure into pushing the enemy to their tower. The rocket comes next so you can poke them behind the tower and let the enemy tower farm minions, if they get too close, poke 'em. One point invested into grenade so you can stun any jungler, by now they should be ganking you.
the last 2 points are to allow sustain, allowing you to really troll the enemy mage as you continue to farm while at base.
From there on we leave the rockets at level 4 and then invest in finishing the turrets as by now you will encounter some team fights. The grenade is maxed last, not because of the damage being low or anything but because it's such an easy skillshot to dodge unless you are right next to the enemy.
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+3x
: If you are new to Heimerdinger, you shouldn't have started with Offensivedinger, none the less, the Mana potions are to help you stay in lane longer, you basically should NEVER EVER get poked by the enemy, that's how far you want to be in relation to your minions and the enemy champion.
will help regenerate your health. Grabbing 2 health potions and one mana potion is also viable or even 1 health potion and 2 mana potions. Even 3 mana potions could work too, it's all based on the enemy champion and how much aggro you are willing to commit.
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: We picked this item to really punish the enemy during lane phase, show them minions whose boss, yeah! rockets everywhere! The best part?
Archangel's Staff! Your goal is to try and get around 300 to 400 bonus mana by the time you upgrade.
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: This is your snowball item, it may be useless early game but you only need 8 stacks on it to benefit from it! 8 stacks is very simple for Heimerdinger to get and this is just a naturally snowballing item.
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: If you are having trouble keeping your stacks(minimum 8) during late game(usually late game when 3 turrets or more is down and it's around the 25-40 minute mark), then don't hesitate to drop the mejai's and pick this up if your team is losing really hard and your team is always almost killing the enemy but the enemy is just slightly faster or you guys are almost getting away but the enemy JUST manages to catch up. I usually try to grab baron in order to set up a team fight around baron to stack my Mejai's if having troubles but setting up baron to your benefits requires practice! Review the video above as it shows me perfectly executing a Baron turn around.
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: 90% of the time I will decide to go with this item unless I don't have cleanse and the enemy is really pinning me down, if not I'll grab a
Mercury's Treads. Doesn't take a lot of CC to catch a
Heimerdinger. You could experiment with
Boots of Swiftness but it's not advisable. Rushing the enchantment is very advisable as lane phase tends to end after grabbing a soulstealer.
Cycle between these three items depending on the situation. -
: No magic resist? Punish 'em for it, the best item any mage can have.
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: Big bad meanie AD's chopping away at your health being trolls? Well show them whose boss, during team fights use your combo and zhonya away! free from any damage for a few seconds while your stun goes off cool down and you ready up three more rockets to throw, finally running away from the big meanies with a triple kill.
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: So they noticed you eh? Congratulations. Now show them you know what a void staff is and laugh. Voidstaff,rabadons and archangels staff, talk about unstoppable. They either stack armor for the two AD carries or stack magic resist which when taken into consideration, is quite useless against
Heimerdinger. Magic resist protects based on a % of how much damage is done and if your turrets are dealing small amounts of magic damage, the % of magic resist applied to the damage will simply not benefit them unless they were trying to lower the damage on your rockets/grenade...which the void staff happily takes care of fixing. :)

During teamfights, if you are unsure where the team fight will go down, you are best off waiting for your tank to initiate, afterall sometimes your teammates are willing to team fight but still the tank refuses to go in which really sucks if you left your turret a few paces behind with the ult already kicked in. If you have those types of teammates, I recommend dropping your turrets after the tank initiates and then the ult, and from there on you stay back, try to throw your grenade at whoever does the most damage in the cluster of enemies, you'll usually hit two or even three enemies, then pop in your rockets and run back a bit, reset your turrets into the fight (they die really fast) and repeat.
As repeated, if a team fight is happening your turrets are in there and the enemy is low, go through the jungle, go around and then drop turrets BEHIND the enemy lines and then wait in the bushes, by the time they retreat you can use your ult to kill the runaways and throw your grenade in for an easy ace.
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Long story short,
by Monckey100 (liHDlGinzo)
Thank you again for reading through the offensedinger guide, if you enjoyed this guide be sure to check out the other 3 guides provided below!
Credits to jhoijhoi for the template and border, which you can find here.
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Earlydinger (Part of Offensivedinger Series)
Earlydinger is best suited for champions who are super bad early game or AoE champions. The main goal behind Earlydinger is to shut down the AP carry and be capable of nuking the AD carry/AP carry/Support late game to where they have to retreat to the back of the lines with their support.
Now the only way Earlydinger works is if the champion is intended to be late game, he doesn't work so well against early-mid game AP carries. Luckily for you there are some hints to tell if a champion is late game, if they have 3-4 of these then it's generally :
-They have a mana pool
-They have a lot of AoE skills[this is usually a sure fire that they are late game]
-They generally have no poke
-They are melee
-They are building late game items [Arch Angels, Mejai's, Zhonya's(ring a bell?)]
-If they want to poke..they have to get close enough for you to send a rocket to their face.
If you have 3 or 4 of these conditions, it's safe to say this build will be more viable over using Laterdinger, why? well you can shut them down safely and get some easy kills on them and end this mid game-start of late game.
Pushdinger (Part of Offensivedinger Series)
Pushdinger is best suited against roaming Champions such as Kassadin, Evelyn or if the enemy has way too much mobility and you know you wont be able to finish them off for the most part but can easily take them out of the lane. This guide will teach you to play as stereotyped Heimerdinger where he is best known for pushing but will not only utilize his capability as a pusher but maximize his potential to end the game early through turrets/ dragon while effectively surviving from ganks.
The reason why we got the particular runes is to help rush heimerdinger into late game. At level 11 scaling runes are better than regular AP runes so there's no reason to get them in the first place as in season 3 early game has been noticeably shorter. His masteries are suited to also fit this mindset of pushing him into late game while creating survive-ability.
His items are cored around kiting and escaping to help you continue to push while staying safe the whole time. Late game is all dependent on which goes first, if you are engaging more teamfights, grab a Rabadon's and then shurelya's, If you are pushing hard, rylai's and then shurelya's. If you are being ignored while pushing, Rabbies + rylai's and then finish shurelya's last.
You want to finish the arch angels when it's around 400-600 mana collected and this gets prioritized over all the other items.
Tankydinger (Part of Defensivedinger Series)
....
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Master yi Jungle.
Fiora Top.
Caitlyn Bot.
....
......
Soraka support.
oh god what has happened?!
Fear not! for you have another tactic up that sleeve of yours! For great science!
I present Tankydinger!
Now you wont be as tanky as other tanks and you shouldn't be hated for it, but you can use tankydinger to help compensate for when your team is too squishy and you need some more Survivability. If you are missing a good bruiser and fiora is top and you have only one tank, you are better off going Tanky. These items provide not only some tank capability but give you a reasonable amount of AP and you already have good enough CC so that rylai's is just icing on the cake and will ensure no one on your team dies.
Everything is set up around keeping you tanky and alive as well as your teammates. By the end of that match, your enemy will think twice about initiating on you.
Supportdinger[old]
Hello! Welcome to my second guide to
At a first glance, one would think Supportdinger? watdaheck? Why would you even bother, no heals!
....Which is true.
However this guide presents Supportdinger with a totally different mindset than what other supports are used to.
We will start off with your laning partner:
Basically any champion that likes to kite but does not have any form of cc or minimal cc will LOVE you. not to mention setting up turrets outside of graves grenade will not only hurt but will also give you the chance to throw that gravity defying grenade.
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Credits to liHDlGinzo(me) for making this guide, jhoijhoi for the guide tips and template and finally Danykool for helping out test the jungler build. :)
Thank you to DuskToGlory for helping me out with the table of contents!
Thank you, the viewers for taking the time to read the guide and be sure to take extra consideration when voting. The guide is not key set and stone as most of the time the last 3 items are situational however I have provided what I found to be an optimum build for
Credits to jhoijhoi for the template, which you can find here.
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| spaaaaaaace |
Pros
+ Amazing pusher + Epic crowd control capability + Jungler wants Dragon at level 6? no problem. + Hurt all the gankers before they even get close with Free wards! + On your way to lane, you can quick leash your partner some golems (or yourself) + Grenade has a huge radius, nice way to harass enemy laners |
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Cons
- Even with Flash, heimer can still get caught...Flash has to be timed with enemy skills - Enemy Jungler will harass the hell out of bottom if you don't ward properly - No form of healing - Easy to steal farm - Squishy even with full build - You'll only shine during team fights and even your harass kind of sucks. |

The Masteries for Supportdinger focus on a few different support elements of
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Greater Quintessence of Gold: No cs means no touchy. You're going to need this if you want to be able to catch up and be useful in team fights. It's also a very great defensive item for the dinger who likes to play passive. :)
Greater Mark of Magic Penetration: Most players have some starting magic resist, the Marks basically drop their magic resist to around half or even nothing! The worst part? Land even one grenade and they'll regret the day they chose sona over you.
Greater Glyph of Scaling Cooldown Reduction: If you're fighting bottom, 90% of the time you won't need any magic resist. Cool down will be better off so you can pop in more grenades and
s.
Greater Seal of Gold: Again more mullah, You'll need it if you're going to support. An absolute for ALL supports going 0 cs.

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Techmaturgical Repair Bots: As said previously, NEVER forget this skill, since you are laning with another champion they will also benefit off your health regeneration which will in turn give more survivability, more survivability, a faster turret down. Faster turret down means dragon, dragon means go mid, go mid means its down and suddenly omigawd all due to one tiny passive, the first three turrets of the enemy team is down!
Before
After
H-28G Evolution Turret (Q): Ward heimerdinger ward! Yes your turrets are not invisible but they hurt! Junglers or other champions would be forced to clear your turrets because the poor support would sustain too much damage trying to clear it on his/her own. If you see the Support successfully placed a ward then for maximum trolling, you move that turret into a bush so the ganker can only break it AFTER they sustain at least 5-6 shots and at level 1 30x5, 150 damage when the jungler only has roughly 1k health, yeah. You have the advantage already. Forget about him.
Hextech Micro-Rockets (W): A great skill if you weren't support! The rockets will naturally push the lane if you try to poke with them and most AD carries have a poor early game damage output so a gank would mean first blood on your behalf. The rockets will be great for tower diving and should be used accordingly, they will also be good to add that rylai slow if the enemy is chasing during a team fight.
CH-1 Concussion Grenade (E): The problem with
Heimerdinger is grenades are so incredibly hard to land, during the lane phase you'll want to do your ABSOLUTE best to try and hit them with the grenade, it will hurt a lot but the mana costs severely. It's a great harass tool but an even better escape tool to synchronize with
.
Before
After(Side effects do not include growing twice your size)
upgrade!!! (R): Don't be shy to use your upgrade. Enemy Jungler coming into your lane, pop this skill in ASAP, you could very well not only escape but turn around and get a double kill for your lane partner or your self. (has happened MANY times to me)
Also great to use if you see an enemy trying to escape and your ahead with no rylai's, use the ult get the kill if your lane partner is low, why not?
The skill will be best used to help speed up dragon as a support or if 2-3 guys are coming down to bot lane to come tower dive both of you and are about to meet your turret, pop in the slow and you'll more than likely escape with your head. (even if that means a turret going down, you can always pop two more next to it so it has SOME resistance against the enemy.

Early game your grenade will be all that you have that wont naturally push, so investing early points in to it will help provide damage behind minion wave while staying inside of a bush. Watch your own minions health, if you see one or two are low, throw a grenade at the enemy,
for every successful cs they lose, that's half of a health potion which is indirect health they are losing. (A nice representation of what I like to think of when denying cs)
Maximizing the turrets to level 3 before 6 just means you can use two turrets when you hit that ultimate, it also means you can leash one turret far behind the bush so it wont get cs but if an enemy gets close, it'll hurt.
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: The Mana potion should be saved up for level 3 meaning you always want your mana to be at least half way before level 3, at level 3 you want to try and spam your grenades at the enemy champion for as much as possible. You should also place your turret in the river to harass the enemy support when they try to ward. The idea is so they will be forced to place a ward away from the middle of the river allowing your jungler to run past it or even take run through enemy jungle to invade without being seen by a ward.
Depending on the enemy champion your sight ward will be placed either in the bush or at river, if the enemy champion is
Taric,
Alistar,
Blitzcrank or any form of a tanky crowd control champion, you are better off placing a sight ward there and harassing them with grenades, the heals they have are weak and most of them suck before level 6.
Also it's good to keep in mind what type of Jungler the enemy team has, some Junglers gank at level 6 such as
Fiddlesticks or
Amumu while other champions gank at level 2 like
Lee Sin and SOMETIMES
Udyr (he's usually a level 3 ganker though).
So if the ganker is going to come at you around mid game before level 6 like an
Udyr, you are better off placing the ward as well in the river. Why? well even after the turret has long died, you will still have vision on them and they will just sit in the bush so by last hitting and staying out of range from the Jungler you are wasting the Junglers buffs, Distributing exp amongst 3 people instead of two AND the Jungler will have no gold out of it. Ouch, how destructive 75 gold can be sometimes. At later levels you wont need wards as you got both turrets but due to the fact that you will have to constantly relocate them in to team fights, you might consider the wards. Tons of team fights with risky baron plays? Ward it. Passive play but the enemy team is constantly mia? Turret it.
also remember
has health regen which is why the Mana potion is more favorable, It's basically a
Regrowth Pendant.
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: The 20 ability points is great and all, but the real reason you got it was for the GP5, as Supportdinger, you are REALLY going to get little to no farm so this is essential to keep up in farm with others.
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: The mana regen just screams me gusta, as supportdinge, the
Archangel's Staff will be your main form of AP and you will really want to spam your grenade as often as possible! Your goal is to try and get around 300 to 600 bonus mana by the time you upgrade.
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: Starting off with boots of speed to avoid ganks, an elixir of brilliance will give you some extra AP to really punish the enemy team as they most likely have not gotten any magic resist yet, if you aren't confident with your flashing abilities, skip the
Sorcerer's Shoes and grab a
Mercury's Treads. Doesn't take a lot of CC to catch a
Heimerdinger. You could experiment with
Boots of Swiftness but it's not advisable.
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: Grab the archangel's if you can, otherwise go for the blasting wand and then elixir...if no blasting wand skip to the elixir and buy some wards, you'll probably have to force team fights at dragon. :(
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: A cheap item to go with next, go for the
if you are actually getting some cs and not just supporting. The void staff this early is just to prepare for any possible team fights later on and some extra AP.
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: You probably won't be able to get all of these items or even 2 of them, Choose wisely, if you find your team failing to escape team fights or failing to catch runners, get a
Rylai's Crystal Scepter and stop them in their tracks with more efficiency. If you see your team just needs more damage overall, grab 'dat
Rabadon's Deathcap and wear it with pride. If your team is really derpy and they keep focusing the tank, just rush your
Deathfire Grasp and shut the tank down faster so they can go kill something important
.

During farming phase, you want to utilize your turrets as if they were wards, at level 1 you will place the vision ward as instructed in the items section above and generally what you want to do is make sure your "wards" are always up, if they have recently been destroyed then you know the enemy Jungler is nearby, always make sure to give your teammate the heads up about him. You can choose between using two turrets on the river or using one to harass the enemy team if they enter the bushes. Personally if the enemy has a tank like

During teamfights, if you are unsure where the team fight will go down, you are best off waiting for your tank to initiate and the team fight well started, afterall sometimes your teammates are willing to team fight but still the tank refuses to go in which really sucks if you left your turret a few paces behind with the ult already kicked in. If you have those types of teammates, I recommend dropping your turrets after the tank initiates and then the ult, and from there on you stay back, try to throw your grenade at whoever does the most damage in the cluster of enemies, you'll usually hit two or even three enemies, then pop in your rockets and run back a bit, reset your turrets near the edge of the fight (they die really fast, plus your squishy so no point going back in the fight) and repeat.
As repeated, if a team fight is happening your turrets are in there and the enemy is low, go through the jungle, go around and then drop turrets BEHIND the enemy lines and then wait in the bushes, by the time they retreat you can use your ult to kill the runaways and throw your grenade in for an easy ace, a good idea is to make sure the ad carry is with you if you don't do enough damage.
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Long story short,
by Monckey100 (liHDlGinzo)
Thank you again for reading through the Supportdinger guide, if you enjoyed this guide be sure to check out the other 2 guides provided below!
Credits to jhoijhoi for the template and border, which you can find here.
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Which Heimerdinger should I go as while facing --------
To make things easy, I will simply list all the champions and next to them list which champion goes well against them. I won't put which summoners I use as it varies based on my team comp and their, like although getting cleanse for amumu might be appropriate, if there is too many stun champs, I'll opt for an mikael's embrace instead. I'll leave the summoners to you guys but this should be fairly helpful as to what to use. Remember the build shouldn't be your holy grail. I rarely use the build directly from the book, only when it works really well against a champ. I sometimes mix it up to help adapt to the game + enemy.
Reading the full guide will REALLY help you understand how heimerdinger works so use this as a "tip" not necessarily as part of the guide. Try to figure out why I picked each heim against the respective enemy.
If I list something from offensivedinger, assume you can do the defensidinger roles with him (though you won't maximize your potential against them). If I list multiple offensi, it means you should choose it on your play-style / how familiar you are with the enemy. Keep in mind, Laterdinger is considered defensi at first and offensi later so if you see it on the list, then assume it's better to play defensive if you aren't that much of an exchanger vs this particular champ.
Ahri - Earlydinger / Burstdinger
Akali - Earlydinger / Laterdinger
Alistar - Pushdinger / Burstdinger
Amumu - Earlydinger / Laterdinger
Anivia - Laterdinger / Defensidinger
Annie - Earlydinger / Defensidinger / Laterdinger
Ashe - Burstdinger / Laterdinger
Blitzcrank - Pushdinger / Laterdinger
Brand - Earlydinger / Burstdinger
Caitlyn - Laterdinger / Defensidinger
Cassiopeia - Laterdinger / Tankydinger
Cho'Gath - Laterdinger
Corki - Burstdinger
Darius - Earlydinger / Pushdinger
Diana - Earlydinger / Burstdinger / Pushdinger
Dr. Mundo - Laterdinger
Draven - Earlydinger / Laterdinger
Elise - Tankydinger / Laterdinger
Evelynn - Burstdinger / Pushdinger / Laterdinger
Ezreal - Laterdinger
Fiddlesticks - Earlydinger / Burstdinger
Fiora - Earlydinger
Fizz - Earlydinger / Burstdinger
Galio - Earlydinger / Laterdinger
Gangplank - Tankydinger / Defensidinger
Garen - Earlydinger / Defensidinger / Tankydinger
Gragas - Any
Graves - Earlydinger
Hecarim - Laterdinger
Heimerdinger - See Heim vs Heim
Irelia - Laterdinger
Janna - Earlydinger / Burstdinger
Jarvan IV - Burstdinger
Jax - Burstdinger / Tankydinger
Jayce - Defensidinger / Tankydinger
Karma - Burstdinger / Laterdinger
Karthus - Earlydinger / Burstdinger / Laterdinger
Kassadin - Burstdinger
Katarina - Burstdinger
Kayle - Defensidinger / Laterdinger
Kennen - Burstdinger / Laterdinger
Kha'Zix - Tankydinger / Burstdinger
Kog'Maw - Earlydinger / Defensidinger / Laterdinger
LeBlanc - Pushdinger
Lee Sin - Burstdinger
Leona - Burstdinger
Lulu - Laterdinger
Lux - Any. Based on playstyle.
Malphite - Burstdinger / Laterdinger
Malzahar - Defensidinger / Tankydinger
Maokai - Burstdinger / Laterdinger
Master Yi - Earlydinger / Burstdinger
Miss Fortune - Burstdinger
Mordekaiser - Defensidinger / Pushdinger
Morgana - Pushdinger(stop her form roaming, else go any if you are confident about killing her)
Nami - Burstdinger / Pushdinger
Nasus - Earlydinger
Nautilus - Earlydinger / Laterdinger
Nidalee - Burstdinger
Nocturne - Laterdinger
Nunu - Laterdinger
Olaf - Burstdinger
Orianna - Any, Based on your play style and how well you do against her.
Pantheon - Burstdinger
Poppy - Burstdinger
Rammus - Burstdinger
Renekton - Laterdinger
Rengar - Laterdinger / Defensidinger / Tankydinger
Riven - Earlydinger / Burstdinger
Rumble - Defensidinger / Tankydinger
Ryze - Earlydinger / Burstdinger / Laterdinger
Sejuani - Burstdinger
Shaco - Earlydinger / Burstdinger
Shen - Burstdinger / Laterdinger
Shyvana - Burstdinger / Laterdinger
Singed - Earlydinger / Laterdinger
Sion - Earlydinger / Laterdinger
Sivir - Defensidinger / Laterdinger
Skarner - Earlydinger / Burstdinger
Sona - Burstdinger / Laterdinger
Soraka - Laterdinger
Swain - Earlydinger / Burstdinger
Syndra - Defensidinger / Tankydinger
Talon - Earlydinger / Burstdinger (can be any though, based on your playstyle)
Taric - Burstdinger / Laterdinger
Teemo - Earlydinger / Burstdinger
Thresh - Earlydinger / Burstdinger
Tristana - Earlydinger
Trundle - Burstdinger
Tryndamere - Earlydinger / Burstdinger
Twisted Fate - Burstdinger
Twitch - Burstdinger
Udyr - Burstdinger
Urgot - Laterdinger / Defensidinger
Varus - Burstdinger
Vayne - Burstdinger
Veigar - Earlydinger / Burstdinger
Vi - Defensidinger / Tankydinger / Laterdinger
Viktor - Burstdinger
Vladimir - Laterdinger
Volibear - Burstdinger
Warwick - Earlydinger / Burstdinger
Wukong - Earlydinger
Xerath - Burstdinger / Pushdinger
Xin Zhao - Burstdinger
Yorick - Earlydinger / Laterdinger
Zed - Any, based on your playstyle.
Ziggs - Burstdinger
Zilean - Earlydinger / Burstdinger
Zyra - Earlydinger / Burstdinger
Abilities Explained
Techmaturgical Repair Bots: Never forget this skill, if they are threatening a turret, YOU of all champions should be the one there to stand there until the turret heals up. Always remember you got two turrets that can be stuck a bit ahead to farm for you and you also have GP5 runes so standing around setting up a tent shouldn't be too punishing for you. It's also great at keeping you healthy while you keep your distance from the enemy.
Before
After
H-28G Evolution Turret (Q): Turrets are what makes you heimerdinger, Don't just use them to farm, use them to ward, use them to even COUNTER jungle. Hell to the yeah, you can do that! it will be explained further. You can even use them to tank a single tower shot at the low levels, pop the turret in, it will get hit once or even twice allowing you to walk right past the big turret unscratched! Now that's tower diving.
Hextech Micro-Rockets (W): Time to put those 1,2,3s to use. Count every minion closest to you and if the enemy champion is in range, pop it in as much as possible, your range is usually greater than the other caster. If not, this is a great last hitting tool, use this as often as possible to really put that
to good use.(early game the rockets cost less mana than just spamming turrets)
CH-1 Concussion Grenade (E): Try not to use this skill when playing defensively, it's only ever used to trap enemies into your reign of turrets or troll the Junglers by making them sit next to your turrets while you run away and come back just to give them a good bye present
. <3
Before
After(Side effects do not include growing twice your size)
upgrade!!! (R): Don't be shy to use your upgrade. Enemy Jungler coming into your lane, pop this skill in ASAP, you could very well not only escape but turn around and get a double kill. (has happened MANY times to me)
Also great to use if you see an enemy trying to escape and your ahead with no rylai's, use the ult get the kill, why not?
The last method which is more like an emergency eject button is when you are super pushed, your team is fighting without you and you need to get down there, pop your ult in, destroy that turret push ahead destroy another...the enemy will scurry to head towards you, that's when you decide to
Ghost away to regroup with your teammates at the enemy jungle to finish them off(you having max health while every one else is severly wounded)
Also another usage for the upgrade skill is if the enemy is low and minions chilling, pop that ult in fast
you'll have 5 rockets instead of 3 and that could very well secure the skill instead of watching them run freely.
Farming Phase for Mid
During the farm phase you want to last hit as much as possible, just because your
Always make sure to use your grenade in order to check bushes, it actually lights up the bush before it even reaches the area so it's a great utility for bush checking or even a general area.
The way you want to set up your turrets are by lining it up with the grass edges like so:

When attacking a turret and pushing, set up your turrets like so(the turret will never aggro and you will continue to push with the minions):

and for maximum trolling, counter jungle! throw a grenade over to the wraiths and watch 'em come to you.

or even leave the Jungler a little present(stand next to the rock and you have to click right on the edge of the circle):

If you have wasted your cleanse/ghost, using your turrets as wards will save you 75 gold AND allow your jungler to help scare the enemy when they finally think the farming madness has slowed down. (nothings more stressful than fighting a farming machine who actually yes, has teammates other than thing 1 and thing 2 while your own Jungler refuses to go into a bush to gank because turrets chop their health to half hp)


If you know where the enemy jungler is (for example bottom) it's always great to really troll and go take their red, your teammates will call you insane but when your turrets steal red faster than it took you to walk there, the enemy Jungler will only be more frustrated and willing to kill you (and then they run into the bush with the turrets, LOL!)
Counters
Most APs get countered by you as they have no form of poke exchange.
Heimerdinger Vs Heimerdinger
Battle of the Brains. Well this will pan out with a 50% chance of you winning. If you aren't comfortable/confident with your skills, go with one of the Defensedingers. Anyways the general guide to counter a 'dinger is as follows:
Type : Countered by
Defensivedingers : Earlydinger / Jungle ganks
Earlydinger : Laterdinger / Turtling tower
Laterdinger : Defensivedingers(due to better initiations on Laterdingers and more stability)
Any other 'dingers: Generally Offensivedinger will counter most of them, but 80% of all Heimerdingers will build Earlydinger, why? Well they are still following the top tier guide and it's not updated for season 2...which will make you the better Heimerdinger in my opinion as you are utilizing not only the new items but understanding why they are building a certain item and its usage.
Countered
He'll just omnomnom your turrets
His pet tanks your rockets which is an easy counter
Both of these champs can safely poke your poor turrets.
He basically heals off your turrets...stay away.
The only reason why she can counter you is due to her capability to hide under her shroud and burst you down without letting the turrets have a chance to react...however you do very well against her so it can go both ways.
After level 6 you can expect him to dive you but if you see him ult in, it's absolutely a must to save your grenade for when he ults into you.
Annoying pets make him hard to lane against.
Very annoying to lane against but you can poke him in exchange for the mana he depletes destroying your turrets, keep your turrets at a safe distance and don't be as aggressive with your turrets against him.
This is no longer the case, they patched this bug and placing a new turret will no longer yield 3 turrets. Max your rockets and hug your tower, she's gonna be a pain.
Champions Compatible with Heimerdinger
Other greats champions:
...As you can see, I listed almost 90% of all the champs.
~Lane Compatability~
This part of the guide will help you understand how well you lane against other champs in different lanes.
To provide the best results, I will be only using 10 different champions, they are the most played melee/ranged champions according to Elobuff.com, for soloQ ranked within the last 3 days.
5 of them will be melee, 5 of them will be ranged.
The rating will ONLY give you a good idea of how well you will do against them with factors including enemy junglers.
Keep in mind, that their skills will not judge the rating and this is just overall an explanation on why you can/can't deal with them as effectively as another champion.
Ranged
Top: *****
Kayle
Why: Her AoE from her ranged skill will eat at your turrets and she will have free poke on you even if you keep your distance, This would have been a 1 star match-up if it was mid, due to how well she would have been capable of exchanging with you (2 stars if she didn't know how to deal with your turrets). It's a 3 star match up due to the fact that if she tries to poke your turrets, you are still capable of pushing her down (due to only 1 gank potential from jungler) and forcing her to miss cs in exchange for your turrets. For match ups such as this, you are best going Pushdinger or something defensive.
Mid: *****
Lux
Why: I am assuming this lux can land her shots more often than miss which puts you against her at a 1 star compatibility, her poke would destroy you and most of the time to angle your rockets so it would poke her instead of minions, will leave you prone to getting bound. To top it off there are a few different points junglers can gank you from, even flashing from your own wraiths to kick you away from your turret. Playing defense based Heimerdingers will help you against this lane match-up and will get you through fine but initiating on her or even trying to poke her isn't advisable unless you are absolutely certain on how well you know her mechanics. If you know her mechanics really well you can exchange fairly easy bring it up to a *****, this applies to most ranged mids that have skill shots whom lane against you.
Bot: *****(2v1) / *****(support)
Caitlyn +
Sona
Why: Assuming you are 1v2ing them, Caitlyn would utterly poke you to hell and eat your turrets, you would be left hugging tower and would overall have a bad time. The only exchange is that Sona would be useless. Under the condition where you were supporting, throwing your grenades may prove to be difficult as most long range champs have a great escape, the fact that your grenades are slower then Nautilus doesn't help.
Jungle: *****
Lee Sin
Why: Due to his heavy CC and how squishy you are early game, you are very bad in the jungle. Forget the fact that you will be VERY low most of the time due to how much damage golems can do to you/your turrets, Lee sin can jungle invade and you will have a difficult time peeling him off you. If you can lock him near your turrets and keep him close enough you can get him low enough for your teammates to clear him up but it's rare that you will ever kill the enemy jungler. Ever.
Melee
Top:*****
Olaf/Lee sin/Cho'gath
Why: I couldn't decide but overall Most/ALL melee champs are your bit- female dog. Especially top.
Simply put due to the fact that early levels most junglers do little to no damage going offensive is completely viable. Pre-6 you will zone the hell out of them to the point where they are very low with less than half of your cs. Keep it warded or not it doesn't matter because if the enemy is that low and you are that farmed, the Jungler will most likely give you a double kill or will be forced to protect top lane while the top laner goes back for health. I usually go faerie charm + 8 mana pots to stay there very long and just rush my tear + sorcerer's + alaclarity on the first return (that's about 2k gold). The best part? Melee bruisers are pretty much most of what league is composed of. Use this knowledge to your advantage, and don't ever let them cs or you'll be in trouble really fast (most tops require to snowball early in order to be useful, there is a huge see-saw with top champs).
Mid:*****
Katarina/Diana
Why:
You directly counter melee champions pretty much, going as a squishy burst melee mage is just taunting you as a Heimerdinger player. Any melee mage champs just get destroyed by Heimerdinger due to the fact that they have to get really close to heim to do their burst and heim can grenade cancel the enemies burst combo. You want a Katarina counter? Heimers your man. Junglers will camp your lane which will pull more pressure on to you making it more fair and putting less pressure on the rest of your team.
Bot: *****(2v1) / *****
Ezreal
Taric
Why: Due to the fact that your support+ADC are currently in another lane roflstomping them and that you are holding off two champions at the same time this benefits your team almost as much as you shutting down top lane or having jungler camp your lane. Ezreal + Taric and most supports are melee with very short ranges made to be gap closers for the shorter ranged melees. Ezreal will have a hard time poking your turrets and pushing is an option but keep wary that you are now holding off jungler and two other champions, it will not be easy and warding is mandatory. None the less, it's not hard to pull off, focus more on csing and keeping your distance from the gap closing support and you'll be fine.
As a support, well, it'll be much easier to land your skill shots due to the shear range but it's still fairly hard to land and it isn't very rewarding when comparing it to other champions such as taric who doesn't have a skill shot stun. Even the blind isn't as rewarding when landed.
Jungler: *****
Olaf/Shaco/Kha'zix/Nocturne
Why: You are SO squishy it's just embarassing, melee champs can wreck you with an invade at any point in the game and they wont hesitate to do that, your skills wont be fast enough to save you from their natural burst.
Level 1 leashing
Leashing wolves/blue is so easy, check it im just chilling (place it right at the end so big wolf gets hit by turret):
Tell your jungler to let your turret tank it wolves and get to blue just incase he's a tard who can't last hit (and replace your turret incase you think he wont be able to kill the wolf).
Grab replace turret by grabbing blue like this:

And the other side:


You should be able to get second blue relatively easy if you get another point in turret, just drop both of them down at the same time and spam your skills and wrench that golem.
Heimerdinger's hidden mechanics and tricks
-HP Regen on turrets, keep track of how far you hp regen, it's actually surprisingly SUPER far
-Attacking with basic attack will change your turrets focus to Champions / Jungle Minions
-Grenading a champion / Jungle minion will also switch turret focus
-Grabbing your turret early you can give an AMAZING leash for wolves + blue, place wolves down pre-emptively so the turret
can tank it without being too strong to clear all wolves, after wolves spawn, hit the big one a few times then head to blue and
replace the turret if you feel like it's about to ks a wolf
-Heimerdinger can generally 2v1 melee champions, even though initially squishy, if correctly landing a single grenade, you can
double kill at level 6 two full champions, easily.
-Using your ult is a great way to keep your turrets in a fight longer
-Using your ult to secure a kill with rockets is another great way
-While using rockets, look at your rockets as a fan, that's the best way to determine what you will hit
-The best way to properly knock a tower down is to wait for a seige wave, the seige will tank the
tower enough to spawn two turrets and bring it to half hp, Seige minions spawn at generally every three
minion waves
-Heimerdinger is all about outsmarting your enemy, know how the enemy works and you will destroy lane every time,
Heimerdinger has the most distance between him and enemies, turrets that abuse the range of their effective skills
will shut down the enemy and deny them fairly fast.
An example is akali's shroud, she can snipe your turrets if they are too close, spread them far apart and she can't even
leave her shroud without taking a hit.
-Heimerdingers turrets reduce MR/armor which is one of the main reasons why he is so great at early 2v1s, the MR reduce is about
10-15 if you immediately drop turrets down when they gank and then grenade them in the face.
-Heimerdinger if played well, will do the most damage to champions, sometimes by a brutally huge amount. This is widely ignored
by the majority of players because most people cannot see visible numbers and just see him doing dps.
-Heimerdinger is like the AP mage of teemo, Junglers think he's juicy and love him. They will hug mid and the more wary you are of this,
the easier it will be for you to predict enemy ganks and either drop turrets just before they gank you OR, simply walk away.
-Dropping turrets down will speed up his turrets, NOT using his ult. His ultimate is great for forcing the enemy to stick to your turrets
which will slow them well enough for you to easily land a grenade. Sometimes it's easier to take a audacious charge/ kick to the face and then grenade
rather than trying to preemptively grenade.
-NEVER assume that maxing your rockets is the best solution, it can be if a champion like nunu/syndra is 1 hitting your rockets, but if you wrench their face,
your turret will dps them out enough for the exchange in the turret.
(3-4 shots from the turret is more than enough to exchange for the turret loss. you should have your turrets positioned close enough so you can rocket their face
if they try to use a skill on it)
-Heimer can solo blue as soon as he has 2 turrets, in order to 2v1 melees, he needs two turrets.
-Heimer can also solo dragon around level 14-16 depending on how fed he is, he can grab it with relative ease (you have to tank it initially and then
let your turrets tank the rest, keep an ult handy incase you need to escape or make your turret tank even harder)
Secret victory songs
Use these songs sparingly to help achieve victories in ranked.
P.s. Have some cookies if you read through all of this :)
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