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Spells:
Promote
Garrison
Ability Order
Hextech Affinity (PASSIVE)
Heimerdinger Passive Ability
Introduction
This is my first guide, made mainly for my reference as I perfect my Dinger. Please use constructive criticism for my guide as I am always looking to improve his solo defend/push abilities.
Updates
10.09.11 - Cosmetic changes, changed Summoner Skill choice, updated items, added a resist build chapter and a melee dive chapter.
Runes are set up for well rounded defense and spell pen.
Greater Mark of Magic Penetration x9 - you have to have some sort of respectable damage after all.
Greater Seal of Armor x9 - perfect for those melee that think you're an easy kill.
Greater Glyph of Magic Resist x9 - for those pesky caster types.
Greater Quintessence of Magic Penetration x1
Greater Quintessence of Armor x1
Greater Quintessence of Magic Resist x1
Greater Mark of Magic Penetration x9 - you have to have some sort of respectable damage after all.
Greater Seal of Armor x9 - perfect for those melee that think you're an easy kill.
Greater Glyph of Magic Resist x9 - for those pesky caster types.
Greater Quintessence of Magic Penetration x1
Greater Quintessence of Armor x1
Greater Quintessence of Magic Resist x1
After you get your Prospector's Ring, Ninja Tabi and Rod of Ages, it should depend on your situation to either go more armor ( Zhonya's Hourglass, Frozen Heart, Sunfire Aegis, Randuin's Omen), spell resist ( Odyn's Veil, Abyssal Mask, Banshee's Veil) - or both ( Aegis of the Legion, Guardian Angel). That's usually enough for resists so keep building +health with Shurelya's Battlesong and finish it off with a Rabadon's Deathcap if you are able.
Most games will be over around the time you build/finish your Shurelya's Battlesong, so I consider anything after that a bonus. I don't put too much into AP but will get it where I can. Heimerdinger will be top damage in 99% of games, so this validates the choice of not stacking AP.
Most games will be over around the time you build/finish your Shurelya's Battlesong, so I consider anything after that a bonus. I don't put too much into AP but will get it where I can. Heimerdinger will be top damage in 99% of games, so this validates the choice of not stacking AP.
AP ChampionsAkali Amumu Anivia Annie Brand Cassiopeia Cho’Gath Evelynn Ezreal Fiddlesticks Galio Heimerdinger Janna Karma Karthus Kassadin Katarina Kennen LeBlanc Lux Malzahr Maokai Morgana Nunu Orianna Rumble Ryze Singed Sona Soraka Swain Veigar Vladimir Xerath Zilean |
____________ |
AD ChampionsAshe Caitlyn Gangplank Garen Irelia Jarvan IV Kog’Maw Lee Sin Master Yi Miss Fortune Nocturne Olaf Pantheon Renekton Riven SIvir Skarner Talon Tristana Trundle Tryndamere Twitch Urgot Vayne Warwick Wukong Xin Zhao |
____________________ |
AP/AD ChampionsAlistar Blitzcrank Corki Dr. Mundo Gragas Jax Kayle Leona Malphite Mordekaiser Nasus Nidalee Poppy Rammus Shaco Shen Sion Taric Teemo Twisted Fate Udyr Yorick |
It's imperative you do the first 6 points in order or it's going to affect your ability to push/defend in the beginning.
Since you start off at level three, go ahead and put two points in Q H-28G Evolution Turret and one in W Hextech Micro-Rockets. By the time you start hitting minions, you'll be level 4 so you can throw that point in E CH-1 Concussion Grenade.
Your level 5 ability should be Q H-28G Evolution Turret - you now have 2 turrets to use. Obviously, at level 6 you want to take your R UPGRADE!!!. After that you are maxing out Q H-28G Evolution Turret first, then W Hextech Micro-Rockets and lastly E CH-1 Concussion Grenade, with R at 11 and 16.
Note: You can get Q W E as the first three starting abilities, but it's just personal choice. However, you shouldn't vary off the skill sequence after that.
Since you start off at level three, go ahead and put two points in Q H-28G Evolution Turret and one in W Hextech Micro-Rockets. By the time you start hitting minions, you'll be level 4 so you can throw that point in E CH-1 Concussion Grenade.
Your level 5 ability should be Q H-28G Evolution Turret - you now have 2 turrets to use. Obviously, at level 6 you want to take your R UPGRADE!!!. After that you are maxing out Q H-28G Evolution Turret first, then W Hextech Micro-Rockets and lastly E CH-1 Concussion Grenade, with R at 11 and 16.
Note: You can get Q W E as the first three starting abilities, but it's just personal choice. However, you shouldn't vary off the skill sequence after that.
Promote is useful for helping push the other lower capture point. It can make up for his weakness to solo push.
Garrison is great for those times you have two or more champions thinking they're going to focus you down. If they use Garrison, counter it with yours. 4/5 times they think theirs is working... when it's not. They'll just stay in there and get their face NOMNOM'd by the turret. Good stuff.
Other Options
Flash is extremely useful especially if you find yourself pulled/pwtned away from your turrets and the capture point. You can also move out of any aoe champions will put on the ground. Just remember to replace any turrets that may have died to it.
Before the Game Begins
If you are solo queuing, make sure your teammates understand you are taking bottom solo. It never fails to have someone think they're helping you by going bottom.
Out of the Gate
The first thing you do is take the capture point. Right after that, place your turret north of your capture point. By now you'll know what you are up against:
1+ Champion(s)
You can start clearing minions, but be careful not to engage enemy champions directly. If it's two players, I prefer to hang back on the edge of my defense point and attack minions from there. I am perfectly happy keeping two champions busy while my team has the advantage up top.
GASP! NONE!
If the other team just took the bottom and headed north to help their teammates, they just did the worst thing possible. Immediately head toward their capture point ignoring minions. Place a turret just outside of the ring and start capturing. The turret will keep any minions busy while you take the point. This works 99% of the time and by the time any champion comes back, you'll have your turrets up and the help of the capture point to ward them off.
On the Move
You are more than happy to defend, but always be looking for an opportunity to take the other bottom point. If there's just one champion, start moving your minions toward their point. Keep your distance from champions at all times and use your minions to your advantage. If they are out pushing, you will eventually push them back to their capture point, where you keep letting your minions do the heavy work. Once their tower is neutralized, plant your turrets INSIDE the circle and start pew-pewing their face. They will either stay and die or run away, allowing you to capture the point. If they have help incoming, making use of your Garrison can secure your place once your point is captured. Also, make sure to take the health bonus once you're able.
Dealing with 3+ Champion Rush
No matter how well your teammates are doing up top, more often than not, you will get rushed by the other team... so be sure to watch out for this. You will get every ulti and ability in your face if you decide to stand your ground. Your best bet is to retreat (not too far) and harass them to slow their capture while your team mates come to help. Don't feel bad bad if they take it, you will just take it right back.
This is easy enough to do, even when it's 2 melee up on your face. Your first priority is to make sure they didn't bring any minions with them. Kill them first if they did. When they dive (they usually have a stun they will pop first).
Use E right where you are. This will stun THEM and give you a chance to do your dance. You are to run in circles around the capture point, keeping out of melee range while your turrets and the capture point destroy them. This will annoy and frustrate them to no extent. You can tell it's working when the other player comments on your circling abilities. :)
If you have Zhonya's Hourglass don't forget to pop it when you get low on health. This is usually the difference between you or the enemy dying.
Use E right where you are. This will stun THEM and give you a chance to do your dance. You are to run in circles around the capture point, keeping out of melee range while your turrets and the capture point destroy them. This will annoy and frustrate them to no extent. You can tell it's working when the other player comments on your circling abilities. :)
If you have Zhonya's Hourglass don't forget to pop it when you get low on health. This is usually the difference between you or the enemy dying.
Your ability to solo defend/push will give your team a one champion advantage. It's your responsibility to use your best judgement to either defend or take the other bottom point.
By building Heimer-tank w/health regen gives your opponents the chance to severely underestimate your survival and score easy kills.
By building Heimer-tank w/health regen gives your opponents the chance to severely underestimate your survival and score easy kills.
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