Heimerdinger Build Guide by ChubbyHero
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Common Sense 101:
In the time that I've been playing League, I've noticed one thing. I've noticed that when it comes to using common sense, a lot of times some people don't seem to have any. Heimerdinger is more of a pusher/support (support is arguable), don't expect to be getting mad amounts of kills with him. You might have games where you wreck and go 19-1-12, but don't expect it much. Your job is to push, harass, and keep the enemy team back. If you see a team fight, yeah, it'll be nice for you to help, but don't go in Hextech missles a-blazin'. Help from behind your team. Keep a distance. Simple as that.
Welcome to my guide on Heimerdinger, or as I like to call him, my golden afroed angel of doom. I've been playing as my little golden afro since day 1. He was hard to master at first, and kind of annoying, but after a while, and experimenting with him, and after many failed games, I found out what works. You might think that he's easy, and requires little to no skill. Ha! You sir/madam are incorrect. He requires a lot of the following:
Map awareness (a skill that EVERYONE should have)
But as soon as you get those down, you are ready to bring doom and rage to the enemy team.
Pros and Cons:
Although Heimerdinger is a baller, and wrecks mid/late game, he does have some downsides.
Mid/late game, you'll be making so much gold, you'll have 4 Swiss bank accounts
Your turrets do most of the work when it comes to pushing, gettin' kills, farming, and jungling
You can spam your abilities to either clear out a massive minion wave or just do a massive amount of damage in team fights
You have an afro. And it's gold. Can you say, "swag?"
Super super super squishy early game
Your lane will usually get ganked first once you start clearing minion waves in a matter of seconds
Not that good when it comes to escaping ganks
When laning against a ranged champ(s) (Caitlyn. Teemo, Ezreal, etc...) your turrets will be nothing to them
AI on the turrets isn't the greatest
Your Abilities and You!
Heimerdinger has some pretty sweet abilities. With them, you will own your lane, and your enemies won't dare taking a step near you and your turrets. Let's begin by taking a quick look at what you have at your disposal and how you can use them like a boss.
H-28GE Evolution Turret
(Active): Heimerdinger constructs a machine gun turret with (260 + 15 x level) health that deals 28/36/44/52/60 (+25% if ability power) magic damage.
Each rank of this skill grants further enhancement:
Rank 2: Turret attackts reduce the target's armor and magic resist by 1 (max 50).
Rank 3: Maximum turret increased to 2
Rank 4: Turrets gain an additional 125 health
Rank 5: Turret attacks deal 50% area damage
Cooldown: 1 second
Turret range: 550
Turret attack speed: 1.25
Sight Radius: 625
What this is for you: This, my good sir/ma'am, is your bread and butter. This is what makes Heimerdinger, well... Heimerdinger. This is what's gonna get you that mass amount of gold, and awesome backup. With these, you can pretty much clear out a small minion wave in a matter of seconds (given that your minions are there helping too and you maxed out your turrets).
(Active): Heimerdinger fires 3 enemy seeking Micro-Rockets, hitting targets nearest to him. Each rocket deals 85/135/185/235/285 (+55% of ability power) magic damage.
Cooldown: 10 seconds
What this is for you: This is going to be your awesome harassing tool, along with minion controlling tool. With a high enough ability power (or AP for short) you can finish off enemy champions that somehow manage to escape your turrets and team mates.
CH-1 Concussion Grenade
(Active): Heimerdinger tosses a grenade, dealing 80/135/190/245/300 (+60% 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.
Radius: 250 (estimate)
Stun radius: 100 (estimate)
Projectile speed: 750
What this is for you: This is going to be another farming tool along with harassing/scaring your enemies. It does take some practice getting the trick to landing them where you want them down, but once you get the hang of it, you'll give the enemy a good scare when they notice that they're not only blinded, but they're also stunned. When it comes to minions, I would use this only if there is a massive minion wave (15+) coming at your towers. Not worth spamming early game.
(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 6 seconds. During this time he fires 5 Hextech Micro-Rockets, and the missile speed on the CH-1 Concussion Grenade is increased to 1000.
What this is for you: Ah, your ulti. Reading it, it doesn't seem like much, and it doesn't sound that great (at least it didn't for me back when I was level 3), but this ulti could save you from getting ganked, chased down, or even getting out of team fights. Because of its awesome slowing effects, you have a good chance of using it to slow enemies behind you that want to get you back for taking their tower(s) :p.
And last but not least, his awesome passive.
Techmaturgical Repair Bots
(Passive): Heimerdinger gives nearby allied structures and units 10/15/20/25 health regen per 5 seconds.
What this is for you: This is such an awesome passive when it comes to defending your towers. When you're solo laning and for some odd reason, you're forced to tower hug, even if the enemy minions touch your tower, you'll make sure you heal it right back up. Along with that, you're automatically a tanks best friend by giving them a bonus 25 health regen per 5 seconds. And remember, having the team's tank as your best friend is always good since you're squishy.
Items (with small gameplay tips):
Well, this is the chapter for, you guessed it, item explanation. Now, I've seen a lot of builds for Heimerdinger, and a lot of them make a lot of sense. I've received criticism on my build because it's "weird." Yeah, some items might not seem to fit right with Heimerdinger, but bare with me. There is a reason. Let's get started!
Now you may have noticed that I start off with the Amplifying Tome. It's a great item to have at the start of the game since you have those runes which give you an awesome head start of 26 AP. That tome will give you a nice bonus along with it too letting you start out with a baller 46 AP to start with. Now that you're thinkin', "holy ****, that's baller!" wait until I get to the even better parts of the items. Now that you have your little turrets doing 39 magic damage PER HIT! That's a pretty sweet number to have since it's gonna do a lot of work on minions and squishy/easily annoyed enemy champs. Not that you're farming it up with your lane buddy (or not if you're mid), you should use that health potion wisely since you're probably not gonna get hit often early game and you're gonna want to stay in that lane as long as you can (or at least until you can get the next item(s). Now to the Hextech Revolver. Yeah, you have spell vamp now, which is really nice since you should probably be anywhere from level 3-5 by now and you have your grenade and rockets. Use those two on some minions or enemy champ (don't really hit the enemy champ if they have more health than you and you know that you probably won't make it. That's not smart, man) to get about 25-35 health back. Now that you're starting to level up your turrets and are making gold a lot easier and faster, lane as long as you can, and rack up as much gold as you can. You do have an expensive build ahead of you, so you're gonna need all the gold you can get.
Now that everyone's starting to stray away from their original lanes to help out others, the fun begins. By now, it should be around the 16-20 minute mark and you should have at least your Sorcerer's Shoes and one of the two items needed for your Deathcap. Now that you're pushing out a high amount of power, pushing should start to become nothing more than a press of a key. The next item you should be focusing is the Rylai's Crystal Scepter. With this, you will get beefed up a little and on top of that, your rockets and grenade should be slowin' suckas down. It would be awesome if the turrets could slow down enemies as well, but it doesn't. So don't expect it working that way. Your turrets aren't Ashe. Next item to be working for is Shurelya's Reverie. Here's where people doubt my build. Why would you get a tanky-ish item for Heimerdinger? Well, have you read its active? 40% increased move speed for you AND YOUR ALLIES for 3 seconds. This item is perfect for when you need to escape an enemy gank, team fight, or enemy. On top of that, you won't be so squishy anymore, you're getting some pretty baller health regen on top of your passive, AND you get mana regen. Why wouldn't you get Shurelya's Reverie?
By now, you must have some pretty sweet gold from the kills/assists you're getting with that massive AP damage. What to get now? Easy. Build for a Trinity Force. You might be asking why. Well, it's a pretty sweet item because of the awesome effects it gives. You get even more AP, you get health, move speed, mana, and Sheen's awesome passive. It makes doing more damage to enemy champs more fun. Now that you've finished your build, you should be an unstoppable pushing machine (giggity).
I swear by my build, and I stick to it all the time. Teams usually surrender by the time my lane buddy and I get their inhib so I don't always get to finish my build 100%. But hey, it works. You win most, you might loose a couple ;p.
How to play Heimerdinger LIKE A BOSS:
It's pretty simple if you read the chapter above. Early game, be sure to push the enemy back so they can't touch your tower without having 9/10 of their health gone by the time they get there. Another pro tip would be map awareness. You might not have the most talkative of team mates, so you might not get the mia's getting called. Or, you might have team mates that would call mia's a bit too late. That's why map awareness is such a huge thing. If you're in bot lane pushing and you see no red circle in mid lane and notice that the champs you're going against are starting to get a bit more rallied up, it might be time to hug that tower of yours. Wait until you see that everyone's back where they belong and then push back out and make them pay for scaring you like that. Another pro tip with Heimer would be to try and lane with either a tank or someone that has stuns. Stuns being because they're super helpful when running away, or getting someone stuck between your turret(s) and you. For me, I've found great success in having a tank as a lane buddy for the fact that they're a tank. They got your back if things get rough, AND you can help them out with the extra health regen you give from your passive.
Check out my video to see my build at work, and a couple of non mentioned tips too :p.
Sorry that this little "chapter" is so small, but I feel like I've given you enough information on how to play Heimerdinger as best as you can. Always remember to just have fun. You will loose games, but don't let that discourage you. Also, it would be awesome if you could try out my build first then vote rather than just glance then vote based on what you think will work or not. Also, my apologies for not having all the fancy pictures like the other guides do. THANKS! :D.