Heimerdinger Build Guide by Samuel Godoy

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.

League of Legends Build Guide Author Samuel Godoy

Heimer - The science of solo top!

Samuel Godoy Last updated on January 11, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 7

Honor Guard

Defense: 0

Strength of Spirit

Utility: 23

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Hello there, this is my first guide, for Heimerdinger, The Revered Inventor.

Many people has been questioning the use of him, because, well, he isn't pretty useful in a team figth. His spells doesn't deal a massive ammount of damage, not directly, but, he can be a really, really good pusher.

I've played Heimer many, many times, and here i'll show you how to use him well on solo top.

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Pros / Cons


  • Awesome pusher, especially late game.
  • Have plenty of mana, staying on the lane most times.
  • Can get kills early game.
  • Finish the game with something about 800 AP (if you are fed).

  • Really Squishy.
  • CH-1 CONCUSSION GRENADE is really difficult to get used to.
  • Won't help much in a team figth.
  • Doesn't finish the game with plenty of kills.

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Starting Items:

This will get all of your initial gold, but will provide you all that you need to stay on lane until the first recall. Use the potions to replenish what you lose, may it be health, or mana. Remember, the mana potions will be required until mid game, and in higher quantities.

Core Items:

Mejai's Soulstealer gives you a lot of AP on late game, because you'll likely get plenty of kills on the laning phase, and a rain of assists on team fights. Finish the game with 12-15 stacks and you'll be fine.

Archangel's Staff will provide you a good pool, and regeneration of mana, as well as well as convert 3% of the maximum mana to ability power, which can make you more powerful.

Rabadon's Deathcap, well, it's the most popular item for mages. It provide 140 AP, and give even boosts it in 30%. Gets you lots of AP, specially late game.


You can get one of these. I recommend Sorcerer's Shoes, but Boots of Swiftness is pretty viable too. One will get you more Magic Penetration, and other gives you more speed, wich can make you get to the lane faster, and flee faster too. You can get Mercury's Treads if you want, but stay away from Ionian Boots of Lucidity, cause you've reached the max cap of CDR.

Optional Items:

Frozen Heart will give you more mana, and then you'll get a little more AP, and, of course, more spamming. And, specially it will get you more armor, wich will make you less squishy against AD and DPS.

Void Staff, especially AP, and some magic penetration too, it will make you more powerfull, but wont get you resistance.

Banshee's Veil, it's the same thing then Frozen Heart, but with health and magic resistance. Use it if the enemy team have plenty of mages.

Rylai's Crystal Scepter, Gives you more health, and your rockets deal slow. Good if you like CC.

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Team Work

Heimer haven't much resources to help in a fight, specially because nobody jumps in his turrets. But, Heimer can lead his team to the victory, by making a stealthy move to another lane, pushing it, getting it further, and making the enemy team retreat to defend. Remember, always say to your tem to retreat to the tower, so it wont be in a high disadvantage.

There is, thought, other way of helping your team. Once a fight begins, stay behind the tank, and wait for the moment that the other team start attacking. Then, quickly place your turrets on the middle of the lane, creating a barrier. Go back to a safe place, and pop stuns on the enemies. If there isnt enemy minions nearby, pop your rockets too. This is riksy, once you are squishy, then be careful, and dont let them focus you

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Firstly, you need to know what champions are counter to you, and what ones you're good against.

Avoid conflict:

Be careful with these, specially in mid. Their range will break your farming, and will low your chances to get a kill.

Good against:

These ones need to come near you to kill, and your turret will focus them if them attack you near it, and if one of these try to break your turrets, you can pop a stun, or rockets on them, and makin them give up.

Good, now you need to know how to place your turrets, and wards.

Note: I'll add images eventually

Level 1 and 2: As you have only one, place it behind your warrior minions, and in front of the mage ones. It will target all warrior minions, and maybe some mages.

Level 3 and 4: You will have 2 green towers. Place each of them at the side of the warrior minions. They will target all enemy minions, warriors and mages.

Level 5: Your turrets now deal AoE damage. Place it as you did early game, but now, in the front of the wariors. It has higher health than before, so now it can kill the warriors and make yours advance on the mage creeps, without dying. The other stack, let it with you, so you can use agains an enemy, maybe to counter-gank

Get always wards, this way you'll avoid many ganks. Put them in the brushes by the river, and, if possible, in front of dragon/baron. This way you'll help your teammates too.

If you push to the enemy turret, place new turrets away from there, and let the enemies advance. Stay far from the hostiles, but close enought to get XP

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Summoner Spells


Spell with good uses on escaping and chasing. When escaping, try to run ta a wall and go across it. When chasing, use it to flash rocket the target.

Good spell to return to the lane quickly after making a recall. Better then clarity and heal, if not in an emergency.

Awesome spell to run away if you're about to die. Run away from ur chaser in the lane, and make them crashes with the minions

This spell can save you from recalling, and with this you can stay on the lane, even when you got low health. You can use it on an emergency too, and save your life.

With this one you can keep laning, bacause you can't pop turrets if you're Out of Mana, right?

You aren't exactly looking for kills, but it can help you get fed early game, so use it if you want.

Stay away from:

Not very good for Heimer. If you get close to killing a guy, you'll kill him, because if you're in the range to put this, you're in range to pop your rockets, so do it.

You already have your turrets as a siege and farming mechanism. It will be unuseful for you.

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Greater Mark of Ability Power, Grants you some Ability Power, very good early game.
Greater Seal of Knowledge, Grants mana. Good for carrying
Greater Seal of Ability Power, Grants more AP. Boosts your early
Greater Glyph of Magic Penetration, Grants some Magic Pen, what makes your spells more painful
Greater Quintessence of Ability Power, Grants a great number of AP.

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Important: Don't rate a build without trying it first. Keep in mind the pros/cons and the early/late game stats.

This is a build that works for me. Not that I get much kills with it, but heimer is an important champion for the team, kinda support. Suggestions are accepted, but I will use it only after I test and test it.

Heimer Updates:

  • Aug. 9, 2011: Placing new turrets while UPGRADE!!! is activated will place Frost turrets. A long awaited should-have-been-there-already feature for Heimerdinger to embrace.
  • Jun, 22, 2011 - H-28G Evolution Turret mana cost reduced to 70/80/90/100/110 from 120/125/130/135/140.
  • Mar. 15, 2011 - Siege minions spawn-increased moved to 35:00
  • Mar. 1, 2011 - Siege minions now spawn every 2nd wave after 20:00 is reached in a game. Indirect buff to Heimerdinger, the master of creep-control!
  • Jan. 18, 2011 - v1_0_0_109 Big Heimerdinger changes!
    Here, I will list everything note-worthy as well as my own little comment.
    Overall, these changed didn't really do much. I'm especially disappointed that not only did Turrets stay at two, they were nerfed to have to wait until Rank 3 for two to be used.
    Improved H-28G Evolution Turret AI so they will prioritize attacking Champions that attack Heimerdinger.
    Major buff, countering a gank and simply returning enemy harassment will be much easier now!
    H-28G Evolution Turret now work on an ammo system (25 second ammo cooldown), 1 second placement cooldown.
    Interesting change. This means you'll be able to replace turrets more efficiently when moving around the map. But the cooldown increase can really mess with your laning.
    Levelup progression changed: Rank 3 - places 2 turrets
    Turrets now gain 15 health per Heimerdinger level down from 21.
    Nerf, Turrets are even squishier now...
    UPGRADE!!! finally got some love. It now upgrades Hextech Micro-Rockets to 5, and makes CH-1 CONCUSSION GRENADE fly faster.

Note: I got this list from JunSupport's build: . Thank you friend.