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General Guide by JasonS1991

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League of Legends Build Guide Author JasonS1991

Heimerdinger

JasonS1991 Last updated on April 26, 2015
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Introduction

Artwork by username "Arcaste" on Deviantart.

Hello! This is my first time making a guide, so any input and critique on what you think of it would be great. This Guide is focused on how I like to play heimerdinger in mid lane. Im kind of a steam rolling turtle with him if that makes sense. I say turtle because it has enough defense built in that if you get jumped by more than one you can hunker down in the middle of your turrets and mow them down. So without further adieu, here we go!


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Masteries/Summoner Abilities.

Masteries
4/1
1/1
3/5
1/1
1/5
2/5
3/1
2/5
2/1
1/1
3/5
1/1
3/5
1/5
1/1
1/1

Masteries I chose to have like this for I felt was a good balance in his power output and defense upkeep. There's not much else I could explain for this.

Flash
Ignite


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Runes

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Scaling Health
9

Greater Glyph of Ability Power
9

Greater Quintessence of Magic Resist
3

Now I chose this rune set up because again, I feel that it works well with giving you the extra bump in power for his turrets, but still give you enough health and defense against your lane enemy to give you a warm fuzzy in fights. Plus the scaling health helps mitigate the need for going for items that are more defensive than offensive in the early to mid game.


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Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

The Ability sequence is focused on maxing his turrets early. Being obviously they're his main source of damage, their max natural cooldown is essential. The rockets are the next to be maxed because they bolster his damage output with his turrets and a little bit of poke, leaving his grenade simply for just the stun utility being that it doesn't do much damage until late game. With his R being upgraded in the usual sequence of 6, 11, and 16.


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Items

Starting Items


Warding Totem, Doran's Ring, and Health Pot x2.


Core Items


Sorcerers Shoes, Liandary's Torment, Morelonominomicon, Rod Of Ages, Athene's Unholy Grail, and Zhonya's Hourglass.

Extra Defense


Banner of Command, Iron Locket of the Solari, Banshee's Veil.

Extra Offense


Luden's Echo, Rabadon's DeathCap.


Starting items are simple, I left upgrades to the Warding totem out due to that should be habit and preference for that goes by each player. The Core Items, I focused those on being able to "Tank burn" and melt most other squishy people. However if you find that it's lacking a bit of power for your match, then grab yourself on of the suggested items that will help pack a little more punch over for you in place of another item that doesn't seem appropriate for the opposition you have. The same goes for the extra defense, if you have enough hurt output but are dying to quickly to use it, then the suggested items I put up for extra defense should help keep you alive while still giving you the ability to keep up somewhat on the damage output. I very much like using Banner of Command on Heimer as it really makes it hard for the lane enemy to farm when all your minions are twice as strong as theirs. It also makes pushing lanes a breeze.


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Farming/Team Fighting.

Lane Phase


I typically will set my turret a little off to the side. If you had a protractor that measured angles on the ground, put it at like a 40 degree angle off to either left or right side of heimer, so that it's not necessarily in common lines of fire and it's still in a good spot to mow down minions. Once you have the ability to have all three turrets out, I like to place them in either a clean cut "V" pattern, or an obtuse triangle set up. I find that this positioning is once again, not so much in common lines of fire, but still in positions to farm for you and attack enemy champions that come after you. When farming and its safe, it's all good to go ahead and roam around your lane if you want. In fights against champions, it's very important that you stay in the center of your turrets going in circles or awkward hard to follow patterns while you use rockets, grenage, and the turrets do their thing.

Mid Game


By Mid Game, you want to focus on locking down the lane that your team chooses to travel down for fights. They may not all be there at once, but you should be able to see which one they frequent, and make it your job to utilize your turrets to clear minions and make use of your rockets and grenades for engagement on enemy champions. Make a lot of use of your Ultimate Turret against enemy champs. That thing is much more efficient in killing not just one but multiple champions. Locking down the lane and keeping minions clear for the team will make team fighting a lot smoother for you. Plus the amount of gold you receive from farming them during fights will make great additions to gold received from assists or kills.

Late Game


By Late game, you should have the build of items desired for the situation, and are either completely farmed up or very near the end of it, that all you should have to focus on by this point is setting the turrets down in a variety of triangle patterns that make an even spread of damage to all enemy champions who dare enter their reach. Heimer by this point in game becomes very intimidating due to you have enough to take some punishment from enemy champs and dish out just as much if not more to them than they are you. You could, if planned right, hold off all five of them for the rest of your team to swoop in behind and/or on the sides to make a good play. By this point you won't have to think much about farming, your turrets will automatically sweep the lane free of minions.


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Pros / Cons

Pros:


The Pros of this is it focuses I feel more on Heimer's awesome ability to farm a lane and zone the enemy, while at the same time giving just enough to defend yourself and even score a few kills before team fights happen. Or if you're in a tight spot in lane you have enough to stay alive and safely move away from the situation you may have been caught in.

Cons:


This build is NOT for the impatient who want to go balls deep and try to kill the lane enemy outright. Think of it as fishing. You're just relaxing in the lane farming, waiting for the fish to take your bait. Let them come to you, Do NOT go to them, unless you are incredibly fed and have a good clear opening to do so.


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Summary

I hope you like this guide. I'm not platinum rank or anything, just itty bitty bronze, but I like to tinker around with builds and play with them to see what works and doesn't work.

I know that the items don't have the bbcode on them, They wouldn't work for me. If someone could explain to me how to fix that, that would be awesome.



Please try this build and tell me what you think, again I hope you like this as much as I did. I'll gladly take peoples advice on improving the guide if it needs any, I like to learn new ways to make fun builds.


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