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Heimerdinger-AP AP AP

Heimerdinger-AP AP AP

Updated on March 3, 2011
7.6
13
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League of Legends Build Guide Author joecoastie Build Guide By joecoastie 13 4 77,881 Views 25 Comments
13 4 77,881 Views 25 Comments League of Legends Build Guide Author joecoastie Build Guide By joecoastie Updated on March 3, 2011
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Introduction

This build has made me actually carry some games. It lets you hit with a lot of Ability Power. This build turns your turrets into super turrets. I like it and I found that it helps early game for minion kills, survivability, crowd control, and if they are dumb, early kills in combination with your turrets.
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Pros/Cons

Pros:
-Awesome AP
-Awesome MP
-Great for farming
-Good crowd control
-More kills than a support should get
-Excellent support

Cons:
-No defensive items
-Your laning partner will hate you for taking all the gold
-Still pretty squishy
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Runes

Greater Quintessence of Magic Penetration-Magic Penetration
Greater Mark of Magic Penetration-Magic Penetration
I did this to help with Magic penetration. It will take away most of the enemy team's basic Magic Resist.

Greater Seal of Attack Speed-Attack Speed
This is will help with your basic attack speed and enable you to not only rely on your abilities. You can substitute this with your choice. But to me, the other seals dont have enough bang for the buck. The only ones are maybe health, dodge, and armor.

Greater Glyph of Cooldown Reduction-Cooldown Reduction
Enough said with that.
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Masteries

For the masteries I did a basic 9/0/21. This gives mass Cooldown Reduction for your abilities and summoner spells.
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Items

For items I like to start off with the Sapphire Crystal for maximum mana. Then finish off Tear of the Goddess for extra mana everytime you use an ability.
For boots, I suggest Sorcerer's Shoes, again for Magic Penetration. You can replace those with Boots of Swiftness if you like.
After that you want to finish off the Archangel's Staff. This way you get a conversion from mana into Ability Power.
After that you get Rabadon's Deathcap. This increases your Ability Power by 30%. The next item will be Void Staff for more Magic Penetration. While playing I learned that I almost always had to get Void Staff for the Magic Penetration. So my suggestion would be to throw a Void Staff in after you build the Rabadon's Deathcap. This will also help drain even the most tanky champs.


At this point is when you have your choices. You can go either straight Ability Power, or more survivability.


If you go the Ability Power route, continue to build Archangel's Staffs for your mana increase and your Ability Power increase. Once you finish with these items, 9% of your mana will be converted into Ability Power. If you don't think you need the Void Staff for the extra Magic Penetration, the switch it with the Archangel's Staff.


For more survivability and/or situational items, you can get Rylai's Crystal Scepter for some slow. If you do go the Ability Power route, I have been able to get him up to 1069 in Ability Power after all six items(EDIT:this number has changed due to the new edit of the Void Staff; if you go for an Archangel's Staff instead of the Void Staff it will bring you to 12% converted mana into Ability Power, and your Ability Power will then get to over 1,000). Due to your farming so easily, it makes it simple to buy these items earlier than other champs get their items.
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Skill Sequence

I first want to say, that I found this skill sequence on www.leagueoflegends.com. I want to give the guy credit, but I do not remember his name. He did call his build openheimer. I like the way the skills are set up, because it lets a non-early game champion have some power early in the game. Mastering your turrets and your grenade is key. You will max your turrets by level 9, and your grenade by level 10. Your turrets will help you farm. Also if an enemy is coming after you and they aren't paying attention to your turrets, then you can hit them with your concussion grenade and stun them, plus deal massive damage from your grenade and your turrets. You wont really need your rockets or your ultimate until later levels. You can substitute rockets with a grenade, however its not very often that you will need it. You won't start ganking until you get to level 8-10. At which point your grenade and turrets will do the job. Levels 11 and 12 you get your ultimate. This helps to slow, and due to the new buff will allow you to throw your grenade faster. Level 13 is when you start to get your rockets. After that you finish your ultimate at level 16 and then finish your rockets out. When you use your ultimate, it enables you to throw 5 rockets instead of 3, and as mentioned earlier, you throw your grenade faster(due to the new buff).
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Summoner Spells

I choose Flash and Ignite. Flash is a good one to have, however you can trade it out with Teleport, Ghost, or Exhaust. To me, Ignite is the greatest thing to have because you can finish off your kills with it. No matter what champion I am, I always like to have Ignite.
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Summary

This build gives you a lot of Ability Power and enables you not to only be a support. I have actually carried some games due to my teammates not being so good. But if anything, your grenade and turrets will help your team be able to kill enemies in seconds. You should play around with this build. Try the Ability Power items and try the Survivability items and see which ones you like. It also depends on the other teams items. I like the skill build because it helps you focus on two abilities and making them good, instead of having more abilities that only do ok. It also helps your stun have a lesser cooldown, which helps in every situation from ganking to getting ganked.

This is my first build so please comment and give me some advice. And PLEASE try out this build before you judge and vote!
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League of Legends Build Guide Author joecoastie
joecoastie Guide
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Heimerdinger-AP AP AP

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