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Heimerdinger Build Guide by ManjoDude

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.


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League of Legends Build Guide Author ManjoDude

Heimerdinger jungle

ManjoDude Last updated on November 23, 2012
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Ability Sequence

1
4
5
7
9
Ability Key Q
2
8
10
12
13
Ability Key W
3
14
15
17
18
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

In this guide I will show you how I jungle as Heimerdinger. He is not much used as a jungler, probably because he have small ganking opportunity. Dispite of that, he is a really strong jungler and if he gets behind the oppisite laner, you can do much damage and get some kills.


Guide Top

Pros / Cons

Pros
- Really stong jungle
- Fast jungle
- Alomst garantied kills if he gets behind the laner
- Exelent at holding lanes, dosn't have to be in lane


Cons
- Little CC, hard to hit with stun
- Needs his turrets to jungle in early levels
- Need first blue
- Weak ganks if the oppisite laner is defensive


Guide Top

Creeping / Jungling

In the jungle, you start at blue. You set out your turret in the brush so it does not attack the blue when it spawns. Then you get a pull and basic-attack it. Let the agro go over to your yurret and when you can, execute it with smite.
Then you go over to wolves and set out a turret. Basic-attack the big wolf and fire of you rockets as often as possible.
Then you go over to wraits and take them out with a turret and some rockets.
Then go take red. Start with letting the turret take the agro and fire rockets. When the turret die, just basic-attack the red until you can execute it with smite.
After red you can either gank a needing lane or go take golems.
From here you are free to gank and take some jungle monsters when you want to.


Guide Top

Runes

I take magic pen at marks so all my abilities take more damage, both in jungle and in ganking.
On sels I take mana regain because Heimerding burns very much mana whatever he is doing.
On glyph and quin it take AP so my abilities and my turrets do more damage.


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Masteries

I go for a 21 - 0 - 9. You don't need defensive masteries because your turrets take almost all the damage. On the offensive, I take CD and AP so my turrets are stronger and I have them more often.
On utility is choose mana and mana regain because Heimerdinger burns mana, some movment speed and Runic affinity so the blue sticks to you longer, giving you an easier jungle.


Guide Top

Items

I start out with an Amplifying tome for stronger turrets and other abilities. After boots, I rush Rylai's for more HP and better ganks/get aways. Then I buy Rabadons and Rod of Ages for more substain, mana and a lot of AP. Then I buy a Will of the Ancients for some spell vamp and AP. I finish my build with a Void Staff so the enemies MR don't help that much.


Guide Top

Skill Sequence

I start with turrets and max them as fast as possible because they are what making jungling possible for Heimerdinger. I take rockets at level two and max them at level 13 for damage (and if Rylai's, slow). In level three I take Granade for better ganks and stronger jungle. I max this at level 18 because it's not used for damage, only for stun/blind.
I take the ultimate at level 6, 11 and 16.


Guide Top

Summoner Spells

I choose smite baecause you need this to go through jungle.
I choose flash because you can use it to either catching up to people or to get away.