Build Guide by
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.
Heimerdinger's biggest strength is lane control and positional posturing. When his turrets are maxed and grouped there is little a team can do to successfully push. His turrets provide a constant stream of minerals and XP, allowing Heimerdinger to retreat to shop or help gank a lane while maintaining presence in his primary lane.
Heimerdinger is at his weakest when not prepared to defend a location (turrets set) and/or when jumped alone. Since killing him kills the turrets it is viable to turret dive Heim without him returning the favor, so a high level of map awareness will go far (true for all heroes, but any hero without an escape mechanic needs to make this a focus point).
Since the latest patch Heimerdinger has become one of the better turret pushers when left to his own devices. You out range a turret with grenade, and combining your turrets with minions can essentially nuke any defensive structure.
The build is pretty standard. Heimerdinger is lethal as long as he has the mana and CD reduction to support "spamming" his abilities. Realizing a lack of mana to grenade stun an attacker into your turrets is a greater loss than any damage gain deep in the attack tree. Since utility does provide the essential CD redution, mana gain, and general utility its best then to rune completely for AP. All of his abilities (even turrets) scale off of AP. Without an escape mechanic this heroes best escape is a kill, and go far in getting you that kill.
The items aren't listed in a "must buy" order. I usually put heavy emphasis on boots early because running fast can save your life or end theirs in close situations. After that mana/regen/CD reduction/AP are fine with the items I listed as ideal. It is best, as always, to get lower teir items (such as the tear) early and combine later into the end-game items.
I won't go into much detail about how to play him during a game. The obvious things to note are keeping turrets down (in brush preferably if it can hit minions from its location) and keeping damage and pressure on enemies with your long range attacks (grenade, rockets). One area that takes practice but once mastered is near unbeatable is grenading running/chasing/and groups of players. Throw the grenade at where they are going to be, not where they are. Its more difficult than it sounds especially in the heat of battle, but stunning 4-5 champions with one attack can result in an ace instead of a death.
The summoner abilities are fairly self explanatory. You want clarity to maintain a castable state as long as possible. Dodge is to give an escape/chase/or dodge (running circles near your turrets).
I hope you enjoy this build and I'll continue to edit and critique this character as the game surface changes.
P.S. Apparently signing up for an account is a year long process requiring background checks and personal investigation. I'll repost this as a public issue once I've received the elusive conformation email.