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Spells:
Flash
Ignite
Ability Order
Hextech Affinity (PASSIVE)
Heimerdinger Passive Ability
Introduction
Magic Pen. Marks: These give you some good magic penetration, and is generally a good pick for marks on ap mid.
Mana Regen Seals: These are very vital for Heimer's early game, His skills use up a lot of mana, therefore having early mana regen doesn't hurt a bit.
Magic Res Glyphs: Heimerdinger is a very fragile champion early game, easily ganked and killed. But at least to possibly live through the enemy mid champions burst, magic resistance is a good choise. Also consider Health per level seals, if you're certain you won't get bursted down early game, and the lane is going to be all about farming.
Flat AP Quints: Having the +15 AP @ Lvl 1 is generally a good pick for mid champions.
Mana Regen Seals: These are very vital for Heimer's early game, His skills use up a lot of mana, therefore having early mana regen doesn't hurt a bit.
Magic Res Glyphs: Heimerdinger is a very fragile champion early game, easily ganked and killed. But at least to possibly live through the enemy mid champions burst, magic resistance is a good choise. Also consider Health per level seals, if you're certain you won't get bursted down early game, and the lane is going to be all about farming.
Flat AP Quints: Having the +15 AP @ Lvl 1 is generally a good pick for mid champions.
21/0/9 masteries are pretty basic ones for ap carries, Taking the mana per level for maximum AP gain and not running Out of mana through archangels.
Taking the mana regen since you can't have enough of that early game.
Buff duration for blue buff.
You can either get the 0.5% movement speed increase or the Recall time reduction depending on which ever u wanna get.
The rest of the offensive tree is self-explaining.
Taking the mana regen since you can't have enough of that early game.
Buff duration for blue buff.
You can either get the 0.5% movement speed increase or the Recall time reduction depending on which ever u wanna get.
The rest of the offensive tree is self-explaining.
Starting with boots + 3 hp pots is a pretty general way to start mid lane, but if you wanna harrass a bit more get 1 mana potion and 2 hp potions.
Early-game Chalice + Tear is prepping up for the farming and staying alive.
Sorcerer's shoes add quite some damage to your spells, also giving you the movement speed that might be required to get away or get to certain situations at this part of the game.
Then rushing Rod of Ages, to get full stacks on it. You get a bit tankier, you get more mana, and the mana from RoA is also added to the Archangel's staff passive later on in the game.
Why Rylai's next? You're still quite squishy, you need the sustain, and also your spells will slow the enemies hit from now on. This will deal a great impact in the team fights right about now.
Rush Rabadon's or Archangel's, which ever you prefer at the time. My personal recommendation is Rabadon's first.
Going for the Athene's unholy Grail as your last item. If you get this earlier than most people have their full builds, You won't run out of mana in team fights and will carry the game depending on your position.
After your full build, get The Blue Elixir for more AP & CDR, going for the red elixir for bonus health after that, getting oracles to spot invisible enemies or wards, and finishing up with the green elixir for attack speed & Crit chace - 'Cus hey, why not?
Early-game Chalice + Tear is prepping up for the farming and staying alive.
Sorcerer's shoes add quite some damage to your spells, also giving you the movement speed that might be required to get away or get to certain situations at this part of the game.
Then rushing Rod of Ages, to get full stacks on it. You get a bit tankier, you get more mana, and the mana from RoA is also added to the Archangel's staff passive later on in the game.
Why Rylai's next? You're still quite squishy, you need the sustain, and also your spells will slow the enemies hit from now on. This will deal a great impact in the team fights right about now.
Rush Rabadon's or Archangel's, which ever you prefer at the time. My personal recommendation is Rabadon's first.
Going for the Athene's unholy Grail as your last item. If you get this earlier than most people have their full builds, You won't run out of mana in team fights and will carry the game depending on your position.
After your full build, get The Blue Elixir for more AP & CDR, going for the red elixir for bonus health after that, getting oracles to spot invisible enemies or wards, and finishing up with the green elixir for attack speed & Crit chace - 'Cus hey, why not?
Getting your Turret's level to 3 while aiming to max out W-skill First is the key part. You get to put down 2 turrets dealing good damage, while bursting people down with your W. Maxing E-skill last because I believe it to be the least efficient skill for heimerdinger, but good to get early level on it in case of a auto-attack jungler gank.
In team fights you should always aim to for example trap baron, or put up a trap in the enemy jungle with ur team, waiting for someone to come greet your turrets for a cup of Tea, while U rocket the sh!t out of them!
Playing Heimer is all about the battle of Wits! If you can get your team to keep trapping the enemy team, forcing them to fight where you've placed up your turrets, The team fight should be won.
Playing Heimer is all about the battle of Wits! If you can get your team to keep trapping the enemy team, forcing them to fight where you've placed up your turrets, The team fight should be won.
Passive: Heimerdinger heals nearby structures (Turrets, Inhibs, Nexus, His turrets) passively over time.
Q: Places down (Rank1, 1 turret, Rank 3-5: 2 turrets) Turrets shooting at enemies with rapid speed
W: Hextech minirockets, fire out to the 3 closest enemy units, dealing great damage.
E: Throws out a slowly moving stun/blinding grenade, if hitting dead on, applies stun effect.
R: Passive: Gives Heimerdinger Cooldown Reduction. Active: Buffs Q & E skill, healing all his turrets to full health, causing them to slow all enemies hit, and applying 5 instead of 3 Minirockets on shot.
Q: Places down (Rank1, 1 turret, Rank 3-5: 2 turrets) Turrets shooting at enemies with rapid speed
W: Hextech minirockets, fire out to the 3 closest enemy units, dealing great damage.
E: Throws out a slowly moving stun/blinding grenade, if hitting dead on, applies stun effect.
R: Passive: Gives Heimerdinger Cooldown Reduction. Active: Buffs Q & E skill, healing all his turrets to full health, causing them to slow all enemies hit, and applying 5 instead of 3 Minirockets on shot.
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