Build Guide by nRRe

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.

League of Legends Build Guide Author nRRe

HeimOHMYGOD(AP + Tankish)

nRRe Last updated on April 30, 2011
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AP Heimer


Tank Heimer?(inProgress)

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Mystical Vision
Presence of the Master

Utility: 21

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(In Progress)

Tanky Heimer.

Reasoning: Sunfire Cape + Abyssal Scepter with their passives doing a lot of work on someone who is chasing you around your turrets. Rest of item build is to make you tanky enough to take the damage while your turrets/rockets do work. Testing it out, seems pretty fun.

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Playing Heimer for a bit and having ridiculous success with the guy.

Decided to write a guide here. First guide, don't go easy on me, constructive criticism encouraged.

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Runes/Masteries/Summoner Spells

Combining these two together to save space and the tl;dr factor. I have that same problem :)

Runes and Masteries simply to improve magic damage and provide some mana regen. You could use whatever quints you want, or blues. I personally use Mag Pen reds, Flat Armor Yellows and 1/2 CDR Blues and 1/2 Mag Res per Level and flat health qunits...simply because that is all I have.

Summoner spells are used for mobility.
is great, since your best asset is pushing lanes, teleport helps you get back that much faster.
is used for when someone engages you and you drop your turrets and stun them and run around your turrets while they chase you, once they get to you, a quick flash to the other side of turrets make them take even more damage while you stun them again.

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Skill Sequence


I max rockets ASAP and Turrets next. Rockets do a ton of damage, simply get down to two minions left and fire em off, hit the minions and enemy champion next to them thinking he is safe. Turrets are used primarily for pushing and if you push to aggressively with turrets you leave yourself open to ganks from their Jungler or MIA's that weren't called.

CH-1 Concussion Grenade Concussion grenades are leveled last. The 1.5s stun stays at 1.5s, while the blind does indeed increase in duration and so does the damage.

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Start out with Meki Pendant and Health Pots

1st trip back: Tear (+ if you can afford it) Get Tear ASAP though. Want to say it's around 950~ gold to get both.

After that finish your Sorc boots then follow the build order. I rush Rabadons, then follow up with a defensive item, usually Banshees Veil.

Go ahead and complete your Archangels, should of had enough time to build up your mana by now.

You can get Hourglass before Void Staff if you want to. Hourglass is fun to use when someone stands on top of your turrets hitting you, pop it and they are done.

Of course instead of Banshees you could of got Hourglass for your first defensive item, depends on enemy make up as usual. This is just what I usually do as a generic build.

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General Gameplay

Early Game: Last hit minions, when possible use rockets to harass. Don't try to push to hard, no reason to, can't take down turrets quickly unless your partner is a heavy AD/DPS.

Mid Game: I guess team fights will be starting shortly, I don't consider it Mid game until lvl 10-12 really. Thats when team fights usually start, stay in back, rockets have HUGE range so fire them whenever possible and can hit the enemies. Save grenade for when they engage and their carry gets in melee range. Drop 1 turret, try to keep 1 in reserve incase the fight moves on you.

Late Game: Good idea to try and split push, if your team is all pushing mid or bot try and go top to push. Heimer is pretty decent at this, and with Teleport up, you can join your team if needed for a fight or to get away from them coming to stop you.

I will be updating this and changing it some, this is just a general outline.

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- Have a turret down, they will almost always engage you. Soon as they do, drop your 2nd turret, and Ult, than hit em with rockets, and your grenade. Make sure to always be moving in circles around your turrets. Try and get to one side of your turrets when you grenade them, and as the stun wears off make sure you are on the other side, than once they reach you, Flash to the other side again. It is a fun trick, and works great.

- Drop the turret in your bush by your lane early game if they have a jungler/roamer. This will replace the ward you need to constantly re-buy and definitely slows down any incoming gank.

- Remember if you Ult you get 5 rockets. This is great in team fights if you want to get in the thick of it, drop both turrets under everyone, Ult, Rockets, Grenade. Just make sure you wait until most of the CC/AoE has been used. Otherwise turrets get downed quick and possibly you as well.

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Build Log

4/27/11 : Build Created/Published.

Please Vote/Comment.

I will be adjusting/adding onto this with time.

4/30/11 : Working on an alternative guide...a bit tankier. Also testing out..Abysal Scepters passive that reduces magic resist, and Sunfire Capes AoE Passive....and having people chase you around your turrets...will get back to you all on this.