Heimerdinger Build Guide by FieldArmada
| Health | 2278 |
| Health Regen | 14.4 |
| Mana | 2664 |
| Mana Regen | 42.7 |
| Armor | 123.69 |
| Magic Resist | 54.3 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 395 |
| Gold Bonus | 0 |
| Attack Damage | 103.24 |
| Attack Speed | 0.754 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 540 |
| Life Steal | 0% |
| Spell Vamp | 20 |
| Armor Penetration | 0 |
| Magic Penetration | 22.83 |
| Cooldown Reduction | 0% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Welcome!
Hello! This is my first guide, for
Heimerdinger, quite possibly the most underrated AP champion. He's a fun person to play though, because of his all-around utility.
A couple notes before I begin: Don't downvote because of the cheatsheet before reading the build, and don't downvote just because you think Heimer is bad.
:)
-FieldArmada
Why play Heimer?
Why should you play Heimerdinger? Well:
| spaaaaaaace |
Pros
+ Turrets+ Great poke + Passive regen + Great farm |
spaceeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee |
Cons
- Really squishy- Inability to focus - CC-reliant |
Masteries
I run 21/0/9 because it really buffs his damage capability. Diving further into the other two gives less. Choice explanations:
Offense
Utility
Why is this better than 9/0/21? Because, by going further into the Offense tree, you get:
-1.5% more damage
-18 Ability Power
-5% Ability Power bonus
-6% bonus damage below 40%
For example, this allows, against enemies below 40% health, a
However, if you went into Utility, you would only get:
-3% Spell Vamp
-5% more experience
-6% CDR
-15% Summoner Spell CDR
This gives you 16 leech on rockets and 17 on grenade, which really isn't much compared to damage. 5% more experience is relatively useless considering that
Runes
The Good
Quintessences
Marks
Seals
Greater Seal of Replenishment- Personally, I have enough mana with this build, but if you love spam that much, you get up to 14 MP5, which is pretty amazing.
Glyphs
Oh My God, Do Not Get These
Flat Mana/Mana per level- First, you are getting high MP5; why do you need these? Second, you build an
Health Regeneration- You have
Cooldown Reduction- You hit CDR cap anyways.
Q, W, E, ...R?
Techmaturgical Repair Bots- This is a good ability that really ups your sustain in lane. Automatic 10HP5 means that he can trade and win. If you're duo laning, it helps your teammate too. Remember: this can repair towers too, and it's the only thing that does in the game, making Heimer a great defender. Don't rely on it though.
H-28G Evolution Turret- Yay, turrets. Your signature ability. Kill creeps with it, do damage with it, whatever. They do surprising amounts of damage late game when you have a lot of AP. I max this first, as it's your DPS, your farm, and your zoning tool. Put one in a lane late-game, and have the lane farmed for you for a while.Some non-obvious notes:
-You can use it like a
-These do not stack with Magic Penetration.
-Only ranks 3 and 5 of this skill really matter. You get 2 turrets at rank 3 and splash damage at 5.
-If you get rank 5 turrets, do not place two of them on the creeps while laning. This can and will push your lane to no end if the enemies can last hit properly, making you die to ganks.
-Turrets do not transform when the ability is ranked. You must place a new one.
Hextech Micro-Rockets- Your spam. At 1000 range, it is a great poke, and can hit multiple enemies at the same time. Remember that it prioritizes by distance only, so you can only hit champions if there are no minions in the way. This is your easiest skill to use in any fight, and it has the shortest cooldown too, at least before your
CH-1 Concussion Grenade- Stun, blind, damage, all in one. This will shut down anything it hits for a few seconds. It flies hilariously slow, however, comparable to Anivia's
UPGRADE!!!- Frankly, this is underwhelming. For an ultimate, it makes your turrets slow, grenade fly faster, and you shoot more rockets. Early game, it is nice but not great, but you still want it to survive those ganks, because it gives you your only slow, as well as making your grenade much easier to land. Once you hit level 9, it becomes much more powerful when combined with splash on turrets. You want that slow on the turrets for ganks and surviving ganks, and especially for teamfights. This ult is built for teamfights- hit their entire team, slow their entire team, stun and blind the carries. If you see somebody, especially a squishy, near a turret, you can press R and they may as well be dead.The passive is quite nice as well, giving you 20% CDR. This means that you can hit the CDR cap without any actual CDR items.
Summoner Spells
The Good
The Mediocre
Everything else not listed is not really worth getting on Heimerdinger.
Shopping List
Early Game
I almost always start with a
If you feel you can't dodge skillshots with the low MS, however, you can try
On your first back, either start rushing an
Why do you want an
Mid Game
After you either finish
Then, build a
Finish out your core by getting a
Your core build is:
Last Two Items
I typically round out with a
"Bleh" Choices
Blue Things
Make sure you get
Laning
You want mid, because you're the AP Carry. I'll discuss other lanes below. Why do you want mid?
+More farm = Faster items
+More exp = Faster rank 5
H-28G Evolution Turret
+Mitigates your squishiness (1 champion is much easier than two)
+You can get a very rapid tower kill sometimes
Okay, so now you have mid. You want to start out with regular last-hitting. Note that your AA animation flies very slow, so you want to attack slightly earlier than with other champions, or you might not hit it in time.
At rank 1, your
H-28G Evolution Turrets provide anti-dive cover, and you should probably be sitting behind one at all times.
Once you hit rank 3 turrets, you can place two. Make sure to keep them slightly seperated. Why? Because AoE abilities will do a lot less if they are further apart. At level 9, you should be getting rank 5 turrets. These are monsters at pushing, which isn't always a good thing. If you are going to push, then go for the fast tower when they Recall. By placing your turrets behind the tower, you can take out an entire minion wave, allowing you to take the tower with ease.
Otherwise, however, don't use the turrets very much, because they are on an ammo cooldown and push too much.
Once you get rank 2 or 3 or
Hextech Micro-Rockets, it becomes a good poke. If you ever see less than 3 minions left, fire these. The 1000 range outranges most other abilities, and as such can be used for free harass.
You can typically afford to stay in lane and farm until either you kill the enemy mid laner or take down their turret. In either case, quickly recall back and, if the turret is not down, destroy it, then quickly Recall and help out another lane with your
Teleport. Depending on the situation, you will either be pushing or ganking.
Pushing is simple. Throw your grenade and rockets to kill the creeps, and throw down two turret in the bush. This will get the lane pushed up, allowing you to harrass with W and E even if they are hugging the tower. While pushing is usually bad, you can take down the enemy tower rapidly with Heimer, and if that is down the lane being pushed does not matter.
Your combo for ganking is: Activate your ultimate, throw your grenade, one turret, rockets,
Exhaust, then another turret as soon as the cooldown ends. The stun and DPS as they try to escape will likely kill them. You can then proceed to push to the tower.
Combo Creation
Any good ability is only good when used at the right time, at the right place, and in the right order. Here are
Heimerdinger's main combos.
-> ![]()
Your main harass. Throw the grenade for the stun, move up and hit them with rockets. It works even if they're hiding in the bush- the grenade grants vision for you, so you can hit them. Your grenade gives large amounts of vision into the brush, which works well in any lane. This can take out a a third to half of their health if it hits.
->
-> ![]()
Pretty cool bait. Two turrets will usually draw the enemy champion in for an attack, lest be harrased. Stun them when they get in range for free DPS. Works best against melee champions. A neat trick is to place only one turret before baiting them in- it makes it more compulsive as they carry less risk taking out one turret than two. This is fun against champions like
Garen,
Tryndamere,
Master Yi, and the sort.
Once you get your ultimate, you get more choices.
->
->
->
->
->
Your mega chain-CC trap. If you kite around your turrets you can often avoid being hit at all while the enemy champion is burned up by the DPSing turrets.
->
-> ![]()
The closest thing you have to burst. Also creates a nice stunned target for your team to jump onto. If you fire the rockets closely after the grenade, they hit at almost the same time.
Changelog
06/04/12- Published.
06/05/12- Added "Laning".
09/10/12- Changed around skill order, moved Grail.
12/02/12- Cleaned up a bit.
Thanks to jhoijhoi for her Making a Guide guide.
Also thanks to Vynertje for comments and suggestions. :)
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