Heimerdinger Build Guide by Bruticus
- 12/02/13 Added Top Build
- 11/19/13 Added Turret Wall Hopping video and Turret formation pics
- 11/17/13 builds decommissioned, added generic build path
- 11/16/13 updated build to more closely resemble my season 3 build
- 11/16/13 added test Build
- 11/07/13 Made a few adjustments
- 11/06/13 Reworked Heimer hit live!
- 11/02/13 Published my PBE test build
- 10/22/13 Added several chapters and deleted a few containing outdated info
- 10/22/13 Updated my builds based on the PBE Rework
- 10/20/13 Reworked Heimer is on Beta, still testing builds
- 08/17/13 Cleaning up guide due to item updates
- 07/02/13 Long awaited Heimer update is revealed
- 04/24/13 Added Turret wall hopping section
- 04/24/13 Glyph runes changed to scaling AP
- 04/23/13 Corrected Rylai's slow only applies 15% reduction
- 03/01/13 Added more information on Liandry's Torment
- 02/24/13 Added Toplane Heimer
- 02/23/13 Updated Runes
- 02/14/13 Updated AP and costs from deathcap buff
- 02/13/13 Item build represented differently
- 02/04/13 Team Synergy updated
- 02/02/13 Riot Buffs Heimer, Turrets now prioritize what you attack and no cast time on Ult
- 01/27/13 Added item discussion chapter
- 01/26/13 Turret placement has image, added blue buff chapter
- 01/25/13 Added details to leveling up rockets vs turrets
Heimer has no escape, this is a must have on any Heimer when you're in a bad position and need to get out quick. It also allows you to escape over walls and chase if you need to.
The second summoner spell is much more up to personal choice. I enjoy Teleport's map mobility which allows you to quickly return to lane or shop while still being available for a team fight or Gank.
Is a solid choice and lets you save allies mid teamfight. Furthermore it allows you to stick close by your turrets longer while they gun down the enemy. Lastly it can help bait your enemy to overextend. Choose Heal or barrier if you are a bit newer to Heimer or want to play a bit safer.
Ignite for those of you who play a little more aggressively.
I like this better than ignite in order to slow down melee champs while they are next to my turrets and chasing me.
Has a lower cooldown than Heal and can be helpful when running back to a tower from their jungler.
As seemingly bad as Techmaturgical Repair Bots looks, it does allow Heimer to stay in lane longer and farm more while his lane opponent has to recall. It gives 10 hp regen per 5 seconds at lvl one so Heimer has some of the best health regen at lvl 1. It's like having a free Rejuvenation Bead. By level 17 it reaches its max regen of 30 health per 5 seconds. This aura applies only to Champions and your personal turrets.
The turrets are Heimer's signature spell, they are how you zone your opponent. I rank these up 1st because at rank 5 you can store up to 3 at a time and are an important source of Heimer's damage output. The laser beams which were added in the rework will proc Rylai's Crystal Scepter, Spell vamp, and Liandry's Torment at diminished values. The laser beams are much better than I initially thought they would be, the AI for them is very good and prioritizes Champions.
I max rockets second since they are Heimer's main source of harrasment. Be sure to spread the rockets if you have a hard time predicting your opponents movements.
I level up the grenades last since they should be used almost strictly as a way to disengage or engage your opponent.
Heimer's new modal ult provides him with a great versatile kit. Ulting with your Turret can give you insane DOT, especially if you have your 3 normal turrets out. Ulting with your Rockets can give you huge upfront burst damage. Lastly, Ulting with your Grenade provides you with a skill that bounces faster than your opponent can run and lets you chase down fleeing enemies.
The rework basically made Heimer's turrets each individually weaker. However, since you can have 3 turrets now, and they have a beam attack, if the turrets are attacking the same target (which they often do if they are in range) they will deal more DOT than the old 2 turret system. Furthermore, the laserbeams scale at .5 of your ap, and can deliver a nice burst of damage every 12ish seconds.
It is absolutely imperative to ALWAYS have 3 turrets on the map at all times. This means do not keep placing your turrets on the front line where minions or a champion can easily kill them. If you can keep them alive, they give you amazing zone control. Be sure to spread them far enough apart so they don't die to AOE spells. Basically I always try to have 3 turrets up and running on the map, and 3 turret kits in reserve for emergencies.
The turret's laser beams proc spell vamp, Rylai's and Liandry's. The lasers proc as though they are multi target spells. Thus, after testing I do not feel as though Liandry's, Rylai's or spell vamp is very useful on Heimer.
Turrets do not benefit from your Magic penetration. They do benefit from Abyssal scepter since it applies Magic reduction to your opponent, but the scepter's range is usually too small to be useful.
Starting the game
When the game begins, buy your items quickly and help the jungler by immediately placing a turret at the appropriate buff. Place 2 more once the ability comes off cooldown. When placing the turrets make sure to put them in the back middle of the camp so that it takes all the aggro from the monster and will start attacking the correct monster. Make sure the jungler lets your turrets take the aggro or else you may accidentally steal the buff. This only happens if there are a lot of people helping the jungler, the jungler isn't paying attention or the jungler is taking aggro instead of letting the turret do so. I always tell the jungler to "let the turrets take the aggro" so they know. Usually the jungler will just smite the monster if they are worried about your turrets stealing.
When laning, place your first turret well behind your minions so that it isn't attacking anything and so that it is far to the right side of your minion wave. This makes sure that you don't over push and makes it so your opponent has to go out of their way to kill it. Make sure to punish any players who try to attack your turret by stunning them and rocketing them.
When your turret comes off cooldown place a second defensive turret that shares about 1/3 of the attack range of the first turret. It is vitally important to Heimer's Zoning to keep all 3 turrets up at all times. This is especially true during the early game when you can only place 1 every 20 odd seconds. The third turret should also be a defensive turret so that you can keep all three of them up during the first few levels. I often position the turrets in triangles where I can easily retreat if I start to get chased, or if the jungler comes after me. If they chase you through your turrets, the aggressor is forced to decide if they want to stop to attack the turrets, or try and ignore them and go for you. In either case I will usually use my ult for an apex turret, stun the aggressor(s), rocket them and place new turrets closer to the action.
You can keep the turrets even farther back if you want, but I wouldn't keep them much farther up than what I have in this picture
Here's an example of the triangle defense system. It affords you a large area of zone control, moderate damage output and the turrets are safer from AOE spells.
Wards are always better than turrets, so always buy them if you can. This way you don't waste Heimer's damage output by always using his turrets as wards. However, if you don't have enough money to buy both wards, you can still lane, just play defensively. You can place turrets in the brush as temporary wards, but I think that it makes more sense to have a triangle defense zone to retreat into, since you can often turn the tables if they decide to chase.
When a team fight breaks out, try to place your turrets in relevant locations. Make sure to separate them so they don't die to a single aoe spell. It is also important to keep them separated in case the fight moves away from one of the turrets. If it is a cluttered grouped up fight, I often will lay down the Apex turret, which will deal massive damage when people are more concerned about champions than your turrets.
When playing as Heimer, you have to be very mindful with where you place your turrets and you should have a goal for what you hope that turret to accomplish.
I use my turrets almost exclusively for defense/zone control. When you have a formation of turrets near by, it is like having your own mini Tower which will deter people from diving you. Use your rockets to harass and don't be shy in spreading them out if you have a high mobility opponent. They will be forced to give ground or try to dive you in their weakened condition.
I always try to sit on 3 turret parts if I am sieging an objective, otherwise I will sit on 2 turret parts and use the third to reposition my defense closer to the objective. This is the Turtle method that Riot seems to hate. Always be mindful to not place your turrets in a position where they can easily be taken down by minions or your opponent in the next 20 seconds.
Blue buff (Mid)
Heimer can easily take down blue buff by himself because he can use the turrets to take the aggro for him. Use this to your advantage by controlling your opponent's buff. This denies them gold, xp, and the blue buff itself. Whenever possible, buy an extra ward and place it in their blue buff. Once you see their blue come up, take note of where each of your opponents are. If they are all accounted for, or if their midlane just recalled, wall hop your turrets and take the blue buff. This is a great way for Heimer to pull ahead of his opponent, although it is risky at times. (See below about wall hopping turrets)
Heimer can place turrets over some thin walls and ledges. Turret wall hopping has become easier with his rework since they extended his turret placement range. This is mostly helpful for vision, but can also lend itself to other strategies. Below is a video I created and also an older image that I borrowed from "Moron's" guide to Heimerdinger at Solomid.net
These "turret wall hops" can help your team take Baron buff or Dragon without you being in the river. You can steal the blue buff from the other side of the wall and it also gives vision to the enemy base or right outside your own when no one has wards.
Heimer Overall Right Now
Heimer has become much more viable at support with the new rework, and also much better at top, I think his Jungle game has gotten worse, but I really wont know how well he does until season 4 masteries, items, etc look. I think that there will be a lot of interesting build paths and item choices that we can look forward to and I will update this guide as we learn more about them.
Season 4 has some interesting item changes. I think that my build for top will include a rushed Banner of command and ohm wrecker. Both items are really inexpensive and make Heimer a beast at pushing down towers, it also allows your teammates to safely tower dive. I am investigating also using the upgraded shard of true ice since it's active seems really good and it is also really cheap.
Runes: Standard APC
Items: Sorcerer's Shoes, Athene's Unholy Grail, Zhonya's Hourglass, Rabadon's Deathcap
Notes: This build is a pretty safe build for Heimer, it is a good starting place and basically follows the generic APC formula. I buy Zhonya's before Rabadon's if I am worried about specific abilities which Zhonya's can counter, or if I am having trouble with Physical damage.