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Heimerdinger Build Guide by Rasenkaze

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.


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League of Legends Build Guide Author Rasenkaze

Rocketman

Rasenkaze Last updated on August 14, 2011
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Ability Sequence

1
3
5
7
8
Ability Key Q
4
9
10
12
13
Ability Key W
2
14
15
17
18
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
Awareness
4/
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
1/
Presence of the Master
 
 

Utility: 21


Guide Top

Introduction

This Heimerdinge build has proven to immensely effective for me.

Offers high AP while being able to survive more than a couple hits. (You are still squishy.)

You have to be able to manage your mana, meaning you can't just shoot your grenade all willy-nilly.

Give it a try and let me know of any improvements you can see!


Guide Top

Pros/Cons

Pros
Amazing damage output
Excellent solo lane capability
Great Farming

Cons
Some mana issues without Clarity
Kinda slow
Hard early kills


Guide Top

Strategy

I enjoy mid-laning or solo-laning with this build. Excellent harassment keeps you higher level than your opposition and allows for other champions to get good ganks in. I have never lost a turret during the laning phase with this build. Since this build can be a little pricey, laning by yourself can be to your advantage. Of course that depends on the enemy team's composition.

I try not to lane with Rumble or champions like Jax, because they are so much faster and can take some damage. Laning against enemy carries has netted my the best results.


Guide Top

Runes

I go with Greater Mark of Magic Penetration because...who doesn't need magic penetration?

I choose Greater Glyphs of Focus because I feel that Heimerdinger is most effective with the more rockets he lets loose, and I want higher AP. Meaning I don't want to lose items to CDR.

Greater Seal of Ability Power offer a better early and mid-game killing potential. You can go with AP per level seals, but I feel his AP is high enough in end game and only really needs the boost early on.

I went with Greater Quintessence of Magic Penetration because why not? You could go with Mp5 or more AP, but I enjoy the Magic Pen for annoying tanks, such as Dr. Mundo.


Guide Top

Masteries

The standard caster build 9/0/21 with Magic Pen, not Ignite AP.


Guide Top

Items

I start with an Meki Pendeant. The extra mana regen makes staying in lane easier and Heimerdinger's turrets are a good shield early on. I get Boots of Speednext. I upgrade to Tear of the Goddess next, followed by Sorcerer's Shoes.

This is the only part of the build that ever differs for me. I go with Thornmail or Banshee's Veil depending on the enemy team composition. Both items offer a lot of survivability. Getting one of these items hampers your damage output for a short while in the game, but being alive causes more damage than being dead.

I work on a Rylai's Crystal Scepter next, offering more survivability and an awesome slow that'll let you hit the enemy with another rocket and/or turret fire.

Rabadon's Deathcap...of course. I'd like to get it earlier, but Heimerdinger is too squishy.

My last item is typically Abyssal Scepter. Good AP with a good aura.

If you want to use Ignite, I typically go with Morello's Evil Tome. CDR and Mp5 with decent AP.

If we are destroying the other team sometimes I will switch out Thornmail or Banshee's Veil for a second Rabadon's Deathcap. Not always a great idea though.


Guide Top

Skill Sequence

I max my H-28G Evolution Turret as soon as I can. Helps you stay in lane and makes for amazing almost passive farming.

I take CH-1 CONCUSSION GRENADE at level 2 because it provides a decent harassment ability and escape mechanism if timed right. I max it last.

Hextech Micro-Rockets are my main skill. Its what you use to take people down. Enemy carries can't stand this skill when used in this build.

And of course UPGRADE!!! is taken whenever you can.

R>Q>E>W is my priority after level 2.


Guide Top

Summoner Spells

I use Clarity and Flash. Clarity lets me farm and harass to my content early on and Flash gives an escape.

I don't use Clarity is the build just for farming though. In late game in this build, you can run into some mana issues with sustained team fights or pushes. It lets you stay in the fight.


Ignite and Ghost are decent options as well, but those are mostly on preference.

Teleport is a decent choice, I just don't personally n enjoy it, or think it is as useful on this build.

Exhaust can be useful as well, but I feel it is just taking a spell slot with this build.


Guide Top

Farming

Farming is incredibly easy with Heimerdinger. Set up both your H-28G Evolution Turret in range of the minion waves and you're done. At rank five, your H-28G Evolution Turret will take out the waves pretty much by themselves. Add your auto-attack and the occasional Hextech Micro-Rockets and creep waves will be gone in seconds, even while harassing an enemy champion.


Guide Top

Team Work

Heimerdinger is considered a support champion in most cases. In team fights, that is how I use him. I drop my H-28G Evolution Turret in range of the fight because enemy champions have more to worry about than your turrets. I use Hextech Micro-Rockets whenever it is available because of its high burst damage.

I drop my CH-1 CONCUSSION GRENADE on the biggest threat when it is not on cooldown, or if someone is trying to escape.

I wait to pop UPGRADE!!! until the fight is almost over. If we are losing it helps us escape and I can hit more enemies with my rockets. If we are winning, then it helps to keep enemies from getting away and gives me more damage output.