Heimerdinger Build Guide by Chewalk
Not Updated For Current Season
Not Updated For Current Season
Note: I will be editing this guide since Season 3 has now started and there are many new items and masteries.
Hi everyone, I'm Chewalk, and this is my Heimerdinger Guide. I worked hard to make this guide the best I could, and I would appreciate any and all feedback that you guys may provide.
Heimerdinger is a really fun champion to play, but is underplayed. With this guide I hope to encourage more people to start playing Heimerdinger so that they too can enjoy playing Heimerdinger as much as I do.
Without further ado, I present to you, my dear readers, my excellent Heimerdinger guide. I put a fair amount of effort into this guide, so I do implore you to reconsider any downvotes pending the actual trial and testing of my guide that I imagine you are planning to do. And above all, thank you for taking the time to read this Heimerdinger Guide.
Credit to jhoijhoi for the template, which you can find here.
It is unusual to see yordles outside of Bandle City, but the lure of science was something Heimerdinger could not resist. By the time he'd completed his third doctorate, he had already become the greatest of all yordle scientists and there was little his home could still offer him. The great academies of Piltover far to the north called to him, daring him to make his mark in the City of Progress. Knowing he would never thrive away from his own kind, Heimerdinger gathered like-minded yordles to join him in his quest, thus forming the backbone of the now famous Yordle Academy of Science & Progress. Since then, he has become one of the most respected minds of the modern age and his academy is one of the leading institutions in all of Valoran.
Heimerdinger has pioneered many new scientific achievements, delving deeper and deeper into the field of techmaturgy, including the development of the now ubiquitous star-rods that light many of the streets of the city-states. However, there is something strange about the Revered Inventor. In his quest to expand knowledge, he underwent an experiment of his own design to allow him to use a greater portion of his brain simultaneously. It most certainly worked, but at an unusual cost - Heimerdinger's brain increased in size. His head changed along with it and now the great scientist looks like a yordle with a giant brain-shaped head. Heimerdinger has turned his attentions to the current state of war on Valoran, however, and works to rectify what he considers is an unacceptable situation. Heimerdinger believes that science is the key to saving the world. Much more, he has rolled up his sleeves and is out to prove this as a member of the League of Legends - most definitely as the League's smartest champion!
Science is on the march. Look out!
Pretty standard AP mid 21/0/9 masteries. Getting the most damage and ability power out of the offensive masteries. Then getting mana, movement speed and increase buff duration in ultility.
- Greater Quintessence of Ability Power: Straight AP Quints, pretty standard for AP Mid Casters
- Greater Mark of Magic Penetration: The Magic Penetration is useful for most of Heimerdinger's skills, as he is an AP Caster
- Greater Glyph of Scaling Ability Power: Ability power per level
- greater seal of replenishment: Spamming Hextech Micro-Rockets may cause quick mana depletion, so mana regeneration is a solid choice
Flash: I wouldn't play Heimerdinger without this spell. In laning phase, Flash can get you out of tight spots, especially jungler ganks. Often having Flash up can make the difference between an escape and a death. You can also use it offensively to secure kills, especially if your target uses Flash] in an escape attempt. It's also nice to have it available in case you need to blink over a wall to safety if you're caught.
Ghost: Excellent for kiting around turrets, also another escape when your flash is down
Teleport: Get Teleport if you need to recall and get to the lane more frequently, is a farming lane, or if you want to give your bot lane more ganks.
Techmaturgical Repair Bots(Passive): Heimerdinger gives nearby allied Turrets and Champions increased Health Regeneration.
This skill gives you improved health regeneration to all turrets and champions nearby. This is the only skill in the game that can repair damaged towers!
Evolution Turret (Q): Heimerdinger constructs a Machine Gun Turret with health and 30/38/46/54/62 (+0.2) magic damage (half damage to turrets). Max: 2 turrets. Heimerdinger stores enough parts for a new turret every 25 seconds.
Each rank of this skill grants a further enhancement:
Level 2: Turret attacks reduce the target's armor and magic resist by 1 (max 50)
Level 3: Maximum turrets increased to 2
Level 4: Turrets gain an additional 125 Health
Level 5: Turret attacks deal area damage
Cost: 70/80/90/100/110 Mana
Cooldown: 25 Seconds
At the maximum of 40% cooldown reduction, Heimerdinger may build a new turret every 15 seconds. If Heimer's Turret gets the last hit on a minion in lane and Heimer is not in range of that minion dying, he will still gain the XP from the kill! There is no other champion that can gain this type of global experience without being near the minions!!
Heimerdinger's turrets do not have any ]time limit. If a turret is not destroyed or replaced, it can last the entire game.
A turret also gives vision in a range of 625 units around the turret. That's roughly 2/3 the range of a sight ward. You can sometimes use them as temporary wards.
Each turret will attack any non-friendly] unit (including neutral monsters) once placed. The attack range of a turret is 525, which is slightly shorter than your own autoattack range. For the first six seconds after a turret is placed, it will attack 50% faster than normal. If you are attacked in your base and have turrets available to place, go ahead and place them. Yes, you already have turrets set up but that extra 50% attack speed for the mana cost of a new turret might just save your life. The only reason to not do this is if the older turrets are in a better position to attack the enemy than the new ones would be.
Turrets will modify the effect of their bullets each time they change color. The splash damage on the red turrets has a huge impact on your pushing ability. You should try to get it as soon as you finish leveling up rockets.
Hextech Micro-Rockets (W): Heimerdinger fires 3 enemy seeking Micro-Rocket(s), hitting targets nearest to him. Each rocket deals 85/135/185/235/285 (+0.55) magic damage.
Cost: 65/85/105/125/145 Mana
Cooldown: 10/10/10/10/10 Seconds
You will use this ability to harass as much as possible in lane. Your goal is to position yourself correctly so that when the three rockets are sent out, one or more of them hits an enemy champion.
The best way to surprise your enemy is whenever the nearby creeps are down to 1 or 2, push W and watch your Rockets fly your oppenet with perfect precision. Casting at this millisecond in the game can surprise the enemy into taking a rocket they were not expecting. You should try and cast this spell every single time it is up on an enemy champion.
Late game you will want to use your ultimate and then cast this spell in in a major team fight so you can go from three rockets to five for the duration of your ultimate.
CH-1 Concussion Grenade
CH-1 Concussion Grenade (E): Heimerdinger tosses a grenade, dealing 80/135/190/245/300 (+0.6) magic damage to enemy units and blinding them for 1/1.5/2/2.5/3 seconds. Enemies who are directly hit are stunned for 1.5 seconds.
Cost: 80/90/100/110/120 Mana
Cooldown: 13/12/11/10/9 Seconds
The grenade has four purposes, in order of importance:
The stun on the grenade is the single most important aspect of the ability. Interestingly enough it is also one aspect of the grenade that doesn't increase with level. The stun stays at a consistent 1.5 seconds, and because that is our main use of the grenade I find there to be little point in leveling it up.
Leveling it will give you increased blind duration and increased damage. However, the blind is not nearly as useful as the stun. In situations where the blind would be useful, the stun would be much better and you can probably land the stun easily enough anyways (considering that most cases where you will want to blind someone they will already be up in your face auto attacking, making the grenade easy to land). For example, if an Olaf ganks you (pre-6), the stun is much much more important than the blind.
As far as the damage goes, the damage is nice but extremely unreliable. The shot is very slow and misses more often than it hits if you use it like you would a normal ability. Instead you should save it specifically as a stun. It will help a lot with your mana. As it is right now I hit the grenade almost every time I use it. That doesn't mean that I'm extraordinarily good with the grenade, that just means that I only really use it when I know I'm going to hit my target.
The vision that the grenade gives is of little concern during a combat situation, but it is probably the most common reason that I use this skill. The vision that it gives is obscene. You'd expect it to light up the immediate area around it, but no. It can light up the entire dragon/baron pit. It can give you vision of the enemy's base from inhibitor to inhibitor.
The sight radius on the grenade is amazingly high. I use this for scouting over walls and in to bushes very, very often. Use this to check dragon safely, see if there's a blitzcrank waiting to pull you over the wall, whatever.
You can also use this ability to set up a rocket shot. If someone's not in vision but is probably still in range, cast a grenade in their direction and then fire with your rockets. The grenade doesn't even have to be aimed, all you want is the sight.
UPGRADE!!!Passive: 10/15/20% Cooldown Reduction.
Active: All active H-28G Evolution Turret are healed for 100% of their maximum health and also fire 20/25/30% movement-slowing frost shots. Additionally, your Hextech Micro-Rockets fire 5 rockets instead of 3 and your CH-1 Concussion Grenade travels faster (increased to 1,000 from 750).
Cost: 90 Mana
Cooldown: 120/105/90 Seconds
UPGRADE!!! is an interesting ability, and I find that it often works very well in team fights if the enemy team is baited into an area where the team fight ensues. Great places for this are at Baron and Dragon objectives. It also works well within side lane bushes in mid lane. If you know that an incoming team fight is going to happen (likely mid or late game) than set-up your turrets in advance of the team fight starting. This way they will be well positioned in a bush that is likely not to be targeted (the enemy team will be hitting allied champions instead of your turrets, so you will be outputting a good amount of damage the entire fight).
The trick is to use your R skill once the enemy champions get into the area of effect of your turrets and the slow is applied.
A recent change allowed Heimer to shoot 5 micro-rockets instead of 3!! This is amazing, so you always want to use your R ability right before you cast your rockets on hopefully the entire team.
You can also use this ability more during early game for pushing lane. If the enemy champion has left to go to fountain and you are in the lane pushing as hard as you can (so the enemy champion loses xp and cs), then you might want to put one of your turrets in range of the tower (so that the tower attacks your turret). Right before the turret is about to die, you can use your ultimate so that your turret will heal itself and continue to attack. These extra few seconds where you can attack the tower might make it possible to get the push you need to take it down.
You should always build for the situation you are in. If anyone ever tells you to build the exact same thing in the exact same order each match, they clearly haven't played much.
If you are up against a group of AD characters ("attack damage," also referred to as DPS or "damage per second", these characters are not magic oriented), Banshee's Veil isn't going to do you a whole lot of good right out of the starting gate because you won't benefit from the magic resist it provides.
Conversely, if you are up against a group of 5 mages, Frozen Heart is a rather worthless investment. Buy for the opponents you're up against, the team mates you're with, and the general situation you're in. I know - it's more mental work and it's intimidating to not have a go-to standard each time. I am NOT going to list 50 different build combinations and reasons for each one. You don't want to memorize that and it's useless and I can't stand builds that operate that way and you probably can't either. Instead, I'm just going to tell you how I usually make my build.
Most of the time, you're going to want to start with Boots of Speed. The mobility allows you to dodge skillshots, farm more safely, re-position more quickly and stick to targets during trades (or escape them). Most importantly it gives you the mobility to escape early jungler ganks, which can be very dangerous, especially with an early red buff. (455 Gold)
A note on HP pots and wards Health Potion sight ward
It might seem silly that I include consumables in my item build in a guide, but I can't emphasize enough the importance of warding your lane. Staying alive and farming is the most important thing throughout the early game, and potions and wards will help to accomplish this goal.
: Decent Mana regen but you really want this for the passive which increases your Mana Regen by 1% per 1% Mana you are missing. Therefore you should be regenerating mana very quickly so you can harass more often with Hextech Micro-Rockets. (880 gold)
- Catalyst the Protector: Nerfed abit in Season 3, still a good item for laning upon leveling up, restores 150 Health and 200 Mana, allows you to sustain longer.(1200 gold)
- : Sorcery Boots are an essential item on Heimerdinger. With Sorcery Boots, Void Staff and Archaic Knowledge (mastery), you will be at a magic penetration of 45%!(750 gold)
Mid game is where the team-fights start to happen and your jungler should be giving you the blue buff. At this point you should have a healthy Mana supply from of your Chalice of Harmony so you can finish your Athene's Unholy Grail and then grab a Zhonya's Hourglass for epic amounts of ability power and survivability.
: Introduced on 5/23/12, has since been nerfed some but I love this item for Heimerdinger, 60 ability power, 15 Mana regen, 15% cool-down, 40 magic resistance and most importantly, Restores 12% of your max Mana on kill or assist!
: After completing Athene's you want to finish Rod, has everything Heimer needs, Mana, health, and ability power. I prefer this item over Rylai's Crystal Scepter and you can see why in the section below
: This should be the most defensive item you get on Heimer if you find yourself being focused/dove by the enemy team. You want to continue to increase your ability power, so this item is the logical choice to allow you to be invincible while your abilities are on cool-down. Toss Grenade, drop a turret, fire rockets, and click the active while your turret and allies clean up team fights.
: Deathcap is by far, the best way to get to a high ability power as quickly as possible. This is the best offensive AP item. There is no other item that provides as much ability power, as quickly in the game than this item. Heimer also does damage safely from a distance and because of this you do not need to go for items that are more defensive.
- :Everyone is stacking MR up to 200, what do I do? Get this over Abyssal Scepter then. I'll quickly do the math for you. Here, 100+(200-20)/100+(200*(1-40%)) = 280/220 = 1.273 There, you do 27.3% more damage from Void Staff than Abyssal Sceptor. So Void Staff is 355g cheaper and provides 27.3% extra damage in exchange for 57 Magic Resist which Abyssal Scepter provides?. Ok, I'm taking Void Staff.
If you are getting bursted down by 5 AD or AP carries, going for a bit more tankiness doesn't have to be a bad idea. Also notice that I take items that also give Mana, since you have an Archangel's Staff and that this will add some more AP.
: Are you afraid of being initiated on? Are you always one of those who gets owned by Blitz's grab, Ammumu's toss, Ahri's Taunt, or Ashe's Arrow? Then this is a good choice for you. Plus the extra Mana converts with the Archangel's Staff
Can use to replace late game with: Athene's Unholy Grail
- : The 99 armor and 500 mana will be helpful, but... The cooldown reduction will always be a waste of money. Zhonya's Hourglass will be preferable to Frozen Heart almost all the time. (not recommended)
These items will give your team some auras, which also give some AP.
: Abyssal is good on paper and has decent utility as well, but from looking at it more closely the range of the aura seems to be smaller than the range of your abilities. This means that the MR passive that you have on the item won't really apply, making the item much less useful.
If you are the only mage or if the enemy team has multiple members with 100+ magic resist, then this item won't help you very much. Get a Void Staff instead.
- : Your rockets count as single target spells so you will get the full benefits from them. However, your turrets will not give you spell vamp
- : Cool-down Reduction and Mana-regen aura always a viable option but you shouldn't get this unless you're the support (not recommended)
- : Tanking yourself up, see description below as to why Rod of Ages is a better option
- : Excellent anti-tank active, great nuke. Might consider replacing this with anthen's if game goes past 6 items and need more burst
- : AP, Mana regen, and cool-down reduction. Solid mid item but not for this Heimerdinger, you get cool-down reduction and Mana elsewhere
- : If absolutely owning the other team and want to troll hard grab this for insane amounts of AP if you get all the stacks
- : The top of the survivability items is this beautiful item, possessing armor, magic resist, and a free resurrection that offers bonus effect by making enemies less likely to attack you in the heat of battle
New Pre-Season 3 Items
Here new items brought in the Pre-Season 3 patch that I think might be viable with Heimerdinger. I have not tested all of these items yet so I will not be including these in my main build yet. I will continue test the new items out and let you know if they work well with Heimerdinger.
- Shard of True Ice: Might a good early game item, don't think slow would help unless ultimate is on cool-down
+45 Ability Power
UNIQUE Passive - Lucky Shadow: Gain an additional 4 Gold every 10 seconds.
UNIQUE Aura - Mana Warp: Nearby allied champions gain 6 Mana Regen per 5 seconds.
UNIQUE Active: Surrounds an ally with a blizzard for 4 seconds that slows nearby enemy movement speed by 30% - 60 second cooldown.
: Need to test if burn works with ultimate, burn should work nice with Rylai's slow on rockets.
+70 Ability Power
UNIQUE Passive - Eyes of Pain: +15 Magic Penetration
UNIQUE Passive: Dealing spell damage burns enemies for 5% of their current Health as magic damage over 3 seconds. If their movement is impaired, they take double damage from this effect.
: Full stacks Archangel upgrades to this. Could be useful if getting targeted right away and you cannot poke.
+60 Ability Power
+10 Mana Regen per 5 seconds
UNIQUE Passive - Insight: Gain Ability Power equal to 3% of your Maximum Mana.
UNIQUE Active - Mana Shield: Drains 25% of your current Mana to shield yourself for an equal amount for 3 seconds -120 second cool-down.
: Good for kiting in between turrets.
+50 Ability Power
+30 Magic Resistance
+5% Movement Speed
UNIQUE Active - Hunt: Summons up to 2 invulnerable ghosts for 6 seconds to seek the two nearest enemy champions. If they touch an enemy champion, they slow his Movement Speed by 40% and reveal him for 2.5 seconds - 120 second cool-down.
: Great for split pushing
+50 Ability Power
UNIQUE Aura - Valor: Nearby allies gain 10 Health Regen per 5 seconds and nearby allied minions deal 15% increased damage.
UNIQUE Active - Promote: Transforms a nearby siege minion to a more powerful unit. You gain all the gold this unit earns - 180 second cool-down.
: More of a support item, no ability power makes it weak for AP carries
+40 Magic Resist
+9 Mana Regen per 5 seconds
UNIQUE Passive - Mana Font: Increases your Mana Regen by 1% per 1% Mana you are missing.
UNIQUE Active: Removes all stuns, roots, taunts, fears, silences and slows on an ally and heals them for 150 + 15% of their missing health - 180 second cool-down.
: More of a hybrid bruiser item
+40 Ability Power
+15% Cool-down Reduction
UNIQUE Passive - Spellblade: After using an ability, your next basic attack deals bonus physical damage equal to 125% of your base Attack Damage to surrounding enemies and creates a field for 3 seconds that slows enemies inside by 35% - 2 second cool-down.
Why Rod of Ages?
Rod of Ages vs Rylai's Crystal Scepter
Rylai's Crystal Scepter: On the surface, it seems like this would compliment Heimer very well. Like Rod of Ages, it has tons of health and ability power - two things that you really want as Heimer. But... you'd never build this as a first major item because it lacks an engine for your Mana. It also lacks cooldown reduction so it probably wouldn't be a second major build item either. It seems like a viable option for Heimer in the late game... or if for some reason you started off buying Frozen Heart and decided you didn't need the mana supply from Rod of Ages... until you notice that Rod of Ages is 100 gold cheaper while the bonuses for it actually cap HIGHER and with a bonus Mana supply. That leaves Rylai's with the slowing effect (35% for one target, 15% for multiple targets)... and you have virtually no use of this because it no effect on the turrets.
So... there are two views on this... 1. You can get it in addition to Rod of Ages and have a bonus slowing effect for your rockets... 2. The other is that Rod of Ages is cheaper and you really don't need that extra slowing effect. It makes no sense as an early item and after that it just seems very expensive for marginal extra benefit. Wouldn't you rather spend less money to have have more health, the extra Mana from Rod of Ages and all the extra ability power from the bonus of Rod of Ages combined with the 3% of its Mana being turned into ability power by the Archangel's Staff? It just seems like a no-brainer when you think about it. Go Rod of Ages!
Heimer has the following objectives in the laning phase
- Focus on last hitting every single minion . Always last hit the one your turret is attacking
- Try and counter hit (attack the enemy champion with an auto attack when they go to auto attack a minion)
- Position your turrets to make yourself un-gankable. Do not position your turrets aggressively in the middle of the lane or to attack the enemy champion, use them defensive early game. Heimer is very susceptible to gank s because he has no built in escape, because of this you want to play defensive and farm.
- Do not die in lane!
- Make sure the jungler gives you the second Blue Golem .
- Try and time the enemy blue golem and force your team to steal it.
- Use wards to try and ward the enemy blue golem before it spawns. Controlling both blue golem spawns will enable you to harass with Hextech Micro-Rockets every single time the ability is up. This form of constant harass (from a safe distance) will overpower your opponent in lane.
- Whenever you leave lane, always leave your turrets behind to gain xp and gold while you are routing to and from fountain.
Heimerdinger is one of the easiest champions to farm with in the game. He can gain Creep Score(CS) by using his turrets, and he will gain experience and gold from his turrets hitting the minions. This means if you set-up your turrets and leave lane to fountain, you can still gain CS by not being in lane!
Heimer requires farm to be effective and not just a little bit. Heimer should easily, without question, be the highest CS in the game. If you are not, then you are not doing the most important job you should, farming.
- When you place your turrets, do not place them too aggressively. This will maximize the duration they stay alive and assist you in farming.
- Try and auto attack the minions that your turrets are attacking. This will help you miss less CS in lane.
- Once you are level 6, you can use CH-1 Concussion Grenade (E) and then use Hextech Micro-Rockets (W) to clear a small camp of neutrals without having to travel to the other side. If you can manage to do this on the enemy wraith camp every time it spawns you will significantly handicap the enemy jungler .
Heimerdinger has one of the safest harass in the game. He can stand at a very safe range and use the rockets. You want to focus on what three targets will be affected by the rockets and wait for a minion to die which will cause a new target to be aggroed. The best time to use a rocket is the split second when the enemy champion now becomes a target of your rocket. It is likely that they will not react quickly enough and thus take the harassment damage. Always be a step ahead and ready to cast rocket the second a minion dies which opens this up.
Strength: Late Game
Heimer is good for two things, pushing and late game damage. Heimer is one of the most likely champions to hit the highest ability power in the game with the amount of farm, mobility and xp/cs/gold gains he gets even when he is away from lane.
Your early game will mostly rely on using your rockets for poking and harassing whoever you're laning against while farming as much as possible. Until you build to 2 turrets, it's advisable to not push the lane.
- You do not want to stack your turrets on top of one another. Area of effect(AOE) spells from champions can nuke both at the same time.
- When you are
a tower, the placement of your turret should be the farthest away from the tower, but still within range of hitting it. Placing it towards the corner is sometimes best (incase a
comes in, you can use your ultimate and the turret will refocus on that ganker).
- Early game you want to place your turrets more defensively and have them last longer in lane. Use them in spots where the enemy jungler may come in. Do not make the mistake of placing your turrets offensively early game as they will just die quickly because they do not have much health and do very little damage.
You want to prepare for team fights before they happen. This means you should place your turrets in advance of the team fight happening. If you know something is about to go down at dragon or baron , get your turrets down, so that they are available from cool-down if the fight ends up being at a different location.
Playing Heimer requires a good team coordination, because of his ability to push towers extremely well. If the enemy team tries to dive you while you are pushing the tower, your turrets will assist in slowing and doing some good damage. Because of this, you can usually safely push the tower and you need to be communicating with your allies in order to do this.
Placement of Turrets
- You almost never want to set-up your turrets on top of one another in lane, unless it is in a brush to surprise someone. AOE spells will instantly kill them.
- Mid game, place them in places where the incoming jungler is likely to come.
Turrets Tips and Tricks
To properly understand Heimerdinger, you must have an excellent understanding of zoning.
Heimerdinger has 3 distinct zones, his own self and his two turrets. His personal zone has 1,000 range, the range of his rockets and grenade (roughly).
The ideal place to fight an enemy is in the intersection of all three zones. That way you are doing the most damage to the enemy. Usually when fighting an enemy you will set up turrets in a much tighter pattern relative to each other and yourself. In laning, you will keep them more spread apart to have a larger zone of control and so your turrets can't both be killed by AOE damage from your enemy mid. If you place them next to each other, Morgana's pool or Lux's bubble will hit both of them.
The remainder of this section will be going over the various uses for your turrets.
There's no shame to using a turret as a temporary sight ward. The sight range may only be 2/3 that of a normal ward, but it's still significant.
These turrets aren't meant to last. They're just meant to give temporary vision in areas until Heimer needs to use a turret again. You shouldn't bother putting these down if you expect to need both your turrets up ASAP. It is useful, though, just in case people decide to move around in the next few seconds. It costs you almost nothing to place these, so if these locations are on your way you might as well.
As far as the locations in the picture go, the "anti-gank" position is where I will sometimes drop a turret so that the enemy jungler can't sneak up on my bot lane. I do this if I've recently visited bot either to gank or to push their tower a bit. The "side bush" position is meant to serve as a ward if I don't have any wards around. Don't use this in the very early game, though. There won't be many ganks anyways and you'll need to save your Mana. The bottom two are just for a bit of river control. The bottom right would have been just after a dragon fight.
As any Ezreal or Kassadin player can tell you, the game does interesting things when you try to blink in to walls. Kassadin players often use this to their advantage to increase the range of their Riftwalk far beyond its typical range. Heimerdinger's turrets can take advantage of this aspect of the game as well. Here is an image with some of the places where Heimerdinger can take advantage of his ability to "wall hack" with turret placement.
The dragon and baron pit wall hacks in particular mean that Heimerdinger can help his team take these buffs without any danger to himself. He has enough range to easily attack dragon from outside of his pit with his rockets and [grenade], but now your turrets can also easily contribute.
The purpose of wall-hacks like the wall across from wolves is that enemies will sometimes run around that wall because they know they can't be seen and so can't be killed with targeted spells or autoattacks. This counters that. Your turret will attack them AND give vision on them. You can also use this technique on the thin walls across from the tribush on either side of the river.
There are three things to look for when trying to find new places where you can place your turrets
1. Thin walls that your range actually covers
2. Places where Heimerdinger can "dig" in to the wall (collide with it). That was the technique for the dragon/baron pit
3. Places where the line between you and your wanted turret location is diagonal to the wall. That is what works best for getting a turret over the wall in to the enemy base
These are just a few of the different tricks you can do with your turrets. There are many more, I'm sure. I encourage you to experiment with them and see what works. If you have any suggestions for more techniques that belong here, feel free to leave a comment.
What Would Heimerdinger Do?
Ever find yourself in a bit of a pickle? Look no further! Just ask yourself what would Heimerdinger do?
Heimerdinger is an extremely fun champion to play, even though he is hard to get the hang of. Thank you for reading my Heimerdinger guide, I hope that some parts of it prove useful to you. If you appreciated my guide or approve of my build, feel free to hit the Like button up top. Please so leave any comments, questions or suggestions below and I will try to get back to you. I appreciate criticism, as long as it's constructive.
I look forward to reading your comments, and good luck in your future Heimerdinger games!
Credits to jhoijhoi for the template, which you can find here.
Improved ability explanations
Changed Build, removed Archangels staff unnecessary amounts of mana especially if you get the blue buff everytime, Added Void Staff
Added Strategy and Tatics Section (replaced farming section)
7/7/12 (Jayce Patch)
Edited the runes
Fixed some spelling mistakes
Moved Hourglass before Grail
Season 3 started
Added s3 items section
Added Turret tricks and tips
Added new pics
Updated cheat sheet: items/runes/masteries/skills
Heimer rework coming soon will need a complete need guide