get
prime

Build Guide by AX3

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 AX3

Surprise!

AX3 Last updated on September 20, 2010
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Ability Sequence

1
3
5
7
9
Ability Key Q
13
14
15
17
18
Ability Key W
2
4
8
10
12
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Quickness
Blink of an Eye
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
1/
Presence of the Master
 
 

Utility: 21


This is a practical Heime build, focusing on game play instead of just being an "on paper" build. Mainly for 5v5 Middle Lane. This build is an adjusted version of some of the other Heime builds floating around.

You will see that I put very little weight in movement speed or micro rockets. The reason is simple you shouldn't be far enough away from your turrets for that to make any difference. A Heime out on his own is dead. I have pushed the middle enough times against a Heime Micro Rocket player to know that this build works better. Why? Simple; when you are hit by the Conc Grenade (vs the Rockets) you get stunned. Which in it self doesn't matter too much but add to that the huge amount of damage it packs as well. When player gets hit they will definitely know about it. This will put almost any player off advancing too close.

The other part that helps is its range. The Conc Grenade can hit a turret outside of the turrets range - which is a huge bonus. If an enemy is near the turret, aim for the edge of the turret with your grenade and try and hit the enemy with it's splash damage.

While alot of the time you are told putting turrets close together is a good thing - I don't. I use a triangle around me. Not only does it cover my *** but it means I can continually keep moving the last turret forward while always having each turret in range of the 2 others.

Example:

If we are moving from the bottom of the map to the top and you had 2 turrets up, one on your left and one on your right. The 3rd turret would be placed forward and directly in-line with the middle of the first 2 turrets - making a triangle. Now you can keep repeating that and progressing forwards. Next move your first turret in-line with the turret you just dropped. Leaving the final turret behind and in the crenter of the front 2. Every time you place a turret you always have a triangle. This is a very strong way to push - even if it is slow. If the player you are pushing against has AOE just spread your triangle out - if not group it up a bit.

What makes this even better is when an enemy finally thinks they can jump you. You should be standing in the center of your triangle and the second they hit you all 3 turrets will be shooting at them. Even if they get you on the edge all 3 turrets should have range. If not you have made your triangle too big. The first thing I hit is my Conc Grenade(E) which stuns the enemy and deals damage. Then pop your Ultimate(R) which will slow the enemy down. If you have your ringby then you will want to pop that as soon as the stun finishes. If they are a DPS character they will most likely be dead by the time your Invun from the ring wares off. If they are a tank just run circles around your turrets till they die. They will be moving too slowly to catch you easily. If it really drags out then your Conc Granade will have cooled down and you can use it again. Done right you can survive most attacks.

SPELLS:

Some people suggest to use offensive spells but honestly I can push harder and longer just with Heal and Clarity. The longer you can stay in a lane (without dieing) the better off you are. You get heaps more money and more exp as well. Heal not only heals you, it heals your turrets as well!

PRIMARY ITEMS: Archangels Staff & Zhonyas ring

The items I have suggested are pretty straight forward and you can pick the order you feel is right but you must get the staff first and then you need to get the ring as fast as you can. I usually do it in the order I have placed them in this build.

Boots: Mercury's Treads

I know everyone loves boots so this is the set you want. The main factor being that they reduce stuns. If you get jumped and stun locked, you will die. This will dramatically help. Alternatively, against a caster these are really good as well.

Final Notes:
As you should know, there is no way that every build can cover all situations but this should be a very solid foundation for most games. This is my first build so I hope it has been easy to follow for anyone that gives it a shot!