Build Guide by DuncanIdahoTPF
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.
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: most important part of this build IMO. The only things that are changeable are switching out improved ignite for Tenacity (top tier defense). I just love having the extra 10 ability power early on. You can ignite someone when you know your turrets are going to hit your enemy champion, and your turrets do more damage with ability power. But if you want to go really tanky, get Tenacity.
Skill order: Turrets turrets turrets. This should be obvious, but I just want to make sure. The only time you should not get turret is the point at which you decide on getting another point in turret or getting your 3rd skill (be it grenade or rockets, depending on your preference). I usually end up getting all my points into grenade and 1 into rocket until later levels, although it is situational. Rockets can be better at harassing since they are not a skill shot, but they only hit 3 targets. So if your enemy is behind at least 3 creeps, then you should go for more grenade points. Another tip skill wise: your ulti reduces all cooldowns, so use it sparingly. It does make sense to use it when you are about to lose 2 or more turrets. But one, its not really worth it. Also, don't forget your passive heals towers as well as team-mates!
Rune build: I think I will leave that one up to you. A lot of people like flat health quintessences, but I like balance, so I'm going for one health, one flat ability power, and one health regen.
Items: You need loads of mana, thats why Chalice is so important to you. If you want to be able to keep turrets up as well as harass, you will need mana. Next you want to get as much AP as you can buy. If you dont have enough cash, get a cage's lucky pick which you can sell later or build into deathfire grasp, although I don't like that item for heimer. If you're like me, and by the time you get back to base for the first time, you will have enough for needlessly large rod. If so, just go for that first, you want to get some ap after you get your first item, mana regen. You are also slow as hell, so you may want to get boots right after mekai pendant if you are getting scraped up easily. Don't forget to use your active on your zonya's while you are in the middle of your turrets and getting ganked! 3x turrets will at the very least eff someone up, if not kill them.
Final thoughts: turret placement is like 75% of the reason why you will be good or bad at heimer. Anticipate where the friendly / enemy creep waves will meet each other. Also, if the person who is laning against you has AOE, spread your turrets out just enough so he can only hit 1. If you arent, put your turrets right on top of each other unless you are turtling up to a turret. If you are trying to take down a turret, put 2 turrets to cover your ***, and when the creep wave starts hitting the turret, place your turret in range and auto-attack it. Also, your grenades do 50% damage to turrets, so you can siege their tower if they are defending it well. Try to aim your grenade so it barely touches the tower, and also hits a defender at the same time. You can take towers down arguably better than any other class.