Heimerdinger Build Guide by Dr Kasper
Not Updated For Current Season
Not Updated For Current Season
01/25/12 - Trying out a new build for heimer, cuz I'm convincing more and more people that heimer going mid is a waste of time. So the old build helped out while solo mid, but this build seems to help out better as a support champ.
12/30/11 - OMG!!! After much, much trial and error, I fell upon this item build that just makes your Heimerdinger a freaking BOSS. The amount of health, AP, and more importantly MAGIC PENETRATION you get from this build will have your enemies crying. You can always subsititue Abyssal Scepter for Void Staff in this build.
12/29/11 - Decided on a better item build to maximize both damage output and survivability
12/20/11 - Had a great tankerdinger run and gained another lvl, will fill rune slots and mastery points accordingly. Also tried using Spirit Visage instead of Force of Nature because of item cost, the 15% increase in health regen, plus your passive is actually quite good.
Hello, and welcome to my Heimerdinger build. Im currently at lvl 20 so this build will be written on what I have found to be the most ideal Heimerdinger for my playing style, and for people who share similar playing styles.
I have used every single Heimerdinger guide so far, and QQ Rockets is by far my favorite one. Unfortunately I tend to be more of a poke and run away kind of player due to the VERY HIGH squishibility and EXTREME SLOWNESS of heimerdinger. So I made this build for cautious players, who don't treat heimer like a freaking Allister and want to battle it out by themselves.
You might wonder why I don't build up on Heimer's AP more with a Rabadon's, quite simply because in the end game you end up being U-S-E-L-E-S-S to your teamates if you dont survive long enough to do damage. And with the new item build, health is not an issue.
Pros / Cons
First to outline the basics of Heimer that you probably already know...
Pushes lanes extremely well with turrets and rockets
Very good at farming the day away
Essential in team fights
Very versatile/offers multiple builds depending on your opponents.
LOOOONNNGGG range on Rockets
DOES NOT need to mid! Most people erroneously send heimer mid, this is a mistake because even though he can sustain mid, he doesn't need it and the XP could go to somebdoy who needs it even more
Once you get 2 turrets, you're demolishing enemy turrets
Very good early game, especially against squishy mages
In the hands of a good Heimer player, he is very deadly.s
Man is he ever SLOW and SQUISHY
TERRIBLE against ranged and AoE champions (they demolish your turrets)
Takes ALOT of patience and trial and error to play him correctly
What team you get DOES matter, they have to be aware of heimers skills and abilities and use them accordingly.
Noobs need not apply
Constant game awareness is a MUST, because you will be targeted, you will be ganked and you WILL have to run the hell away! (and your teamates have to understand this)
Playing tankerdinger consumes ALOT of Mana, so purchase some mana potions just in case.
My Runes focus primarily on AP, Mana, and running away speed. You may do as you wish in this section, but I'd rather go for fixed amounts than lvl up statistics.
Like I said before, there are probably hundreds of combinations for summoner spells, I just use these because they help my survivability.
Clarity -> Tankerdinger is mana hungry, and you dont want to be exhausted of this crutial component when facing a team fight. You want Turrets, Ulti, Rockets, Grenade in that order ready to go.
Flash -> With the nerf it sufferd not the greatest spell in the world, but more often than not I bait enemies into chasing me into the bushes were I flashed. And they find 2 allies, 2 turrets and a whole lot of pain. ;)
Otherwise you use flash as you are running, in order to gain an advantage and putting some distance between your opponets and yourself. Remember if you flash away and they dont, make sure they chase you into a gauntlet of turrets, NEVER FLASH AWAY from your turrets, unless you know you're gonna die.
Teleport -> I used teleport quite a bit in the beginning instead of Flash, to mixed results. It was great to be able to instantly go back to defend or help out, but if you teleport into a bad situation without your turrets being up, YOU WILL DIE. It's better to leave a turret or two down by your minions when you recall and then saunter on back.
Ghost -> Also great for Heimerdinger, though with boots and force of nature you can pretty much run away safely, especially if you stay on the periphery.
UPDATE 12/23/11 --> Tried ghost once more, terrible. Heimer needs a quick escape route, use flash instead.
As you can see, most of the summoner spells are used DEFENSIVELY, at the end of the day that's how you want to play heimer. Die less, do more turret damage.
The previous build helped out solo mid, the new item build helps out more in the support role.
Build up your Philo stone first (HP regen, Mana regen, monies)
Get some boots to move around effectively.
Buy wards, your turrets are not enough.
Build A Rylai's
Finish Sorecer's boots.
Build a Hextech (ability power + spell vamp from all those rocket pokes)
Finish WOTA (spell vamp for rocket pokes + awesome team aura)
Start and finish a Rabadon's Deathcap. (duh)
Build a Voidstaff (MP like a boss)
Build a Morello's Evil Tome (awesome CDR + ability power + mana regen) = 20% from ulti + 20% Morellos = 40% CDR (max cooldown)
Constant trial and error is the name of the game. This new build offers maximum bang for you buck, but you do have to play it safe, but since you were doing that anyway you can try this out and your rockets, grenades and turrets will do TONS of damage to your enemies.
Right off the bat start building your Rod of Ages.
1) ROD OF AGES
+450 Health +525 Mana +60 Ability Power Passive: Your champion gains 18 Health, 20 Mana, and 2 Ability Power every minute (up to 10 times). UNIQUE Passive: On leveling up, restores 250 Health and 200 Mana over 8 seconds.
2) Get some boots of speed, transform into Sorcerer's Shoes.
+20 Magic Penetration UNIQUE Passive: Enhanced Movement 2 (does not stack with other Boots)
After this we go for a cheap item that is often overlooked:
+25 Ability Power +200 Health UNIQUE Passive: +20 Magic Penetration
* Note this item is optional to get, and I will only get this if I have tons of money*
Here is where it gets a little different, instead of Rabadon's or something like that. I got to thinking about another item that offers Health + a decent amout of AP. Guess what? We have an item that does EXACTLY THAT!
4) RYLAI'S CRYSTAL SCEPTER
+500 Health +80 Ability Power UNIQUE Passive: Dealing spell damage slows the target's Movement Speed by 35% for 1.5 seconds (15% for multi-target and damage-over-time spells).
* By the way, your rockets DON'T count as multi target spells*
By now you are farming like mad, killings waves of minions with no trouble at all. So the monies MUST be racking up.
Now we go for straight up armor with a TON of ability power...
5) ZHONYA'S HOURGLASS
+100 Ability Power +50 Armor UNIQUE Active: Places your champion into Stasis for 2 seconds, rendering you invulnerable and untargetable but unable to take any action (90 second cooldown).
6) END GAME
EITHER START BUILDING ABYSSAL SCEPTER OR IF YOU PREFER VOID STAFF!
They both offer a decent amount of end game AP, but they both have different applications. If your team is AP heavy, I suggest going for Abyssal Scepter, but if you are the lone AP or there is only one other AP person, then go for Void Staff and watch them RUN THE HELL AWAY when your rockets hit.
+70 Ability Power +57 Magic Resist UNIQUE Aura: Reduces the Magic Resist of nearby enemy champions by 20.
+70 Ability Power UNIQUE Passive: +40% Magic Penetration
H-28G Evolution Turret - Heimerdinger lays down a machine gun turret. Turrets gain abilities as this skill is increased. (Turrets deal half damage to towers).
Heimerdinger constructs a Machine Gun Turret with health and 30/38/46/54/62 (+0.2) magic damage (half damage to turrets). Max: 1/1/2/2/2 turret(s). Heimerdinger stores enough parts for a new turret every 25 seconds. <- THIS IS INFLUENCED BY YOUR COOL DOWN!
Each rank of this skill grants a further enhancement:
Rank 2: Turret attacks reduce the target's armor and magic resist by 1 (max 50)
Rank 3: Maximum turrets increased to 2
Rank 4: Turrets gain an additional 125 Health
Rank 5: Turret attacks deal area damage
Cost 70/80/90/100/110 Mana
Hextech Micro-Rockets - Heimerdinger fires long-range rockets that hit the enemies closest to Heimerdinger.
Heimerdinger fires 3 enemy seeking Micro-Rocket(s), hitting targets nearest to him. THIS LITERALLY MEANS ALL ENEMIES. SO BE AWARE YOU CANNOT AIM YOUR ROCKET SHOTS. I'VE GOTTEN NEXT TO AN ENEMY CHAMPION AT TIMES, FIRED MY ROCKETS, AND HAD THEM FLY TOWARDS 3 MINIONS. FAIL. BUT THIS IS YOUR MAIN HARRASS TOOL. THEY GET TOO CLOSE TO YOUR TURRETS? LET 'EM HAVE IT. TRY TO PUSH YOU BACK? LET 'EM HAVE IT. ... TRUST ME, THOSE ROCKETS HURT!
Each rocket deals 85/135/185/235/285 (+0.55) magic damage.
Cost 65/85/105/125/145 Mana
CH-1 Concussion Grenade - Heimerdinger lobs (FLOATS) a grenade at a location, dealing damage to enemy units as well as stunning anyone directly hit and blinding surrounding units.
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.
THE HARDEST SKILL SHOT IN THE GAME TO LAND IMHO. BUT IT WORKS GREAT FOR SCOUTING BRUSHES, ONCE YOU GET GOOD ENOUGH WITH THIS ABILITY, YOU WILL BE STUNNING PEOPLE LEFT AND RIGHT, AND PUTTING YOURSELF IN ALMOST NO DANGER WHATSOEVER. Cost80/90/100/110/120 Mana
UPGRADE!!! - Passive / Active: Passively increases Cooldown Reduction. Activate to heal all active Evolution Turrets and cause them to fire frost shots, which reduce Movement Speed, for a short time.
Passive: 10/15/20% Cooldown Reduction.
Active: All active Evolution Turrets 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.
Cost 90 Mana
HEIMERDINGERS PASSIVE SKILL -> Techmaturgical Repair Bots
Heimerdinger gives himself, nearby allied Turrets and Champions 6/12/16/22 health regen per 5 sec.
AN EXPLANATION OF TURRETS, AND HOW THEY AFFECT END GAME.
Your turrets are awesome at the beginning of the game, and in mid game. End game, they really offer absolutely no benefit to your team aside from your ulti.
Therefore after mid game, I am going to make the following suggestions to you.
1) NEVER PLACE DOWN MORE THAN ONE TURRET AT A TIME WHEN FARMING MINIONS. YOU ARE WAY TOO POWERFULL AND WILL DECIMATE MINIONS WITH ONE TURRET. SAVE YOUR EXTRA TURRET.
2) IN A TEAM FIGHT, AS SOON AS EVERYBDOY MOVES IN, ACTIVATE YOUR ULTI AND SET DOWN TWO TURRETS BEHIND YOUR TEAMATES, THEY WILL BE FIRING FROST SHOTS. THROW A GRENADE INTO THE MIX IMMEDIATELY TARGETING SLIGHTLY BEHIND YOUR ENEMIES IF THEY RUNNING AND AHEAD OF THEM IF THEY'RE CHASING. FOLLOW THIS UP WITH 5 AWESOME QQ ROCKETS (YOUR ULTI SHOULD STILL BE UP).
3) YOUR TURRETS ALWAYS HAVE TO GO DOWN WITH YOUR ULTI ALREADY UP, OR WHEN YOU SET THEM DOWN ACTIVATE YOUR ULTI. SEE THE PROBLEM IS IF YOU SET THEM DOWN BEFORE HAND, YOUR TURRETS ARE EVEN SQUISHIER THAN YOU ARE, SO THEY WILL DIE AND WILL NOT CONTRIBUTE INTO THE FIGHT, EVEN WITH THE FULL HEAL OF YOUR ULTI, THEY WON'T SURVIE LONG ENOUGH TO MAKE A DIFFERENCE. THE TURRETS ADD SUPPORT DAMAGE TO YOUR TEAM WHILE SLOWING THE ENEMY ENOUGH TO GET MORE HITS IN, YOUR GRENADE MESSES UP THEIR DPS BECAUSE OF THE BLIND FACTOR, AND YOUR ROCKETS TAKE CARE OF 5 ENEMIES AT ONCE FOR A GRUESOME HIT.
4)LATE GAME, YOUR TURRETS ABSOLUTELY DEMOLISH ENEMY TURRETS, DON'T FORGET THIS AND PLAN TURRET PLACEMENT ACCORDINGLY.
The most commonly heard phrase in LOL:
But you're heimer you HAVE to mid.
Incorrect says I.
JunSopport had it right, Heimer is no good at soloing in most occasions. Oh, don't get me wrong, he will hold the line fairly well and more often than not I will destroy a turret before anybody else does, just because he's so damn pushy. But after that? What do you do?
Do you continue to push mid? ---> WRRRROOAAANNNGGGG <----.
If you do, then you are way more open to enemy ganking in mid, or even in lane by yourself. And because you are slow, and squishy and all those things we know Heimer is, then once you push mid, you essentially have to go help out somewhere else, and jungle, etc... Increasing the likelyhood you will get Murdered.
If you lane with somebody else, you can push until your hearts content, because somebody else can help you out if your enemies decide to attack.
With that being said:
Get turrets right away for farming and pushing purposes. You can then build up Rockets and turrets in any combination you like, I usually opt for powering up alternately until I get 2 turrets, then I can either Max out my rockets, or open up the grenade.
Always of course Max your Ulti when you can, and remember the time it takes for you to gain a turret IS AFFECTED by your cooldown abilities.
01/25/12 - update - while playing in bottom lane, get rockets, turrets and grenade first. Then lvl up those rockets to your hearts content, get two turrets, then decide accordingly.
How to use your skills without dying.
*Quite simply you have to move fast and go into a team fight with everything, and I MEAN EVERYTHING available to you.
Your tank or dps guy or whoever initiates contact. Set 1 turret down behind them, immediately activate ULTI, set another turret down either behind the first one OR if everybody went in set it off to the SIDES of the battle. Immediately release your 5 rockets (you can't aim them so just cross your fingers), and a granade right smack dab into the middle of the action. RUN THE HELL AWAY! Recover your abilities and decide on proper course of action.
- If your team is winning, outnumnbering the other team, or 2 or more people on the other team are about to die then PLEASE HELP OUT.
- Any other scenario, so solly cholly but you have to live to fight another day. Because if you try to take on a team by yourself, you will die, and then the other team wins.
"You're such a bad player you don't rush in to help"
You will hear this, alot. But if you build correctly, what happens is you can defend your turret effectively while the other team goes to heal or if you have to defend against 2 enemy champions, they won't get your turret cuz you'll be there, and you won't be dead like the rest of your dumb teamates.
REMEMBER: A LIVE HEIMERDINGER IS A USEFULL HEIMERDINGER.
*Don't be a hero*
Creeping / Jungling
01/03/12 - JUNGLING UPDATE!
Somebody finally let me jungle. It's really hard to do with Heimer, cuz everybody expects you to lane or go mid.
Anyway, you still need help to leash your initial creeping.
The other problem being since you are so slow, you need to gank efficiently.
Also since you up your AP build, you are extra squishy.
Your role in ganking is not letting the other team escape. So place two turrets behind them, activate ulti, rocket their face, rise and repeat.
So summarizing this Tankerdinger build:
- You are still squishy no matter how much armor, magic resistence, health you get. Play like you are and you will feed the other team less, get more kills, and A TON of assists.
- Be smart with turret placement, and don't waste rockets on too many minions, save them to poke champions instead.
- Don't Forget! This build is made so you can survive the longest, and get tons of assists. Besides that's not Heimerdingers modus operandi.
- Communicating effectively with your teamates can usually put you at an advantage over the other team.
- Heimer who lives and runs away lives to fight another day!
Hope you have enjoyed my guide. Remember the word being G-U-I-D-E. if you play differently then that's fine, just don't hate. Follow your path and choose the best Heimer for you!!
For a good AP heimer visit here.
I will update as I progress into lvl 30.
As always feedback is encouraged and appreciated.