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Spells:
Heal
Flash
Ability Order
Hextech Affinity (PASSIVE)
Heimerdinger Passive Ability
Heimerdinger, Counter-Top
Pros
Cons
-
Extremely effective pusher
Amazing poke
Awesome farming capabilities
Great AOE
2 types of disables
Can obliterate the enemy jungle/dragon/baron
Best leash in the game or can solo golems
Cons
-
Squishyness
Reliance on turrets as main source of damage early game
Slow-moving skillshot stun
I use a mixture of offensive, defensive, and utility runes. Greater Mark of Magic Penetration as non-item based magic penetration is very helpful. Greater Seal of Armor to give you a bit more armor...specifically for your direct enemy top, but also helps against creeps and other champs. Glyphs are more open. I prefer Greater Glyph of Magic Resist, as I don't usually itemize much MR other than Chalice of Harmony, which puts me around 100; however, Greater Glyph of Ability Power or Greater Glyph of Mana could also be viable. For Quintessences there is no better than Greater Quintessence of Movement Speed. This may seem like an odd choice for Heimerdinger; however, kiting is the key to success in the laning phase and when people get on you in team-fights, so the extra movement speed is amazingly useful.
Offense Tree
Mental Force - 4/4 Nothing wrong with ability power
Sorcery - 4/4 I don't itemize Cooldown Reduction so getting it here is great
Arcane Knowledge - I don't itemize Spell Penetration so getting it here is great
Defensive Tree
Summoner's Resolve - 1/1 It's 10% on heal or +2 MR, I'll take the bigger heal
Hardiness - 3/3 Armor is great against AD champs
Durability - 4/4 More health for early game? Yes please
Vigor - 3/3 HP Regen was better than the alternatives
Veteran's Scars - 1/1 More health for early game? Yes please
Initiator - 3/3 Run speed is great on Heimer
Honor Guard - 2/3 Better than the alternatives
Juggernaut - 1/1 More health and less disable time
Mental Force - 4/4 Nothing wrong with ability power
Sorcery - 4/4 I don't itemize Cooldown Reduction so getting it here is great
Arcane Knowledge - I don't itemize Spell Penetration so getting it here is great
Defensive Tree
Summoner's Resolve - 1/1 It's 10% on heal or +2 MR, I'll take the bigger heal
Hardiness - 3/3 Armor is great against AD champs
Durability - 4/4 More health for early game? Yes please
Vigor - 3/3 HP Regen was better than the alternatives
Veteran's Scars - 1/1 More health for early game? Yes please
Initiator - 3/3 Run speed is great on Heimer
Honor Guard - 2/3 Better than the alternatives
Juggernaut - 1/1 More health and less disable time
Initially I like Meki Pendant and 2 Health Potion. This gives me the early mana regen I need to keep up Micro-rocket harass and my turrets around. Of course the health pots allow me to stay in lane longer. Depending on how things are going, I try not to go back until I can afford Chalice of Harmony, Boots, and a Sight Ward (health pots if i can afford it). Sight wards are VERY important as one of the key's to this Heimer build is to keep the enemy at their tower (or at least away from your creeps) so it's harder for them to get last hits. The deeper you are - the more danger you are in. As you start to get a bit higher level the chalice is key for mana-regen, since it is not in runes or masteries. Sorcerer's Shoes are next in line, as I cannot stress enough the importance of kiting, and being able to get back when you see the enemy coming in for a gank. The next build is Rylai's Crystal Scepter and Sight Ward. The order you build this depends on how the laning phase is going. I almost always get the Giant's Belt first. If i can stay alive longer, my turrets are hitting champs longer, and I will probably kill them. After Rylai's building toward a Rabadon's Deathcap is key. Your total AP becomes much more important as the laning phase comes to an end and your main source of damage switches to Micro-Rockets. Getting an Elixir of Brilliance right after Rabadon's is always fun, but not necessary...and don't forget Sight ward. The next item you get is highly variable. Depending on your team, an Abyssal Mask is usually a good choice. If you find yourself being focused or you feel like you are too squishy, a more defensive item could be helpful. Try not to get too defensive with itemization. If the enemy team is focusing you quickly in team-fights, you are doing something wrong.
P.S. You might be saying "Where's the CDR?" Well I'll tell you! 15% at level 3 ulti, 8.1% at 18, 4% flat = 27.1% I almost always have a blue elixer on after I finish Rabadon's so 37.1%. If you need even more think about picking up a Deathfire Grasp, I'm not a huge fan, as I feel the money is used better elsewhere...you don't burst much anyway.
P.S. You might be saying "Where's the CDR?" Well I'll tell you! 15% at level 3 ulti, 8.1% at 18, 4% flat = 27.1% I almost always have a blue elixer on after I finish Rabadon's so 37.1%. If you need even more think about picking up a Deathfire Grasp, I'm not a huge fan, as I feel the money is used better elsewhere...you don't burst much anyway.
H-28G Evolution Turret at level 1 so you can provide the best leash in the game or solo golems. Hextech Micro-Rockets at level 2 for the poke. CH-1 Concussion Grenade at level 3 for the stun. Continue to level turrets until 6, as at that level you get UPGRADE!!! Turrets should be maxed first with micro-rockets second and grenade last. Mostly you want grenade for the stun and the duration doesn't increase with level. Since turrets are your best source of damage in the laning phase level those up first. Micro-rockets are great for poke even at low level, but as it gets towards middle/late game micro-rockets will be the main source of damage so leveling that second is key.
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