Build Guide by
Not Updated For Current Season
Not Updated For Current Season
Allllllright. Call me new. No, don't. Heimerdinger can be the most annoying champion in the game played correctly. You'll already find me a bit unorthodox, and quite possibly even crazy when you look at the masteries I built. Think about it though. If you know Heimer, you know he does about 120k damage in an average game. That 21st offensive mastery makes that number jump straight to 126k without doing anything. Win.
The point with Heimer is to run early, kill when possible. (Though this could be called the point of the game itself.) Ghost can give you an early kill, and with it's mastery boost, it's just kinda funny to watch an enemy champion chase you in circles while he takes that 5% extra damage from your turrets early in the game. As with any Heimer build you'll find, I'm telling you that his turrets are an enormous chunk of your dependency. However, your grenades could be called just the same. Grenades are best used for defense and getting away, but are also a ridiculous source of damage for your turret crushing and multi-killing. Run clarity to stay in lane longer. Remember: the more experience you're getting that your lane enemy isn't is a huge plus. This is also why you use exp. runes. Any level advantage you have gives your grenade an extra 60-80 damage or your turrets an extra 8-15 damage per shot/ability.
For the item build: Lich Bane first so that you aren't just doing chunks of damage with your abilities, but you're sure to do some damage right after you use them too. If you can stun with your grenade and then immediately launch an attack with lich bane, That could be about half of an opponents health in 2 shots. 2nd item: Boots of Swiftness. They make running around in circles with Ghost more fun, and with all that, you should be running a move speed of 430, being able to run from an non-ulting Master Yi. 3rd: Tear. Why? Because Mana! That's why. 4th: Zhonya's Ring. This should distract you long enough for your Tear to give you some bonus mana. 5th: Upgrade your tear to an Archangel's. More ability power=yes. By now you should have 200-250 AP, making your level 5 grenades about 500 damage per, and making you a turret crushing ma-freakin-chine. The rest you can build Archangels. They give you more mana and more AP which by then is pretty much the same thing. That and the bonus cap of 1000 moves over to the last item you bought, so you could be moving up to around 3-5k mana which is 90-150 extra AP with all your other stuff. By now, you Lich Bane makes your Physical attacks around 300-500 damage right after your 600 damage grenades and your 500 damage rockets. That'll take a good tank down to near half. If you feel inclined, you may and in fact, I might recommend replacing an Archangel's with a Deathfire, b/c holy **** now they come in at about half health before they even reach you. Make sure you remember the active on the Deathfire though. It will help. This build should be around 12k. You should be able to get that in a good 5v5 game.
Just remember to use abilities. If you're going to play the offensive Heimer, then his magic damage is crucial.