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Heimerdinger Build Guide by A.R.M.

A.R.M.'s Confounding Heimerdinger

A.R.M.'s Confounding Heimerdinger

Updated on January 1, 2012
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League of Legends Build Guide Author A.R.M. Build Guide By A.R.M. 6,838 Views 6 Comments
6,838 Views 6 Comments League of Legends Build Guide Author A.R.M. Heimerdinger Build Guide By A.R.M. Updated on January 1, 2012
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1
sirell (400) | March 28, 2013 9:29pm
Voted -1
S2 guide.
1
A.R.M. (2) | January 3, 2012 4:36pm
Dr_Rush wrote:

I think is not very good, maybe funny but not viable for many game.


Well I think your downvote is irrational, actually try the build, I dislike people who just state their opinion... Anyone cna say anything... For instance I could say AD heimerdinger is professional and you shouldn't get any ap, mana, or health with him. Doesn't mean I truely belive that... Have something to back up your claim, you could at least say whether or not you tried the build a few times.
1
Dr_Rush (1) | January 3, 2012 12:31pm
Voted -1
I think is not very good, maybe funny but not viable for many game.
1
A.R.M. (2) | January 1, 2012 11:54am

Needs more coding and it might be best to tell people in the guide why u max what u max first. Getting turrets past 3 should be your only early-mid game goal as it gives you 2 turrets and u can max more reliable damage outputers like rockets. other than that good guide. I'll come back to this guide in a while and decide whetehr or not i want to upvote


I will put input in the guide, but so you don't have to read it all again (hunt for it here's your answers iwillblessu. Coding well I'm not 1 known for beautification of builds... if you noticed my kog build... although this build actually encompasses an entirely different way to play heimerdinger... and yes it isn't pretty, but that's why I say outright try the build, because I hope that makes up for it. IF you max turrets first they become op early game, sure you may have some missiles and bombs that do damage if you don't do it that way, but you can't push at hard. What this build is trying to get at is being the ultimate pusher, and if you fail at that, you have the powerful turrets to play defense with. Most champs can't kill these turrets early game, and if you keep running out of turrets early-mid game then your don't something wrong in terms of defending them.

As for the more reliable damage output, that i would have to disagree with, for if you’re getting ganked do you want to stun them and place 2 turrets that have SPLASH damage or do you want to try to nuke them off of you, and with the cooldown timer have a high possibility of death? Anyways the 125 health makes a big difference from when you get it on, thus why to go to level 4, and level 5 gives splash damage... so why not kill the opponent faster... don't underestimate the power of splash damage. Also turrets are best to upgrade first because they're not as mana intensive, so unless you have blue buff you should be sticking with the turrets.

I know you didn't mention this, but the person above you (titros2tot) only said 1 thing, and since this is addressing constructive criticism it only fits. The only other mastery tree I can imagine is tank, but there is 1 significant problem with that, you get your turrets slower than you would otherwise, and since this build is focused on the turrets which have ridiculous cooldowns... but can be dropped to a 15 second cooldown, I would have to disagree with you. What you lose in health you make up in damage (for things cooldown faster..., plus your "tanky" enough with 3.7k health and 115 health regen per 5 (unless you decide to get the spell vamp quintessence, then it's 105 health regen per 5 and 9% spell vamp... which isn't necessarily bad... it's surviving a nuke vs surviving continuous damage champs... this 1 is designed for continuous damage... if you want to survive nukes... well you have enough health... and the spell vamp usually is just enough to bump you up if you skillshot you bomb right into a horde of minions... (I still find the health regen and xp boost better (even though I sometimes fail at changing my runes)). On a similar note... cooldowns are key for I’ve just barely survived ganks at times and I would have died if it weren't for the absurd amount of health regen per 5 and the cooldown rate, plus if you don't get the cooldowns you probably would become heavily reliant upon blue buff for cooldowns... which heimer should not be..

P.S. in the long hall I proably will make it look nicer... but right now I'm running a new tiwtch build too, it's a friend of mines bild and they said go ahead share it... and well I got more tired than I expected (it needs alot more work than this 1) plus my kog build is only 2 days older than these 2.
1
iwillblessu (10) | January 1, 2012 11:14am
Needs more coding and it might be best to tell people in the guide why u max what u max first. Getting turrets past 3 should be your only early-mid game goal as it gives you 2 turrets and u can max more reliable damage outputers like rockets. other than that good guide. I'll come back to this guide in a while and decide whetehr or not i want to upvote
1
titros2tot (3) | January 1, 2012 8:59am
Voted +1
nice guide but need some changes in mastery tree to make it the best
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