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Heimerdinger Build Guide by Likebuttah

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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.

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League of Legends Build Guide Author Likebuttah

AP carry Heimerdinger- Master Blaster

Likebuttah Last updated on November 28, 2011
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 9

Honor Guard

Defense: 0

Strength of Spirit

Utility: 21

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Hello, MOBAFire!! I want to say up front that I am new to making guides, so if you have any tips, feel free to comment.

Heimer is definitely one of the funnest champions in the game, in my opinion. I modified Dan Dinh's original build to make this one. I follow most of the same philosophy, but added some tweaks based on what I thought made the game more forgiving. I see a lot of offtank heimer builds on MOBAfire. I want to show that building him as an AP carry is worth it for his pushing and poke ability that he develops as a result. I hope you enjoy!!

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Pros / Cons

Really strong early game
Fun to play
Push push push
Hella farm
Surprising amount of burst

Not much CC until level 13
Can simply get outclassed by other AP champions
Falls off late game
You only get 2 rockets (qq)

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Runes and Masteries

For my runes, I go with a pretty straight up ap page-- The Greater Seal of Replenishment yellows are perhaps the only necessity on the rune page. It is a key part of the play-style to be able to harass with your Hextech Micro-Rockets throughout.

However, you don't necessarily need the Greater Mark of Magic Penetration reds as long as you get a Void Staff extra early. I, however, like to have the health and extra mana from my Archangel's Staff and the Rod of Ages during mid game. I would forgive you if you decided to go with scaling, or even flat ap. I know nobody actually personalized rune pages for every character they play, so anything ap or magic-pen related in the Mark department will suit you fine.

Both the Greater Quintessence of Ability Power and the Greater Glyph of Scaling Ability Power follow under the same logic. It really helps to have the extra ap for your Hextech Micro-Rockets So that they do a substantial amount of damage early and mid-game, and still make a difference late-game.

Oh wow I still have to write about masteries. Basically, I like to have my summoner spells up as often as possible, and as much regen as I can get while still getting some Magic Pen. If you are fine with mana conservation, feel free to put more points into the movement speed and the CDR masteries. A more forgiving mana bar just helped me out when I started.

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For my items, I like to start out with a Sapphire Crystal and 2 Health Potions for sustain in-lane, and more ability to spam spells. Early game, a Heimer without mana is a dead champion if the enemy decides to do anything aggressive. A major part of playing him well is utilizing his poke ability. It is hard to do this if you are "oom"

Since Heimerdinger is one of the slowest champions in the game, (sadness) you need Boots of Speed at or before the time your opponent in lane gets theirs. that way, you give yourself a much better chance of running away, or even dodging skillshots. When you get your boots, depending upon the amount of gold you have, get a Blasting Wand or a Meki Pendant and some more Health pots. (If they get nerfed in the next patch,I might change the build to include a Will of the Ancients or something to get spell vamp and add a bit of sustain to the lane. Until then, use this guide.

After you complete your Archangel's Staff, and your level 2 Sorcerer's Shoes, start building your Catalyst the Protector into the Rod of Ages. Make sure you get this early, because the plus 2 Ability Power per minute really adds up.

If the game has gone long enough, you should build your Void Staff and your Rabadon's Deathcap so that you can keep doing damage late game. Since you definitely should not be venturing into the thick of team fights. "Poke" Champions are good for some things, and initiating/ taking the brunt of an assault are not included in those things. If the other team blows their ultimates on you ofter, or they are heavily AD, get a Zhonya's Hourglass before your Void Staff and your Rabadon's Deathcap.

Late game, Heimer really falls off, so it is important to farm a TON so that you can finish your build early so that your impact can stay high. Especially since it is easy to farm with turrets, you should aim for at the VERY LEAST 200 minions per game. I'll get to how to help in the farming section later.

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Summoner Spells

I really wouldn't consider much other than flash and ghost on Heimerdinger. His slow movement speed makes it so that he can be a sitting duck if you get ganked from behind. Also, the summoners are useful for catching up to targets that are running away. However, if you face a team with heavy- CC, cleanse would also be an option. However, that limits you to having only one summoner spell to use offensively, and makes it so that your getaway spell is on CD much of the time. It is better when you can have either two spells to get away or, in some cases, two spells to close gaps.... try to avoid doing this, but at least you have it if you so choose.

As sn0wwarrior pointed out, these are completely up to personal preference. With any champion, experiment to see what you like best. In my opinion, these are just the most forgiving summoners to choose.

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If you have been reading the guide so far, thank you!! You have already heard me talk about Heimer as a poke champion. If you just clicked on the "Skill Sequence" link, then hi. The key with heimer is to never ever engage, unless you can literally take the other champion down with 2-3 abilities. This is easier than it sounds, because mid game, Heimerdinger does massive amounts of damage.

Q: H-28G Evolution Turret

Heimerdinger constructs a Machine Gun Turret with (260 + 15 x Lvl) health and 30 / 38 / 46 / 54 / 62 (+25% of ability power) magic damage. Max: 1 / 2 / 2 / 3 / 3 Turrets.

Evolution Turrets upgrade every 7 attacks, gaining additional damage (deals half damage to towers). Every 2 levels of this skill will level the turret into a new type, becoming a green armor and magic resist reducing turret at level 2 and a red area of effect attacker at level 5.

Cooldown 32 / 28 / 24 / 20 / 16 seconds
Cost 70/80/90/100/110 mana
Range 250

Even though his Hextech Micro-Rockets do a lot of damage, Heimer's signature is still his H-28G Evolution Turret. To be a good Heimer player, you have to know where and when to put down his turrets. YOUR TURRETS WILL PUSH YOUR LANE. If you don't want that to happen, (if you know there is a jungler close by) then don't put the turret in minion range. However, if you put down the turret and then hang back, or if you notice that your opponent in lane takes down minions quickly, it is a great idea to put the turret down. Some good places to put down turrets include right where the minions meet in the lane (so that your turrets aren't targeted, but they are still able to hit caster minions)and, although some people might not agree with this, right before the caster minions reach your tower. It is easy cs that would otherwise get taken by your tower, in my opinion. However, the turrets' are not only used for farming. They can act as a ward in a bush if there is a lot of pressure from jungle ganks, and they do a ton of damage in teamfights. If you put the turret down just in front of you, it will be able to hit everything you hit, and they add a lot of DPS. A word of caution, though-- don't bunch your turrets up if you are facing a champion with an AOE ability that can take them down quickly. It is a waste of mana to put down turrets just to have the other team get 10g each from them.

W: Hextech Micro-Rockets

Heimerdinger fires 3 enemy seeking Micro-Rocket(s), hitting targets nearest to him. Each rocket deals 85 / 135 / 185 / 235 / 285 (+55% of ability power) magic damage.

Cooldown 20seconds
Cost 65 / 85 / 105 / 125 / 145mana
Range 20

This ability will be your main damage dealer for most of the game. It isn't too hard to land, and, since you should start with plenty of mana, feel free to harass it aalllll day. The other champion will be surprised by how quickly they arrive at low health.

E: CH-1 Concussion Grenade

Heimerdinger tosses a grenade, dealing 80 / 135 / 190 / 245 / 300 (+55% of ability power) magic damage to enemy units (50% to turrets) and blinding them for 1 / 1.5 / 2 / 2.5 / 3 seconds. Enemies who are directly hit are stunned for 1.5 seconds.

Cooldown 14 / 13 / 12 / 11 / 10seconds
Cost 80 / 90 / 100 / 110 / 120mana
Range 925

Now I arrive at your CH-1 Concussion Grenade. This is maybe my favorite skill that Heimerdinger has, despite the turrets and rockets being fun. It is a stun AND an AOE blind, and it does a TON of damage if you can make it hit. However, therein lies the problem: "if you can make it hit". On a good day, they only hit 40% of the time, and you can't max a skill that is that inconsistent. Yeah, I know you might be saying "Oh this kid is a noob who can't hit skillshots," but I dare you to get a game when you can spam this ability with accuracy. However, it is an awesome spell for when a melee champion is on top of you. Just throw your CH-1 Concussion Grenade down, along with a H-28G Evolution Turret, and hit R, and you will be out of there, no problem. they may even get dangerously low from the turret spamming ice blasts at them.


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 for 10 seconds. Fires five Hextech Micro-Rockets instead of 3 and your CH-1 Concusion Grenade travels faster.

Cooldown 60 / 45 / 30seconds
Cost 90mana
Range 280

Your ult is really nothing special, but the massively decreased cooldown on top of the increased slow makes it worth leveling up whenever you get the chance. It is nice to have up more often in case you get ganked a lot.

With your skills, to make up for the fact that you are pretty squishy, always have a way to put a spell barrier of sorts in between you and your enemy. If your enemy has to run through the fire of 2 turrets while he is stunned and blinded by your CH-1 Concussion Grenade, he is much more likely to be deterred, and, if he isnt, they are much easier to defeat with a few more hits from your CH-1 Concussion Grenade and your Hextech Micro-Rockets. If you play this way, at worst it will be a very very costly kill for your opponent. Hopefully you will have a map-aware teammate who can come over for the easy kill.

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Good farm is key to being a good Heimerdinger player. If there is noone in your lane, put down 2 H-28G Evolution Turret and use your Hextech Micro-Rockets to clear waves really quickly. If you are far enough into your build, late game, just one CH-1 Concussion Grenade can take out a row of caster minions.

Make sure you get a feel for the range of your rockets and turrets to see their range. It was always embarrassing putting down a turret that was 10 units short of being able to hit the caster minions. Other than those abilities, just last hit with your auto-attacks. That is a surefire way to get last hits, even if you forget about all of your abilities.

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Summary (TL;DR)

Heimer is a poke champion. Stay back in team fights and harrass your abilities until all of your opponents are low before you go in. Try to set up turrets so that they can shoot at anyone who tries to charge in and target you in a teamfight. Be smart with your turrets. Last hit, last hit, last hit.

Practice with heimer, and you will love him. He may not be the strongest AP carry, but he is a fun champion to play, and can do massive amounts of damage if you play him right. I hope you enjoyed this guide. Tell me what I did wrong and how I can fix it. Thanks!!