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Spells:
Garrison
Revive
Ability Order
Hextech Affinity (PASSIVE)
Heimerdinger Passive Ability
Before you skip over this guide
I am not the best at this game, but I can do alright, as seen in this stretch of win streaks all using this build:

"But he pushes bot like none other." True, but this leads him to become easily over extended and ganked. Furthermore early game he might be ok on bot, but as the game drags on his opponents one shot his turrets. A heimer without turrets to help him does hardly any damage and gets pushed off his point very easily.
Heimer has a passive healing aura, which benefit his teammates when playing near them. He also can blind, slow, and sometimes stun multiple people. Heimer should ideally be an observer during group fights, placing turrets around the enemies, ulting, blinding and rocketing them from afar. Once the fight is over, it is then easy to pick up multiple stragglers with your rockets.






I really like





Standard, good early damage. Though once I learned that


Heimer is pretty mana hungry. However, I believe you can actually swap out like 3-4 of these and still not run out of mana too often. This is because of the health/mana shrines on the map.

Ok so with these you'll get to 40.9% CDR at lvl 16. So technically you could replace one with something else if you don't want to waste that .9% CDR at lvl 16. I just keep 9 there, because I crave CDR early game.

A must have item in Dom and especially on heimer. Lets you escape when you need, or stop a cap. Not to mention it allows you to kite around your turrets and tower longer.



I used to use










On your first trip back buy




Now I used to buy



Standard if they have lots of CC and are worried about it.



Once your deathcap is done, you will really want Cool down reduction. I wish I could get CDR sooner, but it's just not worth it without doing more damage per attack. Buy









The rest of the items are up to you, I usually finish off my








I don't buy Rylai's first anymore because the amount of damage that a deathcap provides is just too juicy to overlook. Besides, the slow only procs on rockets and grenades. Plus since we are already a fast heimer, the slow isn't as crucial. That being said, it's still a great item, that I will buy late game on occasion for the health and AP.

If you notice your opponents getting wise and building MR this is always a good choice. However, usually people disregard heimer as a threat and go Armor instead of MR.
I used to max turrets first on Dominion because they are much better in this game mode than in rift. However, they are still not nearly as powerful as maxing rockets first. I then max grenades since the turrets just die in two hits anyway. Grenades function as an important source of burst damage/blind/stun. The more points into it you put the longer the blind is, the easier it is to get out of ganks, help your teammates, and stun/kill the enemy in front of your two ulted turrets.
The key to a good heimer is being able to predict the movements of your opponent and landing your


This spell is a must have in Dominion. Not only does it help you to get you where you need to go fast, but also is a great escape tool. Furthermore you can use it to kite people around your turrets, a function that I don't think everyone realizes, or else they would pick this higher than flash.

Such a great spell! I never understand why people don't always pick this spell. It single handily can save a point from being captured when it otherwise would have no chance. Furthermore I can pop it when there is a fight under our tower to deal extra damage to their team. Or just really punish someone who thinks they can finish off a heimer under a tower. One stun/blind, turret, ult, turret, rocket, and garrison later, they realize their mistake.




Of course summoner spells are mostly up to preference, here are some others that are good that others may prefer.
You are the main capper of all towers. When you get to a tower, place a turret and start capping. Your turret will aid in the ensuing team battle, and help protect you. Furthermore it allows your allies to tower-dive without aggro from the tower or loosing an important damage out-putter. This works out great for heimer since he gets most of his DPS from his turrets anyway and can still cap. Every time you get disrupted ult/grenade/rocket/refresh your turrets, not always in that order.


Sometimes there are people who prefer bot and you'll be free to go top. Sometimes they just leave thinking you are trolling. Other times you can't get anyone to go bot, so you're stuck. If this happens don't worry, the only thing that you should do is buy


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