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Build Guide by Elsann

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League of Legends Build Guide Author Elsann


Elsann Last updated on March 21, 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.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 0

Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 21

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Hi there, here's my first attempt of build, and before everything, I'd like to apologize for my english, and for my skills.
I started playing LoL not so long ago, but i fell in love with the turret master, here's my man, Heimerdinger.

I don't get exceptionnal results with this build, so this is more an open discussion to make it better according to everyone's point of view than a "do it my way and you're gonna rock LoL" kinda build.

Everyone knows Heimer, but I almost never see him played, so here's my contribution to make it more accessible !

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Talking about the runes, the choice is standard, and pretty obvious.

-Marks of insight : c'mon, you're playing an AP hero and you wouln't go for magic penetration ?

-Seal of clarity : yeah, you've got some mana. And you're burning it too fast. How about having a little more in a minute ?

-Glyphs/Quintessences of Focus & Celerity : here's a little doubt. I don't have enough points to try every possibilité between cooldown reduction per level and cooldown reduction and that's it. So I tried to make it as balanced as possible, with a small advantage on the focus, to help on early game.

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Here again, the choice is standard, and I don't think I'm gonna surprise you.

Go for the Archaic Knowledge, and enhance your mana regeneration. Yeah, that should be fine !

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Summoner Spells

Loads of people tell me that I should do this differently. Tell me what you think.

For the harassment gameplay, the ghost is the logical escape mechanism. Stun with the grenade, and if it's not enough, go ghost, then you should be safe 90% of the time.

The heal is the "problem". On the mid lane, it saved my life hundreds of times, and allowed me to get some kills too : getting 200 extra hp at the last second makes a pretty big difference on 1v1, especially during the early game.

Alternative possibility : Clarity instead of Heal.
Yeah, everyone tells me that. But I'd rather back a little more to get some mana than die. Maybe I can't play safely enough !

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Skill Sequence

Awright, here's the thing !

As an harassment hero, the grenade is mostly used as an escape mechanism and in the teamfights. More than the damage it does, it's really the little stun that makes the difference.

Missiles and turrets are the way you push, the way you convince the enemy to back twice a minute, or even the way you kill'em all if they go into your "safety area".

What I do is putting my turrets around me, and spamming the missile spell as soon as an enemy hero comes close enough, and is one of the 3 lucky targets. It helps you keeping them far, while damaging them.

If I'm not understood on the way I see Heimer, don't hesitate, and ask me anything you want about the gameplay.

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Actually, the items can change, depending on the opposite team.

You gotta start with the Sapphire Crystal, cause you get more mana, and even if you have to back to refuel your manapool, it should be enough to wait on the mid 'till you have the money to go for Tear of the Godess and even the Sorcerer's Shoes if you're wealthy enough.

Here's an alternative : if your opponents are almost only AP, you can switch your shoes for the Mercury's Treads. It'll help you to flee, and the magic resistance is always a plus.

On the mid game, the very first thing i do is getting the Archangel's Staff. Cause a little more AP really helps your missiles to become a real pain in the *** for the curious who came too close.

After this, you have 3 different ways :
-If you feel like defensive with a balanced team against you (talking about the AP/AD ratio), go for the Frozen Heart. It'll help you anyway, and the CD reduction can't be a real drawback.
-If you kick ***es, and you want your missiles to look like an american X51-A (google it for the reference), Rylai's Crystal Scepter is the way you've gotta take. Become a little harder to kill with the extra HP, and damage them from way too far.
-Against the AP, you met a bunch of /b/tards who are using your "technique". Make the Banshee's Veil yours, and Nunu's iceblock won't be a trouble anymore.

Finally, if the game's not over at this point, you can use your last slot for Rabadon's Deathcap. Do I really need to tell you how painful everything you'll do will be ?

If you're wealthy enough to get all these, I let you become the Club Owner.

Known controversies : Zhonya's Hourglass and the Deathfire Grasp can be handfull too, but to me, 4 skills seem to be enough to survive and push and harass 'till your allies come for a pretty sweet gank.

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So, it's over now.

Nah, don't cry, I'll be back soon when I've got some brand new ideas, but right now, I need YOU to tell me how you feel about it.

Every advice is welcome, and if this build helps you to play "your" Heimerdinger, I'll be glad.