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Spells:
Flash
Teleport
Ability Order
Hextech Affinity (PASSIVE)
Heimerdinger Passive Ability
Introduction

Many people has been questioning the use of him, because, well, he isn't pretty useful in a team figth. His spells doesn't deal a massive ammount of damage, not directly, but, he can be a really, really good pusher.
I've played Heimer many, many times, and here i'll show you how to use him well on solo top.
Pros:
Cons:
- Awesome pusher, especially late game.
- Have plenty of mana, staying on the lane most times.
- Can get kills early game.
- Finish the game with something about 800 AP (if you are fed).
Cons:
- Really Squishy.
- CH-1 CONCUSSION GRENADE is really difficult to get used to.
- Won't help much in a team figth.
- Doesn't finish the game with plenty of kills.
This will get all of your initial gold, but will provide you all that you need to stay on lane until the first recall. Use the potions to replenish what you lose, may it be health, or mana. Remember, the mana potions will be required until mid game, and in higher quantities.



You can get one of these. I recommend




Optional Items:








Heimer haven't much resources to help in a fight, specially because nobody jumps in his turrets. But, Heimer can lead his team to the victory, by making a stealthy move to another lane, pushing it, getting it further, and making the enemy team retreat to defend. Remember, always say to your tem to retreat to the tower, so it wont be in a high disadvantage.
There is, thought, other way of helping your team. Once a fight begins, stay behind the tank, and wait for the moment that the other team start attacking. Then, quickly place your turrets on the middle of the lane, creating a barrier. Go back to a safe place, and pop stuns on the enemies. If there isnt enemy minions nearby, pop your rockets too. This is riksy, once you are squishy, then be careful, and dont let them focus you
There is, thought, other way of helping your team. Once a fight begins, stay behind the tank, and wait for the moment that the other team start attacking. Then, quickly place your turrets on the middle of the lane, creating a barrier. Go back to a safe place, and pop stuns on the enemies. If there isnt enemy minions nearby, pop your rockets too. This is riksy, once you are squishy, then be careful, and dont let them focus you
Firstly, you need to know what champions are counter to you, and what ones you're good against.
Avoid conflict:
Be careful with these, specially in mid. Their range will break your farming, and will low your chances to get a kill.
Good against:
These ones need to come near you to kill, and your turret will focus them if them attack you near it, and if one of these try to break your turrets, you can pop a stun, or rockets on them, and makin them give up.
Good, now you need to know how to place your turrets, and wards.
Turrets
Level 1 and 2: As you have only one, place it behind your warrior minions, and in front of the mage ones. It will target all warrior minions, and maybe some mages.
Level 3 and 4: You will have 2 green towers. Place each of them at the side of the warrior minions. They will target all enemy minions, warriors and mages.
Level 5: Your turrets now deal AoE damage. Place it as you did early game, but now, in the front of the wariors. It has higher health than before, so now it can kill the warriors and make yours advance on the mage creeps, without dying. The other stack, let it with you, so you can use agains an enemy, maybe to counter-gank
Wards
Get always wards, this way you'll avoid many ganks. Put them in the brushes by the river, and, if possible, in front of dragon/baron. This way you'll help your teammates too.
If you push to the enemy turret, place new turrets away from there, and let the enemies advance. Stay far from the hostiles, but close enought to get XP
Avoid conflict:








Be careful with these, specially in mid. Their range will break your farming, and will low your chances to get a kill.
Good against:







These ones need to come near you to kill, and your turret will focus them if them attack you near it, and if one of these try to break your turrets, you can pop a stun, or rockets on them, and makin them give up.
Good, now you need to know how to place your turrets, and wards.
Note: I'll add images eventually
Turrets
Level 1 and 2: As you have only one, place it behind your warrior minions, and in front of the mage ones. It will target all warrior minions, and maybe some mages.
Level 3 and 4: You will have 2 green towers. Place each of them at the side of the warrior minions. They will target all enemy minions, warriors and mages.
Level 5: Your turrets now deal AoE damage. Place it as you did early game, but now, in the front of the wariors. It has higher health than before, so now it can kill the warriors and make yours advance on the mage creeps, without dying. The other stack, let it with you, so you can use agains an enemy, maybe to counter-gank
Wards
Get always wards, this way you'll avoid many ganks. Put them in the brushes by the river, and, if possible, in front of dragon/baron. This way you'll help your teammates too.
If you push to the enemy turret, place new turrets away from there, and let the enemies advance. Stay far from the hostiles, but close enought to get XP
Recommended:






Stay away from:



Greater Seal of Knowledge, Grants mana. Good for carrying



Important: Don't rate a build without trying it first. Keep in mind the pros/cons and the early/late game stats.
This is a build that works for me. Not that I get much kills with it, but heimer is an important champion for the team, kinda support. Suggestions are accepted, but I will use it only after I test and test it.
Note: I got this list from JunSupport's build: http://www.mobafire.com/league-of-legends/build/heimerdinger-qq-rockets-up-to-date-lane-support-22259 . Thank you friend.
This is a build that works for me. Not that I get much kills with it, but heimer is an important champion for the team, kinda support. Suggestions are accepted, but I will use it only after I test and test it.
Heimer Updates:
- Aug. 9, 2011: Placing new turrets while
UPGRADE!!! is activated will place Frost turrets. A long awaited should-have-been-there-already feature for Heimerdinger to embrace.
- Jun, 22, 2011 -
H-28G Evolution Turret mana cost reduced to 70/80/90/100/110 from 120/125/130/135/140.
- Mar. 15, 2011 - Siege minions spawn-increased moved to 35:00
- Mar. 1, 2011 - Siege minions now spawn every 2nd wave after 20:00 is reached in a game. Indirect buff to
Heimerdinger, the master of creep-control!
- Jan. 18, 2011 - v1_0_0_109 Big
Heimerdinger changes!
Here, I will list everything note-worthy as well as my own little comment.
Overall, these changed didn't really do much. I'm especially disappointed that not only did Turrets stay at two, they were nerfed to have to wait until Rank 3 for two to be used.
ImprovedH-28G Evolution Turret AI so they will prioritize attacking Champions that attack
Heimerdinger.
Major buff, countering a gank and simply returning enemy harassment will be much easier now!
H-28G Evolution Turret now work on an ammo system (25 second ammo cooldown), 1 second placement cooldown.
Interesting change. This means you'll be able to replace turrets more efficiently when moving around the map. But the cooldown increase can really mess with your laning.
Levelup progression changed: Rank 3 - places 2 turrets
Turrets now gain 15 health per Heimerdinger level down from 21.
Nerf, Turrets are even squishier now...
UPGRADE!!! finally got some love. It now upgrades
Hextech Micro-Rockets to 5, and makes CH-1 CONCUSSION GRENADE fly faster.
Note: I got this list from JunSupport's build: http://www.mobafire.com/league-of-legends/build/heimerdinger-qq-rockets-up-to-date-lane-support-22259 . Thank you friend.
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