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Spells:
Promote
Flash
Ability Order
Hextech Affinity (PASSIVE)
Heimerdinger Passive Ability
Introduction
My rune build is pretty straightforward I think. I take magic penetration marks, health per level seals (for late game), magic resist per level glyphs (also for late game), and flat AP quints for early game.
Magic regen is not an issue in Dominion, since if you are doing your job right you will be getting ganked and dying, not that big of a deal so long as you don't lose your tower. Not to mention, Dominion isn't really that mana intensive on a heimer, in my opinion.
Magic regen is not an issue in Dominion, since if you are doing your job right you will be getting ganked and dying, not that big of a deal so long as you don't lose your tower. Not to mention, Dominion isn't really that mana intensive on a heimer, in my opinion.
Now my masteries are maybe a little more contested. I prefer the 'nuke ap' build, as I call it, as opposed to maybe your more standard 9/0/21 build. You do lose out on some nice things from the support tree, like regen etc. However, You gain some AP and general increased damage to targets. This is, in my opinion, more important than staying power (regen) in Dominion. You want to surprise the enemy with just how hard you can hit. Assuming they attack you in a fortified position. Which is to say, with both turrets down and missiles/bomb on cooldown.
Promote is amazing for a bottom pusher. Any bottom pusher, not just Heimer. It is, however, even more amazing for a Heimer. Flash is because ghost isn't going to get it done for Heimer. Flash into the bushes to give your turrets time to kill. Flash around your own turret to give turrets time to kill. Just avoid them to give turrets time to kill, basically. (This is also why we like the slow from Rylai's Crystal Scepter)
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