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Heimerdinger Build Guide by Guias

Heimerdinger: The AP Carrying Push Machine

Heimerdinger: The AP Carrying Push Machine

Updated on September 23, 2011
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League of Legends Build Guide Author Guias Build Guide By Guias 10 1 69,278 Views 16 Comments
10 1 69,278 Views 16 Comments League of Legends Build Guide Author Guias Heimerdinger Build Guide By Guias Updated on September 23, 2011
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Introduction

This guide was built to show people the true potential of Heimer and what he is all about. The main issue with Heimer is that he doesn't have a defined role. Most people say he's a pusher, but in reality he is a lot more than that with the potential to dish out insane amounts of damage, and I'm going to show you how.
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Runes

For runes set up, I like to start out with as much lane clearing and harassing power as possible. So, I set my runes up for magic pen marks, mana regen per level runes and ap per level glyphs with flat ap Quints. This way I start out with about 30 AP and enough mana regen to get away with a few pokes here and there.
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Masteries

For masteries, its all about the cooldowns. We want to make sure Heimer can get away with spamming his spells as quickly as possible without messing about with CDR runes. The utility page does this nicely and even reduces the cooldown duration of our summoner spells; which, for this build is really important. So we're gonna go ahead and go 9/0/21 with points into flash, TP and utility mastery. Utility mastery is also very important because

Heimer needs blue buff

. As much as possible. Get blue buff whenever you can.
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Items

I always build the same items for Heimer every game because they just work. So, this part will be brief.

First off all, dorans ring first is a must. It puts you at about 32 starting AP and gives slighly less mana regen than a meki not to mention it gives you all important HP. With heimers passive you don't really need HP pots right away, however i do recommend getting them as the game progresses.

Deathfire grasp? Why deathfire grasp.. Well I'll tell you, think of DFG as an

extra nuke

. You land your stun, throw a DFG and rockets, and chances are your enemy is dead, and their team is pretty close as well. Not to mention, the CDR on DFG is just enough to make Heimers CDR hit 40% at lvl 18.

However, before you build DFG you need a chunk of AP. Depending on how well you are doing in lane, you can go straight back to base and pick up a needlessly large rod and TP right back. Otherwise, try and grab boots and maybe a kages lucky pick.

Once you've built your deathcap and DFG, you grab your voidstaff. This is where **** gets real. Once you have your void staff, you will immediately notice that the enemy team just starts to melt. Landing a grenade is pretty much certain death for anyone but a tank.

After your AP items are built its time to get tanky. Guardian angel is one of the very best items to get on Heimer because of what happens when you die with it active. When Heimer dies with GA up, your

turrets keep shooting

. Meaning you are basically invincible while your turrets are manhandling your opponents. Then you pop back up, fire a nade and missile and its good night charlie.

Your final item is a banshees veil to round out your defenses. I think this goes without saying.


The best part of all this is that because Heimer farms so well, more often than not you will either reach your full item build or as far as GA more often than not.
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Skill Sequence

A lot of people think turrets suck. These people are wrong. Turrets are devastating. Combined with your grenade, turrets will **** **** up.

I can't even count the number of times I've been ganked, 2v1, and have come out the victor because of my turrets. As soon as you get jumped on, pop your ult, land your nade, fire your missiles. This won't tickle.

However, a big part of doing this correctly is positioning your turrets, which is the hardest part of learning Heimer. Never have your two turrets far enough away from each other that if you are between them, both of them cannot reach where you stand. The idea is to always be between two turrets as much as possible, at least while in lane.

But anywho,


Level up Turrets first. Early game, missiles are poo. Until you get the AP behind them they are worthless mana eating piles of junk; don't even bother. Grenades and turrets are all you need.

By the time turrets are level 3 you can lay two of them, which will increase your ability to farm by a lot.

After your turrets are red, you can start plugging points into missiles. At this point you should be rank 5 turrets, rank 2/3 nades and 1 point missiles and have your NLR and sorc boots.

After this, just even out missiles and nades for the most part; nades should have a little higher priority however.


Always get your ult at level 11. It gives you all important CDR per rank.


*This will be different on dominion
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Summoner Spells

There are only two summoner spells you should ever get.


Flash: Everyone knows why flash is good. Self explanatory.


Teleport: Heimer should always always always have a solo Mid lane. Teleport lets him leave to buy with all his millions of gold and come right back without missing a beat. Also, once you have downed mid tower, you can teleport to other lanes and push them down too.
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Dominion

*Coming Soon*
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Summary

List of things Heimer is very capable of:

-AP Carry

-Pushing

-Defending

-Healing towers

-Farming

-Soloing dragon(quickly)

In the right hands, Heimer is a force to be reckoned with. Never underestimate a good Heimer because he will straight up ruin your day if you let him. And hopefully after this guide, you guys can ruin kid's days too.


THE MOST IMPORTANT THING TO REMEMBER IS PRACTICE MAKES PERFECT. THIS HOLDS TRUE FOR EVERY CHAMPION


Thanks for reading.


P.S As of right now, this is a very quick bare bones guide that I wrote in less than an hour in anticipation of free Heimer week. If you guys like this, I'll go into more detail and UPGRADE! the guide so to speak.
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Change Log

September 21, 2011

-Replaced meki pendant with Dorans ring as starting item.
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