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Heimerdinger Build Guide by GDW Beat

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League of Legends Build Guide Author GDW Beat

Heimerdinger | The Blind Pick Hero!

GDW Beat Last updated on July 9, 2013
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Top Lane
Ranked #22 in
Top Lane
Win 51%
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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.



Offense: 21

Honor Guard

Defense: 9


Utility: 0

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CH-1 Concussion Grenade
// Hi everyone! its MrBeat from mobafire (MrB34t). i decided to make a new user and start posting better / improved guides. This guide is all about


So Heimerdinger is a champion in league of legends that uses turrets and throwable rockets and bombs to create madness in the fields of justice. Why Heimerdinger?? well he was the first champion that i bougth with rp and i tested the champion many times before i was level 30. i liked his playstyle and the strong laning phase against many played champions. So lets get to my guide... this guide is based on my information about heimerdinger and i recommend everyone to read this and decide is it good or not so grab a drink and start reading.

// Oh by the way thanks to this awesome person for a awesome guide how to write bbcode and guides! Credits to jhoijhoi for the Guide/template, which you can find here.

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Pros and Cons of Heimerdinger!

Pros / Cons


+ Great pusher!
+ superior farmer!
+ Great poker!
+ Easy to learn!
+ crazy damage lategame or if fed!
+ Awesome quotes!

// Heimerdinger is a good all-around champion that is easy to learn and is fun if you play him correctly.

- Kinda bad ultimate!
- Granade (E) is hard to hit!
- squishy!
- No escape ability!
- Really slow champion!
- Skin is outdated!

// Heimerdinger has its bad sides too. sometimes you fall behind and heimerdinger cant really come back from that.

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Champion Abilities!

Ability Explanation

CH-1 Concussion Grenade

  • Techmaturgical Repair Bots: // Not the gratest passive but if your turret is low on hp you can save your turret.
  • H-28G Evolution Turret (Q): // Heimerdingers bread and butter this is a beast ability. you can use this to farm. push lanes, jungle, counter-jungle, kill, poke and much more!
  • Hextech Micro-Rockets (W): // OMG WTF WAS THAT HEIMS DAMAGE?!?! Enemies will ask you that when you fire this with your granade. this is your main poke and killing tool. You can snipe people with this and it looks so stupid that its hilarius. Use this to poke and farm.
  • CH-1 Concussion Grenade Concussion Grenade (E): // This ability will shut down adc for few secs in teamfigths becouse it stuns and blinds the enemy. Use this to poke farm or run away from ganks.
  • UPGRADE!!! (R): // Not that good of an ultimate but it has its thing. And the thing is the heal and the slow. Pop this ultimate if your turrets get low on hp ore you just want to slow your enemies. and the ability upgrades are good too so its a grat ability to use in teamfigths.

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Ability Sequense!

Ability Sequence Order

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

// so max out turrets for better laning and pushing power. next is rockets for poke and burst. then granade... and ultimate when ever you can.

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Masteries, Runes & Summoner Spells!




// Good mastery for any midlaner gives nice early cooldown reduction so you can spam your rockets!
// Great for any Ap champ. Penetration is great with heimerdinger so you can poke better.
// This Mastery is so ****ing good on heimer. your autoattacks will do so much damage late gam to turrets that you become a hyperpusher.
// your going to need this mastery! this will help you against those pesky poke matchups!
// this mastery is great becouse you will be picking barrier most of the time.



Greater Glyph of Scaling Ability Power

Greater Mark of Magic Penetration

Greater Seal of Armor

Greater Quintessence of Ability Power

Summoner Spells

Flash: // Take flash becouse you dont have that great disengage. this will help you to stay alive.

Barrier: // Why barrier? you can duel early when you get your 2 turrets and bait your enemies to dive you or jump on you.

Cleanse: // This is a great summoner spell for heimerdinger becouse you want to stay alive in figths so if you get cc on your back just press d or f and run free.

Other Viable Summoner Spells

Teleport: // Heimerdinger gank incoming!! really good spell to clean up figths or gank!

Ghost: // This is another great spell for heimer. you can pop ghost and juke em at your turrets and get few kills with it.

Ignite: // take this if you want to secure kills or get first blood. or if the enemy team has hard lifesteal or mundo etc take this.

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Core Items!

Core Items

Item Sequence

Mejai's Soulstealer

Rabadon's Deathcap

Athene's Unholy Grail

Zhonya's Hourglass

Deathfire Grasp

// why well your ap and you need magic penetration. you can buy these later if you want but i like to take them early. see the situational item section for other boots

// why... well your in blind pick so why not. and your heimerdinger you get kills and your safe. DONT USE IN RANKED!

// well not a must buy for heimerdinger but still the best ap item in game. its the passive why you build this and the ap boost is nice too.

// Athenes is a great item overall but again the passive is the best. the ap is great. you can take this instead of mejais or archangels.

// The lategame life saver. the armguard is great to build early too so you can counter those annoying adcs and top laners.

// why dfg? well i have experiense with this item and its amazing with heimer! you come in to a lonely adc first put down turret the dfg and nade and rockets at the same time?!?!? = 1 stack for mejais.

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Situational Items!

Situational Items

Item Sequence

Archangel's Staff

Banner of Command


Rylai's Crystal Scepter

Void Staff

Will of the Ancients

// teake these boots if your going to play defensive! or your not building cdr items.

// Take this if your not building athenes or mejais. build tear early for maximum potential.

// my god this item is good on heimer. the passives are great with your passive and turrets. only if the ap was much larger then i would include it in the core build but the choice is yours.

// this item is another good replacer for the athenes. also you should build this if the enemy team has mundo or some crazy lifestealer like aatrox or tryndamere.

// build rylais if you are losing your lane really badly and your getting ganked. when you have your rylais they cant do a **** when they gank you becouse of the slow.

// I usually build this but i tried dfg and i liked it. i still build this if im kinda doing bad and i dont have that much gold to spend on dfg.

// this item is surprisingly good on heimerdinger. it gives you nice sustain in lane and in figths.


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// Heimers laning phase is not the strongest but its surprisingly good. Why? well one answer.. turrets! Turrets will provide everything that you need. Defense, offense, poke, counterpoke, farm and kills.


// ok this thing is important!!!


so now that i got your attention... i shall teach you about heimerdingers teamfigths. first if your with premades ask are we doing drag or baron! if yes go and place turrets to close bushes where the teamfigth can happen. When playing heimerdinger you allways need to think ahead of the enemy team.

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// So thanks to everyone for reading my heimerdinger guide! ill be updating when ever im not playing or i have some spare time. if the english was unclear to read just info me about it and i will fix it. so thanks again and ill be see you in my next guide. BTW ill be adding more sections later like ranked and more about teamfigths. and adding more pictures so everyone can see where is the best turret placement or ward placement!

// SPECIAL THANKS: Credits to jhoijhoi for the template, which you can find here.

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Frequently Asked Questions!

Frequently Asked


Q: Is heimer a viable pick in ranked? // Yes! if you are really good with him and you trust yourself that you can win your lane.

Q: Why mejais? // well i like it in blind pick becouse if you know your going to get kills you can easily carry it with 500 ap in 21 minutes!

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Patch History!

H-28G Evolution Turrets
Now displays timer of when Heimerdinger will get his next ammo charge
Turrets will now attempt to prioritize enemies hit by Heimerdinger's basic attacks or his CH-1 Concussion Grenade
Cast time removed
Base Movement Speed increased by 25.
Fixed a bug where H28G Evolution Turrets could survive when Heimerdinger died if they were being teleported to
Fixed a bug where his turrets would not be demolished when he died if the turret was being teleported to (by Summoner Teleport)
H-28G Evolution Turret
Heimerdinger will now place Frost Turrets if he places a turret while UPGRADE!!! is active
Fixed a bug where turrets could be move by Crystallize, Pillar of Filth, and Cataclysm
Fixed a bug where his turrets would not assist him if the damage from an enemy champion was shielded
H-28G Evolution Turret mana cost reduced to 70 / 80 / 90 / 100 / 110 from 120 / 125 / 130 / 135 / 140
H-28G Evolution Turret
Improved Turret AI so they will prioritize attacking champions that attack Heimerdinger
Turrets now work on an ammo system (25 second ammo cooldown)
1 second placement cooldown
Levelup progression changed
Level 2 - Places green turrets
Level 3 - Places 2 turrets
Level 4 - +150 health
Level 5 - Places red turrets
Fixed a bug where Upgraded!!! turrets would stop firing resistance piercing and area-effect shots
Turrets now gain 15 health per Heimerdinger level down from 21
Turret magic resistance increased to 80 from 60
Tooltip now references "turrets" rather than "towers"
Now increases number of Hextech Micro Rockets to 5 while active
Now increases missile speed on CH-1 Concussion Grenade to 1,000 from 750 while active
Fixed a bug where Techmaturgical Repair Bots provided less health regeneration than stated
UPGRADE!!! tooltip updated to correctly state that the slow is actually 20 / 25 / 30, not 25 / 30 / 35
H-28G Evolution Turret
Maximum turrets changed to 1 / 2 / 2 / 2 / 2 from 1 / 2 / 2 / 3 / 3
Rank 4 now grants +100 bonus health to new turrets
Cooldown modified to 26 / 23 / 20 / 17 / 14 seconds from 24 / 22 / 20 / 18 / 16
CH-1 Concussion Grenade
No longer affects towers or buildings
Ability power ratio increased to 0.6 from 0.55
H-28G Evolution Turret
Base damage increased to 30 / 38 / 46 / 54 / 62 from 28 / 36 / 44 / 52 / 60
Turrets no longer get bonus attack damage based on how many hits they have landed
Ability power coefficient reduced to 0.2 from 0.25
CH-1 Concusion Grenade
Ability power ratio reduced to 0.55 from 0.7
Range reduced to 925 from 1,000
Fixed a bug with H28G Evolutionary Turret in which level 2 and level 3 turrets were dealing full damage to towers
H-28G Evolution Turret tooltip has been updated to show that turrets do magic damage
CH-1 Concussion Grenade
Now deals 50% damage to turrets, down from 100%
Cooldown increased to 13 / 12 / 11 / 10 / 9 seconds from 12 / 11 / 10 / 9 / 8
CH1 Concussion Grenade cooldown reduced to 12 / 11 / 10 / 9 / 8 from 14 / 13 / 12 / 11 / 10
H28G Evolution Turret now deals half damage to towers
Fixed a bug where Turrets were targeting incorrectly
H-28G Evolution Turret Remake
Green turrets now spawn at level 3 and 4 of this skill, reducing armor and magic resist on hit
Red turrets spawn at level 5 and cause area of effect damage on hit
Turrets damage increased to 28 / 36 / 44 / 52 / 60 from 20 / 26 / 32 / 38 / 44
Turrets now attack 50% faster for the first 6 seconds after placement
Max turrets lowered to 1 / 2 / 2 / 3 / 3 from 2 / 3 / 4 / 5 / 6
New missile particles added for green and red turrets
Hextech Micro-Rockets
Cooldown reduced to 10 seconds from 20 seconds at all ranks
Fires 3 rockets at all levels
Rockets now hit the 3 nearest enemy minions or champions, instead of just champions
Ability power ratio reduced to 0.55 from 0.8 to accomodate the significant cooldown reduction
Base damage reduced to 85 / 135 / 185 / 235 / 285 from 90 / 150 / 210 / 270 / 330
Retains the 10/15/20% cooldown reduction passive
On activation, all existing evolution turrets are healed for 100% of their max hit points
In addition, all existing evolution turrets fire 20 / 25 / 30% movement slowing missiles for 10 seconds
Mana cost is 90 at all ranks
Cooldown is 120 / 105 / 90
Hextech Micro-Rockets range decreased to 1,000 from 1,200
Fixed a bug with H28G Evolution Turret that allowed him to place more turrets than the maximum
Fixed a bug with Hextech Micro-Rockets that caused them to deal instant damage
CH-1 Cuncussion Grenade
Particle no longer shows through the fog of war
Projectile Speed increased to 750 from 650
H-28G Evolution Turret
Gold given on death reduced to 12 from 15
Turret Range increased to 575 from 550
Hextech Micro-Rockets (Remake)
Heimerdinger fires a rocket at up to 1 / 1 / 2 / 2 / 3 random visible enemy champion(s)
Cooldown reduced to 20 from 23
Mana Cost reduced to 70 / 90 / 110 / 130 / 150 from 80 / 105 / 130 / 155 / 180
UPGRADE!!! Mana Cost reduced to 100 from 125
Basic Attack Projectile Speed increased to 1,400 from 1,200
Health per level increased to 75 from 70
Damage per level increased to 3 from 2.5
CH-1 Concussion Grenade
Blind Duration reduced from 1.5 / 2 / 2.5 / 3 / 3.5 to 1 / 1.5 / 2 / 2.5 / 3
Magic Resist will reduce damage dealt to turrets
H-28G Evolution Turret
Magic Resist reduced from 120 to100
Now detonate upon Heimerdinger's death
Heimerdinger released

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Change Log!