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Spells:
Teleport
Clarity
Ability Order
Hextech Affinity (PASSIVE)
Heimerdinger Passive Ability
Introduction - My philosphy (A strong start usually means strong finish!)
Since my days of WoW, Guild Wars, Maple Story, I have either fallen into the ranged- or support- player role. The resto-druid of WoW, the Ranger or both GW and MS. Heimerdinger, I feel, fits those roles AND I have assistance for a new player like me - Heim's turrets!
I know that Heimerdinger isn't the go-to champ at times, but he is a lot of fun to play with regardless. He is an incredible laning character and, if used correctly, will be a very useful support champion in team fights during mid-late game.
This build will cover Heimerdinger in the general sense (as in depth as I can), with a gameplay being built to rush turrets. In short, my gameplay style favors heavily on being strong during the laning phase as to allow your team that extra edge for them to fulfill their role from mid-game on.


- Teleport: More than likely, Heim will be going to the middle lane. Middle tower, as well as ANY tower for that matter, is very important. With Heim and his turrets, he's like a 2-in-1 champ that can push OR hold. Therefore, teleport serves to get Heim across the field when he needs to. This skill is also great mid-game. While Heim is mainly a support character, when team fights initiate, and your teammates are doing fine, use this opportunity to backdoor unattended turrets. Extra money, and it distracts the other team.
- Clarity: Because Heim's abilities aren't cheap, you do run out of mana quite often early game. Clarity allows you to lane longer, which transfers to more exp/gold, and allows you to push when/if you force your lane to recall. The ability loses much of its usefulness late game, BUT, do not forget it's 'second' use, and that is to help TEAMMATES replenish THEIR mana.
OTHER CHOICES:
Flash: Now, it is up to you if you take Flash or not. It is very much a useful spell, especially in games where teams have gankers or the like. You can replace Clarity with Flash if you so choose, or if you are great at controlling how much mana you use.
Ghost: Another great spell, especially for Heim, whom isn't the fastest champ. I actually prefer this spell over flash, only because the CD is shorter, and if you need to, you can use this to rush to other turrets in a 'flash'.
Clairvoyance: Again, this is to help with possible ganks at middle, but also useful the entire game. If no one else has it, and you're comfortable with your mana-control and not worried about the need to run away, grab this ability.
None of the other skills really fit my build, or Heim in general.
Offense:
-
Archmage's Savvy - because we want AP
- Deadliness - because we do use our auto-attack and we need to use up 1 point to move to the next level. I don't run Exhaust or Smite so those are moot.
- Sorcery - Heim isn't an AA-er, so all into cooldowns, since we harass
- Archaic Knowledge - and the end, for 15% MPen
Utility:
- Perseverance: Some may disagree with putting 3 into this mastery, which is fine. At max, you get 4% increased mana regen. For level 2 and 3, you only get 1%. Others choose to put it into Good Hands, which is up to you, and I sometimes do it if I feel that I'm just having a bad day.
- Spatial Accuracy: Again, Teleport is a big Summoner Spell in my build, and anything to help it deserves some attention.
- Awareness: You want Heim to level up ASAP. The reason is, you want to get to his turrets as well as get your Ultimate, which has a GREAT passive of CDR!
- Expanded Mind: Another "if you want to". Any mana increase is welcomed (especially early game). Late game, you won't (or shouldn't be) running out of mana. Therefore, you can either put less into this (and into others) or not.
- Meditation: Again, Heim does sap away mana quite well (especially when you get your CDR maxed at 40% and start spamming those nades and missles).
- Quickness: Again, Heim isn't the fastest champ and any added movement is good.
- (Blink of an Eye: If you decide to run flash, take one point out of Expanded Mind and put it here)
- Intelligence + Presence of the Master: Here we are building towards our CDR


Greater Seal of Replenishment - Theoretical, haven't tested, but even though the gain from this is about 4.5 Mp5, anything is something.

Basically, the rush of flat AP runes will help for early game, which will give you great harassing ability as well as great farming ability.


Now why don't I run any CDR (Focus) runes? Take into consideration you already have 24% CDR from your Masteries, then another 20% at Level three for your





CH-1 Concussion Grenade: A great skill (shot), don't get me wrong. Depending on who you're facing, you might want to get grenade a little earlier than turrets. Meaning, if you are facing an auto-attacker, or someone who channels abilities, the stun/blind effect of the grenade will help you more than dealing damage. More of a defensive ability than offensive. However, do NOT forget 3 things that the grenade can do:
-
1) Your grenades DO damage towers! Albeit 50% damage, but damage nonetheless.
2) These grenades DO stun (if enemies are hit directly). Practice predicting enemy paths to hit them directly.
3) They reveal places that the Fog of War hides. Use your grenades to check grass areas, and possibly stun waiting champs!

The passive for this ult is KEY. 10% -> 15% -> 20% CDR! This is why I don't run any CDR runes. CDR, enough said.
His active affects his turrets. So if you have a turret anywhere, using this will activate the turrets to heal-up and do frost (slow the enemy) damage. You can do this from anywhere in the map, technically making it global haha. And it can be a trap. On one occasion: I left two turrets at mid, and a Mord decided to just auto-attack them. Taking about 3 hits per, I had both an Ashe, and Eve waiting the brushes at mid. As he was AAing them, thinking he's in the clear, I turned on UPGRADE!!!, Ashe Ult'd him, and they just took him down. The slow-damage he took from my turrets mad it that much easier for Ashe to ult him. ANOTHER way to use this is say a teammate is running from being 3-man'd. Set a turret in the path of your teammate's escape route, and hit your UPGRADE!!!. As enemies approach, they are slowed down and allows your teammmate to escape.







Other Possible Items
The above list is the 'preferred' list and of course by no means the end-all item set you should be going. What you get in-game is hugely dictated by how the game goes. If the game isn't going so well, you won't be able to get Deathcap as the 3rd, or even 4th item. You may want to build more defensively, and so forth. Therefore, this is a list of some items that you may substitute into your purchases:





I believe generally, they refer to 20-minute incraments, but the way I see it is:
-
Early-game is up to when two towers are taken on either side.
Mid-game is pushing back to an enemy's base (destroying the 2 towers per-lane, and easily taking dragon).
Late-game is when you're pushing inhibitors and going for the nexus.
So grab your


Don't waste mana by placing new turrets when your old turret still has full health. Generally wait for your turrets to either die, or get to near death, before placing another one. Remember, Heim's passive heals both the lane turret and his own turrets. While you're waiting for minion waves to come (as well as your enenmy champ waiting for their's), stick near your turret and get it back up. Even 1/4 of a regen to a turret's help will help early game.
If your enemy is constantly aiming at your turrets, harass them with a rocket their way or just wrench them here and there. Your rockets, while not highly damaging early game, are still a great harass skill. Generally, as you walk torwards the enemy champ, they have to be wary that you make rocket them so they tend to back off. Use this habit and walk to them but don't always fire rockets needlessly.
As long as you don't have a jungler, wait until you have your lane enemy on the defensive. When that happens, swing around to golem to get the blue-buff. Ask a teammate for help if they have the time. This mana-buff will keep you full no matter what to spam those skills.
Essentially, by about 10 minutes, you shouldn't have had to go back, unless you've been ganked or being counter-pushed pretty hard. By this time, you should have enough money to at least buy the


Eventually, you'll hit level 3 for your turrets and this is when you can really start pushing. Now, some tips on turret placement:
- Don't place turrets right next to each other. Enemies with AoE attacks, like Anivia's frost circle, or "jumping" attacks like Katarina's daggers, will damage pair turrents and in turn those pair turrets will die together. And if they both die at the same time, you're scrambling to place more turrets, sometimes turrets you don't have waiting, and wasting valuable mana. Solution: Place them on "top" and "bottom". Not just a strategy with two turrets, it still applies when you only have one turret. Placing a turret above/below minion waves avoids them from being the center of minion focus AND just increases your playable field. You can run to the side of your turret to swing around and harass with your missles. Last benefit of placing top/low, is for possible ganks.
- Don't make your turrets hold your lane without backup. There WILL be times when your turrets can hold the lane until minions get there, but that's generally when you hit level 5, which gives your turrets splash damage. Early game, you don't want to be using your turrets like that, unless your enemy is a wuss and can't handle being pushed. Solution: Instead, always place turrets behind minion waves. If your minions are about to die, fall back to your lane turret and set up your turret along the way.
- Get into the habit of relying on ONE turret. Why? Because you can use that SECOND turret as a type of ward to use in tall grass areas. Also, if you aren't using turrets for that, you can farm around your jungle (IF you don't have a jungler) and earn some free exp and gold. This by no means is a required use of the turrets, but just keep in mind having your turrets is like having a support champ with you.
Another thing with early game, if you have an Ashe, or some other auto-attacker, you MIGHT want to get at least one into your grenade before hitting level 6. This will be another form of harass, and it blinds them. But use it VERY sparingly. It has a higher mana cost and will drain you faster.
By this time, you've hopefully pushed your lane's turret or at least have defended yours to have no damage (or healed it back up to full health). At this time, your're probably around level 10-12, and your team is about 6-8. At this time, make your way back and pick up your


So now this is where the fun begins. You can deal a pretty good amount of harass damage, and even get a kill in team fights if you play it right. This is when you can start farming the enemy's jungle since one rocket plus one turret will finish off any non-buff jungle farm.
This is where you also start building things according to how the game is going. If things are going your way, continue on for your Deathcap. If not, grab either Rylai's or even Abyssal Scepter. There isn't too much strategy for mid-game other than continue to farm, farm, and FARM!!
There are two things to pay attention for. The first are team fights. While farming, pay attention to where your teammates are going. Be there for when fights break out. You have a form of CC, your grenade; a form of damage, your rockets; lastly, you give your teammates a route of escape. Set your turrets up on the outsides of a team fight. When teammates start retreating, hit your ultimate and have your teammates run past your turrets. The turrets will fire on the enemy champs and slow them, allowing your teammates to retreat with less pressure.
The second thing to pay attention for: team fights. "Wait a minute, you just said...?" Yep. I did. But this time you won't be joining team fights. Why? Say your team is doing ok without you. You need to look out for two other things while team fights are taking place: a) Are enemy minions pushing our tower?, or, b) are our minions pushing the enemy tower? If yes to either answer, teleport to wherever needed and push or defend. With your turrets, you'll clear pushing minions with ease, or take down enemy turrets with easy. Pushing while team fights are taking place is called back-dooring. Your team may ask you to do as such, so now you know what they mean.
A lot of unranked games don't even get this far. But even so, your strategy as Heimerdinger doesn't change all too much. However, by now, you should be quite buffed with AP damage. We're talking at least 1/2 to 3/4 health off a decent squishy like Ashe. Your grenades do decent damage to towers, and your ultimate is maxed. Keep farming since it will only take you just a second now. Toss those nades to check around blind spots in the Fog-of-War and just push with your team.
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