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Build Guide by D3AD_MIK3Y

Not Updated For Current Season

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League of Legends Build Guide Author D3AD_MIK3Y

Heimertanker, Why you no die?

D3AD_MIK3Y Last updated on April 20, 2011
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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.


Brute Force
Improved Rally

Offense: 9

Strength of Spirit
Veteran's Scars

Defense: 7

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 13

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Heimertanker, How could this work 0.0

Welcome to this build, please READ EVERYTHING before commenting!

This build has been amazing for me. your amazing survivability Will allow you to sustain in the team fight while your turrets and rockets do all the work, as well as your blinding grenade! I've played with this build for many games now, nearly 50-60 and I can guarantee you will not be disappointed. It's amazing when you have because as your tanking all the damage your turrets, rockets, and grenades are slowing everyone! Please enjoy reading this build, as well as playing Heimertanker. I'd love to hear your guy's feed back on this build so

kindle spend a few second to thumbs up and comment thank you

Lets hop right into it shall we?

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1-Amazing survivability, as well of being a little killing machine!
2-Over 3k health whats not to love?
3- As well as having a pretty nice mana pool.
4- Great CC with


1-May need time to get used to being a TANK Heimtanker.
2- Your not a full on tank, just a Awesome tank!
3- Low ability power.

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Reason of Item/Runes/Masteries/ and Summoner spell's

Reason of Runes

The runes I used for Heimertanker are essentially for laning phase, With Magic penetration in Marks, Mana regeneration in Seals, And Ability power in glyphs. I put Flat health and Flat ability power in Quintenses. Each are to be balance with your other runes and add a little more hp.

Reason of Masteries

The masteries I use are (9/0/21) having archaic knowledge covered, as well as mana regeneration in utility. These will also allow you to excel greatly in Laning phase, as well as adding a little Ap.

Reason of Items

The Item's I've use in this build will allow amazing supportability, Amazing Cc, and Amazing Survivability character. Each Item represents how you counter all the other Champion's.

I Firstly get early game to allow me to have mana regeneration to allow me to place turrets down to farm/ as well as spaming rockets at the enemy. This item allow me to build into a . This item Allows excellent mana pool to place turrets wherever you want, as well as spamming your other skills. I really enjoy this item because later on you will be able to build .
The next item I get is . Having this item can build onto any boots you feel needed for the situation. Example

Against a Heavy tank team

Against a heavy stun/slow team


The next item I get is a . This item is the begging of the "Heimertanker!" as you may already have played heimerdinger, you notice that he farms really well with his turrets, you could have 120 minion kills before you even head home. So with this
stated why not add a little something to your excellent farming capability, aye? Warmog's is by far an amazing item for Heimertanker. you may ask "But Mikey...Warmog's is horrible for Heimerdinger" I would reply by saying "you crazy son, 3k health- Awesome healing regeneration,
this item is amazing for this build".

The item I get is a . As all of you already know, Guardian angel revives you when your close to death, But that's only a bonus to having this item. Guardian angel provides excellent Magic resist and armor. This early game provides great survivability to able to withstand incoming damage.

the last item I recommend getting is a . This item is what makes you a great supporter in team fights, as well as granting you ability power and health. Its passive give your turrets/rockets/and grenades slowing ability. even thought your Grants His turrets to fire slowing frost shot's The other skill will also add to the slowing capability.

The other item's I will list in a different section.

Reason of Summoner spells

I use for my advantage. As you may know already, Heimerdinger can Teleport to his own turrets which make it useful to head home, But and item, and get right back to the heat of the battle. You may also use teleport for support to other lanes. I've done this many times with Heimertanker, and Ashe. When you see your allies has gotten ganked or is losing a fight, Quickly to a nearby minion and Support the fight.

I also put out I would recommend using a different summoner spell as I You have a Meki pendent to regain mana. But for those Heimerdinger that spam their turrets as their minion's push then clarity is the way to go.

Here are a list of Summoner spell's That are also good.

- Ghost allows excellent movement and great escape spell.
- Clairvoyance Is a great support spell allowing map control in strategic location's and a counter-gank spell.
- Flash is your "Get out of gank free zone" Allowing you to escape any certain danger.

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(Passive) Heimerdinger gives nearby allied Turrets and Champions 10 / 15 / 20 / 25 health regeneration per 5 seconds, including himself.

Pretty straight forward passive, you stand near something in heals INCLUDING Turrets!

(Active Heimerdinger gains a "Stockpiled H-28G Evolution Turret" charge every few seconds. If he has a charge Heimerdinger can place a Machine Gun Turret with (260 + 15 x lvl) health that deal magic damage. Turrets attack 50% faster for the first 6 seconds after placement. Turrets will only deal half damage to towers and inhibitors.
Turrets receive upgrades and transform with every ability rank.
Charge Receive Time: 25 seconds.
Cooldown: 1 second.
Range: 250.
Turret Range: 550 (estimate).
Turret Attack Speed: 1.250.
Cost: 120 / 125 / 130 / 135 / 140 mana.
Magic Damage: 30 / 38 / 46 / 54 / 62 (+0.2 per ability power).
Rank 1: Normal yellow turrets.
Rank 2: Green turrets that reduce armor and magic resistance by 1 with every hit, up to a maximum of 50.
Rank 3: Max charges and max active turrets increased to 2.
Rank 4: Turrets gain a bonus 150 health.
Rank 5: Red turrets that has an added splash added to its attacks.

What Makes heimerdinger scary, his turrets do it all from killing minion and champions to decreasing it Magic resist and armor each time it hits :)

(Active Heimerdinger fires three long range rockets that hit the three enemies closest to him.
Cooldown: 10 seconds.
Range: 1,000.
Cost: 65 / 85 / 105 / 125 / 145 mana.
Magic Damage: 85 / 135 / 185 / 235 / 285 (+0.55 per ability power).

"Flying Rockets of death" These little baby's are awesome for nuking the enemy behind his turret and also and nice aoe skill.

CH-1 Concussion Grenade (Active): Heimerdinger lobs a grenade at a targeted location, dealing magic damage to enemy units and blinding them. Enemies who are directly hit are stunned for 1.5 seconds.
Range: 925.
Area of Effect: 250 (estimate).
Stun Area of Effect: 100 (estimate).
Projectile Speed: 750.
Cost: 80 / 90 / 100 / 110 / 120 mana.
Cooldown: 13 / 12 / 11 / 10 / 9 seconds.
Blind: 1 / 1.5 / 2 / 2.5 / 3 seconds.
Magic Damage: 80 / 135 / 190 / 245 / 300 (+0.6 per ability power).

"incoming" Boom! these little baby's are awesome for checking bushing, stunning champions and if hit on target gives that champion a blinding effect!. show that tryndmere who's boss!

(Ultimate Heimerdinger gains passive cooldown reduction.
(Active): All active Evolution Turrets are healed for 100% of their maximum health. Also for the next six seconds all of his abilities have added effects. His turrets turn blue and fire slowing frost, he now fires 5 Hextech Micro Rockets instead of 3 and the missile speed on CH-1 Concussion Grenade is increased to 1000 from 750.
Cost: 90 mana.
Cooldown Reduction: 10 / 15 / 20 %.
Cooldown: 120 / 105 / 90 seconds.
Turrets Slow: 20 / 25 / 30 %.

Basically, add a huge bonus to every skill adding more rockets or faster grenade speed, now you can hit that tryndmere even faster ^.^

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Item to get for certain teams

Here is the rest of your item build. These items are to be used as a opposite of the enemy team. here is your core build which you should already gave

> > > > This are the items I listed which is recommended. Now I would list the item against certain teams.

Against a Heavy Magic Damage Team

> > > > > the Force of nature and your Warmog's, will allow excellent Health regeneration, as well as your Guardian angel to add some Magic resist with your Force of nature

Against a Heavy Dps Team

> > > > > Thornmail add a pretty nice bonus to the champion's that rely on Normal attack's and add's a pretty nice armor bonus.

Against a Heavy Stun team

> > > >

Troll build

Six Excellent mobility, Easy for back dooring :)

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This build has gotten me so many win. I love Heimertanker for so many reason's. I feel a full on Ability Power Heimerdinger is so squishy to even last in a team fight. As well as a half Ability power/supporter just doesn't cut the team. A Heimertanker is the only option I can guarantee that will bring you success, You will just laugh at how many people use there ultimate on you thinking "Oh he's a heimerdinger he's so squishy" then when they die you laugh and say "I'm Heimertanker, Son come back with a better build".

Please Rate/Comment/and Thumbs up. All you feedback will help me figure week points or something you've changed in the build that works D3ADMIK3Y Out.

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Recent Games

Here I would give credit to everyone's awesomeness score's Here's a recent one of mine :).