Build Guide by iCone
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
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.
HH - Hybrid Heimer Build;
This build will show and teach you how to become the best lane pusher in the game.
Things you should know before using Heimerdinger.
Heimerdinger is no way any shape or form a carry, Ive seen people try build heimer based on massing ability power and spell penetration. Massing AP and SP for heimerdinger limits you to using him to his full potential.
Heimerdinger is the best lane pusher if used properly.. Therefore we need to use what god gave him to the best we can;(explained in detail later on)
Heimerdinger is very vulnerable to ganks as he only has 1 CC - (Crowd Control) which is his concussion grenade.
Heimerdinger vitally relies on his turrets to dominate his enemies!(explanation below)
Welcome to my Hybrid Heimer, throuhout this guide you will learn why heimerdinger is so OP. Heimerdinger's main purpose is to lane push and vitally support his team in ganks. This is done by the awsome ability he has received.
Techmaturgical Repair Bots
Heimerdinger gives nearby allied Turrets and Champions 10/15/20/25 health regen per 5.
Explanation ; This is an awsome passive for heimer, keeps his turrets constantly healing which saves u ALOT of mana from recasting your turrets. Placing your turrets correctly will vitally save you mana so you can spam your other spells.
Evolution Turret H-28G
Heimerdinger constructs a Machine Gun Turret with (260 + 21 x Lvl) health and 28 / 36 / 44 / 52 / 60 (+25% of ability power) magic damage. Max: 1 / 2 / 2 / 3 / 3 Turrets.
Every 2 levels of this skill will level the turret into a new type, becoming a green armor and magic resist reducing turret at level 3 and a red area of effect attacker at level 5.
Cooldown 32 / 28 / 24 / 20 / 16 seconds | Cost 120 / 125 / 130 / 135 / 140 mana | Range 250
Explanation ; Your main spell, These turrets become stronger as your put points into them and also gain more damage for 25% of your ability power. Placing your turrets correctly will help you push/defend your lane and mass creep kills.
Heimerdinger fires 3 enemy seeking Micro-Rocket(s), hitting targets nearest to him. Each rocket deals 85 / 135 / 185 / 235 / 285 (+55% of ability power) magic damage.
Cooldown 20 seconds | Cost 65 / 85 / 105 / 125 / 145 mana | Range 20
Explanation ; These rockets will become helpful late game for aoe... but not that great early on for pushing.(hence why we get them at lvl 18)
CH-1 Concussion Grenade
Heimerdinger tosses a grenade, dealing 80 / 135 / 190 / 245 / 300 (+55% of ability power) magic damage to enemy units (50% to turrets turrets) and blinding them for 1 / 1.5 / 2 / 2.5 / 3 seconds. Enemies who are directly hit are stunned for 1.5 seconds.
Cooldown 14 / 13 / 12 / 11 / 10 seconds | Cost 80 / 90 / 100 / 110 / 120 mana | Range 925
Explanation ; This is another important spell for heimer, goood damage and ontop of that you can stun for 1.5second and blind for 3. Good accuarcy will make your opponents think twice before jumping into you and your turrets.
Passive: 10 / 15 / 20% Cooldown Reduction.
Active: All active Evolution Turrets are healed for 100% of their maximum health and also fire 25 / 30 / 35% movement slowing frost shots for 10 seconds.
Cooldown 60 / 45 / 30 seconds | Cost 90 mana | Range 280
Explanation ; This is one of my favourites .. 20%cd for a passive and makes your turrets Full heal and become ice turrets!! slowing your opponent. This is great for running or kiting your enemies.
Pros and Cons for using Heimerdinger.
Best lane pusher in game
Best soloing hero if used properly
Can produce mass damage if built correctly
Can become a semi tank if built correctly
Can stay in lane forever!! (guide built on laning)
Not a carry
Very item dependant
Hard to master ( Based on turrets )
Reasoning Behind Spec/Runes/Items/Skills
Spec - 0/18/12
Alot of people will find this quite unorthadox but trust me it will work. The spec is built on massive hp/mana regen, tanking and dodge, bonus experience for laning. And the buff for both spells Heal & Ghost
The Heavy hp/mana regen will help you keep your turrets up and your spamming grenade possible, This will be your main source for outlaning yyour opponent.
The tanking and dodge will help you handle the nasty melee heros which make heimer die quite fast. With the defence it will surely provide you with the confidence to stand in your fight with your turrets backing you up.
The bonus experience will yet again help you outlevel your opponent in the lane.
Heal and ghost would have to be my favourite as these 2 spells can be so deceptive with the bonus buff you will be able to spam it more often, heal will b around 600 a lvl 18 and ghost!! pop your ultimate and kite them around with the slow and stun its gg
marks - Greater Mark of Force
0.9 Ability Power per level (16.2 at 18)
The reason ive chosen this is that the AP is the best thing marks can offer heimerdinger. Also you might think getting the other mark that gives you the AP straight up instead of per lvl which i have chosen. Heimerdinger is an EXtremely fast leveler since the 5% buff/solo and never leaving the lane.
glyph -Greater Glyph of Clarity
0.72 Mana Per 5 Sec per level (12.96 at 18)
Glyphs give the best mana regen.. almost enough said, considering the items arnt based on regen the spec/runes will give you all you need. hence 13mana regen/5sec at lvl 18.
seal - Greater Seal of Evasion
You might think WTF??? why get dodge for a int hero.. This is what makes heimer so deceptive with almost 7% dodge from seals 5% from quints 2% from spec and 12 from boots it becomes around 25% every 1/4 is awsome!!
quint - Greater Quintessence of Evasion
Ok so their are HUNDREDS of different builds for heimer.. ive seen more then enough to know that in my eyes this build is most dominating.
The average build that people use is heavy ability power and spell pen or mass hp and mana. Both are average but does not match up to mine.
First item i start with is the sapphire crystal and 1x healing pot 1x mana pot.
This gives heimer enough mana to continue to spam, and the health/mana pots if anything drops you alot(more for safety precaustion)
Now after this you have 2 roads to go down.. Basically you want your road of ages ASAP because first of all the hp/mana and AP is amazingly awsome! and getting this straight up it'll take 15minutes for it to become more then what its worth! Usually i can get it before 15minutes in the game just from staying in my lane keeping a good constant killing of creeps. If however you have to return to base you will want to get a pair of boots and maybe a ward to keep safe from incomming ganks.
Basically we want to get ninja tabi boots after your road for obvious reasons other then the nice dodge and speed. If the other team is heavy on CC it might be wise to switch dodge for some Mercs.
This makes heimerdinger so TANK! the hp / armor / hpregen / cooldown reduction / Slow passive. This item will make you so tanky that even 2 opponents wont be able to bring you down.(trust me , deceptive!!)
After getting omen you really want to focus your attention on getting more hp but trying to hit around 300AP jus so your turrets will be hitting round 130-150 near end game(plenty to drop any hero)
In my eyes this is the next best thing gives you a massive 500hp! 80 AP! and slows your opponents! this stacks with your rockets/grenade; this will furthur help your omen = more slow!! just kite em around and watch em drop.
Next is zhonya's ring this is really where the buff of AP and your turrets will massively increase. You will be around 300base AP without the 25% buff from the ring so thats;
300x25% = 75 + original AP which is 300 = 375 AP! now finding the damage on turrets =
375 AP x 25% = 93.75 = 94! bonus damage on turrets from AP ; so at lvl 5 max turrets they deal 62 damage + 94 = 156 damage which is more then enough to drop any hero.
Now we really just want to finish tanking of heimer the more mana and mass armor will definately help and the 25% slow jus sweetens the deal. if you do end up getting your 6th item you will have 25% slow from heart 15-35% from scepter and 25% from omen.SLOWKING!
When using heimerdinger i find the biggest treat to me being ganked is not having my turrets, and i assure you your opponents will drop your turres constantly if you dont place them correctly.
Ive found that having only 1 in the creep firing section helps your more to protect the 1 farming the creeps and keeping 2 turrets behind you incase they jump or try gank you, you have something to help slow/defend them off.. either it be scaring them away or standing ground and fighting.
Dont be scared to fight as heimer!! with this build he is soo strong with armor/hp/regen you can easily hold yourself against anybody with 1-3 turrets up, your slow turrets raping em, the stun from grenade and dps from rocket/grenade, also the 25% dodge and your heal/exhaust spells. People think heimer will die quick but are so wrong :) be deceptive and you'll own.
This concludes my guide if anybody needs help in some parts feel free to post; also post your critism or praise to my guide +1 :) thx.