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Choose Champion Build:
Spells:
Exhaust
Teleport
Ability Order
Hextech Affinity (PASSIVE)
Heimerdinger Passive Ability
Welcome!

A couple notes before I begin: Don't downvote because of the cheatsheet before reading the build, and don't downvote just because you think Heimer is bad.
:)
-FieldArmada
I run 21/0/9 because it really buffs his damage capability. Diving further into the other two gives less. Choice explanations:
Offense











Utility








Why is this better than 9/0/21? Because, by going further into the Offense tree, you get:
-1.5% more damage
-18 Ability Power
-5% Ability Power bonus
-6% bonus damage below 40%
For example, this allows, against enemies below 40% health, a CH-1 Concussion Grenade to deal 50 more damage, or for

However, if you went into Utility, you would only get:
-3% Spell Vamp
-5% more experience
-6% CDR
-15% Summoner Spell CDR
This gives you 16 leech on rockets and 17 on grenade, which really isn't much compared to damage. 5% more experience is relatively useless considering that


The Good
Quintessences





Marks


Seals

Greater Seal of Replenishment- Personally, I have enough mana with this build, but if you love spam that much, you get up to 14 MP5, which is pretty amazing.
Glyphs







Oh My God, Do Not Get These
Flat Mana/Mana per level- First, you are getting high MP5; why do you need these? Second, you build an

Health Regeneration- You have

Cooldown Reduction- You hit CDR cap anyways.


Some non-obvious notes:
-You can use it like a Sight Ward. If placed in the river bush in any lane, it can save you from many a gank.
-These do not stack with Magic Penetration.
-Only ranks 3 and 5 of this skill really matter. You get 2 turrets at rank 3 and splash damage at 5.
-If you get rank 5 turrets, do not place two of them on the creeps while laning. This can and will push your lane to no end if the enemies can last hit properly, making you die to ganks.
-Turrets do not transform when the ability is ranked. You must place a new one.

CH-1 Concussion GrenadeCH-1 Concussion Grenade- Stun, blind, damage, all in one. This will shut down anything it hits for a few seconds. It flies hilariously slow, however, comparable to Anivia's


The passive is quite nice as well, giving you 20% CDR. This means that you can hit the CDR cap without any actual CDR items.
The Good






The Mediocre





Everything else not listed is not really worth getting on Heimerdinger.
Early Game


I almost always start with a






If you feel you can't dodge skillshots with the low MS, however, you can try



On your first back, either start rushing an

Why do you want an

Mid Game


After you either finish




Then, build a


Finish out your core by getting a

Your core build is:



Last Two Items
I typically round out with a












"Bleh" Choices


Blue Things
Make sure you get



+More farm = Faster items
+More exp = Faster rank 5

+Mitigates your squishiness (1 champion is much easier than two)
+You can get a very rapid tower kill sometimes
Okay, so now you have mid. You want to start out with regular last-hitting. Note that your AA animation flies very slow, so you want to attack slightly earlier than with other champions, or you might not hit it in time.
At rank 1, your

Once you hit rank 3 turrets, you can place two. Make sure to keep them slightly seperated. Why? Because AoE abilities will do a lot less if they are further apart. At level 9, you should be getting rank 5 turrets. These are monsters at pushing, which isn't always a good thing. If you are going to push, then go for the fast tower when they Recall. By placing your turrets behind the tower, you can take out an entire minion wave, allowing you to take the tower with ease.
Otherwise, however, don't use the turrets very much, because they are on an ammo cooldown and push too much.
Once you get rank 2 or 3 or

You can typically afford to stay in lane and farm until either you kill the enemy mid laner or take down their turret. In either case, quickly recall back and, if the turret is not down, destroy it, then quickly Recall and help out another lane with your

Pushing is simple. Throw your grenade and rockets to kill the creeps, and throw down two turret in the bush. This will get the lane pushed up, allowing you to harrass with W and E even if they are hugging the tower. While pushing is usually bad, you can take down the enemy tower rapidly with Heimer, and if that is down the lane being pushed does not matter.
Your combo for ganking is: Activate your ultimate, throw your grenade, one turret, rockets,


CH-1 Concussion Grenade ->

Your main harass. Throw the grenade for the stun, move up and hit them with rockets. It works even if they're hiding in the bush- the grenade grants vision for you, so you can hit them. Your grenade gives large amounts of vision into the brush, which works well in any lane. This can take out a a third to half of their health if it hits.


Pretty cool bait. Two turrets will usually draw the enemy champion in for an attack, lest be harrased. Stun them when they get in range for free DPS. Works best against melee champions. A neat trick is to place only one turret before baiting them in- it makes it more compulsive as they carry less risk taking out one turret than two. This is fun against champions like



Once you get your ultimate, you get more choices.





Your mega chain-CC trap. If you kite around your turrets you can often avoid being hit at all while the enemy champion is burned up by the DPSing turrets.


The closest thing you have to burst. Also creates a nice stunned target for your team to jump onto. If you fire the rockets closely after the grenade, they hit at almost the same time.
06/05/12- Added "Laning".
09/10/12- Changed around skill order, moved Grail.
12/02/12- Cleaned up a bit.
Thanks to jhoijhoi for her Making a Guide guide.
Also thanks to Vynertje for comments and suggestions. :)
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