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Heimerdinger Build Guide by Aneurologic

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League of Legends Build Guide Author Aneurologic

➤☣ In-Depth PRO Guide To Heimerdinger (S8) ☣◄

Aneurologic Last updated on February 2, 2018
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Cheat Sheet

Heimerdinger Complete Guide

Heimerdinger Build

LoL Path: Sorcery
LoL Rune: Arcane Comet
Arcane Comet
LoL Rune: The Ultimate Hat
The Ultimate Hat
LoL Rune: Absolute Focus
Absolute Focus
LoL Rune: Gathering Storm
Gathering Storm

LoL Path: Precision
LoL Rune: Triumph
LoL Rune: Coup de Grace
Coup de Grace

+14 ability power or +8 attack damage, adaptive and +5.5% attack speed

LeagueSpy Logo
Middle Lane
Ranked #28 in
Middle Lane
Win 51%
Get More Stats

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Threats to Heimerdinger with this build

Show all
Threat Champion Notes
Katarina A bursty assassin who can ruin the day of a happy, innocent Dinger. Grenade management will dictate life or death here. Save your grenade for the perfect moment and avoid her daggers at all costs.
Orianna Single-Handedly one of the most difficult champions to face as a Heimerdinger. It's YOUR job to make sure she gets no kills. Play it safe, and build stronger AP than her. Get healthy farm, and try to get early ganks on her to secure Dark Seal stacks to stay ahead in the AP race.
Fizz One of the most dangerous champs in League. Ensure you save your grenade for that perfect moment after his acrobatic displays of heroism.
Syndra Syndra's balls have one of (if not) the highest damage outputs for AP in the game. She's a very difficult matchup and you should compete with her by building full AP.
Hecarim Heimerdinger is unable to counter Hecarim in almost any circumstance without tower assistance, or incredible turret placement/conservation.
Rammus Same situation as a Hecarim matchup, but Rammus can tower dive more easily than Hecarim.
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Welcome to the D0NGER! (Intro)

I wanted to share a build setup I find more effective than those listed.

For those of you who need help mastering Bandle City's most revered inventor,
Professor Cecil B. Heimerdinger: This is the guide for you!

Check out his potential in the video below to learn more about him, takes a few seconds!
He has Rockets, Turrets, Grenades, and he can use his ultimate to power up all of them into SUPER WEAPONS! Awesome, right? :D

Brief Summary of Build

Now, settle down folks. Before you start criticizing: This is a sustain + AP focused build, and requires a strict item priority focus.
If you can't get down with the initial machismo of my build, then sit tight, as there's some great and reliable alternative options along the way!

Make sure you check out the "notes" on the recommended item build paths at the top of this post, it can really help you understand what you should be building if you have any experiments in mind! I've listed my favorite build, the current community meta-pick build (based on safe item buys, and popular purchases) also I've listed some extra items that can save you from dying, or boost your effectiveness!

Cheesedinger Notes/Build:
Spoiler: Click to view

For those of you who want to use this guide as a quick reference, I'll leave all of the important info near the top of the page with light reading so you don't have to scroll through heaps of information just to get what you want, which is item names, masteries, and rune sets!

If you guys are big into learning more about guide-makers, or content-creators:
This is my first ever guide for anything online, other than a few minor posts on GameFAQs over the past 14 years.

About Me:
Spoiler: Click to view

Feel free to check out my Patreon to stay updated with any content I might come out with in the future, or if you'd like to buy me a coffee! Looking for some people to play League with, and I am hoping to pick up a Black Desert Online: Explorer's Package (Game Included) so if any of you guys dabble in BDO, that's going to be something I'll be hooked on relatively shortly.

Maybe if I get 40 cups of coffee on Patreon I'll be on BDO sooner, XD!

Click this text for a redirect to my Patreon page!

Upvote/Like/Commend my guide so it outpaces the awful outdated Heimer builds flooding this community website!

Without further adeu-

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Runes Reforged, Spells, Ring VS Seal

Summoner Spells

Ability to fight multiple people at once to mitigate damage.
Free movement speed and HP, can provide to you and one teammate.
Extra bit of damage that cuts healing on one enemy down by 40%.
Free jump to your cursor to get away or get to an objective point.

Now, I take heal so I can help my team get out of bad situations, and to pick up the pace with some extra hp in a fight. I can't count how many times heal has been better than flash to just simply heal one partner and pick up a great kill, or even a quadra through surviving that extra bit of health. Time is everything in League and health is a big part of it. I opt for heal over flash for unranked queues. The potential with flash gives you many more kill options. If you take ignite that kill possibility is upped by at least 30%. Flash can counter flash if they overextend, you have your nades and fantastic ults for all situations.

Now, this is long-winded, but it needs to be explained before I start this guide.
My build is cookie-cutter and it doesn't allow for any changes other than last item picks.


Building into HP Regen Runes, and a Rejuvenation Bead is dedicating to this build; if you were to plan a second, third, or even fourth item Zhonya's, Banner, or Spirit Visage/Abyssal, you DO NOT upgrade your bead. Simply treat it as a potion every minute resource.

Heimer's base HP regen per 5 seconds stands at 7 HP (+.55 per level)
This was nerfed from 11 HP (+1.75 per level) prior to patch 7.10.
To make up for this, we stack HP runes to take things back to how they used to be.

Runes Reforged Advice

For Heimerdinger we are clearly going to take Sorcery and Precision for extra damage.
As a mid-laner you need damage to compete as you scale so this is going to be crucial.

Not much to it: The Ultimate Hat for faster Ult Cooldowns which is insane on Heimer.
**Anything else can be modified to your own liking, but I really prefer my current setup.

The Desired Starting Items for Any Match

The Dark Seal is the only item you should be first-buying in the current meta. It provides you the opportunity to be uncouth, brash, rude, arrogant, and demanding. Rejuvenation Bead is what makes Heimerdinger so strong throughout the game. He will scale this sucker to the bone once he turns it into a Crystalline Bracer Warding Totem Your basic warding utensil for free vision. Why spend kill gold buying a filthy ward? I get 1 free every time I accidentally look at my items.

Explaining the Rejuvenation Bead Start

With Rejuvenation Bead Heimer can regenerate health for 1.4 to 2 hp per second at his base HP5 stat of 7. Healing for 84-120 hp per minute from levels 1-6 (with regen scaling at a rate of .55 HP5 per level). Now at this rate, that's a free potion every minute, and you keep your Assassin bonus of 2% damage, without needing Secret Stash and the revered Total Biscuit of Rejuvenation.

Some would say, "Screw that, I love buying potions at a rate of 2 per champion kill!" Potions are for ADC's and those lackadaisical players who are too scrub to avoid poke. Heimer is no scrub.
Would you use a health potion per minute? Do you buy more than 3 per game?
Would you prefer a biscuit every minute? For EVERY minute?

Note Regarding Rejuvenation Build Paths

As a side-note to my build guide, you might consider taking your Rejuvenation Bead down other paths, or avoiding it altogether.
You could also consider building into a Raptor Cloak which provides some incredible early armor, but you could just as easily make up for that by finishing out Crystalline Bracer --> Righteous Glory which provides all core stats for Heimer!

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Core Item Discussion & Advice

Item Advice

Explaining the core of my item choices.

(Large amount of item information here, so I made it a spoiler!)

Spoiler: Click to view

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How to Use Heimer's Skills

Okay so there's a few tricks to maximum DPS potential by utilizing ALL skills.

The One Golden Rule

Don't waste turrets, BUT make sure you keep using turrets when you need to get last hits!

There is a fine line between wasting turrets and using them when you need to. This is dictated by placing them in certain positions, or keeping them safe from wave-clear abilities or spammable spells.


Your turrets will only attack what goes into it's radius first, whatever's closest on turret spawn, while also accounting for health percentages of nearby units.


You could let a lot of easy kills go if you don't throw one auto on that near-dead target.

Also note, your turrets will usually opt to clear minions even in the heat of combat. Make sure you choose wisely before placing them in a minion wave, or clear it quickly while dealing superb damage to the enemy champion(s).

Here's the trick:

Set up 3 turrets relatively close to each other, wait for champ to stand near them, throw your grenade properly to activate it's stun (perfect throw). Then, let the charge beams take effect, get your free auto-attacks in the meantime. Throw rockets on him right when he comes out of stun, as it should be time enough to reset your charge beams with your rockets. Save skills to use as charge-fodder for your turrets. Using them outside of the radius is going to be a bad waste of mana, but generally if you cannot land a grenade and they're wise about dodging your turrets, you can simply get a little closer and drop one turret under them and force the nade throw.

Ganking Tip:

Spoiler: Click to view

TIP: Try to always keep 3 turrets available in your pocket when roaming, save your grenades to throw as a free activation for charge beams (this is where you dps comes from, the beams).

Easy combos to Remember:
Spoiler: Click to view

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Passive/Ult: Delicious Bread & Butter

Hextech Affinity (Passive)

Heimerdinger gains 20% movement speed when within 300 range of allied towers or his turrets. Doesn't stack with item turret-based passives Banner of Command Ohmwrecker.
Wait.. These "turrets" run on Tears of Suffering?..

B-But, everyone says, "Heimerdinger is a champion for noobs.."

So?.. Get revenge by stealing their creeps!!! *Evil Laugh*

UPGRADE!!! (R) (Ultimate)

Heimerdinger enters
god-mode for 90 mana.
While in god-mode, his next ability is empowered free.
Can be cancelled at any time with a free cooldown reset of 3 secs.

Mana Cost: 90
Cooldown: 120/105/90

This Upgraded Turret is even more annoying than the rest! Wow my scream sent it flying..!
Wow, Heimerdinger gets THREE ultimate abilities?!!!?!

Yes, that's correct, Jinx!
He can even use more rockets than you!

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Heimerdinger's Turrets



o Range: 350
o Mana Cost: 20 + 1 Spare Part
o Auto Damage: 6/9/12/15/18 (+30% of AP)
o Beam Damage: 40/60/80/100/120 (+55% of AP)
o Cooldown: 1


o Range: 450
o Mana Cost: 0 + 1 Spare Part
o Auto Damage: 70/90/110 (+0.3 of AP)
o Beam Damage: 180/240/300 (+0.7 of AP)
o Cooldown: Triggers UPGRADE!!! CD

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Turret Notes & Information

General Turret Notes & Information

Spoiler: Click to view

Try to read most of the notes here. Feel free to skip the segments about turret Health :D

Turret Health: 150-575 (+25 per player level)
(+5% of AP from LVL 1-8, then +3.5% per level up to 40% of AP at LVL 18)

Turret Attack Speed: 1.75

Incoming damage modifier:
40% increased damage from Melee role melee champion basic attacks, and turrets.

Turret Armor Formula: 10 base armor
Level: 1/7/9/11/12/13/14/15/16/17/18
Armor: 10/15/20/25/30/35/40/50/60/70/80

Turret Magic Resist Formula: 25 base magic resist
Level: 1/9/11/13/14/15/16/17/18
MR : 25/30/35/40/45/50/55/60/65

o Auto attacking a target will cause the turrets to focus on it.
o Turrets deal half damage to towers.
o Turret beam attack will passively charge up over 50 seconds then fire.
o Turret beams can be given full charge if a nade lands on an enemy near turrets.
o Turret beams can be given 20% charge for each rocket that hits a nearby enemy.
o Turrets go offline (but stay alive) if Heimer is 1000m away.
o Heimer can have 3 turrets active at once, but can replace old with new.
o Placing a fourth turret replaces the oldest turret with a new one.
o Turrets go offline through player death, but stay alive.
o Simply placing a turret counts as using an ability, and can proc. items like sheen, lich, etc.
o Charge beams being fired will not allow for a recharge until after it's use (disappears in the air).
o Remember to wait a moment after using abilities until charge beams disappear so you can get more beams!

Apex Turret Notes & Information

The Apex Turret gains two factors of health calculated by two calculable formulae.
Apex (Base Health + % Ability Power).

Apex Turret Health:
Level : 6/7/8/9/10/11/12/13/14/15/16/17/18
Health: 850/900/950/1000/1050/01100/1150/1200/1250/1300/1350/1400/1450

Level : /6/9/10/11/12/13/14/15/16/17/18
AP% HP: 25/42.5/60/77.5/95/112.5/130/147.5/165/182.5/200

Turret Attack Speed: 1.05

Incoming damage modifier:
40% increased damage from Melee role melee champion basic attacks, and turrets.

Turret Armor Formula: 10 base armor
Level: 01/07/09/11/12/13/14/15/16/17/18
Armor: 10/15/20/25/30/35/40/50/60/70/80

Turret Magic Resist Formula: 25 base
Level: 01/09/11/13/14/15/16/17/18
MR : 25/30/35/40/45/50/55/60/65

o The Apex turret will last 8 seconds before falling apart.
o The Apex turret is immune to most forms of CC attacks
o Each time this turret attacks, the beam is charged up by 20%.
o This skill can easily deal the most damage out of the 3 abilities.
o I prided myself on straying from scouring the web for stats but I've compiled this complete list of stats for anyone who cares!:D
o It's always hilarious dropping ult before death!

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Heimerdinger's Rockets



o Range: 1000
o Mana Cost: 50/60/70/80/90
o Per Rocket Dmg: 60/90/120/150/180 (+40% of AP)
o Cooldown: 11/10/9/8/7


o Range: 1000
o Mana Cost: 0
o Auto Damage: 135/180/225 (+45% of AP)
o Cooldown: Triggers UPGRADE!!! CD

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Rocket Notes & Information

General Rocket Notes & Information

o The first rocket will deal x + 45% AP, any other rockets only do x +20% AP.

More notes:
o Rockets can be aimed in many directions if you hold the cursor near/far.
o Rockets are a great way to check bushes, with visual and audio cue.
o Rockets are usually the go-to poke for Dinger.
o Use all on one target unless it's a trick multi-kill.
o Each rocket that hits will charge nearby turrets by 20%.

Extreme Rocket Swarm Notes & Information

o Each rocket does full +45% AP damage here.
o This skill fires 4 waves of rockets.
o Make sure you do not waste this skill, or use it at max range.
o This skill can nuke a team from full HP to scantily-clad in secs.

o If you cast this ability right before you die, the rockets
will continue to spawn and fire all 4 volleys of rockets.

o If attacking one target make sure the spread isn't fan-shaped.
o Point cursor at the end of it's radius for best effect.
o Use different rocket firing paths to your advantage.

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Heimerdinger's Grenades



o Range: 925
o Mana Cost: 85
o Damage: 60/100/140/180/220 (+60% of AP)
o Cooldown: 12


o Range: 925
o Mana Cost: 0
o Damage: 150/250/350 (+90% of AP)
o Cooldown: Triggers UPGRADE!!! CD

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Grenade Notes & Information

General Grenade Notes & Information

o Slows enemies hit by 35% for 2 seconds.
o Stuns enemies in it's inner radius for 1.25 seconds.
o One grenade connect can charge all nearby turrets.
o Almost all of Heimer's damage comes from landing grenades in turret range.

Lightning Grenade Notes & Information

o This ability bounces 3 times in a straight line.
o It will apply the base slow and stun in it's inner/outer zones.
o Use this to catch enemies for your team in chases.
o Try to use this only on a group of enemies.
o It's best used not to engage but to disengage.
o Remember this will also trigger the grenade cooldown of 12 seconds.
o This ability can catch enemies just out of rocket range.
o This item is great to pick up champs with low hp who have high mobility.
o Use grenade into Righteous Glory active to trigger a double slow effect!

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Pro-Tips and Gameplay Advice


Jungle Tips
Early Blue Buff Solo Strategy
Spoiler: Click to view

Places to Ambush with Your Turrets
Spoiler: Click to view

Taking Jungle XP For Yourself
Spoiler: Click to view

Pros to Heimer
x Heimerdinger has a great DPS potential that is consistent and can take advantage of many variables, more than most champs.
x Amazing mobility inside turret range, great for running down lane or getting a last hit.
x He can use his turrets as practical auto-attacks, throw one ahead of you while chasing to get an extra hit.
x Heimer can set up a trail to fall back on if he finds ne'er-do-wells.

Should I Use Heimer?..
x Don't take Heimer in Heavy AP Teams, take a AD midlaner. If they stack MR, you'll be forced to buy Void Staff which could be the slot you'd buy a tankier item with.
x If you can't maintain your turrets and mana with Dark Seal, you should play another champion. Heimerdinger is difficult to play well and a god-tier challenge to play perfectly.
x Is Heimer as strong as meta picks? Yes, and most ap champions can be just as powerful as the next, if you use their kit as intended. Heimer is one of the strongest sustain+harass AP champions in the game when used correctly.

In-Game Tips
x Always talk to your teammates, ask for ganks against low hp champs. Kills mean gold, assists are good too.
x It's important for you to think about taking a solo first turret for the massive gold income.
x Heimer can take dragon solo with Ult Turret and 3 turrets if done properly.

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Trio of Pain: Counter-Picks and Bans

The Three Matchups From Hell

These champions should be banned and avoided at all costs.
Sadly I'd have to say if I see any of these as a first pick,
I will second-guess playing Heimer (and he's all I play).

I'm not afraid of these champs, but it can get a little hectic
doing so much mana micromanagement on the fly against these guys.

Most can build health or mana without taking a hit to their stats
in the early-game and can sustain more skill-uses than you ever can especially
if you bring a Doran's Ring, which wouldn't be advisable I.M.O. The stacks from a Dark Seal can get you so far ahead of these champs, even one stack can put you ahead of their silly mana regeneration. Who needs mana anyway, you'll be backing every 2 minutes against these guys for HP, even with your regeneration bead.

Check out the information listed below, and take heed.
These tips could save your life, and it's generally fun to read!


Avoid her daggers at all costs. She's going to hurt if you miscalculate even one step. She will jump you harder than a street gang jumps a new kid into a street gang. She even runs her own street gang named "Uninstall Please." You'll need to simply softcore farm and ignore your turrets for this one. Put your turrets down only to get last hits on minions and hug your tower for dear life. You'll need it. Make sure your jungler doesn't feed her. She's going to have major potential to kill you without even needing her ult, so ensure you avoid the daggers she throws on the ground. You might even want to take Flash for this one, it can be game changing.

TIP: Save your grenade for when you can telegraph her E (teleport to target or dagger) and then pack that b*tch up so she can be shipped home. Always lane-freeze (only last-hit minions) just in front of your tower. Think about building Zhonya's Hourglass as your FIRST item.


Orianna WILL destroy your turrets. Get over it. Conserve mana by only placing one to assist with last hitting low minions. Keep her in the middle of the lane. Jungler will die if he helps you with early ganks when she's above 35% hp and you're low on mana. She has insane range, amazing mana conservation, and can take away 1/3 of your hp with one stroke of "The Ball" and it's awesome abilities. All of it with ult. If she throws her ball, stay the hell away from it. Know she will dive to throw it further if you're low. Flash is a great option here.

TIP: Always act like Orianna can throw her Orb two rocket skill distances. Go Back to Base for HP if you are low, and you've pushed her wave, or she's missing. Make sure to always ping a missing Orianna it could save her from getting easy kills. When I say keep your distance, I mean it with all seriousness.


She can pick up your turrets, and throw them! Syndra will teabag you with her purple balls for days, and your awesome turrets too. Avoid the balls, avoid standing with the ball directly between you and Syndra, and always expect her to use her ult when she has 2+ balls on the field. Stay at max range from this cunning little beauty and you will usually be fine. I don't think Flash is completely necessary here as I'm not privy to using it, but it's a great way to get last hits on her with rockets or nades.

TIP: One of the only matchups where I'd advise picking up a Banshee's Veil in place of Zhonya's, or in addition to. It can be very difficult to dodge all of her skills. Make sure you don't use ult turret around her without considering she may simply pick it up and hold it until it expires! Heimer, your R+W is invaluable.

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Team Synergy + Desired Team

I am going to keep this section very brief as it's pretty straightforward.

After playing Heimerdinger in just about every scenario imaginable, I've learned about who he pairs well with and what teams can lose no matter what.

Champions who you NEED on your team consist of heavy bruisers who have good strong ultimate abilities that focus single targets. A team that can stack health and stay ahead of the curve easily.

You want anyone who has broken mechanics:

o Invisibility While Moving
o Good CC Snares/Stuns/Roots
o Immortality Mechanics
o Major Life Rejuv/Steal

These types of champions will let you shine and help you pick up kills very easily while fighting midst your turrets.

Below are some general tips for those who haven't had much success in League or with Heimerdinger and want to give it another shot. You need to be adamant and be willing to accept that you took a hit. Read what I have to say below it's more of a ramble but it's a nice piece to read and to keep in mind as a Heimerdinger. Good stuff.

Spoiler: Click to view

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More Detailed Matchups

Here we have a big list of maybe a score of champions who can be tough to play against.
I put a lot of filler info, and it mainly reinforces using proper turret management, taking Zhonya's, or keeping your grenade off of cooldown for when you need it most.

Feel free to read it could save your life!

Spoiler: Click to view

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Thank You for Reading!

I hope you enjoyed my guide!

Please make sure to vote/commend/like it if you've gotten this far, only takes a few moments!

It's a shame there are only so few reliable Heimer builds for S7, and most consist of out-of-date content that spans all the way back to S4. I hope this informative post can be relevant and help you guys understand Heimlord a bit more.

Feel free to drop by my Patreon to stay updated with any creations I may make for Mobafire in the future, or see what else I'm up to! Currently this is my first guide, and first creation for Patreon. Thanks for your time, and I hope this guide has helped you stay informed about Piltover's great Heimerdinger! Patreon link below.

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Some Great Heimerdinger Memes