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OMFG stop with the missles already
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Spells:
Flash
Clarity
Ability Order
Hextech Affinity (PASSIVE)
Heimerdinger Passive Ability
QQ Missle Striker
The build is designed to maximize his ability to constantly harass and annoy anyone in a lane or standoff before a big fight as well as prevent just instant focus to death like most glass cannons. Only 4 items i keep standard for heimerdinger and leave the last two slots free for flixbility depnding on the fight.
Pros:
-Can lane with the best of them and even dominate in a 2v1-
-One of the few characters that can blind and the only one that has an aoe blind-
-Decent CC abilities-
-Can both burst and maintain dps (with help of turrets)-
-HIS HEAD IS HUGE AND HE CAN BREAKDANCE ON IT-
Cons:
-Requires much skill and practice with grenading to escape a gank-
-Can't run for ****(to much brain not enough brawn)-
-Blasts through mana with ease-





Marks:


Seals:
Greater Seal of Vitality An extra 200hp at 18 is very useful on such a glass cannon with only 1.7k base hp.
Greater Seal of Replenishment A great Alternative to the hp runes as it allows you to maintain a lane much better between clarities and b4 you have the Archangel's Staff.
Glyphs:

Quintessences:



















CH-1 Concussion GrenadeTaking one rank of this is great for survivability. The stun on this spell is a flat 1.5 seconds regardless of rank and all that increases with ranks is the dmg and length of blind. That 1.5 second stun is a lifesaver and can set up your group for larger aoe's and initiations.

Missiles Missiles Missiles, i can't stress this enough the amount of usefulness is crazy, unlike the rest of his abilities it has a pure instant cast which allows you to land in a quick harass and get away without stopping as well as hit anyone chasing you without stopping. The amount of dmg scales pretty well with the mana cost. following up the missiles with maxing out the turrets allows you to farm very easily and quickly, these coupled with a placed towers can even help block a pushed wave as well as farm for you across the map. Following up with the grenades dmg and blind increase can help especially with carry's by out right stopping their dps for up to 3seconds enough to either cause them to run and get your teammates for help.
CORE:








Common Situational Items










Early Gameplay 1-9
Dinger should always either be in the mid lane or preferably the 1v2 lane where you truly shine. the outlvling nature of his missle abilities is not only enough to maintain a lane but actually get first blood and keep a lane pushed for extended periods of time. If they try to hide in the bush a combo of a grenade for sight followed by a missle strike works very well to prevent them from trying to sneak in some exp or land a hit against you from the bush. If you took teleport, place a turret deep into a bush to prevent auto attacking followed by returning to the base in clear sight can trick them into pushing a bit which is a deadly mistake, by teleporting into the bush they won't see you coming and with the help of a gank from a jungler can lead to easy kills.
Mid Game 9-14
Around this time your missles are maxed out and are working on the turrets, if the other lanes are going well then a tower should have dropped and you should be getting consistent help in taking down the enemies turret in your lane as well as supporting other lanes. You should continue your strategy of whidling away at the enemies hp hopefully until you either get a kill or force them to recall and finish up the tower. This is also the timer where you can help with ganks by opening with the grenade and placing ult'd turrets where they are likely to run to.
Late Game 15-18
At this point in the game you are likely to still be a few lvls higher than the rest of your team excluding the mid and should take advantage of this to hold a lane while your teammates spend some time to farm or push other lanes. Your objective in a team fight is to be the pre-initatior, by this i mean is to help set up a main initiator by lowering the enemies hp to atleast 50% or less as well as opening up with your grenade to make sure that they cant avoid the initation by the main initiator. During the fight just simply place one turret to where the fight is and one to where the fight is likely to go but only if it doesn't take you straight through current fight as well as blinding any main melee dps and firing off missles as often as possible.
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