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Heimerdinger Build Guide by PublicSeaLion

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League of Legends Build Guide Author PublicSeaLion

(S4) Heimerdinger - Dirty Ape Destroyer

PublicSeaLion Last updated on January 6, 2014
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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.



Offense: 21

Legendary Guardian

Defense: 9


Utility: 0

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Hello, my name is Jackson Duncan (aka PublicSeaLion). I am currently Silver 5, but hardly ever play ranked (just kidding I suck). But I've been playing Heimerdinger for a long time and with the recent rework and changes to Banner of Command I believe it is his time to shine.

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Pros / Cons

-Great Lane Bully
-Easy Farmer
-Excellent Seiger
-Surprising damage from turrets
-Wicked Mustache

-Little to no escapes
-Countered by longer range
-Main harass is a skillshot

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Summoner Spells


Flash - An OP summoner spell in general. Use it to escape, use to to close the gap, use it to juke. There's almost no reason not to take it.

Ignite - Otherwise known as the First Blood spell, it allows securing kills to be so much easier and completely counters champions such as Mundo and Swain.

Ghost - Since Heimerdinger has no escape, this is an ideal spell. It allows you to kite really easily around you turrets (especially if you have Rylai's).

Barrier - Allows to survive fights longer, and Heimerdinger excels at long fights when his turrets are up.


Teleport - With ward trinkets everywhere you can pull off some cool ganks with this, but is otherwise unneeded since you are mid.

Cleanse - You are either pro with this and it saves your life, or you suck with it and it's a wasted summoner spell.

Exhaust - A good spell for a one-on-one against melee, but is almost useless against most mids.


Revive, Clarity, Heal, Smite, Clairvoyance

Your passive makes heal unnecessary and the rest are obvious.

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Glyph of Magic Resistx9
Seal of Armorx9
These are for general tankiness, either can be swapped with scaling if it is not in your lane.

Mark of Magic Penetrationx9
This will end up doing more for you than ability would in the long run.

Quintessence of Ability Powerx3
Allows you be a threat early game and allows you to bully your lane partner.

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Allows for massive damage and some resilience in lane.


This can be taken for Runic Affinity and Summoner Insight if you don't need the extra tankiness.

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Techmaturgical Repair Bots (Passive) - Basically makes it so you can stay in lane for prolonged periods of time. Later on this is a giant weapon against poke comps.

H-28G Evolution Turret (Q) - Stack these early on in lane to give you an advantage. Keep them behind your minions and off to the side for minimal damage. They can also be used as an early warning system against junglers. They do a surprising amount of damage so don't be afraid to run around them and let them do all the work.

Hextech Micro-Rockets (W) - Your main harass in-lane. Do not overuse these and place your shots well. These can make you run out of mana fast.

CH-1 Electron Storm Grenade (E) - Your only form of hard CC. It is an aoe stun, but requires some prediction to land. Try to get close and lead your target to ensure it hitting.

UPGRADE!!! (R) - The new ultimate is a larger Mantra. Knowing when to use it and what spell to use it on is key. Use an upgraded Q to seige turrets and when you are in the middle of a teamfight. Use an upgraded W on a single target that has been locked down, or on fleeing enemies. Use an upgraded E when your team lacks CC as it can change teamfights very quickly.

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Coming Soon

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Once you master Heimerdinger you can pull off insane plays with him. He is extremely easy to 2v1, and even 3v1, with once you set up your turrets.