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Heimerdinger Build Guide by Professor Cecil

Middle Season 8 - How to Tower Defense as Heimerdinger

Middle Season 8 - How to Tower Defense as Heimerdinger

Updated on November 4, 2018
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5,192 Views 0 Comments League of Legends Build Guide Author Professor Cecil Heimerdinger Build Guide By Professor Cecil Updated on November 4, 2018
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Choose Champion Build:

  • LoL Champion: Heimerdinger
    Summon Aery vs Poke Champs
  • LoL Champion: Heimerdinger
    Summon Aery vs Juggernauts
  • LoL Champion: Heimerdinger
    Summon Aery Smite Heimerdinger
  • LoL Champion: Heimerdinger
    Electrocute vs All In Champion
  • LoL Champion: Heimerdinger
    Electrocute vs High Wave Clear
  • LoL Champion: Heimerdinger
    Electrocute vs Low Wave Clear
  • LoL Champion: Heimerdinger
    Electrocute Smite Heimerdinger

Runes:

Sorcery
Summon Aery
Manaflow Band
Absolute Focus
Gathering Storm

Domination
Taste of Blood
Ravenous Hunter

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Items

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None









My name is Professor Cecil also know as Professor Heimy, and I bring to you my Cheese Strategy of how to get to Level 2/3/4/5/6 faster than the enemy laner and what exactly you can do with those level advantages.

Keep in mind all level advantages presented here past level 3 last more or less 30 seconds, so do plays around those.

I started playing Heimerdinger since near end of Season 2 when I got invited to the game by a University friend at around October of 2012 and first Champion I actually played when I started was Ahri surprisingly when she was at Free Week not much after I found the Turret Master and never gave up on him.

Season 3, I ended Nrº 1 Heimerdinger Eu-W, Nrº3 World and Nrº1 Performance wise on Champion before rework with 59% Win Rate, got near Diamond elo however after Heimerdinger got reworked I ended quitting and not long after I had no time to dedicate to the game due to work reasons.

My Heimerdinger stats on Season 3:


Season 5, I ended Top 300 Heimerdinger World with 66% Win Rate, ended Platinum 4 with around 90 games and decayed to Gold 1 with 75 Lp´s due to inactivity, ended having to quit due to family illness problems and not long after work reasons as well.

My Heimerdinger stats on Season 5:

Season 8 and with now available time, I am currently top 20´s on Heimerdinger and 7th Ranked Heimerdinger on Eu-W.

My Heimerdinger stats on Season 8:

My LoLSkill Profile:
Professor Heimy

Champion ranks will vary depending on my scores, etc so they are in a constant upgrade. :p

At the start I had some issues with not having available the Old Raptor Camp Strategy, however, with some patience, I found a creative way to rework it.

With this guide, I bring you both the normal Heimerdinger as well an Reworked version of the Old Raptor Camp, where you get early Gold Advantage and Level Advantage if played properly you should have the Upper Hand early game which is a big game changer of how Mid and Late Game can progress.



Pros


+ Ranged Poke
+ Brush reveal
+ AoE CC and AoE Slow
+ Great Objective Control
+ High Burst
+ Strong late-game

Heimerdinger is a control mage that excels at team fights. While he does feel reliant on H-28G Evolution Turret since he does not have an in-built escape there are many times you can bait the enemy into your H-28G Evolution Turret and stun them with CH-2 Electron Storm Grenade. Heimerdinger has a solution for most possible events on his kit making him a very versatile champion.
Cons


- Hard to recover when behind
- Susceptible to CC
- Hard to Master
- Requires to plan ahead
- Junglers don't want to gank your lane
- People might flame you

Heimerdinger sadly is not all roses, he has many strengths but he also has a couple of weaknesses. Overusing your H-28G Evolution Turret can lead you to die, not positioning them properly as well makes you more vulnerable. Jungler barely gives you blue buffs and your team might not know how to play around you, your team might also expect you to be able to push Towers super fast early game and that is not how it works, as your H-28G Evolution Turret are not that strong to deal with that aspect so soon.







Heimerdinger - Attributes Per Champion Level
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
HP
488
551
617
686
757
832
910
991
1075
1162
1252
1345
1441
1540
1643
1748
1856
1968
HP Regen
1.4
1.5
1.6
1.6
1.7
1.8
1.9
2
2.1
2.3
2.4
2.5
2.6
2.7
2.9
3
3.1
3.3
Mana
385
399
414
430
446
464
481
500
519
539
560
581
604
626
650
674
699
725
Mana Regen
1.6
1.7
1.8
2
2.1
2.2
2.4
2.5
2.7
2.8
3
3.2
3.4
3.5
3.7
3.9
4.1
4.3
Attack Damage
56
57
60
62
64
66
69
71
74
76
79
82
85
88
91
95
98
101
Attack Speed
.625
.631
.638
.644
.651
.659
.666
.674
.682
.691
.700
.709
.718
.728
.738
.748
.759
.770
Armor
19
21
23
26
28
31
34
36
39
42
45
49
52
55
59
62
66
70
Magic Resist
30
30
31
31
32
32
32
33
33
34
34
35
35
36
37
37
38
39
Attack Range
550
550
550
550
550
550
550
550
550
550
550
550
550
550
550
550
550
550
Movement Speed
340
340
340
340
340
340
340
340
340
340
340
340
340
340
340
340
340
340



FLASH: Heimerdinger standard Summoner Spell, it can be used both offensively and defensively, you can check below for all the offensive type of plays you can do as Heimerdinger with Flash.
SMITE: Heimerdinger bread and butter for what this Guide offers, on how to be an filthy Smite abuser on Heimerdinger , plus it offers you the real combos to aim for without going for the 8.10 Patch Scuttle Crab Fiesta.
TELEPORT: Heimerdinger is a Champion that excels quite well with Teleport, it allows for coming back to your lane, or go for a Teleport gank on one of the enemy laners or to help your Jungler contest some objective.
IGNITE: Heimerdinger with Ignite is more aggressive than Heimerdinger with Teleport, however as the Elo progresses and the laner knows how to play against Heimerdinger in general this Summoner Spell value decreases.
CLEANSE: Heimerdinger with Cleanse is not your usual Champion Select final Summoner Spell pick, as Heimerdinger two of the Champions I would highly consider taking this Summoner Spell against would be Zoe and Fiddlesticks or against an extremely heavy Crowd Control enemy team composition, also take into consideration Cleanse counters Ignite damage, however it does not remove the healing reduction debuff from Ignite.
HEAL: Heimerdinger with Heal combination makes it a fairly strong Summoner Spell for Heimerdinger, that can give you an advantage on 1 vs 2 fights on level 6 duels, as it can make you survive and still get a tasty double kill with your UPGRADE!!! + H-28Q Apex Turret, however take into account late game most heals can be countered by Morellonomicon or Executioner's Calling.
GHOST: Heimerdinger with Ghost like it is not bad of a Summoner Spell however I would not take it personally, unless you want to cheese even further Movement Speed + homestart buff + Celerity for the Jungle Camp for even higher H-28G Evolution Turret damage, other than that I believe the other Summoner Spells are far more useful.
BARRIER: Heimerdinger with Barrier is great against Champions that can instantly burst you, like Syndra, Zed, LeBlanc for example, plus it ignores two ticks of the Ignite, plus it can also be used offensively the same way as Heal for 1 vs 2 situations with UPGRADE!!! + H-28Q Apex Turret at early levels.
EXHAUST: Heimerdinger with Exhaust is also a great option if you are facing a strong all in Champion to the point it denies nearly almost the entirety of his burst, champions like Zed and Talon are one of the few matchups you might want to take Exhaust.




Sorcery: Heimerdinger and for most general builds Sorcery is the least confuse rune to aim for.

Sorcery offers you the best, Offensive Runes, Defensive Runes, and Utility Runes.

Summon Aery: Heimerdinger and Summon Aery for pretty much half of Season 8 has been a match made in Heaven itself, his H-28G Evolution Turret will proc it, all your skills proc it as well, and there is no cooldown, and in matter of fact the closer you are to the enemy the faster you can proc Summon Aery again, due to the return of Aery to your Champion.

Summon Aery is 100% hit rate and despite not having the best Ability Power Ratio Scaling, it is an effective and brutal aggressive way of poking over and over the enemy Mid Laner since Heimerdinger got a great Auto Attack animation.


Defensive Rune

Nullifying Orb: Nullifying Orb is one of the options you have as a secondary rune on Sorcery, it gives you a certain safety against multiple Ability Power threats on enemy team or if you are dealing with a Champion that can easily burst you down.

Remember a dead Heimerdinger does no damage but one that is alive sure is annoying to deal with.

Every 60 seconds Nullifying Orb recharges and whenever it gets activated it only lasts 4 seconds.

A level 18 and full build Heimerdinger usually gets around 170-240 Magic Damage Shield when you take damage that would get you below 30% HP, depending on how many Infernal Dragons your team got, if your team got Elder Dragon or Baron Nashor or if you have Elixir of Sorcery up.


Utility and Sustain Rune

Manaflow Band: Manaflow Band is one of the options you have as a secondary rune on Sorcery, it gives you more mana pool and gives some freedom if you buy Luden's Tempest as first item and you do not get Blue Buff or if you buy Archangel's Staff it gives you more Ability Power and Extra Shield.

Manaflow Band is not as efficient as it used to be after it got changed on Patch 8.7, despite that, there are many matchups that you can use it on as Heimerdinger, one example is Anivia.

Manaflow Band passive when stacked restores 1% of your missing mana every 5 seconds, which let's be honest is not that great.

I would say that to get the 10 stacks of Manaflow Band as Heimerdinger it usually takes around 7 to 10 minutes into the game in a normal scenario.

Also take into consideration H-28G Evolution Turret beam also procs Manaflow Band.

This rune is now more viable with the addition of Nimbus Cloak to the 2nd Row of Runes on Sorcery as well the fact it replaced The Ultimate Hat being this last one on the Domination Rune renamed as Ultimate Hunter.



Offensive/Defensive/Utility Rune

Celerity: Heimerdinger and Celerity is the bread and butter of the Smite strategy which is also provided on this guide if you are interested.

Movement speed bonus that leads to your initial turrets doing more damage and with this you can clear a Jungle Camp without much trouble.

Laning phase, wise your passive Hextech Affinity, further makes Celerity stronger and it buffs up your entire kit especially your H-28G Evolution Turret.

Celerity is also good without going for the Smite strategy provided on this Guide.

Celerity + Homestart Buff boosts your Ability Power greatly since you nearly reach 700 movement speed for the duration of the buff.

You can take advantage of this early boost in between Inner Tower (Tier 1 Tower) and Outer Tower (Tier 2 Tower).

If you feel your Jungler is getting invaded you can help secure one of the Jungle sides.

Celerity + Hextech Affinity gives you an Ability Power boost when you are near your H-28G Evolution Turret or when you are near your own team Towers, it gives you early 6 Ability Power and can be increased with all of the items below.

Best Items for Heimerdinger that can boost your movement speed are:

Boots:
Active Items:
Flat % Movement Speed Items:
Champion Skills that buff Heimerdinger movement speed are:

Buffs for Heimerdinger that can buff your movement speed are:
  • Your Passive Hextech Affinity;
  • Cloud Drakes and Dragon Slayer: Stratus Walk and if out of combat the movement speed from the bonus is tripled;
  • Elder Drake which initially increases the value of the other Drake buffs by 50% and any Elder Drake afterward increases everything by 100%;


Offensive Rune

Absolute Focus: Absolute Focus is one of the possible routes you have as substitute to Celerity, it gives you Ability Power per Champion Level and you get to keep this bonus as long you have above 70% Health Points.

Absolute Focus is a good option if you need Ability Power and need to rush defensive items.

Absolute Focus synergizes the best with Taste of Blood and Ravenous Hunter and if you do well you should be able to upkeep 60-90% of the time Absolute Focus.



Offensive Rune Nrº1

Gathering Storm: Gathering Storm is one of the possible routes you have as last rune on Sorcery, it gives you Ability Power every 10 minutes and the longer the game goes the more Ability Power you get.

Gathering Storm is great vs all champions, however, you will see the most benefits against Juggernauts, as it might require you to go with Magic Penetration and an HP Burning Build.

Sorcerer's Shoes or Ionian Boots of Lucidity
Luden's Tempest or Archangel's Staff
Liandry's Torment
Morellonomicon
Rabadon's Deathcap
Void Staff

Is usually the type of build you might have to go vs High HP and Resistances enemies.

Morellonomicon, Liandry's Torment and Void Staff tend to be the rushed items.

So having that extra Ability Power over time removes some of the pressure of having to purchase Rabadon's Deathcap as it costs 3600 Gold.


Offensive Rune Nrº2

Scorch: Scorch is one of the possible routes you have as last rune on Sorcery, one of your skills does extra damage as a burn on enemy.

I feel that Scorch is mostly an early game extra damage tool, rather than mid and late game, if you take this I would say to take it against some of the Low Wave Clear Champions at level 1/2/3 as there is the possibility you either kill them or remove them from lane if they overextended at level 1.

Scorch is also semi-countered by Bone Plating so take that into consideration when you take this Rune.

As many Supports or Marksman take Bone Plating especially if they are against a Matchup that can poke them a lot.


Domination: Domination is a great burst Rune Page that you might want to take as Heimerdinger.

As Heimerdinger, Domination offers you the best sustain runes for either laning phase or for doing solo objectives if such is needed, with the addition of a burst rune.

Taste of Blood: Electrocute is your burst keystone from the Domination rune page and the best keystone it offers to Heimerdinger on the Domination tree.

Heimerdinger has a ton of burst from his kit alone but if you add Electrocute you have the surprise factor when it comes to dealing damage to the enemy without them suspecting.

Despite the Electrocute early levels damage nerf, the cooldown got cut by half making it possible to proc it from 1 up to 2 times per minion wave in the best case scenario.

Offensive/Sustain/Defensive Rune

Taste of Blood: Taste of Blood is your sustain rune from the Domination page.

Heimerdinger takes a ton of advantage with Taste of Blood compared to Cheap Shot.

Taste of Blood is a heal that scales with your Ability Power and that every 20 seconds whenever you Auto Attack someone or do a skill it heals you, despite not being much every time, after a while it is several Health Potion that you end not buying.

Taste of Blood relieves some of the damage you might have taken before, during or after a trade with the enemy.

A full build Heimerdinger can get from 110 up to 170 heal from Taste of Blood.

Despite Taste of Blood not having the best Ability Power Ratio Scaling, it is a nuisance to deal with if an enemy is playing against you.


Offensive Rune


Cheap Shot: Cheap Shot is one of the possible routes you have as rune on Domination, one of your skills does extra damage as True Damage as long it impairs enemy movement and the cooldown is fairly low.

Cheap Shot is up to you, I do not dislike the extra damage, however CH-2 Electron Storm Grenade is on a fairly long cooldown and I can imagine people forcing themselves over and over to use CH-2 Electron Storm Grenade just to get the extra damage which can lead you to die or waste mana too much.

Late game 40 true damage is neglectable and I feel there are better options out there.

I would only advise getting this rune as an exception if you are rushing Rylai's Crystal Scepter as skills will proc the True Damage effect and even still you have to be careful and do proper mana management as Rylai's Crystal Scepter rush means high likely you have to rush Morellonomicon second due to the enemy champion kit.


Offensive Rune

Eyeball Collection: Eyeball Collection is your go happy where you farm kills or wards for extra Ability Power on Domination Rune Page.

Eyeball Collection is a decent substitute and if you want to go for the most possible Ability Power than get Gathering Storm on Sorcery.

If you take Eyeball Collection you will be replacing Taste of Blood and not Ravenous Hunter.

I would consider this Rune if you have a Jungler like Jarvan IV or Shaco to give wings to the absurd amount of cheese the Smite Strategy can offer you.


Offensive/Defensive/Sustain Rune

Ravenous Hunter: Ravenous Hunter is one of the options you have as an Rune on Domination and what I take 100% of the time, you will embrace it everyday.

H-28G Evolution Turret and Ravenous Hunter is a match made in heaven.

H-28G Evolution Turret auto attacks count as a single target entity when it comes to Ravenous Hunter and "Oh, boy!", you recover so much HP back.

You get a Flat 2.5% Damage to Heal Ratio without any stacks and at 5 out of 5 stacks you get 15% Damage to Heal Ratio, and this is when Heimerdinger pops off when it comes solo objectives such as Baron Nashor and it also makes you so much harder to kill on Team Fights.

Offensive/Defensive Rune

Ingenious Hunter: Ingenious Hunter is one of the options you have as an last Rune on Domination.

- Have many active items?
- Enemy team has some assassins that can one-shot you?

If the answer to both is yes, Ingenious Hunter might be the Rune for you.

With 5 out of 5 stacks we are looking into 40% less cooldown on all the active items in-game.

Zhonya's Hourglass, Seraph's Embrace, Hextech Rocketbelt, Spellbinder, Twin Shadows, Shurelya's Battlesong and Quicksilver Sash as Heimerdinger you can consider those.

However, remember that it can be quite tricky to not take Ravenous Hunter on some matchups but it depends on your Playstyle obviously.

Offensive/Utility Rune

Ultimate Hunter: Ultimate Hunter is one of the options you have as an last Rune on Domination, unfortunately this Rune no longer is existent on the Sorcery Rune Page as it was previously named The Ultimate Hat and has been moved into Domination, however it is still fairly strong.

If you tend to roam most of the time than you can consider it especially if you are running an Ability Power build without much Cooldown Reduction.


Inspiration: Inspiration is the most Utilitary Rune Page that you can take as Heimerdinger.

As Heimerdinger, Inspiration is usually taken as an Secondary Rune Page to either get Perfect Timing for more defense along with the possibility to do a double immunity with Stopwatch and Zhonya's Hourglass or Minion Dematerializer for more wave clear and lane priority.

Unsealed Spellbook: Unsealed Spellbook is your go too keystone from the Inspiration Rune Page and the only that matters as Heimerdinger.

Heimerdinger is great with any Summoner Spell, so what if you could use any of them?

Unsealed Spellbook makes this possible and for any Summoner Spell that you swap to your next Summoner Spell, further swaps have 20 seconds less cooldown.

Mobility/Utility Rune

Magical Footwear: Magical Footwear is one of the Contraption Runes that you can select on the Inspiration Rune Page.

Heimerdinger has an base 340 Movement Speed and at an early game he tends to buy Boots which cost 300 Gold, but this rune, gives you Boots free of cost at the 10 minute mark while giving you 35 Movement Speed instead of 25 Movement Speed.

Movement Speed will always offer you a lot of repositioning potential for the most diverse cases.

Every takedown being it from kill or assist makes you get the empowered boots 30 seconds sooner.


Offensive/Defensive Rune


Perfect Timing: Perfect Timing is one of the Contraption Runes that you can select on the Inspiration Rune Page.


Perfect Timing is the defensive rune that gives you a free Stopwatch that can be used at the 10-minute mark.

This rune suffered quite a lot of nerfs going from 6-minute mark to 8-minute mark than going into 10-minute mark into once again 8-minute mark and afterward 10-minute mark.

It is hard to balance this rune since immunity to all forms of damage from either Stopwatch or Zhonya's Hourglass are both really strong items that can be used in a ton of ways.

Perfect Timing also reduces the active cooldown on Zhonya's Hourglass by 15% which is really strong on Heimerdinger and his ability kit.


Utility Rune

Future's Market: Future's Market is one of the Tomorrow Runes that you can select on the Inspiration Rune Page.

Future's Market is as if you had a bank loan with interest on it.

Gives you the opportunity to rush an item much faster giving you quicker aggressivity or defensive value on a lane at the expense of losing gold to interest.

If you do not take Minion Dematerializer I would consider taking this rune, since Inspiration secondary means you will have less damage, therefore, rushing Ability Power makes it important and mandatory.

Offensive/Utility Rune

Minion Dematerializer: Minion Dematerializer is one of the Tomorrow Runes that you can select on the Inspiration Rune Page.

Minion Dematerializer is a good rune option if you want to further be annoying and push waves faster especially on Cannon Minion waves.

Minion Dematerializer one shots the minion that was clicked by you, either Melee Minions, Caster Minions or Cannon Minions, take into consideration it does not work against Siege Minions.

It also gives you an increased % damage to the Minions you hit with either Auto Attacks or Abilities.

Minion Dematerializer helps you get some lane priority which is always important for both you and your Jungler aside from the fact you do not need to spend resources to kill a minion be it either time, mana or health points.


Offensive/Defensive/Utility Rune

Cosmic Insight: Cosmic Insight is one of the Beyond Runes that you can select on the Inspiration Rune Page.

Cosmic Insight is perhaps the strongest if not the best Rune in the entire game for multi-purpose cases.

It lowers all the Summoner Spell Cooldowns, active items can be used a lot faster, it increases the maximum Cooldown Reduction cap from 40% to 45% and it gives you free 5% Cooldown Reduction.

If you go Inspiration as a secondary or even primary rune page, always take Cosmic Insight it is extremely strong.





Hextech Affinity: Heimerdinger passive grants you 20% Movement Speed as long you are on 300 Range from your H-28G Evolution Turret, Towers or your H-28Q Apex Turret.


This passive is mostly focused on Utility and you can squeeze the most of it against Melee Champions with no Gap Close skills, being one example Nasus.

In my personal opinion, despite giving movement speed under the parameters mentioned above, this passive binds Heimerdinger into a weird spot that might feel over-reliant on his H-28G Evolution Turret especially against High Wave Clear Champions, being a good example to the extreme Aurelion Sol himself as the only way to keep up is building Cooldown Reduction.

Item Builds with Cooldown Reduction increase the value of Heimerdinger passive.

I usually tend to buy Lost Chapter into Fiendish Codex as it gives 20% CDR, 75 Ability Power 300 Mana and 20% of your Maximum Mana Restored whenever you Level Up.

This build costs 2200 Gold and is the most cost efficient for everything Heimerdinger requires against most matchups on Mid Lane.

If you do go against something on Top Lane extremely tanky or that likes to take HP recovery items, you can consider buying 2 or 3 Doran's Ring into Void Staff and from here either get a Morellonomicon or a Zhonya's Hourglass.



H-28G Evolution Turret: Heimerdinger builds a mini turret at the location you select on your Cursor, and every 20 seconds you get 1x H-28G Evolution Turret and mini turret recharge time can be lowered by Cooldown Reduction Items.

H-28G Evolution Turret - Turret Auto Attacks (+30% of Ability Power):
  • Rank 1 - Base Damage: 6
  • Rank 2 - Base Damage: 9
  • Rank 3 - Base Damage: 12
  • Rank 4 - Base Damage: 15
  • Rank 5 - Base Damage: 18

H-28G Evolution Turret - Beam Damage (+55% of Ability Power)(90 seconds cooldown not affected by CDR%)
  • Rank 1 - Beam Damage: 40
  • Rank 2 - Beam Damage: 60
  • Rank 3 - Beam Damage: 80
  • Rank 4 - Beam Damage: 100
  • Rank 5 - Beam Damage: 120


H-28G Evolution Turret - Turret HP (+40% Ability Power at Level 18)(Skill Rank Up does not increase HP)
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
HP
150
175
200
225
250
275
300
325
350
375
400
425
450
475
500
525
550
575


H-28G Evolution Turret - Turret Attributes Per Champion Level
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
Armor
10
10
10
10
10
10
15
15
20
20
25
30
35
40
50
60
70
80
Magic Resist
25
25
25
25
25
25
25
25
30
30
35
35
40
45
50
55
60
65
Attack Speed
1.75
1.75
1.75
1.75
1.75
1.75
1.75
1.75
1.75
1.75
1.75
1.75
1.75
1.75
1.75
1.75
1.75
1.75


H-28G Evolution Turret - Skill Cooldown per Rank and CDR %
Rank/CDR
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
1/2/3/4/5
20
19
18
17
16
15
14
13
12
11


Things to know overall about Heimerdinger and his H-28G Evolution Turret:

Heimerdinger and his H-28G Evolution Turret is what he most know for, whenever Heimerdinger appears everyone knows about his Turrets, they can be used Offensively, Defensively, they can Block most of the skillshots ingame and are also a great zoning tool.

Heimerdinger is a champion that requires good game knowledge to not feed as well Champion boundaries so you do not overextend beyond your limits as it can lead to the enemy laner to snowball due to how Heimerdinger kit works.

H-28G Evolution Turret plays a part in this.

For starters, you will want to practice the last hitting while H-28G Evolution Turret is also hitting Creeps.

Also, make sure you do not target 2 Creeps at the same time as there is a high chance you lose both.

Aside from that, you will want to know where the enemy jungler starts and know what Champion the enemy jungler is playing.

Champions with heavy high single target damage that are likely to gank or invade after first buff, like Lee Sin, Udyr, Jarvan IV, Shaco, Camille, Xin Zhao, Olaf are great examples of excellent dueling Champions at level 2.

You will want to be even more careful against those as when they are well played they can force your Flash and you can turn into a walking stick leading you to death.

Laning phase, placing all the 3x H-28G Evolution Turret on your lane not long after when you can leave base is perhaps the worst thing to do, at most you will only place 1x H-28G Evolution Turret and work around from there and whenever you have another available charge, you will place it so you are not capped.

Against Champions with Area of Damage skills, or skillshots with a long distance mostly on a line, you need to adapt so that 2x H-28G Evolution Turret are not in range for the enemy to kill both, the only Champion you will find near impossible to execute this macro play is Aurelion Sol due to his Astral Flight as the skill itself when is activated nearly occupies the entirety of the lane.

Plus during laning phase if possible always place your H-28G Evolution Turret on the opposite side your Jungler is as it can close the gap between your Jungler and the enemy laner and in case you cannot place both on the opposite side, at least place the one that is on your Jungler side a bit back so that the enemy laner feels more comfortable being on that side and that you can make the enemy have a fake safety so that your Jungler can have an easier time.

Going into Ability Power and Heimerdinger and his H-28G Evolution Turret, your H-28G Evolution Turret do not automatically change their damage according to the items you buy as their damage is based accordingly to the Ability Power or H-28G Evolution Turret rank, at the time you used them.

A bulletproof way to understand this is, for example, having a full build with let's say 700 Ability Power, you place 3x H-28G Evolution Turret anywhere in the map, you go to base and sell everything and come back to your Turrets, you will notice that the H-28G Evolution Turret damage is still the same from when you had 700 Ability Power even although currently after selling every item you have let's say 60 Ability Power.

So whenever possible when you come back to lane with more Ability Power try to replace your existing H-28G Evolution Turret if there is any, so that they do more damage and are more bulky with any Ability Power and Skill Rank Up you get on them.

Also when playing Heimerdinger and if the macro play allows it, you place "X" amount of H-28G Evolution Turret and make sure you always have 1 Charge of H-28G Evolution Turret spare, aside from very few circumstances.

So let's assume you got a kill on the lane, recalled to base and enemy Jungler went to mid cleared wave and destroyed all your 3x H-28G Evolution Turret which at the time being were Inactive due to you not being near them.

You have now 3x Charges of H-28G Evolution Turret and just got back to lane, you place 1x H-28G Evolution Turret defensively and 1x H-28G Evolution Turret in an aggressive position, and save the last Charge if required, until you have 2x Charges of H-28G Evolution Turret and than you use the other one so you have 3x H-28G Evolution Turret on lane and 1x H-28G Evolution Turret for replacement if needed to.

Also Heimerdinger has a trick specific utilization which relies on Auto Attacking as the beginner setup to execute it.

You use CH-2 Electron Storm Grenade and place 1x H-28G Evolution Turret while CH-2 Electron Storm Grenade is mid air.

Be aware that it is a high-risk strategy just to ensure that the H-28G Evolution Turret Beam hits the target since the H-28G Evolution Turret as the further the elo goes, people will exploit the fact that you used your only CC Skill for both offensive/defensive purposes.

In a macro play small guide, there are only 3 times you use the CH-2 Electron Storm Grenade + H-28G Evolution Turret combo mid-air and 3 times only:

- Whenever you have less than 3x H-28G Evolution Turret on lane optimally 2x H-28G Evolution Turret so you can have 3 Beams hit the target if you hit the Stun

- Whenever enemy Jungler was spotted in another lane or passed by a ward recently and you are not capped on H-28G Evolution Turret on the lane

- Whenever enemy Jungler was spotted in another lane or passed by a ward recently if you intend to use a Charge of H-28G Evolution Turret when you are already capped on H-28G Evolution Turret on the lane

The last one is to replace the defensive H-28G Evolution Turret into an aggressive position.

This is the most important thing when playing Heimerdinger since CH-2 Electron Storm Grenade is both your Engage and Disengage Tool.

If I do this I will tend to do it whenever I have 2x H-28G Evolution Turret on lane cast CH-2 Electron Storm Grenade while it is mid-air place 1x H-28G Evolution Turret wait for half second and then use Hextech Micro-Rockets like this the enemy is hit with 6 Beams and it is the most the safe combo with less key inputs.

If you hit the CH-2 Electron Storm Grenade on the enemy, instead of Hextech Micro-Rockets, use the UPGRADE!!! + Hextech Rocket Swarm the likelihood to 100 to 0 enemy is extremely high if they are playing an extremely squishy champion, 6 Beams + 3x H-28G Evolution Turret Auto Attacks, 2x Summon Aery and UPGRADE!!! + Hextech Rocket Swarm usually kills the enemy, if you feel Summon Aery won't be enough you can always play with Electrocute and the result should be a kill as long those parameters match.



Hextech Micro-Rockets: Heimerdinger fires 5 individual rockets.

Each rocket that hits a Champion any H-28G Evolution Turret gets 20% Turret Beam Charge up to 100% Turret Beam Charge if you hit all 5 of them.

Hextech Micro-Rockets - Rocket Damage (+45% of Ability Power):
  • Rank 1 - Base Damage: 60
  • Rank 2 - Base Damage: 90
  • Rank 3 - Base Damage: 120
  • Rank 4 - Base Damage: 150
  • Rank 5 - Base Damage: 180

Hextech Micro-Rockets - Rocket Damage to Minions (+60% Base Damage) (+45% of Ability Power):
  • Rank 1 - 60 Damage from first rocket and 36 Damage per additional Rocket - 204 Total Damage
  • Rank 2 - 90 Damage from first rocket and 54 Damage per additional Rocket - 306 Total Damage
  • Rank 3 - 120 Damage from first rocket and 72 Damage per additional Rocket - 408 Total Damage
  • Rank 4 - 150 Damage from first rocket and 90 Damage per additional Rocket - 510 Total Damage
  • Rank 5 - 180 Damage from first rocket and 108 Damage per additional Rocket - 612 Total Damage

Hextech Micro-Rockets - Rocket Damage to Champions and Monsters (+20% Ability Power after first rocket per rocket) (+45% of Ability Power) (180% Ability Power on 5 rockets):
  • Rank 1 - 60 Damage from first rocket and 12 Damage per additional Rocket - 108 Total Damage
  • Rank 2 - 90 Damage from first rocket and 24 Damage per additional Rocket - 162 Total Damage
  • Rank 3 - 120 Damage from first rocket and 36 Damage per additional Rocket - 216 Total Damage
  • Rank 4 - 150 Damage from first rocket and 48 Damage per additional Rocket - 270 Total Damage
  • Rank 5 - 180 Damage from first rocket and 60 Damage per additional Rocket - 324 Total Damage

Hextech Micro-Rockets - Skill Cooldown per Rank and CDR %
Rank/CDR
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
1
11
10.45
9.9
9.35
8.8
8.25
7.7
7.15
6.6
6.05
2
10
9.5
9
8.5
8
7.5
7
6.5
6
5.5
3
9
8.55
8.1
7.65
7.2
6.75
6.3
5.85
5.4
4.95
4
8
7.6
7.2
6.8
6.4
6
5.6
5.2
4.8
4.4
5
7
6.65
6.3
5.95
5.6
5.25
4.9
4.55
4.2
3.85



Things to know overall about Heimerdinger and his Hextech Micro-Rockets:

Heimerdinger main poke tool his Hextech Micro-Rockets, you will learn to love it more than your H-28G Evolution Turret.

Hextech Micro-Rockets are more reliable at Wave Clear than your H-28G Evolution Turret against matchups with heavy Wave Clear, like Ziggs, Xerath, Aurelion Sol as your H-28G Evolution Turret gonna have a hard time and here is why Cooldown Reduction builds excel at.

Item Builds with Cooldown Reduction increase the value of Heimerdinger passive as well providing him with enough tools to give him possible lane priority.

When poking an enemy champion try to open up the Hextech Micro-Rockets radius so that at least one rocket hits the enemy.

You can also try and take advantage of enemy laner minions being low health points to sneak in more damage from Hextech Micro-Rockets.



CH-2 Electron Storm Grenade: Heimerdinger throws a grenade up in the air that upon reaching the targeted location it either stuns the enemy for 1.25 seconds if its on the radius or slows the enemy for 35% for 2 seconds.

CH-2 Electron Storm Grenade - Grenade Damage (+60% of Ability Power):
  • Rank 1 - Base Damage: 60
  • Rank 2 - Base Damage: 100
  • Rank 3 - Base Damage: 140
  • Rank 4 - Base Damage: 180
  • Rank 5 - Base Damage: 220

CH-2 Electron Storm Grenade - Skill Cooldown per Rank and CDR %
Rank/CDR
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
1/2/3/4/5
12
11.4
10.8
10.2
9.6
9
8.4
7.8
7.2
6.6


Things to know overall about Heimerdinger and his CH-2 Electron Storm Grenade:




Upgrade!!!: Heimerdinger empowers one of his 3 Abilities making that ability cast free of mana cost.

After 3 seconds he can also cancel his ultimate to recover the ultimate at the expense of the 100 mana used previously.

UPGRADE!!! - Skill Cooldown per Rank and CDR %
Rank/CDR
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
1
100
95
90
85
80
75
70
65
60
55
2
85
80.75
76.5
72.25
68
63.75
59.5
55.25
51
46.75
3
70
66.5
63
59.5
56
52.5
49
45.5
42
38.5

H-28Q Apex Turret: Heimerdinger empowers one of his 3 Abilities and he can also cancel his ultimate to recover the ultimate.

H-28Q Apex Turret - Turret Auto Attacks (+30% of Ability Power):
  • Rank 1 - Base Damage: 80
  • Rank 2 - Base Damage: 100
  • Rank 3 - Base Damage: 120

H-28Q Apex Turret - Beam Damage (+70% of Ability Power):
  • Rank 1 - Base Damage: 100
  • Rank 2 - Base Damage: 140
  • Rank 3 - Base Damage: 180

H-28Q Apex Turret - Turret HP (Turret HP does not increase with Skill Rank Up)
Level
6
7
8
9
10
11
12
13
14
15
16
17
18
HP
850
900
950
1000
1050
1100
1150
1200
1250
1300
1350
1400
1450


H-28Q Apex Turret - Turret Attributes Per Champion Level
Level
6
7
8
9
10
11
12
13
14
15
16
17
18
Armor
10
15
15
20
20
25
30
35
40
50
60
70
80
Magic Resist
25
25
25
30
30
35
35
40
45
50
55
60
65
Attack Speed
1.05
1.05
1.05
1.05
1.05
1.05
1.05
1.05
1.05
1.05
1.05
1.05
1.05

Hextech Rocket Swarm: Heimerdinger empowers one of his 3 Abilities and he can also cancel his ultimate to recover the ultimate.

CH-3X Lightning Grenade: Heimerdinger empowers one of his 3 Abilities and he can also cancel his ultimate to recover the ultimate.



Null-Magic Mantle:

Null-Magic Mantle is an easy and affordable way to get Magic Resist which can be later on transformed into plentyful stronger items to counter Heimerdinger.

Null-Magic Mantle can also be purchased too, later on, complete into one of those items:

You can consider buying Null-Magic Mantle if you are one of the following Champions:
  • All Champions in League of Legends

Negatron Cloak:

Not many Champions take advantage of Negatron Cloak as first item, Season 8 removed alot of potential from this item as first buy.

Negatron Cloak is usually the second buy for people who buy Abyssal Mask as the first complete item.

Negatron Cloak can also be purchased too, later on, complete into one of those items:

You can consider buying Negatron Cloak if you are one of the following Champions:
  • AD or AP Juggernauts
  • AD or AP Bruisers
  • Some Attack Speed Hybrid Champions for Wit's End

Mercury's Treads:

Heimerdinger in general got great Crowd Control with his CH-2 Electron Storm Grenade or his Empowered Version CH-3X Lightning Grenade.

Pretty much the item to buy if you are a Juggernaut, Assassin, Mage or a Marksman, looking to survive into Heimerdinger stun combo.

You can consider buying Mercury's Treads if you are one of the following Champions:
  • All Champions in League of Legends

Spectre's Cowl:

Spectre's Cowl, should always be the your first item choice vs Heimerdinger if you are playing a Juggernaut type of champion.

It boosts you Health Points Regen by 150% whenever you take damage for 10 seconds.

Spectre's Cowl is best used along with Doran's Shield and Second Wind.

Nevertheless Spectre's Cowl is an all in one sustain item that gives you Flat Health
Points and Magic Resist.

Take into consideration that Spectre's Cowl effects can be lowered by the following:

Spectre's Cowl can also be purchased too, later on, complete into one of those items:

You can consider buying Spectre's Cowl if you are one of the following Champions:
  • AD or AP Juggernauts
  • AD or AP Bruiser in case an off-tank is required

Hexdrinker:

Hexdrinker, should always be your first item choice vs Heimerdinger or multiple AP threats if you are playing an AD Assassin or Bruiser type of champion with some exceptions taking advantage of Tiamat as early rush item.

It grants you a shield that negates 110 up to 280 Magic Damage depending on your level when you are below 30% of Health Points.

Normally you should be able to get this item around 5 up to 8 minutes into the game considering you are on either Top Lane or Mid Lane, therefore you should get a shield that denies around 160 up to 200 Magic Damage at this point.

If you are playing Jungler I would definitely say past 14 minutes it's doable to purchase, therefore you should get a shield that denies around 200 up to 220 Magic Damage at this point.

Hexdrinker makes you resistant enough when you have to go as a Melee AD into the H-28G Evolution Turret zone alongside his H-28Q Apex Turret when Heimerdinger aim is to use the CH-2 Electron Storm Grenade combo.

Hexdrinker can also be purchased too, later on, complete into the following item:

You can consider buying Hexdrinker if you are one of the following Champions:
  • All AD Bruisers
  • All AD Assassins
  • Akali as an exception due to her Hybrid Kit.

Quicksilver Sash:

Quicksilver Sash is an out of Crowd Control trump card with a 90 seconds cooldown.

Heimerdinger has great Crowd Control with his regular stun CH-2 Electron Storm Grenade or his empowered grenade version CH-3X Lightning Grenade.

Quicksilver Sash is also good against extremely heavy CC enemy team compositions, however despite all that it no longer removes the Death Mark from Zed as it used too back in Season 6.

Quicksilver Sash can also be purchased too, later on, complete into one of those items:

You can consider buying Quicksilver Sash if you are one of the following Champions:
  • AD Marksman
  • AP Mage
  • AD Bruiser

Active from Quicksilver Sash base cooldown is 90 seconds and only works on self.

Below you can find the cooldowns for the Active from Quicksilver Sash with the Runes System.

Active Item Cooldown with Cosmic Insight
CDR%
5%
Seconds
85.5

Active Item Cooldown with Ingenious Hunter
Stacks
0
1
2
3
4
5
CDR%
15%
20%
25%
30%
35%
40%
Seconds
76.5
72
67.5
63
58.5
54

Active Item Cooldown with Ingenious Hunter + Cosmic Insight
Stacks
0
1
2
3
4
5
CDR%
20%
25%
30%
35%
40%
45%
Seconds
72
67.5
63
58.5
54
49.5

Mikael's Crucible:

Mikael's Blessing is an out of Crowd Control trump card that can be used on one ally teammate with a 120 seconds cooldown and if successful on removing the CC it gives that ally 40% movement speed for 2 seconds.

Mikael's Blessing tends to be used by a Utility Jungler or AD or AP Support on AD Marksman's or AP Mages.

Heimerdinger has great Crowd Control with his regular stun CH-2 Electron Storm Grenade or his empowered grenade version CH-3X Lightning Grenade.

Mikael's Blessing does not work against Suppression skills such as Malzahar with his Nether Grasp, Warwick with his Infinite Duress and lastly Skarner with his Impale.

You can consider buying Mikael's Blessing if you are one of the following Champions:
  • AD or AP Support
  • Utility Jungler

Active from Mikael's Blessing base cooldown is 120 seconds and is only usable on Champions.

Below you can find the cooldowns for the Active from Mikael's Blessing with the Runes System.

Active Item Cooldown with Cosmic Insight
CDR%
5%
Seconds
114

Active Item Cooldown with Ingenious Hunter
Stacks
0
1
2
3
4
5
CDR%
15%
20%
25%
30%
35%
40%
Seconds
102
96
90
84
78
72

Active Item Cooldown with Ingenious Hunter + Cosmic Insight
Stacks
0
1
2
3
4
5
CDR%
20%
25%
30%
35%
40%
45%
Seconds
96
90
84
78
72
66

Locket of the Iron Solari:

Locket of the Iron Solari active is really strong against all sources of damage aside from Pyke and his Death from Below and Urgot and his Fear Beyond Death as long the enemy health bar is below the one-shot threshold mechanic.

Locket of the Iron Solari offers an AoE Shield to your entire team if they are close to the caster of the item active.

Heimerdinger and his empowered grenade version CH-3X Lightning Grenade damage is reduced to at least half in most case scenarios as long you or your teammate utilizes Locket of the Iron Solari active properly.

And the more Health Points the item active caster has the more shield it grants to your team.

You can consider buying Locket of the Iron Solari if you are one of the following Champions:
  • AD or AP Support
  • AD or AP Juggernaut
  • Utility Jungler

Active from Locket of the Iron Solari base cooldown is 120 seconds and is only usable on Champions.

Below you can find the cooldowns for the Active from Locket of the Iron Solari with the Runes System.

Active Item Cooldown with Cosmic Insight
CDR%
5%
Seconds
114

Active Item Cooldown with Ingenious Hunter
Stacks
0
1
2
3
4
5
CDR%
15%
20%
25%
30%
35%
40%
Seconds
102
96
90
84
78
72

Active Item Cooldown with Ingenious Hunter + Cosmic Insight
Stacks
0
1
2
3
4
5
CDR%
20%
25%
30%
35%
40%
45%
Seconds
96
90
84
78
72
66

Gargoyle Stoneplate:

Gargoyle Stoneplate passive is really good against Heimerdinger since Heimerdinger is a Control Mage, and tends to be near the team squishies so you are guaranteed to proc Gargoyle Stoneplate, 3 enemy targets passive which in return provides you with a stronger Active benefit.

Gargoyle Stoneplate makes you extremely harder to kill due too how much Health Points you get on active, however, remember you also deal less damage temporarily.

You can consider buying Gargoyle Stoneplate if you are one of the following Champions:
  • AD or AP Support
  • AD or AP Juggernaut
  • Utility Jungler

Active from Gargoyle Stoneplate base cooldown is 90 seconds and only works on self.

Below you can find the cooldowns for the Active from Gargoyle Stoneplate with the Runes System.

Active Item Cooldown with Cosmic Insight
CDR%
5%
Seconds
85.5

Active Item Cooldown with Perfect Timing
CDR%
15%
Seconds
76.5

Active Item Cooldown with Ingenious Hunter
Stacks
0
1
2
3
4
5
CDR%
15%
20%
25%
30%
35%
40%
Seconds
76.5
72
67.5
63
58.5
54

Active Item Cooldown with Cosmic Insight + Perfect Timing
CDR%
20%
Seconds
72.675

Active Item Cooldown with Ingenious Hunter + Cosmic Insight
Stacks
0
1
2
3
4
5
CDR%
20%
25%
30%
35%
40%
45%
Seconds
72
67.5
63
58.5
54
49.5

Active Item Cooldown with Ingenious Hunter + Perfect Timing
Stacks
0
1
2
3
4
5
CDR%
30%
35%
40%
45%
50%
55%
Seconds
65.025
61.2
57.375
53.55
49.725
45.9

Active Item Cooldown with Ingenious Hunter + Perfect Timing + Cosmic Insight
Stacks
0
1
2
3
4
5
CDR%
35%
40%
45%
50%
55%
60%
Seconds
61.2
57.375
53.55
49.725
45.9
42.075

Circlet of the Iron Solari:

Circlet of the Iron Solari active is really strong against all sources of damage aside from Pyke and his Death from Below and Urgot and his Fear Beyond Death as long the enemy health bar is below the one-shot threshold mechanic.

Circlet of the Iron Solari is the Masterwork Upgrade that Ornn offers you for an additional 500 Gold for an additional 15 Armor and 15 Magic Resist compared to the Locket of the Iron Solari.

Remember that it requires Ornn to be level 13 before you can purchase this Upgrade and the limit of Masterwork Upgrades you can buy is only one.

Circlet of the Iron Solari offers an AoE Shield to your entire team if they are close to the caster of the item active.

Heimerdinger and his empowered grenade version CH-3X Lightning Grenade damage is reduced to at least half in most case scenarios as long you or your teammate utilizes Circlet of the Iron Solari active properly.

And the more Health Points the item active caster has the more shield it grants to your team.

You can consider buying Circlet of the Iron Solari if you are one of the following Champions:
  • AD or AP Support
  • AD or AP Juggernaut
  • Utility Jungler

Active from Circlet of the Iron Solari base cooldown is 120 seconds and is only usable on Champions.

Below you can find the cooldowns for the Active from Circlet of the Iron Solari with the Runes System.

Active Item Cooldown with Cosmic Insight
CDR%
5%
Seconds
114

Active Item Cooldown with Ingenious Hunter
Stacks
0
1
2
3
4
5
CDR%
15%
20%
25%
30%
35%
40%
Seconds
102
96
90
84
78
72

Active Item Cooldown with Ingenious Hunter + Cosmic Insight
Stacks
0
1
2
3
4
5
CDR%
20%
25%
30%
35%
40%
45%
Seconds
96
90
84
78
72
66

Spirit Visage:

Heimerdinger is semi countered by Spirit Visage to a certain extent.

Spirit Visage is your answer if you are a Melee Champion that relies on skills that recover your Health such as Nasus or Illaoi for example, being the only exceptions Fiddlesticks, Swain and Vladimir as they are Ranged Champions.

This item helps you endure to an extent the harass Heimerdinger keeps doing to you.

Take into consideration that Spirit Visage effects can be lowered by the following:

You can consider buying Spirit Visage if you are one of the following Champions:

Adaptive Helm:

Heimerdinger is highly countered by this item, especially on his damage from H-28G Evolution Turret.

In a standard scenario, Heimerdinger can only get 1 combo against you with Adaptive Helm, and at this point Heimerdinger, either poked you properly and his gonna kill you with his stun combo.

Which is still extremely hard and unlikely to happen at an early or mid game stage 1vs1, or you do not have enough damage to kill Heimerdinger and both escape alive, and you should still have a positive trade.

You can consider buying Adaptive Helm if you are one of the following Champions:
  • AD or AP Juggernauts
  • AD or AP Bruiser in case an off-tank is required

Abyssal Mask:

Heimerdinger haves an hard time by Champions that use this item.

It gets near impossible to Heimerdinger properly itemize into wave clear, defense nullification and sustain if you buy this.

If you are an AP Tank or a Hybrid between physical and magical damage dealing skills and your facing Heimerdinger or multiple AP threats, after you purchased initially Catalyst of Aeons than complete afterward Abyssal Mask.

Take into consideration that Abyssal Mask effects can be lowered by the following:

You can consider buying Abyssal Mask if you are one of the following Champions:

Champions that I did not list above but that still can take advantage of Abyssal Mask are Fiddlesticks, Fizz, Lissandra however not as the first buy, but more of a mid-game into a late-game purchase.

Also be aware that Abyssal Mask extra damage debuff range got lowered so the Champions here are the only ones that can squeeze the most potential from the item itself taking into factor they are Melee Champions that have gap closers to get into the enemy, being the only exception Fiddlesticks, Lissandra and Swain.

Banshee's Veil:

Heimerdinger can't burst you down easily if you have Banshee's Veil.

However, do take into consideration most Heimerdinger players do buy Luden's Tempest which can remove the spell shield a lot easier than you might imagine due to Luden's Tempest passive effect.

Banshee's Veil spell shield cooldown is 40 seconds and it's not affected by Cooldown nor Ingenious Hunter as this rune only works for Active Items Cooldown Reduction.

Also, try to get the habit of pinging the Banshee's Veil cooldown whenever it's down.

You can consider buying Banshee's Veil if you are one of the following Champions:
  • AP Mages
  • AP Juggernauts
  • Hybrid Marksman's

Maw of Malmortius:

Heimerdinger can't burst you down easily if you have Maw of Malmortius.

Maw of Malmortius is the upgrade coming from Hexdrinker that offers a flat 350 magic damage reduction whenever you are to get below 30% of your HP, which lasts 5 seconds and has a cooldown of 90 seconds.

When under the effect mentioned above Maw of Malmortius also grants you 20 Attack Damage, 10% Lifesteal and 10% Spellvamp until your out of combat, which the effect can be kept and refreshed as long you attack any target be it either Champion, Minions or Monsters.

Take into consideration that Maw of Malmortius Lifegrip effect can be lowered by the following:

You can consider buying Maw of Malmortius if you are one of the following Champions:
  • All AD Bruisers
  • All AD Assassins
  • Akali as an exception due to her Hybrid Kit.

Mercurial Scimitar:

Mercurial Scimitar is an out of Crowd Control trump card with a 90 seconds cooldown.

Mercurial Scimitar is the upgrade coming from Quicksilver Sash that aside from the CC removal it also offers you a 50% Movement Speed boost that lasts 1 second.

Mercurial Scimitar buying point is the 50% Movement Speed that allows you to reposition either more Offensively or Defensively.

Take into consideration that Mercurial Scimitar lifesteal effect can be lowered by the following:

You can consider buying Mercurial Scimitar if you are one of the following Champions:
  • AD Bruisers
  • AD Assassins
  • AD Marksman's
  • AP Mages if required but more at late-game last item

Active from Mercurial Scimitar base cooldown is 90 seconds and only works on self.

Below you can find the cooldowns for the Active from Mercurial Scimitar with the Runes System.

Active Item Cooldown with Cosmic Insight
CDR%
5%
Seconds
85.5

Active Item Cooldown with Ingenious Hunter
Stacks
0
1
2
3
4
5
CDR%
15%
20%
25%
30%
35%
40%
Seconds
76.5
72
67.5
63
58.5
54

Active Item Cooldown with Ingenious Hunter + Cosmic Insight
Stacks
0
1
2
3
4
5
CDR%
20%
25%
30%
35%
40%
45%
Seconds
72
67.5
63
58.5
54
49.5

Infernal Mask:

Heimerdinger haves an hard time by Champions that use this item.

It gets near impossible to Heimerdinger properly itemize into wave clear, defense nullification and sustain if you buy this.

If you are an AP Tank or a Hybrid between physical and magical damage dealing skills and your facing Heimerdinger or multiple AP threats, and you already have Abyssal Mask and you have an Ornn on your team consider buying the Masterwork Upgrade, for 1000 Gold more you get 200 Health Points and 35 Magic Resist more.

Take into consideration that Infernal Mask effects can be lowered by the following:

You can consider buying Infernal Mask if you are one of the following Champions:

Champions that I did not list above but that still can take advantage of Infernal Mask are Fiddlesticks, Fizz, Lissandra however not as the first buy, but more of a mid-game into a late-game purchase.

Also be aware that Infernal Mask extra damage debuff range got lowered so the Champions here are the only ones that can squeeze the most potential from the item itself taking into factor they are Melee Champions that have gap closers to get into the enemy, being the only exception Fiddlesticks, Lissandra and Swain.
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Boots of Speed:

Boots is an easy and affordable way to get Movement Speed which can be later on transformed into utility items to use as Heimerdinger.

It used to be quite popular to buy as first item Boots, but currently it is mostly an early game buy past the 4 minute mark, Champions that are good on roaming tend to buy this item as quickly as possible but Heimerdinger is a 50/50 case scenario.

If by any chance you took Celerity as a Rune, you get 2 Ability Power from Boots alone.

As Heimerdinger you will mostly focus on buying the following:

As for optional Boots upgrades you have the following:

I won't suggest Mobility Boots since losing Movement Speed is kinda awful when being targeted and constant Movement Speed is far more reliable to be able to kite enemies as Heimerdinger.

Cloth Armor:

Cloth Armor is an easy and affordable way to get Armor which can be later on transformed into plentyful stronger items to use as Heimerdinger.

I tend to first buy Cloth Armor along with Stopwatch if I am playing against Talon or Zed as with Absolute Focus I have a passive income of Ability Power, therefore I can focus on going either semi-defensive or a full-defensive build.

Remember to buy Cloth Armor before the enemy hits level 6 as it lowers the chance to get one shot.

As Heimerdinger you will mostly focus on buying the following:

The Dark Seal:

Dark Seal is the young annoying cousin yapping all day until he catches something.

Fully stacked Dark Seal gives the following attributes:
  • 45 Ability Power
  • 100 Mana
  • 25% Increased Recovery from Healing Potions

Maybe you as an Heimerdinger player tend to be undecided if you should first buy this item and in my opinion, you should never first buy Dark Seal.

Against AP Matchups, and if you do not have enough money for Lost Chapter and you are tempted to buy that Sapphire Crystal instead buy Dark Seal.

Each time you die and you have above 4 stacks of Glory you lose instantly 12 Ability Power, for any time you kill someone you get 2 stacks of Glory or 6 Ability Power and every time you get an assist you get 1 stack of Glory or 3 Ability Power.

Dark Seal can be purchased too, later on, complete into the following item:

Doran's Ring:

Doran's Ring is the first buy in all games along with 2x Health Potion.

For the players confused if you should buy Dark Seal as the first buy below you will find my personal conclusion:

Doran's Ring gives the following attributes:
  • 15 Ability Power
  • 60 Health
  • 5 Mana Regen per 5 seconds
  • 5 Extra Damage on Basic Auto Attacks

Dark Seal gives the following attributes:
  • 15 Ability Power
  • 100 Mana
  • 25% Increased Recovery from Healing Potions

Heimerdinger is one of the most squishy AP Mages out in the game so having the extra 60 Health is quite important especially when you can get killed at Level 1 by enemy Junglers with a strong level 2, or even killed at Level 3 to the enemy Mid Laner combo.

The 100 mana is kinda neglectable so to speak, it takes 1 minute and 40 seconds to recover 100 mana with Doran's Ring, and if you deal extra damage to minions it means you also spend less mana while wave clearing.

Getting Glory stacks on Dark Seal is also not a 100% guarantee and in even matchups, it will rarely pay off.

Ruby Crystal:

Ruby Crystal is an easy and affordable way to get flat Health Points which can be later on transformed into stronger items to use as Heimerdinger.

Ruby Crystal is pretty much on all the items that you as Heimerdinger might end buying making Heimerdinger a beefy AP Control Mage in general.

As Heimerdinger you will mostly focus on buying the following:

Amplifying Tome:

Amplifying Tome is an easy and affordable way to get flat Ability Power which can be later on transformed into stronger items to use as Heimerdinger.

Amplifying Tome is the backbone on almost all of the Ability Power items on the game.

As Heimerdinger you will mostly focus on buying the following:

Null-Magic Mantle:

Null-Magic Mantle is an easy and affordable way to get Magic Resist which can be later on transformed into plentyful stronger items to use as Heimerdinger.

I tend to first buy Null-Magic Mantle along with Stopwatch if I am playing against Brand, Fizz, Kennen, Syndra as with Absolute Focus I have a passive income of Ability Power, therefore I can focus on going either semi-defensive or a full-defensive build.

Otherwise either Lost Chapter into 1 or 2 Null-Magic Mantle vs AP Burst Assassins which later on you can turn into either Mercury's Treads or Banshee's Veil.

As Heimerdinger you will mostly focus on buying the following:

Elixir of Sorcery:

Elixir of Sorcery is an extra boost of Ability Power, Mana Regen, constant 25 True Damage to Towers and 25 True Damage to enemy Champions with a 5 second cooldown.

So when exactly to buy it you ask?
  • When you have full build is the most common buy.
  • Maybe there is a Baron fight soon and you do not have enough for a complete item, but can still use the Ability Power boost, then you can consider it as well.
  • If you are extremely ahead early-game or mid-game and as long you are level 9 or above it is a good way to hard push Towers.
  • It can also be considered before a big fight when going to contest on an Infernal Drake

Stopwatch:

Stopwatch is an easy and affordable way to get an immunity which denies all skills ingame depending on how well you use this item.

I tend to rush buy Stopwatch if I am playing against All In Assassins!

Against AD Assassins it is mostly vs Talon and Zed in which case I buy Cloth Armor before they get to level 6, so your chances of survival are stronger.

Against AP All In Burst Champions it is mostly vs Brand, Fizz, Kennen, Syndra along with Null-Magic Mantle

If by any chance you take Inspiration either secondary or as primary rune you can take Perfect Timing and take a look into buying separately a Zhonya's Hourglass and have the Stopwatch for double immunity, it is not 100% required, but there might times where this combination could be a game changer.

Remember when you use the Stopwatch it can no longer be used and it transforms into a Broken Stopwatch and when you attempt to buy another Stopwatch from the Shop Keeper he will continue to sell you Broken Stopwatch over and over again.

Take into consideration the longer you have a semi-defensive item and Stopwatch you can look into buying other items that could provide you with more offensive attributes.

As Heimerdinger these are the only items you will buy with Stopwatch:

Kindlegem:

Kindlegem is an mix between Flat Health Points and Cooldown Reduction.

As Heimerdinger these are the only items you will buy if you get Kindlegem:

I would not consider buying Kindlegem as the first item by no means as Heimerdinger scales better with Ability Power than Health Points by itself.

Blasting Wand:

Blasting Wand is an flat boost to Ability Power.

Blasting Wand is 20 gold cheaper compared to 2x Amplifying Tome for the same amount of Ability Power, so next time you feel tempted to buy 2x Amplifying Tome just for Ability Power remember this, only exception is if you are looking into a specific item that needs 2x Amplifying Tome.

As Heimerdinger these are the only items you will buy if you get Blasting Wand:

Tear of the Goddess:

Tear of the Goddess is a flat boost to Mana that whenever you spend any form of mana you get a permanent 4 mana up to a maximum of 750 mana, as well that any spells that you spend refund you back 10% of the initial mana cost.

As Heimerdinger please do not first buy Tear of the Goddess as you will always excel better with Ability Power.

In order to get the most benefit prior to buying Tear of the Goddess buy the following items in the exact same order:

Lost Chapter and Fiendish Codex combined cost is 2200 Gold and you get in exchange the following:
  • 75 Ability Power
  • 20% Cooldown Reduction
  • 300 Mana
  • 20% Maximum Mana Recovered every time you level up

As Heimerdinger this is the only item you will buy with Tear of the Goddess:

Aether Wisp:

Aether Wisp is a flat boost to Ability Power and gives % Movement Speed.

As Heimerdinger please do not first buy Aether Wisp as there are other items that are far better early game.

Some seasons ago it would have been a great first buy since Luden's Tempest used Aether Wisp as a component.

If by any chance you took Celerity as a Rune, you get 1 Ability Power from Aether Wisp alone.

As Heimerdinger these are the only items you will buy with Aether Wisp:
  • Spellbinder as a replacement for Tier 2 Boots late game
  • Lich Bane is more of a troll item as Heimerdinger but it is not bad for pushing Towers so it is up to your discretion if you do end buying it.

Fiendish Codex:

Fiendish Codex is a flat boost to Ability Power and gives % Cooldown Reduction.

As Heimerdinger please do not first buy Fiendish Codex however do consider buying it if required after you got Lost Chapter, and if you got Fiendish Codex as the second item it means you need to rush a defensive item

As Heimerdinger these are the only items you will buy with Fiendish Codex:

Ionian Boots of Lucidity:

Ionian Boots of Lucidity is one of the possible Tier 2 Boots you can purchase.

If by any chance you took Celerity as a Rune, you get 4 Ability Power from Ionian Boots of Lucidity alone.

Ionian Boots of Lucidity is a great option against Juggernauts if you need something cheap that offers more then just a flat Cooldown Reduction increase as most Juggernauts tend to rush Magic Resist against you.

The thing with HP Burning and Magic Penetration builds is that after the enemy has over 100 Magic Resist the return is much lower on continuously getting more Magic Penetration, therefore, Ionian Boots of Lucidity covers that part perfectly.

Summoner Spell Cooldowns


Boots of Swiftness:

Boots of Swiftness is one of the possible Tier 2 Boots you can purchase.

If by any chance you took Celerity as a Rune, you get 5 Ability Power from Boots of Swiftness alone.

Boots of Swiftness is the least purchased pair of Tier 2 Boots as Heimerdinger.

Boots of Swiftness exists mostly to semi counter champions like Nasus with his Wither or Tryndamere with his Mocking Shout being this last one possible to counter if you face him up front instead of having your back towards him.

You can also take advantage of this item if the enemy team has many Rylai's Crystal Scepter.

It is still an extremely situational item and even still on the Tryndamere and Nasus case scenario's Ninja Tabi is more useful.

Hextech Revolver:

Hextech Revolver is an unusual item to buy as Heimerdinger early game.

It definitely works and Heimerdinger has an easy time auto attacking enemies to proc Hextech Revolver passive.

As Heimerdinger these are the only items you will buy with Hextech Revolver:

Seeker's Armguard:

Seeker's Armguard should be your item purchase if you are dealing mostly with AD Assassins.

In order to take the most advantage from Seeker's Armguard do the following as gold is limited before hitting level 6.

Before hitting level 6, recall and buy Cloth Armor into Stopwatch this is an always doable purchase if you farmed well enough it is possible to squeeze in another Cloth Armor.

Seeker's Armguard should only be bought afterward as you already have Stopwatch to semi-counter the enemy all in.

As Heimerdinger this is the only item you will buy with Seeker's Armguard:

Catalyst of Aeons:

Catalyst of Aeons is an hybrid between Flat Health Points and Flat Mana and it should never be rushed as Heimerdinger as first component.

As Heimerdinger this is the only items you will buy with Catalyst of Aeons:

Mercury's Treads:

Mercury's Treads is a decent option to buy early or mid-game, it makes you bulky against AP damage and it reduces the duration of any form of Crowd Control by 30%.

If by any chance you took Celerity as a Rune, you get 4 Ability Power from Mercury's Treads alone.

You can consider buying Mercury's Treads if you are playing against:
  • Heavy CC enemy team compositions
  • Against burst AP Mages or AP Assassins along with Banshee's Veil

Ninja Tabi:

Ninja Tabi is a decent option to buy on mid-game or late-game, it makes you bulky against AD Assassins and Marksmans in general and it reduces damage by 12% on basic auto attacks.

If by any chance you took Celerity as a Rune, you get 4 Ability Power from Ninja Tabi alone.

Ninja Tabi is the kind of item, you will buy against a Heavy AD team, alongside Zhonya's Hourglass.

Both Ninja Tabi + Zhonya's Hourglass manage to deny to an extent the lethality especially from AD Assassins stacking items such as Duskblade of Draktharr + Edge of Night + Youmuu's Ghostblade + Black Cleaver.

Those 3 items in total give 57 Lethality which is a good portion of armor negated, and it gets even worse if the enemy AD Champion buys either Mortal Reminder or Lord Dominik's Regards including the factor that Black Cleaver further removes your Armor.

Sorcerer's Shoes:

Sorcerer's Shoes is the most common bought pair of Tier 2 Boots for all AP Mages.

If by any chance you took Celerity as a Rune, you get 4 Ability Power from Sorcerer's Shoes alone.

Sorcerer's Shoes, tends to be the purchase as an AP Mage in general after either Luden's Tempest or Luden's Tempest into Morellonomicon and then Sorcerer's Shoes.

Most of the time until 1 or 2 main items are complete you will only have Boots.

Sorcerer's Shoes main attractive aspect is the 18 Magic Penetration it offers you and it is especially important vs enemy teams that like to stack Magic Resist and that are not stacking with Health Point builds.

Magic Penetration on H-28G Evolution Turret only benefits vs Champions or Monsters with Magic Resist, lane minions do not take increased damage from having more Magic Penetration as an attribute.

Needlessly Large Rod:

Needlessly Large Rod is the cheapest flat highest Ability Power boost in the game.

As Heimerdinger these are the only items you will buy with Needlessly Large Rod:

Lost Chapter:

Lost Chapter is the standard early buy for 90% of the AP Mages in the game.

If by any chance you do not have enough gold to fully buy Lost Chapter on the first buy and you are tempted to buy a Sapphire Crystal instead buy Dark Seal for an overall boost to the main stats you will end up taking advantage of.

And on the next buy do indeed finish Lost Chapter and if there is the opportunity to buy a Blasting Wand do get a Luden's Tempest as the first complete item if that's your main intended item.

As Heimerdinger these are the only items you will buy with Lost Chapter:

Quicksilver Sash:

Quicksilver Sash is an out of Crowd Control trump card with a 90 seconds cooldown.

Heimerdinger being a squishy AP Control Mage that he is, having something that can remove Suppression skills or Heavy CC is from time to time quite important.

Quicksilver Sash no longer removes the Death Mark from Zed as it used too back in Season 6.

Quicksilver Sash can be used to remove the following Suppression skills:

It is also extremely effective against all in champions with CC that can burst you down, like Annie or Fiddlesticks for example.

Quicksilver Sash can also be purchased too, later on, complete into the following item:

Active from Quicksilver Sash base cooldown is 90 seconds and only works on self.

Below you can find the cooldowns for the Active from Quicksilver Sash with the Runes System.

Active Item Cooldown with Cosmic Insight
CDR%
5%
Seconds
85.5

Active Item Cooldown with Ingenious Hunter
Stacks
0
1
2
3
4
5
CDR%
15%
20%
25%
30%
35%
40%
Seconds
76.5
72
67.5
63
58.5
54

Active Item Cooldown with Ingenious Hunter + Cosmic Insight
Stacks
0
1
2
3
4
5
CDR%
20%
25%
30%
35%
40%
45%
Seconds
72
67.5
63
58.5
54
49.5

Mejai's Soulstealer:

Mejai's Soulstealer is the I am so fed by killing people I want to get free stats for killing even more people.

Fully stacked Mejai's Soulstealer gives the following attributes:
  • 145 Ability Power
  • 200 Mana
  • 10% Movement Speed

I do not dislike personally the extra Ability Power from a cheap item overall, but this item does have it's downsides as you can imagine.

Each time you die and you have above 10 stacks of Glory you lose instantly 50 Ability Power, for any time you kill someone you get 4 stacks of Glory or 20 Ability Power and every time you get an assist you get 2 stacks of Glory or 10 Ability Power.

If you do buy Mejai's Soulstealer do remember this item is quite inconsistent overall, therefore it is a high risk and high reward 1400 Gold purchase.

Haunting Guise:

Haunting Guise boosts up all your damage sources.

H-28G Evolution Turret damage boost works like the following.

Here is a quick example on how Haunting Guise passive works:

Multiple hits of H-28G Evolution Turret auto attacks or any other skill does not make Haunting Guise passive stack faster.

Haunting Guise can be purchased too, later on, complete into the following item:

Oblivion Orb:

Oblivion Orb is a middle term AP item that offers you a mix of everything that Heimerdinger loves.

The main purpose to get Oblivion Orb is to finish it later on into Morellonomicon for its healing reduction capabilities.

It is also a great 1500 Gold purchase taking into factor it makes you into a more off-tank Heimerdinger while having the burst benefits.

Magic Penetration on H-28G Evolution Turret only benefits vs Champions or Monsters with Magic Resist, lane minions do not take increased damage from having more Magic Penetration as an attribute.

Oblivion Orb can be purchased too, later on, complete into the following item:

Shurelya's Reverie:

Shurelya's Battlesong is a more of a team utility item if you take it as Heimerdinger.

If by any chance you took Celerity as a Rune, you get 1 Ability Power from Shurelya's Battlesong alone.

I would suggest this item, only under the not enough money to buy anything else before the last fight to end the game or if you wanna play more of a support style Heimerdinger.

Do take into account Shurelya's Battlesong active can be used offensively to land a CH-3X Lightning Grenade or get into enemy reach to use Hextech Rocket Swarm if such is the case.

Active from Shurelya's Battlesong base cooldown is 90 seconds and only works on allied Champions, allied minions, Rift Herald and monsters summoned by your allies.

Below you can find the cooldowns for the Active from Shurelya's Battlesong with the Runes System.

Active Item Cooldown with Cosmic Insight
CDR%
5%
Seconds
85.5

Active Item Cooldown with Ingenious Hunter
Stacks
0
1
2
3
4
5
CDR%
15%
20%
25%
30%
35%
40%
Seconds
76.5
72
67.5
63
58.5
54

Active Item Cooldown with Ingenious Hunter + Cosmic Insight
Stacks
0
1
2
3
4
5
CDR%
20%
25%
30%
35%
40%
45%
Seconds
72
67.5
63
58.5
54
49.5

Twin Shadows:

Twin Shadows is an mix of an aggressive and support item and is an ok choice of an item as Heimerdinger.

If by any chance you took Celerity as a Rune, you get 2 Ability Power from Twin Shadows alone.

I would suggest this item, only under the not enough money to buy anything else before the last fight to end the game or if enemy team has many ways to engage that the activate would benefit you and your team as well acknowledge Twin Shadows active helps to discover the enemy position, so see it as the same as having Twisted Fate on your team and a downscaled version of Destiny.

Twin Shadows active can be used offensively to land a CH-3X Lightning Grenade or get into enemy reach to use Hextech Rocket Swarm if such is the case.

Do take into account Twin Shadows active is countered by the following:

Active from Twin Shadows base cooldown is 90 seconds and only works on enemy Champions.

Below you can find the cooldowns for the Active from Twin Shadows with the Runes System.

Active Item Cooldown with Cosmic Insight
CDR%
5%
Seconds
85.5

Active Item Cooldown with Ingenious Hunter
Stacks
0
1
2
3
4
5
CDR%
15%
20%
25%
30%
35%
40%
Seconds
76.5
72
67.5
63
58.5
54

Active Item Cooldown with Ingenious Hunter + Cosmic Insight
Stacks
0
1
2
3
4
5
CDR%
20%
25%
30%
35%
40%
45%
Seconds
72
67.5
63
58.5
54
49.5

Hextech Protobelt-01:

Hextech Rocketbelt is an hybrid between aggressive and waveclear playstyle and when properly used you can do a lot of burst damage as Heimerdinger with your CH-2 Electron Storm Grenade + Hextech Rocket Swarm along with Hextech Rocketbelt active.

Hextech Rocketbelt can be used aggressively to remove enemy Banshee's Veil.

Hextech Rocketbelt is a good item choice if by any chance you go with Electrocute as the item active makes it easier to proc Electrocute.

Hextech Rocketbelt active can kill multiple minions in a frontal cone and do take into account that you cannot use the item active to pass over walls or small edges.

Active from Hextech Rocketbelt base cooldown is 40 seconds and can be used against minions, monsters, and Champions.

Active from Hextech Rocketbelt also shares the cooldown with other Hextech based items.

Below you can find the cooldowns for the Active from Hextech Rocketbelt with the Runes System.

Active Item Cooldown with Cosmic Insight
CDR%
5%
Seconds
38

Active Item Cooldown with Ingenious Hunter
Stacks
0
1
2
3
4
5
CDR%
15%
20%
25%
30%
35%
40%
Seconds
34
32
30
28
26
24

Active Item Cooldown with Ingenious Hunter + Cosmic Insight
Stacks
0
1
2
3
4
5
CDR%
20%
25%
30%
35%
40%
45%
Seconds
32
30
28
26
24
22

Rylai's Crystal Scepter:

Rylai's Crystal Scepter is a great item for kiting the enemy especially all in champions or heavy movement speed ones like Hecarim or Jhin for example.

Rylai's Crystal Scepter is also a good item if you suspect by any rare chance enemy is possibly scripting as if you land a slow it makes it much harder for the enemy scripter. :)

Rylai's Crystal Scepter and Cheap Shot synergize well as you will not have to rely constantly on CH-2 Electron Storm Grenade to proc the true damage bonus.

If you do buy Rylai's Crystal Scepter purchase as well Liandry's Torment, however, be aware that only CH-2 Electron Storm Grenade will award you with the extra burning damage due to the stun and Hextech Micro-Rockets will only give the standard burning damage.

Void Staff:

Void Staff is the biggest Magic Penetration item in the game, that the more Magic Resist the enemy has the more return on value on the item you have.

Void Staff can be considered as a first complete item to buy against enemy Juggernauts that take advantage of stacking massively resistances.

If you do buy this soon into the game Void Staff do consider having at least a minimum of 2x Doran's Ring for a steady mana sustain along with Manaflow Band.

Magic Penetration on H-28G Evolution Turret only benefits vs Champions or Monsters with Magic Resist, lane minions do not take increased damage from having more Magic Penetration as an attribute.

Rod of Ages:

Rod of Ages is mostly an AP Off-Tank item that can be used in some cases on Heimerdinger.

If you are interested in playing a more defensive playstyle Heimerdinger and want Rod of Ages please follow this exact same buying order.

Hextech GLP-800:

Everfrost is an hybrid between aggressive and waveclear playstyle and when properly used you can do a lot of burst damage as Heimerdinger with your CH-2 Electron Storm Grenade + Hextech Rocket Swarm along with Everfrost active.

Compared to it's cheaper counterpart Hextech Rocketbelt the item active does not bypass minions after they are dead so it has to be used on the lane from the sidelines.

Everfrost active is best used when you kite the enemy to maximize the damage and it can also be used to catch up to the enemy.

Everfrost can be used aggressively to remove enemy Banshee's Veil.

Everfrost active while having Liandry's Torment proc five times 2.5% health burning and one time 1.5% health burning for a total of 6 burning ticks and 14% enemy Health.

Everfrost active also procs Luden's Tempest passive in case you purchased both items.

Everfrost is a good item choice if by any chance you go with Electrocute as the item active makes it easier to proc Electrocute.

Active from Everfrost base cooldown is 40 seconds and can be used against minions, monsters, and Champions.

Active from Everfrost also shares the cooldown with other Hextech based items.

Below you can find the cooldowns for the Active from Everfrost with the Runes System.

Active Item Cooldown with Cosmic Insight
CDR%
5%
Seconds
38

Active Item Cooldown with Ingenious Hunter
Stacks
0
1
2
3
4
5
CDR%
15%
20%
25%
30%
35%
40%
Seconds
34
32
30
28
26
24

Active Item Cooldown with Ingenious Hunter + Cosmic Insight
Stacks
0
1
2
3
4
5
CDR%
20%
25%
30%
35%
40%
45%
Seconds
32
30
28
26
24
22

Zhonya's Hourglass:

Zhonya's Hourglass tends to be an usual buy on over 90% of the games as Heimerdinger.

The glorious adventures of a golden Heimerdinger killing enemy while he has his H-28G Evolution Turret up is heaven so to speak.

You can activate UPGRADE!!! during Zhonya's Hourglass stasis effect and use either H-28Q Apex Turret, CH-3X Lightning Grenade or Hextech Rocket Swarm, however this way the skills automatically activate after Zhonya's Hourglass stasis effect ends.

There is also the UPGRADE!!! into Hextech Rocket Swarm and Zhonya's Hourglass stasis effect which shoots all the rockets while bringing some opportunities to blast the enemy with the surprise factor.

Below you will find the only possible upgrade you can buy with Zhonya's Hourglass as Heimerdinger:

Active from Zhonya's Hourglass base cooldown is 120 seconds and only works on self.

Below you can find the cooldowns for the Active from Zhonya's Hourglass with the Runes System.

Active Item Cooldown with Cosmic Insight
CDR%
5%
Seconds
114

Active Item Cooldown with Perfect Timing
CDR%
15%
Seconds
102

Active Item Cooldown with Ingenious Hunter
Stacks
0
1
2
3
4
5
CDR%
15%
20%
25%
30%
35%
40%
Seconds
102
96
90
84
78
72

Active Item Cooldown with Cosmic Insight + Perfect Timing
CDR%
20%
Seconds
96.9

Active Item Cooldown with Ingenious Hunter + Cosmic Insight
Stacks
0
1
2
3
4
5
CDR%
20%
25%
30%
35%
40%
45%
Seconds
96
90
84
78
72
66

Active Item Cooldown with Ingenious Hunter + Perfect Timing
Stacks
0
1
2
3
4
5
CDR%
30%
35%
40%
45%
50%
55%
Seconds
86.7
81.6
76.5
71.4
66.3
61.2

Active Item Cooldown with Ingenious Hunter + Cosmic Insight + Perfect Timing
Stacks
0
1
2
3
4
5
CDR%
35%
40%
45%
50%
55%
60%
Seconds
81.6
76.5
71.4
66.3
61.2
56.1

Spellbinder:

Spellbinder is my go to item for replacing Sorcerer's Shoes on late game if I am against Champions with Low Mobility.

Spellbinder active is best used while on big team fights where you can land an CH-3X Lightning Grenade.

Spellbinder can also be used along with either H-28G Evolution Turret or H-28Q Apex Turret as both Turret forms will snapshot the extra Ability Power as long they are placed in the frame of time Spellbinder active is up.

Spellbinder value is increased the more team fights you do and by champions that can spam a lot of their skills over and over while having low cooldowns.

Spellbinder can be used as a defensive escape item as long you have a bit over 20 stacks.

Active from Spellbinder base cooldown is 60 seconds and only works on self.

Below you can find the cooldowns for the Active from Spellbinder with the Runes System.

Active Item Cooldown with Cosmic Insight
CDR%
5%
Seconds
57

Active Item Cooldown with Ingenious Hunter
Stacks
0
1
2
3
4
5
CDR%
15%
20%
25%
30%
35%
40%
Seconds
51
48
45
42
39
36

Active Item Cooldown with Ingenious Hunter + Cosmic Insight
Stacks
0
1
2
3
4
5
CDR%
20%
25%
30%
35%
40%
45%
Seconds
48
45
42
39
36
33

Morellonomicon:

Morellonomicon is your off tank, burst and often second complete item purchase.

Below you can see some of the possible purchase orders with Morellonomicon on your item build:

Morellonomicon reduces all healing forms by 40% and it is applied by all your skills as well your H-28G Evolution Turret auto attacks on enemy champions.

Morellonomicon should be purchased if you are against champions that either take Triumph or have Innate healing skills.

Banshee's Veil:

Banshee's Veil is your friendly anti-AP Assassins item along with the fact it can help you survive one form of Crowd Control every 40 seconds.

Most AP Mages you will deal with on Mid Lane tend to buy Luden's Tempest which can remove the spell shield a lot easier than you might imagine due to Luden's Tempest passive effect.

In general Banshee's Veil passive can be removed by the following items:

Banshee's Veil spell shield cooldown is 40 seconds.

Get into the habit of pinging the Banshee's Veil cooldown whenever it's down.

If required it tends to be bought as a second complete item.

Liandry's Torment:

Liandry's Torment boosts up all your damage sources as well any time any skill is used it also burns enemy Health Points.

H-28G Evolution Turret damage boost works like the following.

Here is a quick example of how Liandry's Torment passive works:

H-28G Evolution Turret Auto Attacks:

Hextech Micro-Rockets with Liandry's Torment only:
  • 1.5% Health Burning Tick
  • 1.5% Health Burning Tick
  • 1.5% Health Burning Tick
  • 1.5% Health Burning Tick
  • 1.5% Health Burning Tick
  • 1.5% Health Burning Tick

This leads to a total of enemy losing 9% Health to burning.

Hextech Micro-Rockets with Liandry's Torment and Rylai's Crystal Scepter:
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 1.5% Health Burning Tick
  • 1.5% Health Burning Tick
  • 1.5% Health Burning Tick
  • 1.5% Health Burning Tick

This leads to a total of enemy losing 11% Health to burning.

CH-2 Electron Storm Grenade with either Liandry's Torment or Rylai's Crystal Scepter:
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 1.5% Health Burning Tick

This leads to a total of enemy losing 14% Health to burning.

UPGRADE!!! > H-28Q Apex Turret with either Liandry's Torment or Rylai's Crystal Scepter:
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 1.5% Health Burning Tick
  • 1.5% Health Burning Tick

This leads to a total of enemy losing 45.5% Health to burning and sometimes it can be 43% depending on if the H-28Q Apex Turret does one less hit as it seems.

UPGRADE!!! > Hextech Rocket Swarm with Liandry's Torment:
  • 1.5% Health Burning Tick
  • 1.5% Health Burning Tick
  • 1.5% Health Burning Tick
  • 1.5% Health Burning Tick
  • 1.5% Health Burning Tick
  • 1.5% Health Burning Tick
  • 1.5% Health Burning Tick

This leads to a total of enemy losing 10.5% Health to burning.

UPGRADE!!! > Hextech Rocket Swarm with Liandry's Torment and Rylai's Crystal Scepter:
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 2.5% Health Burning Tick
  • 1.5% Health Burning Tick
  • 1.5% Health Burning Tick
  • 1.5% Health Burning Tick

This leads to a total of enemy losing 14.5% Health to burning.

UPGRADE!!! > CH-3X Lightning Grenade:

Any form of Crowd Control doubles the burning from Liandry's Torment on the enemy, so if you can combine Rylai's Crystal Scepter with Liandry's Torment.

Multiple hits of H-28G Evolution Turret auto attacks or any other skill does not make Liandry's Torment passive stack faster, also H-28G Evolution Turret auto attacks do not proc the Health Points burning effect.

Lich Bane:

Lich Bane is more of a meme item to purchase as Heimerdinger.

Only case scenarios I would purchase Lich Bane are the following:

Archangel's Staff:

Archangel's Staff is an item meant to take against Champions with massive wave pushing, like Anivia or Malzahar while providing you with an easier time mana wise.

It is also a great item to take vs Spellvamp based Champions if the lane is even as you are gonna be forced to Hextech Micro-Rockets all the time and the likelihood is you are not getting a blue buff.

Whenever I buy Archangel's Staff I follow this purchase order:

Like this, depending on the situation you have more room to go for more damage if required while keeping mana, cooldown reduction, and ability power on a lower scale without damaging your lane sustain as well team fights wise.

Archangel's Staff is a great purchase if you need to go full defensive items while bringing your cooldown reduction up to 40% with Zhonya's Hourglass and Banshee's Veil.

Archangel's Staff transforms later on into Seraph's Embrace when fully stacked to provide you with a 150 base shield + 15% of your current mana for 2 seconds as well extra Ability Power from mana ratio.

Active from Seraph's Embrace base cooldown is 120 seconds and only works on self.

Below you can find the cooldowns for the Active from Seraph's Embrace with the Runes System.

Active Item Cooldown with Cosmic Insight
CDR%
5%
Seconds
114

Active Item Cooldown with Ingenious Hunter
Stacks
0
1
2
3
4
5
CDR%
15%
20%
25%
30%
35%
40%
Seconds
102
96
90
84
78
72

Active Item Cooldown with Ingenious Hunter + Cosmic Insight
Stacks
0
1
2
3
4
5
CDR%
20%
25%
30%
35%
40%
45%
Seconds
96
90
84
78
72
66

Luden's Echo:

Luden's Tempest is the standard first complete item purchase on 90% of the AP Mages and it improves Heimerdinger damage burst qualities.

Luden's Tempest helps a lot with wave clear if you use properly the item passive along with your Hextech Micro-Rockets.

Each skill used increases by 10 the Luden's Tempest passive bar up to the limit of 100 where the passive is fully charged to be used.

The basic champion movement also increases the Luden's Tempest passive bar and to give an easy example, from basic champion movement alone it takes almost the full length from going from the start of the river to the end of the river either if you are Mid, Top or Bot Lane.

As for Heimerdinger and his UPGRADE!!! the Luden's Tempest passive bar only goes up by 10 when using either H-28Q Apex Turret, Hextech Rocket Swarm or CH-3X Lightning Grenade.

Luden's Tempest passive can proc from the following

Luden's Tempest passive benefits the following item passives:

Luden's Tempest passive also removes the following when you hit the enemy:

Hextech Gunblade:

Hextech Gunblade is a semi-meme item to purchase as Heimerdinger.

Only case scenarios I would purchase Hextech Gunblade are the following:

Take into consideration that Hextech Gunblade spellvamp effect can be lowered by the following:

Active from Hextech Gunblade base cooldown is 40 seconds and is only usable on Champions.

Active from Hextech Gunblade also shares the cooldown with other Hextech based items.

Below you can find the cooldowns for the Active from Hextech Gunblade with the Runes System.

Active Item Cooldown with Cosmic Insight
CDR%
5%
Seconds
38

Active Item Cooldown with Ingenious Hunter
Stacks
0
1
2
3
4
5
CDR%
15%
20%
25%
30%
35%
40%
Seconds
34
32
30
28
26
24

Active Item Cooldown with Ingenious Hunter + Cosmic Insight
Stacks
0
1
2
3
4
5
CDR%
20%
25%
30%
35%
40%
45%
Seconds
32
30
28
26
24
22

Mercurial Scimitar:

Mercurial Scimitar is an out of Crowd Control trump card with a 90 seconds cooldown.

Mercurial Scimitar is the upgrade coming from Quicksilver Sash that aside from the CC removal it also offers you a 50% Movement Speed boost that lasts 1 second.

Mercurial Scimitar buying point is the 50% Movement Speed that allows you to reposition either more Offensively or Defensively.

Take into consideration that Mercurial Scimitar lifesteal effect can be lowered by the following:

So why exactly buy this item as Heimerdinger you ask?

Well, the only selling point as a late-game item is the Crowd Control removal which also benefits you with extra 50% Movement Speed for 1 second which in turn if you manage to get near one of your H-28G Evolution Turret makes you nearly impossible to catch too.

Active from Mercurial Scimitar base cooldown is 90 seconds and only works on self.

Below you can find the cooldowns for the Active from Mercurial Scimitar with the Runes System.

Active Item Cooldown with Cosmic Insight
CDR%
5%
Seconds
85.5

Active Item Cooldown with Ingenious Hunter
Stacks
0
1
2
3
4
5
CDR%
15%
20%
25%
30%
35%
40%
Seconds
76.5
72
67.5
63
58.5
54

Active Item Cooldown with Ingenious Hunter + Cosmic Insight
Stacks
0
1
2
3
4
5
CDR%
20%
25%
30%
35%
40%
45%
Seconds
72
67.5
63
58.5
54
49.5

Rabadon's Deathcap:

Rabadon's Deathcap is the strongest flat Ability Power boost to any AP Mage in the game.

Heimerdinger as long he is above 400 Ability Power between the range of 20 up to 25 minutes into the game can consider soloing Baron, and usually Rabadon's Deathcap along with an item such as Luden's Tempest makes such possible.

Below you will find the only possible upgrade you can buy with Rabadon's Deathcap as Heimerdinger:

Zhonya's Paradox:

Zhonya's Paradox tends to be an usual buy on over 90% of the games as Heimerdinger.

Zhonya's Paradox is the Masterwork Upgrade that Ornn offers you for an additional 1000 Gold for an additional 25 Ability Power and 15 Armor compared to the Zhonya's Hourglass.

Remember that it requires Ornn to be level 13 before you can purchase this Upgrade and the limit of Masterwork Upgrades you can buy is only one.

Zhonya's Paradox should be considered if the enemy is AD heavy as well the additional 15 Armor helps a ton against Lethality builds.

You can activate UPGRADE!!! during Zhonya's Paradox stasis effect and use either H-28Q Apex Turret, CH-3X Lightning Grenade or Hextech Rocket Swarm, however this way the skills automatically activate after Zhonya's Paradox stasis effect ends.

There is also the UPGRADE!!! into Hextech Rocket Swarm and Zhonya's Paradox stasis effect which shoots all the rockets while bringing some opportunities to blast the enemy with the surprise factor.

Active from Zhonya's Paradox base cooldown is 120 seconds and only works on self.

Below you can find the cooldowns for the Active from Zhonya's Paradox with the Runes System.

Active Item Cooldown with Cosmic Insight
CDR%
5%
Seconds
114

Active Item Cooldown with Perfect Timing
CDR%
15%
Seconds
102

Active Item Cooldown with Ingenious Hunter
Stacks
0
1
2
3
4
5
CDR%
15%
20%
25%
30%
35%
40%
Seconds
102
96
90
84
78
72

Active Item Cooldown with Cosmic Insight + Perfect Timing
CDR%
20%
Seconds
96.9

Active Item Cooldown with Ingenious Hunter + Cosmic Insight
Stacks
0
1
2
3
4
5
CDR%
20%
25%
30%
35%
40%
45%
Seconds
96
90
84
78
72
66

Active Item Cooldown with Ingenious Hunter + Perfect Timing
Stacks
0
1
2
3
4
5
CDR%
30%
35%
40%
45%
50%
55%
Seconds
86.7
81.6
76.5
71.4
66.3
61.2

Active Item Cooldown with Ingenious Hunter + Cosmic Insight + Perfect Timing
Stacks
0
1
2
3
4
5
CDR%
35%
40%
45%
50%
55%
60%
Seconds
81.6
76.5
71.4
66.3
61.2
56.1

Rabadon's Deathcrown:

Rabadon's Deathcap (Masterwork) is the strongest flat Ability Power boost to any AP Mage in the game.

Rabadon's Deathcap (Masterwork) is the Masterwork Upgrade that Ornn offers you for an additional 1000 Gold for an additional 55 Ability Power compared to the Rabadon's Deathcap.

Remember that it requires Ornn to be level 13 before you can purchase this Upgrade and the limit of Masterwork Upgrades you can buy is only one.

Rabadon's Deathcap (Masterwork) should only be bought if the need for extra defensive stats that you could get from Zhonya's Paradox is not required.

Heimerdinger can also consider rush upgrade Rabadon's Deathcap into Rabadon's Deathcap (Masterwork).

Heimerdinger as long he is above 400 Ability Power between the range of 20 up to 25 minutes into the game can consider soloing Baron, and usually Rabadon's Deathcap (Masterwork) along with an item such as Luden's Tempest makes such possible.
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Aatrox

Aatrox:


Champion Role:

Aatrox is an AD Melee Bruiser that excels at Short Burst Fights, as well the Champion kit benefits Aatrox to play as an off-tank.


Champion Skins:

Aatrox counts with a total of 4 released skins including the normal one, on which the last released skin dates from 23th of July of 2015.

Aatrox Skins


Champion Passive and Skills, all Cooldowns with CDR:


The Darkin Blade - Skill Cooldown per Rank and CDR %
Rank/CDR
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
1
16
15.2
14.4
13.6
12.8
12
11.2
10.4
9.6
8.8
2
15
14.25
13.5
12.75
12
11.25
10.5
9.75
9
8.25
3
14
13.3
12.6
11.9
11.2
10.5
9.8
9.1
8.4
7.7
4
13
12.35
11.7
11.05
10.4
9.75
9.1
8.45
7.8
7.15
5
12
11.4
10.8
10.2
9.6
9
8.4
7.8
7.2
6.6

Infernal Chains - Skill Cooldown per Rank and CDR %
Rank/CDR
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
1
18
17.1
16.2
15.3
14.4
13.5
12.6
11.7
10.8
9.9
2
17
16.15
15.3
14.45
13.6
12.75
11.9
11.05
10.2
9.35
3
16
15.2
14.4
13.6
12.8
12
11.2
10.4
9.6
8.8
4
15
14.25
13.5
12.75
12
11.25
10.5
9.75
9
8.25
5
14
13.3
12.6
11.9
11.2
10.5
9.8
9.1
8.4
7.7


Umbral Dash - Skill Cooldown per Rank and CDR %
Rank/CDR
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
1
24
22.8
21.6
20.4
19.2
18
16.8
15.6
14.4
13.2
2
20
19
18
17
16
15
14
13
12
11
3
16
15.2
14.4
13.6
12.8
12
11.2
10.4
9.6
8.8
4
12
11.4
10.8
10.2
9.6
9
8.4
7.8
7.2
6.6
5
8
7.6
7.2
6.8
6.4
6
5.6
5.2
4.8
4.4


World Ender - Skill Cooldown per Rank and CDR %
Rank/CDR
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
1
160
152
144
136
128
120
112
104
96
88
2
140
133
126
119
112
105
98
91
84
77
3
120
114
108
102
96
90
84
78
72
66


For Aatrox in Season 8 the following are the best Rune Builds:


Arcane Comet Aatrox Runes Explanation:

Arcane Comet


The following Rune Page above on the Spoiler for Aatrox give him an easier time on the laning phase, and it also gives him many advantages during team fights.

Arcane Comet should be easy to hit since Aatrox can proc it easily with his The Darkin Blade especially if Aatrox hits the enemy at the farthest end of the skill which knocks up the enemy.

Nimbus Cloak is an extra boost to movement speed that Aatrox uses quite well during World Ender most specifically when he is under combat as the movement speed bonus from World Ender is removed until out of combat, therefore, countering the movement speed issue for 2.5 seconds.

Celerity provides a small boost to movement speed since Aatrox gets a ton of movement speed from Nimbus Cloak and World Ender which translates into more damage.

Gathering Storm for flat Attack Damage increase that increases every 10 minutes while getting benefits from World Ender and Umbral Dash.

Bone Plating is the standard less damage taken for 3 autos or 3 different spells which is always handy as a Bruiser giving you chance to win trades.

Chrysalis gives you a 50 Health boost early game, which translates later on after you get 4 kills or assists into 9 Attack Damage, which once again gets more benefits from World Ender and Umbral Dash


Electrocute Aatrox Runes Explanation:

Electrocute


The following Rune Page above on the Spoiler for Aatrox is meant to be his most aggressive laning phase setup as well taking into factor both The Darkin Blade and Umbral Dash are fairly long cooldowns and if possible having 2x Umbral Dash available is important to guarantee Electrocute to proc.

Electrocute excels well with Aatrox since he is extremely good at short burst fights and this just further improves what he excels at.

Sudden Impact benefits Aatrox whenever he uses Umbral Dash plus it is extra Armor Penetration and with Black Cleaver and any other lethality or armor reduction items gives Aatrox a ton of killing potential.

Eyeball Collection is assuming you are taking Flash and Ignite and most likely duoing with a Jungler for the most possible benefit but taking Flash and Teleport is also viable.

Ultimate Hunter gives Aatrox more scaling potential early game since World Ender cooldown is extremely high, however despite not being the most taken rune as Aatrox you will find most Aatrox players take Ravenous Hunter to further benefit his late game potential with items such as Spirit Visage or Death's Dance, this is just pure personal preference so take it with a grain of salt.

Bone Plating is the standard less damage taken for 3 autos or 3 different spells which is always handy as a Bruiser giving you chance to win trades.

Chrysalis gives you a 50 Health boost early game, which translates later on after you get 4 kills or assists into 9 Attack Damage, which once again gets more benefits from World Ender and Umbral Dash


Which Summoner Spells against Aatrox:

As Aatrox you usually level up your skills like the following below:

ABILITY
SEQUENCE
1

Q
2

E
3

W
4

Q
5

Q
6

R
7

Q
8

E
9

Q
10

E
11

R
12

E
13

E
14

W
15

W
16

R
17

W
18

W



Laning Phase and Early Game:





Mid Game:


Late Game:




Build wise, consider the following below:

Against Aatrox level up your skills like the following below:
ABILITY
SEQUENCE
1

Q
2

E
3

W
4

Q
5

W
6

R
7

W
8

W
9

W
10

E
11

R
12

E
13

E
14

E
15

Q
16

R
17

Q
18

Q

Standard Rune Setup with Summon Aery as Heimerdinger vs Aatrox:

Summon Aery Standard Rune Page


The following Rune Page above on the spoiler is the standard and most safe setup if you are a newbie when it comes to Heimerdinger or if you do not feel comfortable with the Matchup in general.

Summon Aery is the standard Keystone for when you max Hextech Micro-Rockets plain and simple, it deals extra damage and all your kit benefits from it, and against Aatrox it is strong as it counters more or less any lifesteal attempts.

Manaflow Band is the standard increase to mana and mana recovery that helps Heimerdinger spamming his skills, plus it helps if your Jungler does not offer you Blue Buffs which is 90% of the time the case.

Absolute Focus gives you the flat and juicy Ability Power that Heimerdinger loves, however, do not replace H-28G Evolution Turret like a madman whenever you level up, just a thumbs up.

Gathering Storm for flat Ability Power increase that increases every 10 minutes.

Taste of Blood helps a lot when it comes to aggroing minions so they do not kill your H-28G Evolution Turret since you are bound to take some extra damage and from time to time get out of your safe zone doing so and it helps increase the upkeep on Absolute Focus.

Ravenous Hunter is the godliest rune for Heimerdinger since his H-28G Evolution Turret count as single target damage and it heals you a ton, I had many games where healing for over 8.000 is actually quite easily achievable.


In which lanes do people play most of the time Aatrox?

Aatrox is mostly played on Top Lane and from time to time is played either on Mid Lane or Jungle.
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Ahri

Ahri:


Champion Role:

Ahri is a Mobile AP Ranged Control Mage that excels at Short Burst Fights, and at picking Single Targets if they are poorly positioned.


Champion Skins:

Ahri counts with a total of 10 released skins including the normal one, on which the last released skin dates from 10th of November of 2018.



Champion Passive and Skills, all Cooldowns with CDR:


Orb of Deception - Skill Cooldown per Rank and CDR %
Rank/CDR
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
1/2/3/4/5
7
6.65
6.30
5.95
5.6
5.25
4.9
4.55
4.2
3.85

Fox-Fire - Skill Cooldown per Rank and CDR %
Rank/CDR
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
1
9
8.55
8.1
7.65
7.2
6.75
6.30
5.85
5.4
4.95
2
8
7.6
7.2
6.8
6.4
6
5.6
5.2
4.8
4.4
3
7
6.65
6.3
5.95
5.6
5.25
4.9
4.55
4.2
3.85
4
6
5.7
5.4
5.1
4.8
4.5
4.2
3.9
3.6
3.3
5
5
4.75
4.5
4.25
4
3.75
3.5
3.25
3
2.75


Charm - Skill Cooldown per Rank and CDR %
Rank/CDR
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
1/2/3/4/5
12
11.4
10.8
10.2
9.6
9
8.4
7.8
7.2
6.6


Spirit Rush - Skill Cooldown per Rank and CDR %
Rank/CDR
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
1
130
123.5
117
110.5
104
97.5
91
84.5
78
71.5
2
105
99.75
94.5
89.25
84
78.75
73.5
68.25
63
57.75
3
80
76
72
68
64
60
56
52
48
44


For Ahri in Season 8 the following are the best Rune Builds:

Electrocute Ahri Runes Explanation:

Electrocute


The following Rune Page above on the Spoiler for Ahri gives her the most burst potential, however, it is more dependant on hitting Charm and skillshots overall.

Electrocute is a good choice of rune as Ahri however as any other Electrocute setup it expends a ton of mana as you might feel forced to cast your combo every time Electrocute is up to have more pressure and kill potential in general which can lower your Wave Clear if not successful.

Sudden Impact benefits Ahri whenever she uses Spirit Rush and uses any of her Skills during the 5 seconds time frame, plus it is extra Magic Penetration and this benefits having items like Sorcerer's Shoes Oblivion Orb or Morellonomicon and Void Staff.

Eyeball Collection is assuming you are taking Flash and Ignite and most likely duoing with a Jungler for the most possible benefit but taking Flash and Teleport is also viable.

Ultimate Hunter gives Ahri a flat 5% CDR to Spirit Rush, the normal calculation for CDR is the following: Skill Cooldown divided by 100 and the resultant value is then multiplied by CDR %, in this case, let's assume the flat value, therefore it is 5% bringing your Spirit Rush cooldown at Rank 1 to 123.5 seconds down from 130, however, let's assume you have 10% CDR from Lost Chapter, your cooldown would be 117 seconds and in this case the Ultimate Hunter takes into account first the 117 seconds resultant from having Lost Chapter and if you divide this value by 100 and multiply by the number of stacks from Ultimate Hunter in this case we are assuming the flat initial value of 5% would bring the cooldown to 111.15 seconds instead of the 110.5 seconds if you had 15% CDR from items alone.

Transcendence is a great rune choice as Ahri especially early and mid-game and it helps a lot with Spirit Rush and item wise if farmed well at Level 10 Ahri should always have an Luden's Tempest, therefore it is 30% CDR that translates into 91 seconds at Rank 1 Spirit Rush or 73.5 seconds at Rank 2.

Gathering Storm for flat Ability Power increase that increases every 10 minutes, however, this can be replaced with Scorch as Ahri, depending on the enemy team, Bruiser and Juggernauts benefit more taking Gathering Storm as those games extend for longer and if Assassins or squishy Champions in general Scorch benefits until 15 up to 20 minute mark.

Glacial Augment Ahri Runes Explanation:

Glacial Augment


The following Rune Page above on the Spoiler for Ahri makes it easier for Ahri to catch targets easily while at the same time providing her team with follow up on the enemy.

Glacial Augment requires Ahri to buy first Twin Shadows and afterward [[Hextech GLP-800].


Which Summoner Spells against Ahri:

As Aatrox you usually level up your skills like the following below:

ABILITY
SEQUENCE
1

Q
2

E
3

W
4

Q
5

Q
6

R
7

Q
8

E
9

Q
10

E
11

R
12

E
13

E
14

W
15

W
16

R
17

W
18

W



Laning Phase and Early Game:





Mid Game:


Late Game:




Build wise, consider the following below:

Against Ahri level up your skills like the following below:

ABILITY
SEQUENCE
1

Q
2

E
3

W
4

W
5

W
6

R
7

W
8

E
9

W
10

E
11

R
12

E
13

E
14

Q
15

Q
16

R
17

Q
18

Q

Standard Rune Setup with Summon Aery as Heimerdinger vs Ahri:

Summon Aery Standard Rune Page


The following Rune Page above on the spoiler is the standard and most safe setup if you are a newbie when it comes to Heimerdinger or if you do not feel comfortable with the Matchup in general.

Summon Aery is the standard Keystone for when you max Hextech Micro-Rockets plain and simple, it deals extra damage and all your kit benefits from it, and against Aatrox it is strong as it counters more or less any lifesteal attempts.

Manaflow Band is the standard increase to mana and mana recovery that helps Heimerdinger spamming his skills, plus it helps if your Jungler does not offer you Blue Buffs which is 90% of the time the case.

Absolute Focus gives you the flat and juicy Ability Power that Heimerdinger loves, however, do not replace H-28G Evolution Turret like a madman whenever you level up, just a thumbs up.

Gathering Storm for flat Ability Power increase that increases every 10 minutes.

Taste of Blood helps a lot when it comes to aggroing minions so they do not kill your H-28G Evolution Turret since you are bound to take some extra damage and from time to time get out of your safe zone doing so and it helps increase the upkeep on Absolute Focus.

Ravenous Hunter is the godliest rune for Heimerdinger since his H-28G Evolution Turret count as single target damage and it heals you a ton, I had many games where healing for over 8.000 is actually quite easily achievable.


In which lanes do people play most of the time Ahri?

Ahri is mostly played on Mid Lane and from time to time can be found on Top Lane or Bottom Lane.
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Akali

Akali:

Akali is an AP Melee Assassin that excels at picking single targets.

For Akali in Season 8 the following is the best Rune Build:


Electrocute Akali Runes:

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Alistar

Alistar:

Alistar is an Melee Support that excels at tower diving with the many forms of Crowd Control he has.

For Alistar in Season 8 the following are the best Rune Builds:


Aftershock Alistar Runes:

Guardian Alistar Runes:

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Amumu

Amumu:

Amumu is an AP Melee Tank that excels at AoE CC as well picking single targets.

For Amumu in Season 8 the following is the best Rune Build:


Aftershock Amumu Runes:

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Anivia


Anivia:


Champion Role:

Anivia is an AP Ranged Control Mage that excels at Wave Clearing and her kit is based on zoning and kiting with her Crowd Control based skills.


Champion Skins:

Anivia counts with a total of 8 released skins including the normal one, on which the last released skin dates from 23th of February of 2017.

Anivia Skins


Champion Passive and Skills, all Cooldowns with CDR:

Rebirth - Cooldown, Armor and Magic Resistance Per Level
Level
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
CD
240
240
240
240
240
240
240
240
240
240
240
240
240
240
240
240
240
240
Armor
-40
-40
-40
-40
-25
-25
-25
-10
-10
-10
-10
5
5
5
20
20
20
20
Magic Resist
-40
-40
-40
-40
-25
-25
-25
-10
-10
-10
-10
5
5
5
20
20
20
20


Flash Frost - Skill Cooldown per Rank and CDR %
Rank/CDR
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
1
10
9.5
9
8.5
8
7.5
7
6.5
6
5.5
2
9.5
9.025
8.55
8.075
7.6
7.125
6,65
6.175
5.7
5.225
3
9
8.55
8.1
7.65
7.2
6.75
6.3
5.85
5.4
4.95
4
8.5
8.075
7.65
7.225
6.8
6.375
5.95
5.525
5.1
4.675
5
8
7.6
7.2
6.8
6.4
6
5.6
5.2
4.8
4.4

Crystallize - Skill Cooldown per Rank and CDR %
Rank/CDR
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
1/2/3/4/5
17
16.15
15.3
14.45
13.6
12.75
11.9
11.05
10.2
9.35


Frostbite - Skill Cooldown per Rank and CDR %
Rank/CDR
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
1/2/3/4/5
4
3.8
3.6
3.4
3.2
3
2.8
2.6
2.4
2.2


Glacial Storm - Skill Cooldown per Rank and CDR %
Rank/CDR
0%
5%
10%
15%
20%
25%
30%
35%
40%
45%
1/2/3
6
5.7
5.4
5.1
4.8
4.5
4.2
3.9
3.6
3.3


For Anivia in Season 8 the following are the best Rune Builds:


Arcane Comet Anivia Runes Explanation:

Arcane Comet


The following Rune Page above on the Spoiler for Anivia give her an easier time on laning phase.

Arcane Comet should be an easy +80% of the time hit since Anivia entire damage kit slows the enemy.

Manaflow Band is the standard increase to mana and mana recovery that Anivia needs at all game stages.

Celerity provides a small boost to movement speed since Anivia is an immobile AP Mage.

Gathering Storm for flat Ability Power increase that increases every 10 minutes.

Magical Footwear gives you at the 10-minute mark a pair of Boots with extra 10 Movement Speed, this timer can be reduced by 30 seconds everytime you get a kill or assist.

Minion Dematerializer offers minion wave clear while focusing on mid to late game and Anivia takes the most benefit from this with Glacial Storm as well provides additional minion wave clear after the 4-minute mark where if you have not recalled yet you should sooner or later be close to run out of mana.


Electrocute Anivia Runes Explanation:

Electrocute


The following Rune Page above on the Spoiler for Anivia is meant to be her most aggressive laning phase setup at the cost of forcing fights and spending mana like a madman.

Electrocute as Anivia is guaranteed to proc if either Flash Frost + Auto Attack + Frostbite or something like Glacial Storm + Frostbite + Flash Frost.

Cheap Shot is always guaranteed true damage every 4 seconds for Anivia.

Eyeball Collection is assuming you are taking Flash and Ignite and most likely duoing with a Jungler for the most possible benefit but taking Flash and Teleport is also viable.

Ravenous Hunter despite not giving you full effect on Glacial Storm it strongly benefits Flash Frost and Frostbite as long you can pull the double damage mechanics

Manaflow Band is the standard increase to mana and mana recovery that Anivia needs especially with the Electrocute setup.

Celerity provides a small boost to movement speed since Anivia is an immobile AP Mage.


Unsealed Spellbook Anivia Runes:

Unsealed Spellbook


The following Rune Page above on the Spoiler for Anivia is meant to be her most passive laning phase setup while having multi-use Summoner Spells.

Unsealed Spellbook offers Summoner Spells at a higher rate of use the longer the game goes on, so anything above 25 minutes will give more value into this Keystone.

Magical Footwear gives you at the 10-minute mark a pair of Boots with extra 10 Movement Speed, this timer can be reduced by 30 seconds everytime you get a kill or assist.

Minion Dematerializer offers minion wave clear while focusing on mid to late game and Anivia takes the most benefit from this with Glacial Storm as well provides additional minion wave clear after the 4-minute mark where if you have not recalled yet you should sooner or later be close to run out of mana.

Cosmic Insight is an overall CDR Rune that benefits active items like Zhonya's Hourglass or Seraph's Embrace that most Anivia players tend to buy.

Manaflow Band is the standard increase to mana and mana recovery that Anivia needs especially with the Electrocute setup.

Celerity provides a small boost to movement speed since Anivia is an immobile AP Mage.


Which Summoner Spells against Anivia:

As Anivia you usually level up your skills like the following below:

ABILITY
SEQUENCE
1

Q
2

E
3

E
4

W
5

E
6

R
7

E
8

Q
9

E
10

Q
11

R
12

Q
13

Q
14

W
15

W
16

R
17

W
18

W


Laning Phase and Early Game:

At Level 1 when heading to lane place 2x H-28G Evolution Turret separated and horizontally, remember Anivia always starts with Flash Frost as a starting skill.

Anivia Auto Attack Animation is beyond horrible so even if she is proactive at level 1, she won't go far when it comes to wave clear.

Even before Anivia gets to level 6, never place H-28G Evolution Turret on top of the minion wave, especially on top of Caster Minions due to the player tendency on using Flash Frost too take advantage from doing the double damage activation proc from the skill.

The best time to gank Anivia is before she reaches level 4 and this is quite important to do so if your Jungler is a high priority level 2 Jungler since over 90% of the Anivia players never place points on Crystallize at Level 3.

Be aware that Anivia in very rare circumstances can also level up Crystallize at Level 3 if she takes Ignite and has a really aggressive and burst type all in Jungler to aid her.

Also depending on the case of which level Anivia levels up Crystallize be aware she can use it to freeze minions under her Tower for more or less 7 seconds to the point the Anivia minions get her always to a safe spot being near impossible to gank her, while you will be quite vulnerable to ganks.

If by any chance you managed to get her on Egg Form solo early levels be careful that if you do not have 3x H-28G Evolution Turret you could bait yourself into getting killed if you are Low Health as Anivia can combo you with Flash Frost into Frostbite just something for you to be aware in general on this Matchup.

If you placed your H-28G Evolution Turret properly during the initial laning phase, that same positioning will come more handy past level 4 as Flash Frost can be used to double damage the back side H-28G Evolution Turret as well Frostbite on the one it passed through or Anivia Auto Attacks.

You want to force this to happen as your objective is to bait Anivia and if she goes for it she will get out of mana quite soon.

Deny the most CS you can to Anivia as her main focus item wise is to purchase Catalyst of Aeons and Tear of the Goddess which both in total cost 1950 Gold.

Item wise your main purchases are Lost Chapter and Fiendish Codex which in total cost 2200 Gold.

Cooldown Reduction builds help a lot when against High Wave Clear Champions which is Anivia case past level 6.

Not many opportunities arise against Anivia to roam after level 6, if she is any good she will ensure that does not happen without you being punished, let alone allow you to push up to her tower.

After Level 6 Anivia is a bloody nuisance when it comes to Wave Clearing and Glacial Storm is the sole cause of that.

When Glacial Storm is fully channeled it deals 300% extra damage and the slow % is also increased by 50% and it is noticeable because the AoE skill does a very brief blink pattern.

If the economy allows and if you feel safe enough you can toss in Ionian Boots of Lucidity for a total of 30% CDR and finish Luden's Tempest to get a total of 40% CDR and if you farmed well this is doable by the 12 up to 14 minute mark.

But what if I died 1 or 2 times in the early game what should I do?

Well for starters start building defensively.

Try to follow this purchase order to the best of your ability:

A fed Anivia can kill you under Tower so do not disrespect her diving potential when she starts getting more tanky item wise.

And in a case scenario where you are behind always buy Luden's Tempest instead of Archangel's Staff so you do not fall off on damage.

Nevertheless, past level 6 Anivia will Wave Clear extremely hard and your H-28G Evolution Turret are just there to tank the minions for brief seconds, Hextech Micro-Rockets will be your main wave clear tool and having it maxed out helps out a lot but also expends a ton of mana in the process.

Also, you might end up being forced to use UPGRADE!!! + Hextech Rocket Swarm for Minion Wave Clear

Roaming from your side will start to be punished as you are guaranteed to lose 2 minion waves in a quite easy matter.

Roaming from your lane to another lane takes 18 seconds average and another 18 seconds to return along with a duel if any happened which can take 10 up to 20 seconds more.

A good enemy Jungler will try to take advantage of tower diving you if the wave is pushed under your Tower so be aware that not every Jungler is garbage no matter the elo.


Mid Game:

Past the 12 minute mark Anivia should have Boots + Rod of Ages and Tear of the Goddess, overall it is 3950 Gold worth of items.

Anivia past this point is going to scale damage, and Minion Wave Clear wise and she is gonna be near impossible to kill solo.

Once Anivia has Rod of Ages and Tear of the Goddess you are unable to sustain wave-clear versus her, regardless of how ahead you are.

At this point you would need to be getting ganks to kill her and get objectives or roam and get an objective.

Any attempts to kill Anivia at this point are either with UPGRADE!!! + CH-3X Lightning Grenade or CH-2 Electron Storm Grenade if she positioned poorly but you are going to need a Jungler that can also CC lock Anivia to turn her Glacial Storm useless and burst damage Junglers or Supports are a plus at this point.

If you laned well during the early game I assume you have at least over 100 Minions killed and have at least Lost Chapter + Fiendish Codex bare minimum and hopefully 1 or 2 Needlessly Large Rod.

At this point, your objective is to farm enough for Rabadon's Deathcap.

Objectives wise Anivia starts to have a role on zoning you and your team especially on specific areas like River or Jungle side and if Anivia caught someone off guard it can turn any fight into a 4vs5 or 1vs5.

Anivia is now able to have and handle a lot of attrition fights as well stopping Mid Lane Tower pushing and if by any chance there is a lane swap, remember that Anivia should always go for a solo lane as she scales well with farm and level and you should do the same, as Heimerdinger gets the most benefit from H-28G Evolution Turret wise past level 14.

Around 16-minute mark Anivia should have Boots + Rod of Ages + Archangel's Staff and from here on she decides if she needs a defensive item like Zhonya's Hourglass or go with Liandry's Torment and go full damage.

As for you on Heimerdinger at around 18 up to 20 minutes, hopefully you have Ionian Boots of Lucidity + Luden's Tempest + Rabadon's Deathcap + Fiendish Codex and you decide if you need a defensive item, than either go for an Zhonya's Hourglass or Banshee's Veil.

Baron is doable easily after you have 400 Ability Power either solo or to ensure a secure Baron you can do it with 250 up to 300 Ability Power with a teammate to avoid any issues, however despite Heimerdinger being good at objective control be aware if Anivia finds you on Baron she can trap you inside the Baron Pit and you will be most likely dead.

Past the 25 minute mark, the game patterns lead more into Blasting Cone plays around Baron Pit and Dragon Pit, so if by any chance you are running away from Anivia and want to use a Blasting Cone you are likely to fail it as Anivia can use Crystallize to stop your escape attempt, and if you do not have Flash you are likely dead.


Late Game:

Anivia is a bloody monster when it comes to Late Game!

Trying to siege enemy base is a living nightmare, she can Minion Wave Clear like a demon.

Your team got Baron and is near a Tower being defended by Anivia?

Liandry's Torment on Anivia makes it even more easy to Wave Clear due to the 2.5% HP burning effect, only way to get a power play going is by using UPGRADE!!! + CH-3X Lightning Grenade but if it fails do not force the play anymore and ping your team to fall back.

But if the opposite does happen where Anivia and her team has Baron, you are the one going to have a rough time.

Heimerdinger is weak against enemy Baron sieging powerplays in a good amount of cases.

Trying to catch someone off-guard and used CH-2 Electron Storm Grenade + UPGRADE!!! + Hextech Rocket Swarm but the enemy is on top of the minion wave?

Well think again the Baron minions will likely remove 80% of your damage output in this case scenario.

Your best bet on this case scenario is to attempt an ambush while the enemy team is pushing Mid Lane from near the Raptors camp, place a Stealth Ward on lane so you get vision on the enemy team, make sure to clear any form of enemy vision on the area with the help of your Support or Jungler, place pre-emptively 3x H-28G Evolution Turret so you can get clean Turret beams as not having vision would drop by a lot your damage if the Turret beams did not fire, and finally use UPGRADE!!! + CH-3X Lightning Grenade along with Hextech Micro-Rockets.


Build wise, consider the following below:

Against Anivia level up your skills like the following below:
ABILITY
SEQUENCE
1

Q
2

E
3

W
4

W
5

W
6

R
7

W
8

E
9

W
10

E
11

R
12

E
13

E
14

Q
15

Q
16

R
17

Q
18

Q

Standard Rune Setup with Summon Aery as Heimerdinger vs Anivia:

Summon Aery Standard Rune Page


The following Rune Page above on the spoiler is the standard and most safe setup if you are a newbie when it comes to Heimerdinger or if you do not feel comfortable with the Matchup in general.

Summon Aery is the standard Keystone for when you max Hextech Micro-Rockets plain and simple, it deals extra damage and all your kit benefits from it.

Manaflow Band is the standard increase to mana and mana recovery that helps Heimerdinger spamming his skills, plus it helps if your Jungler does not offer you Blue Buffs which is 90% of the time the case.

Absolute Focus gives you the flat and juicy Ability Power that Heimerdinger loves, however, do not replace H-28G Evolution Turret like a madman whenever you level up, just a thumbs up.

Gathering Storm for flat Ability Power increase that increases every 10 minutes.

Taste of Blood helps a lot when it comes to aggroing minions so they do not kill your H-28G Evolution Turret since you are bound to take some extra damage and from time to time get out of your safe zone doing so and it helps increase the upkeep on Absolute Focus.

Ravenous Hunter is the godliest rune for Heimerdinger since his H-28G Evolution Turret count as single target damage and it heals you a ton, I had many games where healing for over 8.000 is actually quite easily achievable.


Aggressive Rune Setup with Summon Aery as Heimerdinger vs Anivia:

Summon Aery Aggressive Rune Page


The following Rune Page above on the Spoiler is the more aggressive version with Summon Aery as a keystone and it requires proper Matchup knowledge.

Summon Aery is the standard Keystone for when you max Hextech Micro-Rockets plain and simple, it deals extra damage and all your kit benefits from it.

Manaflow Band is the standard increase to mana and mana recovery that helps Heimerdinger spamming his skills, plus it helps if your Jungler does not offer you Blue Buffs which is 90% of the time the case.

Absolute Focus gives you the flat and juicy Ability Power that Heimerdinger loves, however, do not replace H-28G Evolution Turret like a madman whenever you level up, just a thumbs up.

Gathering Storm for flat Ability Power increase that increases every 10 minutes.

Eyeball Collection against Anivia is a good rune since she does not have much poke Auto Attack wise as she is gonna spend all the time Auto Attacking the minions for the sake of getting CS, therefore Absolute Focus is easier to maintain on this Matchup even without Taste of Blood.

Ravenous Hunter is the godliest rune for Heimerdinger since his H-28G Evolution Turret count as single target damage and it heals you a ton, I had many games where healing for over 8.000 is actually quite easily achievable.


In which lanes do people play most of the time Anivia?

Anivia is mostly played on Mid Lane and from time to time is played on Top Lane.
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