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Spells:
Clarity
Flash
Ability Order
Hextech Affinity (PASSIVE)
Heimerdinger Passive Ability
Introduction
Introduction
This is another idea I had in my mind. Support



Please comment/vote! It means a lot. Also tell me who you think I should make next!
Like I said in my previous guide, which is found here THIS IS NOT A TROLL GUIDE this is very much viable if you understand the use of

Thank you for taking the time to read this guide :)
Credits to jhoijhoi for the template, which you can find here.
Pros / Cons
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Pros
+ Doesn't need gear to be a good support + Turret 40% slow at max ultimate level + Great lane control with turrets if lane is being pushed + Protects and regenerates turrets well + Great stun if you know how to use it + Passive allows for great recovery from pokes |
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Cons
- Slow movement speed early game - Not a lot of damage - Very squishy, a small less squishy with 0/21/9 masteries - People will think you are trolling and might troll the game |
Masteries
~ DEFENSE ~
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~ TIER 1 ~ 2/3


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Out of tier 1, you need a combination of 4 in order to move on, and i chose 3 in



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~ TIER 2 ~ 4/4


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These are essential for



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~ TIER 3 ~ 1/1

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This is essential for your early game health. Nothing else in this tier is really worth it.
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~ TIER 4 ~ 1/1


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Since you are the objective king, you should pick up


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~ TIER 5 ~ 3/3

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You really don't have much to spend your other points on, but to become more tanky, you might as well reduce your incoming damage by 1.5% am I right?
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~ TIER 6 ~ 1/1

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This is obvious, this also increases your tankyness early game AND late game, which is very effective since you are a squishy champion.
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~ UTILITY ~
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~ TIER 1 ~ 1/1


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Since you picked up





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~ TIER 2 ~ 4/4


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The early move speed, and the increased move speed with your boots, will easily take care of your issues on movement. Since you have 1 point left over, and your the regeneration bot, 1/3

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Use this mastery set most of the time, the increase in utility from 0/9/21 would be nice, and you can use it, but you need early tankyness early game or you will be killed from their AD carry in 5-7 shots(I'm serious). But if you think you wont get caught until you start building tanky, go for 0/9/21.
Runes
Greater Quintessence of Gold: Other quintessences would be useful, but since you went 0/21/9, there is no need to be more tanky, but you do need more gold per 10. If you went 0/9/21 I would concider either
Greater Quintessence of Armor or
Greater Quintessence of Health.
SpaaaaaaaaaaaaaaceGreater Mark of Armor: This will give you more of the necessary armor you need to sustain against the enemy AD carry. If you went 0/9/21 I would conciser these marks still.
SpaaaaaaaaaaaaaaceGreater Glyph of Cooldown Reduction: Early game CDR is very important for support
Heimerdinger, that is why you should go flat CDR. I would recommend these also for the 0/9/21 mastery set.
SpaaaaaaaaaaaaaaceGreater Seal of Gold: Just like the Quintessences, you are tanky already, so the utility of the Gold per 10 would be better for you. In a 0/9/21 mastery set, i would recommend
Greater Seal of Armor.
Summoner Spells
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I would not recommend

Ability Explanation
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Techmaturgical Repair Bots: This passive, makes
Heimerdinger a great support. Center items and use the passive correctly, and you are a good player. This passive can be used on turrets, so if your AD carry is alright to stay bot lane by himself, you can roam to other lanes and heal up turrets. Levels 1-5 = 10 health regeneration per 5 seconds. This means you can heal for 120 health/minute on structures or players. From 6-10 it is 15 health per 5 seconds. This means you can heal 180 health/minute on structures or players. From levels 11-14, it is 20 health regeneration per 5 seconds. This means you can heal 240 health/minute on structures or players. At level 15-18 it is 25 health regeneration per 5 seconds. This means that you can heal 300 health/minute on structures or players. This is JUST from your passive
-
H-28G Evolution Turret (Q): This makes
Heimerdinger,
Heimerdinger. These turrets increase and rank up when you put points in this. You want to max it for the extra turret, and extra health. The area damage will be needed to defend towers. These are also great to destroy towers, and take dragon/baron.
-
Hextech Micro-Rockets (W): These rockets do not do much damage when you are support. I use these much as assist tools, and extra damage. If your team is about to get a kill, launch a rocket, you might get the killing blow, and you are sure to get an assist, with some extra damage to them.
- CH-1 Concussion Grenade CH-1 Concussion Grenade (E): This is a great spell for
Heimerdinger, the hard part is, is that it is hard to master effectively. If you land it perfectly, by throwing it DIRECTLY ON the enemy, it will stun them for a couple crucial seconds. The radius on the stun is estimated 100, and the blind radius is an estimated 250. In a team fight, this should be used on an auto attacker, preferably the AD carry.
-
UPGRADE!!! (R): This would be nice if the cooldown got reduced. It can be great and helpful if you are catching some people and slowing them, the more this ranks up, the more slow it gives. This is very helpful, but again, hard to master on where to set your turrets. This ultimate also speeds up your CH-1 Concussion Grenade making it more effective and easier to land. You can also shoot 5
Hextech Micro-Rockets instead of 3, which is good for getting all the assists and spreading some nice aoe damage.
Ability Sequence Order
I believe that maxing



After that I usually max


Next I max my CH-1 Concussion Grenade. If you want more mid game damage, and don't believe you land the stun well, you can max

Next is the


Items
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: This is probably the best choice for a support
Heimerdinger. This is later built into a
Soul Shroud, and this should be grabbed first, because this gives you the extra mana regeneration, as well as decent early game mana regeneration for your lane partner. You do not need early game wards during lane phase, because that is what your turrets will be for. You may choose to get
Faerie Charm + sight wardx4 if u HATE not getting wards like some do.
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: Since you wont be getting a lot of farm, this is a core item since it gives you health/mana regeneration, as well as gold per 10.
-
: Since you are very slow early game, I would recommend getting this after your sustain items. This gives you decent speed to escape things you might not have without boots. This will get you through until
Mobility Boots.
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: Another item that would make you tanky early game, and give you nice GP10. This turns into
Locket of the Iron Solari.
-
: This is needed after your gold items to provide you will great mobility. Don't be afraid to actually buy some sight wards to use your new boots on :)
- Emblem of Valor: Hopefully you get this during lane phase, if you get fed. This would be good to give you and your partner some sustain, and to build it into a cheap
Locket of the Iron Solari.
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: You may choose to get a
Locket of the Iron Solari here, but since the shield scales of level, I would much rather get the extra 520 health and the CDR aura from the
Soul Shroud.
-
: You may choose to get
Shurelya's Battlesong instead of this item for now, but i believe in mid game fights the shield and the extra regeneration would be very helpful.
-
: This is obvious, build our your Philosopher's stone because you dont need it anymore, and
Shurelya's Battlesong has great utility that can win team fights, or save many lives.
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: This can be any aura item. Examples such as Zeke's Herald,
Will of the Ancients, or this item. All situational. If your team needs beef, take
Aegis of the Legion, if you guys are owning, and your AD carry is most fed, take Zeke's Herald. Same with the AP carry, take
Will of the Ancients. Of course, don't pick
Aegis of the Legion if someone has one, and don't pick
Will of the Ancients if 2 people already have it.
-
/ Sight Ward: This is a very cheap build for all the gold per 10 you should have. You should be constantly buying wards, and oracles if needed. I left 1 open spot for wards, such as all supports need. CONSTANTLY BUY THESE PLEASE.
Early game as
Heimerdinger. you should start off passive, and put your turret when you first get there in this spot. When you rank up the second turret, place it here, or here. Just sit back, and auto attack their AD carry without getting hurt. This zoning is very effective since you have a base of 52 AD at level 1. Try to poke and harass while your AD carry farms, have the enemy support try to fight your turret for wards, that will put a nice dent in his health. Play passively for now and just harass.

You should have your turrets and know where to put them. Start buying
Vision Wards for dragon and taking them. Same for baron. Your passive allows you to heal up turrets, for more information, see the Ability Explanation section, and see how much your passive heals for. Start roaming around and healing turrets about a minute each or so. Make sure your AD carry is okay with you doing this, for if not will result in deaths. Keep working towards your build and take objectives as necessary.

Here you have to focus a lot on objectives and winning team fights. This will be easy because your
Heimerdinger! Not really, team fights will go as always. See my team fight section for more on this. You should always be warding dragon and taking it. There is a 6 minute respawn timer, try to type the time. Should alsoo be trying for baron. Always push with your team when they go to get towers. Your turrets do 50% less damage to enemy turrets, but it is still effective. Also, if you are standing there doing nothing while people are farming, you should heal up turrets with your passive too. See the Ability Explanation section for the heal/minute.

Your main goal in team fights is positioning. You should set your turrets almost ON your front line fighters, and move back. Should be throwing your CH-1 Concussion Grenade on the enemy AD carry or auto attacker, to blind them and stun them. If you do have an easy stun when they are chasing you or a carry, don't be afraid to pop
UPGRADE!!! and throw the stun, because it reduces the speed it drops. You should pop your
Locket of the Iron Solari before the main burst of the enemy carries. Remember, you can pop this during skirmishes, because it has a short cooldown. You should keep your turrets up,
Locket of the Iron Solari on cooldown, CH-1 Concussion Grenade on cooldown, and press your
Hextech Micro-Rockets when you decide to pop your ultimate so it hits everyone for the assists!




Summary
Thank you for checking out my support

Credits to jhoijhoi for the template, which you can find here.
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