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HEIMERDINGER BUILD GUIDE: [S3]For Great Science! - A Comprehensive Heimerdinger Guide! by RëdrüM

by RëdrüM (last updated over a year ago)

597,107 Views 15 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Mana Regeneration( +3.69 mana regen / 5 sec.)
9
Greater Glyph of Scaling Ability Power( +1.53 ability power per level (27.54 at champion level 18))
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
21
0
9
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Techmaturgical Repair Bots
QH-28G Evolution Turret
WHextech Micro-Rockets
ECH-1 Electron Storm Grenade
RUPGRADE!!!
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
0 Defense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 1/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
9 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Techmaturgical Repair Bots
QH-28G Evolution Turret
WHextech Micro-Rockets
ECH-1 Electron Storm Grenade
RUPGRADE!!!

Champion Matchups

Introduction

Who are we playing again?

Heimerdinger is one of the more underused AP champions in the game.
He's shadowed behind other AP carries, but I personally feel like Heimerdinger is a powerful champion with proper positioning, playstyle and well, the ability to try new things.

With his rockets, his grenades and his turrets, Heimerdinger is almost near unstoppable in the lane, especially with the current mid meta game.

He has insane capabilities to completely dominate any lane, to zone and can easily farm.

Plus, his passive, is really nice for staying in your lane even longer.


This build is to help new Heimerdinger players get started and to possibly get more, professional players interested in

What is so good about him?

Pros:


  • Powerful in lane.

  • His passive helps him sustain himself, possibly meaning you don't need health potions early game.

  • Because his turrets in his lane still grant him Gold and XP per kill, or XP for having a minion or champion die near the turret, Heimerdinger almost always in atleast 1 or even 2 levels higher than anyone else.

  • He has strong counter ganking cabilities, even killing both the jungler and the lane champion he's playing against.

  • He's very easy to learn how to play.

  • He's not exactly item dependent.

  • His Missles are unbelievably strong.

  • He has very nice Crowd Control cabilities.

  • He has a very strong early and mid game.

  • He can get blue buff while he's in the lane. Super easily.

  • He has an afro.

Cons:


  • Has no escape mechanism if your grenade and ulta are on Cooldown, so you needs flash or ghost as one of his summoner spells.

  • Not as powerful as other AP carries.

  • Very squishy.

  • Needs practice to perfect him.

  • Needs his team to communicate, or else he doesn't do as well in team fights.

  • Not 100% blue buff dependent, but almost needs it mid game.

  • He's treated very badly by alot of LoL players, and is claimed to be the WORST champion in the game.(A lie by the way.)

Masteries

[http://i.imgur.com/40YR4.jpg]

Details

The reason of why I choose to use a 21/0/9 mastery page with Heimer is because;

  • He's more powerful with more AP at the start.

  • The longer the game goes on, the stronger he becomes.

  • His turrets and rockets HURT.

  • I just feel more comfortable with him being more AP strong then Utility strong.

You could also try:


  • 9/0/21. For more lane utility and sustainability.

  • 21/9/0. For more of a tanky AP character, works quite well with Heimerdinger!

Runes

[http://i.imgur.com/fdIQR.jpg]

Details

The runes I've selected are a mixture between dealing damage and being able to stay in lane.


  • Magic Penetration Reds, very nice. These are BiS.

  • Flat Mana Regeneration Yellows. These help with your mana regen mid to late game, and tad bit early game. You can replace them with flat mana regen Yellows, but I feel like mana regen per level are better for mid to late game.

  • AP Per Level Blues are my personal opinion. I love Ap/Level blues on ANY AP CHAMPION, they give HUGE boosts in damage and work very nicely with your masteries. However, if you prefer more of a stable and a very good second choice, Flat CDR blues are very nice on Heimer, because he can have those, his CDR from and and he has capped CDR at a cheap cost.

  • Flat AP Quints for earlier game dominance.
You can also go Health regeneration Quints, for EXTREME lane sustainability in combination with your passive. But, Flat AP is a better choice in my opinion.
Also, movement speed Quints are now very good for Heim for more mobility and roaming potential.

*UPDATE* I have been experimenting with a lot of different quints for Season 3. One that I find very interesting, in terms of diversity, and the fact of how unorthodox the quints are, the Experience % increase quints are actually good on Heim. Getting more levels than your lane opponent is an awesome cheesy thing to do, but it's effective. Having 6 before your enemy leads to a free dragon, dragon is another lead you have. The sole fact that you have such an advantage gives your ENTIRE team an advantage. But, I need to experiment around with this more before officially changing it. Food for thought.

Summoner Spells

The ones that you should use:


I love this summoner spell. It is a "Get out of jail free card," and is has MANY different uses, even after it's nerfs, it's still the best summoner spell you can have. I use this to bait, to get that distance to land my missle for the kill, or, I use it to escape jungle ganks and situations were I would have died if I didn't have it. Too good to pass up.


Ignite is now my #1 choice for Heim, for a couple of reasons.
1.) Helps you against sustaining champs, and when you engage on them, it cuts their healing in half and hurts.
2.) That last tiny bit of damage you need.
3.) The +5 AD and AP help you harass a BIT harder and helps you farm more.


I don't recommend 100% to use this anymore, but can still be used as a very fast way to get places, to help you control Dragon and Baron that much more, because you can tele in on a ward for a fast ace and get Dragon, then return to pushing and farming. Really good.

Other viable options:


After the change in the summoner spells, this spell has seen ALOT more play, and for good reasons. It's powerful, it's game changing, it's just sooo good. If you lane duo bot with an AD carry, then you can bring this baby, and you can easily get FB(First Blood), unless they have ignite.


Very good summoner spell if your team doesn't have it, and your support bottom. Really helps your team as well, and stops ganks in their tracks. Will also help with Baron and Dragon.


Shuts down AD carries, and really helps you if your targeted by just one enemy. After you exhaust, you can pull off your Grenade/Turret/Rocket combo for some sick damage. Nice summorner.


For double escapes! Very nice if combined with Flash because Heim has no escape tactics besides his stun and slow, and if you don't have those early game, then this + flash = A near perfect getaway.

Not so viable:


You have a nice amount of mana regen with your runes and the



NO.



NO.



You're not jungling. Only Junglers should carry this.



Seems interesting, but I don't see a good way to use it.



I did think about this summorner, but no. Your turrets are better than the promoted minion.

Skills

Passive: Techmaturgical Repair Bots
Heimerdinger gives nearby allied Turrets and Champions 6/12/16/22 health regen per 5.

[http://i.imgur.com/35q6C.jpg]

Explanation:

This passive really nice, because it really does allow you to stay in your lane longer, it allows you to be able to take some damage and dish out some back.

P.S. This is the only, ONLY passive in the ENTIRE game that heals turrets in any way, shape or form. So if your getting pushed, stand by your tower with your two turrets and watch the turret's life go back up, as the enemy's goes DOWN. Hah.


Q: H-28G Evolution Turret
Heimerdinger constructs a Machine Gun Turret with 260 + 15 per character level health and 30/38/46/54/62 (+20% of ability power point) magic damage (half damage to turrets). Max: 1/1/2/2/2 turret(s). Heimerdinger stores enough parts for a new turret every 25 seconds.

Each rank of this skill grants a further enhancement:Rank 2: Turret attacks reduce the target's armor and magic resist by 1 (max 50)Rank 3: Maximum turrets increased to 2Rank 4: Turrets gain an additional 125 HealthRank 5: Turret attacks deal area damage

Cooldown 32 / 28 / 24 / 20 / 16 seconds
Cost 70/80/90/100/110 mana
Range 250


[http://i.imgur.com/P0S1o.jpg]
[http://i.imgur.com/shW6L.jpg]

Explanation:

TURRETS EVERYWHERE! These are basically better minions, and should be considered like them. At the very beginning I put one in this skill to help with last hitting. Don't put it by the melee minions however, if you do, you will push hard, and be vunerable to jungle ganks. I prefer to put it just far enough to hit the enemy melee minions, but not so much that it pushes, to get a nice, steady farm fest going. Hah. Keep in mind that:


  • 1.) They attack faster after being placed down for a few seconds, meaning that you can really clear a minion wave by placing two quite fast after each other for maximum creep farm.


  • 2.) They work like towers, if an enemy champion hits you, and they are in range of your turret, your turret will counterattack, MEANING, that you can harass really nicely, if the enemy is aggressive. And 9/10, if an enemy tries to attack you, you'll do more damage then they can do to you.


  • 3.) Sometimes, in lane, if I know I don't need turrets attacking minions, I use them as portable wards. I stick them in bushes and if the enemy jungler comes, he gets attacked a couple of times and then I know he's there, and I get away without a scratch... Most of the time.




W: Hextech Micro-Rockets
Heimerdinger fires 3 enemy seeking Micro-Rocket(s), hitting targets nearest to him. Each rocket deals 85 / 135 / 185 / 235 / 285 (+55% of ability power) magic damage.

Cooldown 20seconds
Cost 65 / 85 / 105 / 125 / 145mana
Range 20


[http://i.imgur.com/ii4yh.jpg]
[http://i.imgur.com/hVF1f.jpg]

Explanation:

QQ rockets. Seriously, these rockets have possibly the longest range for a single, double or triple target spell in the game. They are just amazing.
In lane, your enemy will HATE these little things because they do so much, and are so easy to hit with.

How to know when to use them:


When your enemy is pushing, you have your turret(s) set up, and are farming, and if the champ is with his/her minions, and there's two minions left plus the champ, use it. But if theres more, then don't risk it. Only use this if you KNOW you can hit the enemy, or else you end up wasting alot of mana. /:

P.S. These skill is strong in teamfights when you use your ult because it can hit all 5 of your enemy champs. Keep that in mind.



E: CH-1 Concussion Grenade
Heimerdinger tosses a grenade, dealing 80 / 135 / 190 / 245 / 300 (+55% of ability power) magic damage to enemy units (50% to turrets) and blinding them for 1 / 1.5 / 2 / 2.5 / 3 seconds. Enemies who are directly hit are stunned for 1.5 seconds.

Cooldown 14 / 13 / 12 / 11 / 10seconds
Cost 80 / 90 / 100 / 110 / 120mana
Range 925


[http://i.imgur.com/c4Bt5.jpg]
[http://i.imgur.com/t8XvR.jpg]

Explanation:

THIS SKILL IS SO DAMN GOOD! The ONLY problem, is that it's one of the hardest skill shots to hit. If you know how to use this, and hit almost everytime, then by all means, max this over rockets, it's just that good. Now, like I said, it's really hard to hit with, UNLESS, you are fighting a melee champ, you poke and poke and harass, and he commits, and he's literally on you, then throw this skill out ON TOP OF YOU, and put your turrets down ASAP, when the champ's stunned, this deals a crazy amount of damage, and saves you. (Unless the AD champ is SUPER fed.) This skill also gets a major speed boost when your is up.

DO NOT FORGET ABOUT THE AMAZING BLIND THIS SKILL HAS. IT HAS SAVED ME MORE THAN I CAN REMEMBER!

Also! As a side note, this skill can be used on bushes like a mini CV, so, you could throw this is a bush, reveal the area, and hit the enemy, if there is one, with your rockets!



R: UPGRADE!!!
Passive: 10 / 15 / 20% Cooldown Reduction.

Active: All active Evolution Turrets are healed for 100% of their maximum health and also fire 20 / 25 / 30% movement slowing frost shots for 10 seconds. Fires five Hextech Micro-Rockets instead of 3 and your CH-1 Concusion Grenade travels faster.

Cooldown 60 / 45 / 30seconds
Cost 90mana
Range 280


[http://i.imgur.com/FIdZw.jpg]
[http://i.imgur.com/QxR4f.jpg]

Explanation:

Your ultimate.


  • First, the passive it grants is, quite honestly, overpowered, reason being is because that it grants a TREMENDOUS amount of CDR at such a low level, and it helps SO MUCH!


  • The slow from your turrets and also the heal help you when your not in your lane that your turrets are in, because I remember when I went bot to help my allies, the Lux I was fighting in mid thought she could get my turrets with her auto attacks, and ended up dying to my turrets and I wasn't even fighting her.


  • The 5 rockets help BIG time in team fights, and the faster grenade helps you in sticky situations or to CC the hell out of the enemy team.


Skill Order



Q-W-W-Q-W-Q-R-W-W-Q-Q-R-E-E-E-R-E-E


Details


You want your Q at level one. Your W at levels 2-3 and then switching off between your Q and your W until both are maxed, getting your R at levels 7, 12, and 16.
The reason why you don't get your ult at 6, and 11 is because I personally feel like you should get your two turrets ASAP and you still want your W to do some CRAZY damage, and you don't need the slow and 5 rockets until teamfights start, the only drawback is that your not getting CDR super early.
Now, the reason why I get my E so late is because it's so hard to land in lane and late game it just does more damage. Early game, it's damage is OKAY, but rockets are more reliable.

I've been experimenting, and I've actually been liking at level 4 to help you against ganks mid, but I will continue to experiment and find out the best skill order, so I may keep the old skill order.


Feel free to edit and change the build around for your personal preference, this is just the build I feel does the most and is the most effective.

Item Builds

Item build in Season 3 has changed a bit.
This section is the section where I am going to explain some new items and changes to my old build.

Starting Items:

++
These items has been famous ever since the patch. It gives awesome sustain in lane. Since the new item patch, every champion has gotten their base movements buffed. So, Heim is now not THAT slow, and doesn't ALWAYS need the +25 movement speed, especially with the sustainability you get with new item.
*UPDATE* The cost of has gone up, meaning that you cannot start with , meaning that you can get 2 and 1 to help you sustain still. Even with this cost increase, this start is still strong. Your will also take a bit longer to build.

+
Of course, you could always start with more movement speed to dodge skill shots and be quicker in lane and when you roam. Three HP pots also help with sustain.

Core Items:

OR(Depending on what your laning against and whose fed. are also a good pick against fed AD champions.)++.
This core build helps you with a lot of things. helps you with your Mana Regeneration and gives you Cool Down Reduction and some Ability Power AND some Magic Resist, which helps you lane against AP mids even better. Now, is a really good new item, and works extremely well with Heimerdinger. His missles count as a single target spell(Yes, this means all three get the full burn when they hit) which means that his missles only hit even HARDER. This item also gives nice Magic Penetration and good Health. I find that these two items should be built every game. I suggest getting before you get . So after you complete you can build , and then complete .

From this point, see whose more fed on their team and whose starting to get kills:

From this point, you can build according to how fed your opponents are...

Enemy AP champions dominating the game? No worries. Build yourself an with the health you get from . You can also build for more health and Magic Resist. These items are good against really fed magic dealing enemies.

Enemy AD carry too fed? That annoying bruiser focusing you too hard? Get yourself the for nice armor and AP AND the statis that makes you invincible for a short amount of time! Other good items are and . Now, I know what you're thinking, "Banner Of Command? On an AP carry? NOOB." Noooo. This item is very good on Heim. It helps him push EVEN HARDER, gives him some armor and synergizes good with Heim's passive! Giving your allies very high HP Regeneration just by standing next to you. And it lets your get yourself a promoted minion to push and you get the gold, you could go to one lane, promote a minion, then go to another and push with turrets, then go the LAST lane and help your allies and push THREE lanes at the SAME time. And of course, is still one of the best counters to a fed AD carry, so building this will give you a good defense against them. And gives you some mana as well. AND CDR.

You getting fed hard? Want to absolutely dominate the game?? Build right before or even BEFORE your core to get the charges fairly high so when you build into and be nearly ready for it to transform into . With this item, you have a fairly large shield to protect yourself. Then, while charging your Tear, you can get for a MASSIVE damage increase! With these items , you will deal a crazy amount of damage.

Other Good Situational Options:

: This item provides great defenses to you as well as your allies, and also synergizes with your passive well. Good to get if noone else on your team does and you need more tankiness. It's good when there is both AD and AP damage destroying you.

: Another fantastic defensive item against balanced team. You also get a revive after death, which is always helpful if you're getting super focused down by their team.

: Good for Armor and frequent slow coming out from your skill use. Is strong with Rylai's for a strong slow. And gives your auto-attacks a boost. AND it provides nice armor. Get it if you need even more armor and tankiness and that extra slow.

: For some scouting skills. Also gives you some Movement Speed, Magic Resist and Ability Power. And a sweet, nifty passive for scouting out bushes, or check Baron or Dragon. It's not bad, but not really necessary. Get it if you want other wise there are some other options. But once again, not bad.

: This one is good. Even though you have already built , you can get this with/or even instead of it. ONLY get this if your support doesn't, or your team is CONSTANTLY losing teamfights because of the enemy's CC shutting your team down. Get it for an entire team cleanse and turning fights around.

For you boots and the enchantment you can get, I suggest or . I like Captain because you becoming a pushing GOD and your allies will love the extra movement speed they get just by moving TOWARDS you. It's very good. Then of course the Homeguard ones are INSANE, you get health and mana back in no time and then you extra movement speed you get makes you recall and go defend, or back in a team fight in absolutely no time at all. It's fantastic.

Early Game

Early Game:


I prefer Heimerdinger to be in mid, but honestly, I've played him in every lane, solo top, mid and support bot. Anywhere Heimerdinger is, he's a good champ. But for this guide I'm going to talk about being in mid, and playing against other AP champs, or AD mid champs.

Early game, you want to focus almost all your attention on poking and farming. Your missles are extremely good at both and your auto attacks are actually quite strong. So you want to make sure you are either beating the other mid champ in CS(Creeps Slain) or that your doing nice harass and causing them to mess up their CS. Remember, if there are two minions and the champ, hit W and watch them rage. Another neat trick I've learned with the missles, and something people won't even expect, is if there are four minions and a very low HP champion, use your ult and hit W. Everything goes planned, you'll hit the champion with the fifth missle and kill them. I have done this many times and the enemies never expect it.

You want to dominate your lane, you want to zone the enemy out, you need to make sure they don't get alot of gold and make sure that you make their life a LIVING HELL!

So Early Game notes:
  • FARM, FARM, FARM.
  • POKE, POKE, POKE.

Mid Game

Mid Game:


Mid game is my favorite stage in the game for Heimer, for two big reasons:
  • Dragon Control
  • Tower Pushing
These two things are the things that Heimer does very well mid game. The fastest I've taken down a turret with Heimer is near 8, 9 minutes, because he pushes SO HARD. Remember, his turrets do half damage to turrets, so if you put two down, their doing damage equal to one, and no mentioning that they attack faster when placed down, so you will take towers decently fast.

Now Dragon Control is also important. You have turrets, and usually, what I do is, I set 1 turret up in my lane, and have the other one sitting right outside of the dragon's pit. That means if someone were to try and take the dragon, my turret would attack and notify my team, possibly ending in the jungler's or more of their team's deaths and us getting Dragon.

After you take your mid tower, which hopefully you did fast, you can start roaming. Now Heim's roaming purpose is slightly different than other mid champions. YES, you can pull off very strong ganks with champions with high CC. You set your turrets up and bait them into the turret trapped inside the bush, use your ult, or your grenade IF you have it and then have your allies rush in and I promise you'll get a kill or an assist.
BUT Heim's true roaming potential is so your allies can super push a lane for an objective, like Drake(Dragon) or to get a tower. You can change games without getting kills. Always remember that.

Late Game

Late Game:


When Heimerdinger is more of bait, then of an effective AP carry. This is where many Heim players fail.

You need to stay with your team, you have a nice aura to help your allies.
Also note that if the enemy has one of your inhibitors down, but you aced them, then you should go back and defend against their minions, since your the best defender in the game basically.

It's up to you, and what's going on in the game.

Know in fact that your damage will fall off, maybe not completely, but you won't nearly be as strong as your were mid game, or early game.

Team Fights

The #1 rule with Team Fights and Heimerdinger is POSITIONING.

You're going to hear a lot of high ELO players talk about this, and it's important to understand that where you are in a teamfight affects your damage output.

With Heimer, turrets are very powerful in teamfights as well, with the correct positioning, you want them to hit enemy champs without being in danger. I usually put them behind enemy champs, or spread out like a barrier, or a "line" I guess you could say, and me and my team play, I guess you can say "dodgeball with the enemy." If they cross the "line" they're out. But if we cross it, we're out. And if you tell your team to fall back to your turrets, most of the time your team will, your turrets do damage, then your team comes in and BOOM, aced. Just know positioning, and know when to commit and when to back away.

Heres an image of the "line" I'm talking about.


[http://i.imgur.com/XOShL.jpg]

Your is also important to have up for teamfights, because you can nail the entire enemy team with your rockets, and your grenade, plus the big slow from your turrets helps keep the enemy team CC'd for almost the whole fight.

DO NOT BE CAUGHT OUT OF POSITION, YOU WILL DIE.


  • You need to be careful in fights, one wrong move and your dead.

  • You need communication between allies and have the ability to adapt to any situation that is thrown at you. The worst thing that could happen is that you have to move your turrets away, and replace them with new ones.

Turret Positioning!

This is the chapter I'm going to show you certain turret positioning for mid lane!


Turret-in-the-bush!

[http://i.imgur.com/lpx91.jpg]

  • This is a good position if the jungler is hammering you with ganks.
Note: Switch bushes depending on which team color you are.

Extreme pushing positioning!
[http://i.imgur.com/whnIl.jpg]

  • This is the standard Heimerdinger turret positioning and is extremely strong for pushing!

Anti-Jungler/ Very risky turret positioning.
[http://i.imgur.com/nQPUT.jpg]

  • This is when you already took mid tower and are pushing mid and you're afraid of the enemy team. This positioning ensures that the enemy will take damage, plus you could slow them and possibly get away, or stall for your team.

Turret-Together position.

[http://i.imgur.com/qbzCi.jpg]

  • This is nice to put down when a new minion wave is coming to do ALOT of damage to the wave.

Those are some of the positions I use with my turret to completely dominate the middle lane, or any lane for that matter.

Warding

[http://i.imgur.com/B9GQB.png]

Now, warding is very important for Heimerdinger, or generally ANY champion going mid.


Warding helps you:

  • Know when an enemy jungler or a champion from another lane is coming to gank you.

  • Where an enemy champion is going.

  • When the enemy team is going to get Dragon and/or Baron.

Every time you recall, if you have 75 gold left over, then you need to buy a ward or two. Then, when you push your lane, which Heimerdinger naturally does, you want to put them in the two mid bushes, then go back to harassing and farming.

Warding is esstential to any mid lane champion's success. SO PLEASE WARD!

Thanks to all! And things to come.

Thank you all who helped me get my guide actually approved!
I've been so busy with Drama and school work, I haven't had time to edit this guide much.
HOWEVER, I will be adding in new things into the guide, including...

  • Lane Match-ups, who you can and cannot lane effectively against.[ ]

  • A possible support build.[ ]

  • More turret positions.[ ]

  • An extremely in-depth guide to all the item choices, along with alternative item builds and what you don't need to build, or shouldn't, because they aren't effective on him.

Keep looking out for more guides and keep watching this guide for constant updates!

Final Comments

This is my first solomid guide for any champion!


I'm very nervous and eager to hear feedback and I'm hoping you all enjoyed reading my guide. [:

Now remember, Heimerdinger is a very powerful champion, when put in the right hands.
You have to understand:

  • Lane dominance.

  • Lane zoning.

  • Positioning.

My advice would to go watch live streams, or read pro, pro guides to understand more than what I can tell you!

Thank you very much, and please give me your feedback, and what I can work on!

Comments

April 13, 2013 - 04:18 AM #1

GREAT GUIDE!!! Logged in just to like :D

March 22, 2013 - 01:33 PM #2

midmerdinger for the win!!!!!1

January 21, 2013 - 05:54 PM #3

I normally go double doran's + chalice + robe of ages since it makes you bulky enough to actually survive an engage but i gotta try the mask + coup option. I also put 1 point at lvl 4 or 3 on the bomb depending on how aggressive the enemy jungler may be (xin zhao for example), otherwise you can delay it a bit. It all depends on what's going but nice guide anyway.

January 18, 2013 - 07:38 AM #4

I've been thinking about sightstone and how not only Heim, but a lot of AP champions could build it and benefit.

But the only problem I see is that is the fact that you're delaying your build. Now, if you have a tremendous amount of gold, Ruby Sightstone/Sightstone would be a good idea to get, but once again, it delays your build.

And if you were to get one, I would act like it's a gold per 5 and sell it late game, so you can complete your build. But as an early game item, yes, it CAN be effective.

Now, this is when you mid Heim, if you were to go top or support, I would maybe suggest to get it more often.

January 18, 2013 - 03:14 AM #5

Since you always want wards in mid, wouldn't it be a good idea to get a sightstone at some point?

Yes I realize, it's easier to get one or two wards every time you go back than it is to basically buy them all at once, but you'll get a way cheaper in the long run and the health from the ruby upgrade isn't bad either. You wouldn't feel like completely waisting a slot.

If the (ruby) sightstone is a good idea, would you just keep it the entire game? Or would you choose to sell it at some point for another item?

August 24, 2012 - 07:32 PM #6

@Foreveranscv

Yes, Omen can be effective, however, the only real reason you would wan to build it, is if their AD carry is the ONLY one doing ANY damage to you. If the AD carry is fed, and completely DOMINATING, then Omen would not be AS viable.

It can still be viable if you're versing a very VERY heavy AD team.

Since it's the best item when it comes to shutting down AD.

August 14, 2012 - 01:23 PM #7

Can Randuin's Omen be effective?

February 22, 2012 - 10:34 PM #8

@Buzzelectric: the day they will remake heimerdinger i will stop playing LoL.



I did a pause of 1 months from the rage when they RAPED my kayle (i never play her now) but if they touch heimer, my main (and he is PERFECT like that) i will really quit this time

January 7, 2012 - 06:27 PM #9

Maybe Adding a video would help more, some are visual learners :P Nonetheless, very well put and detailed, its just that Heimer has a real hard time laning. Pushes alot and nothing to back it up if junglers come (both enemy and teammate). When i say teammate, i mean that he has nothing to really contribute if your jungler wants to gank other than baiting the enemy to kill you, which tbh is very rare higher up as it becomes obvious to see if its a bait. I bought the skin aswell and played him from time to time, but tbh, i think ill wait until they remake him. Which as they say, should be soon. Again, good job on the guide.

January 6, 2012 - 03:48 AM #10

@stickjock

I understand. I have yet to put a "Whose hard/easy to lane against" section.

Once I do, I will explain what item to get when laning against who.

Just remember that you have to play a bit cautious when you're playing Heimerdinger, two Dorans Ring should help with alot of problems.

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