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HEIMERDINGER BUILD GUIDE: Advanced Heimerdinger by a moron

by a moron (last updated over a year ago)

713,033 Views 45 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Scaling Mana Regeneration(+0.585 mana regen / 5 sec. per level (10.53 at champion level 18))
9
Greater Glyph of Magic Resist( +12.06 magic resist)
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
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0 Utility
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

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

This Guide

ATTENTION: Season three has come (or at least the pre-season). I am currently taking a heavy workload but will be done shortly and will then be able to completely revamp this guide for season 3. Do not be disheartened, loyal readers, there is still plenty of content for you to devour.

Updates:
Chalice is now a good item. Athene's is very useful. If you want to build Athene's then your build order should be adjusted to go:

boots -> chalice -> needlessly large rod -> sorc boots -> rabadon's -> athene's

and then you continue as normal. I have taken to building this path in almost every game now. I highly recommend it.

Seraph's embrace has a cool effect, but I prefer the effect of zhonyas to the shield that seraph's gives you. The armor on zhonyas is also extremely beneficial and the fact that it builds out of a bigrod means that you're still doing a significant amount of damage before it's completed. The zhonyas effect can be used immediately on purchasing, whereas you have to stack the seraph's first. Your mana troubles are also more or less solved with chalice and blue buff every so often. Chalice + zhonyas is an effective combination that trumps seraph's embrace IMO.




Hello, I'm a moron. I'm a long-time League of Legends player who considers Heimerdinger to be my main. He's my most played and most reliable champion. Through a combination of Heimerdinger and a few other choice champions, I've managed to reach 140+ wins above losses in normals. Unfortunately I haven't yet proved myself in ranked play, so I can't really wave my ranked e-peen around for you. That's okay though, because I'm not here to talk about me. I'm here to talk about Heimerdinger, in a disturbing amount of detail.

Some of you may know me from my Ziggs guide. If you enjoyed that guide, I think you'll be very happy with this one :). It has a lot of the same elements with changes appropriate to Heimerdinger. It also features a lot more detail than the Ziggs guide. I've been playing Heimerdinger many, many times longer than I have been playing Ziggs, and can write a lot more about him and his inner workings. I also feel that he just has a bit more depth than Ziggs does, though my opinion on that may change while I play them both more.

This guide is meant to be a presentation of most of my Heimerdinger knowledge. It won't be light reading. It should be easy enough to get through, but you should read the whole thing to get the most out if it. While I intend to provide a workable generic build and will attempt to cater to the "oh shit I randomed Heimer and I don't know what to do" crowd that isn't the purpose of this guide. Dan Dinh may offer a more concise explanation of his decisions and reasoning in his highly reviewed and recommended guide. This is me trying to pass on a lot of what I know and how I play in the hope that Heimerdinger players will no longer be looked down upon in League play.

Finally, this is a guide on technique, not number crunching. You won't see me do much math-crafting because... well... I'm a moron. Honestly though, the numbers don't matter as much. This is a guide to learn from. You're welcome and encouraged to crunch those numbers and see what you can manage to min-max. I won't be. That being said, if you find something that I may be doing badly, feel free to leave a comment or send me a message and I'd be happy to update the guide to reflect that information.


Clarifications
  • This is a guide for Summoner's Rift. I will not be covering DominionDinger. There's nothing wrong with Heimerdinger on Dominion. I hear he's quite strong, actually. I personally just dislike the game type.
  • I will be talking about AP Mid Heimerdinger. Critdinger and Heimertank/Tankenheimer will not be covered, unfortunately.
  • I use colored text for basically anywhere I want to place emphasis.
  • Blast Zone Heimerdinger is the best Heimerdinger Skin. No exceptions.
  • These are Turrets. The in-game laser ball shooting stone guardians with gems on top are Towers. Heimerdinger places two turrets. Each lane has three towers.
[http://i.imgur.com/3a28M.png]
See? Captions and shit.


Prerequisites
  • I'm going to assume that you're level 30. This is an unfair assumption for many of you, I know. I'm sorry. For those of you that aren't 30 yet, just pretend you are for now At the end of the guide is an Appendix on how you should adjust the advice in this guide to apply to you.
  • I'm assuming you know the basics of the game. I'm going to try to explain the champion and his laning process in as much details as I can, but I won't take the time to explain what dragon is, basic warding spots, etc. I expect you to know that you should have wards in the two bushes to the side of mid.
  • I'm assuming you actually want to learn Heimerdinger :). Not just what to build and what spells to take, but how to actually play him. My guide is written with that in mind. I'm trying to be as informative as possible.
  • Ideally, you've played Heimerdinger before. If you haven't, try to understand what his moves do from his skill descriptions and watching videos about him online. You can also open your League of Legends Client and view the videos that Riot has made available on the abilities section of the Heimerdinger page.

Heimerdinger, the Revered Inventor

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

Pros
  • Very long range
  • Able to AFK farm, push, defend, and take neutrals
  • Buffs are very easy to take
  • Can solo Dragon with two turrets
  • Only person in the game (besides Jesse Perring) that can heal towers
  • High health regeneration and sustain
  • Dominates lane
  • One of only two blinds in the game, along with Teemo
  • Can be close to the cooldown reduction (CDR) cap (40%) without any CDR items (He's at 36% or so).

Cons
  • Squishy ( Zhonyas and Banshee's counteract this somewhat)
  • Slowest champion in the entire game (along with )
  • Improper understanding of order vs. entropy


Mixed Blessings
  • He is Misunderstood. This is great for you once you know him, but it will mean it might be hard to play him at first.
  • Pushing Power is excellent for pushing towers and waves, but if you aren't careful he can become very gankable in lane.
  • Cooldown Reduction (Upgrade!!! has 20% Cooldown Reduction. 20% for free is great, but it means Heimerdinger can only make use of 20% CDR worth of items)

Masteries

I personally find it somewhat awkward to build the mastery page for an AP carry. It seems to me that there are some really good things in the utility tree that deserve their points, but then there are a bunch of mediocre ones that are hard to choose from. At this point it's basically personal preference, which I think is an indication of good mastery design from Riot. There are two main builds for Heimerdinger as far as masteries are concerned.

9/0/21
[http://i.imgur.com/zdi6x.png]

First there is the safe 9/0/21 build, which allows him to sustain for longer, have free cooldown reduction, and shortens the cooldown of the summoner spells by 15%, allowing them to be used far more often. I think this is a safer and more forgiving build. Surprisingly enough, I think it's also the best for pure killing potential. Heimerdinger isn't great at killing things. He really needs to make use of those summoner spells to force a kill. His damage output is fine, but with his low mobility and unreliable CC he has few ways of guaranteeing kills without these summoner spells.


21/0/9
[http://i.imgur.com/J5j1P.png]

There is also a 21/0/9 build for Heimerdinger that is available. You can consider using this if you feel comfortable with how Heimerdinger works and want to see how he does with more damage to work with.

Some people think that because he is so squishy, Heimerdinger would benefit from building in the defense tree. Honestly, though, I think that situation just gives you the worst of both worlds. You don't do much damage and you don't have much utility. You can take slightly more punishment, but unless you specifically build tank that little bit of defense isn't going to help you as much as being able to do damage would. You're welcome to experiment with it, but I don't think that building in the defense tree is a great idea.

Runes

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

These are the runes I personally like to use on Heimerdinger. The runes listed in the summary further up are the runes I use most often. In the picture are the runes I use depending on the situation.

Magic Pen Marks are more or less a necessity on any AP mid. You can definitely notice the difference in damage that you're doing when you're runed out compared to when you're not. Some people use AP/Level here, but I prefer to devote my quints to flat AP instead.

Mana Regeneration per Level Seals help you out a lot in your game play. They will be especially helpful if you are new to heimerdinger and aren't yet very good at conserving your mana. Heimer's mana dependency has been lessened somewhat since his turrets got a mana cost reduction, but I still find these seals useful. Other options for seals include Armor, Health, Health Regen, and AP/Level. I don't find armor to make a big enough difference in lane to justify it. Health is nice, but if you play smart you can easily do without it, and health regen is already taken care of by heimerdinger's passive. Heimer's passive is something that you benefit from, but it's not something you want to focus on. That leaves Mana Regen/Level and AP/Level as the two most viable seals for Heimer.

Magic Resist Glyphs help you quite a bit in lane against other AP bursters. This will serve to further mitigate their damage and just make your life easier. It also helps you survive until lategame when you can build your Banshee's Veil. Alternative Glyphs include Mana regeneration, Cooldown Reduction, and AP/Level. I personally use CDR/Level over flat CDR runes because they (along with his runes) allow heimer to have above 35% CDR lategame without building any CDR items.

I have, in the past, seen Heimerdinger players use full AP rune pages and buy early Chalices or other mana regen items (such as tear). They rely on their runes for their damage output and itemize for spamming. I personally prefer to use my runes on things that I wouldn't really be buying otherwise (magic pen, magic resist, mana regen) but that are still really useful. I can only really see AP/Level being a useful runeset if you plan on rushing a Tear and want to still do some damage until you finish your Archangel's. Otherwise... meh.

Summoner Spells

My Personal Combination
This is my personal favorite summoner spell combination. It allows heimerdinger to get some early game kills which he's not very good at normally, and those allow him to get a serious edge over the opponents. This really helps him do well.

Flash
  • Flash is probably the best summoner spell in the game right now. It's not unusual to have every single player carrying it in some games. In fact, it's strange to see games where at least half the players don't have it. It's power and flexibility make it an amazing summoner spell for almost every character, especially for an AP mid such as Heimerdinger who actually has a fair amount of trouble escaping/getting kills without it. We have two main uses for it.
  • Defensive Escape. Junglers like to gank. I don't know why, but I know that they do, and I think they're being really mean. Unfortunately they don't ever change their ways. Sometimes when they gank you can waddle your way back to your tower before taking serious damage and/or a healthy dose of death. Other times, though, you wouldn't be able to make it to safety on those tiny legs of yours. That's what Flash is for. Flash is the spell that allows you to instantly disappear from their range and laugh at them from under your tower.
  • Offensive Repositioning. Believe it or not, I tower dive as Heimerdinger. No one ever sees it coming. It's pretty hilarious. This is also why we pack ignite, by the way. I can't even count the number of kills I've gotten by harassing an opponent down to 2-3 bars of health, pushing to their tower, and then flash->ignite->rocket->autoattacking until I know the ignite will take care of the rest. Then I just nonchalantly walk out of tower range, usually with First Blood. The combo sounds like it would keep you under tower range for a significant period of time, but in practice you can execute the entire thing in a split second and only take one or two tower hits.


Ignite
  • If you're going to drop one of these spells, drop this one. Ignite is what I use for an unexpected amount of damage early game. Most of the time this lets me rocket my way through the mid-game (pun most definitely intended). However, some Heimerdingers may have a less aggressive or just plain different playstyle. You are welcome to change this for some other less awesome option depending on your playstyle.

Note: If you do take ignite, do not ignite harass. It's a waste. Use ignite to pick up kills, otherwise your lane opponent will just leave lane when he's low.


Alternatives

Teleport
  • Teleport is a very flexible spell, and on heimerdinger it becomes even stronger than it normally is. Like Flash, it can be used both offensively and defensively.
  • Offensive: Heimer is great at pushing. In one game that I remember, we had our middle lane pushed to their nexus turrets but we were almost aced (I was the only one left standing). Their entire enemy team went to do Baron. Seeing this, I teleported to our minions pushing their mid lane and managed to take down both Nexus turrets and just barely got the nexus itself before they came back and killed me. Teleport can, has, and will continue to win games.
  • Defensive: There's little more satisfying than teleporting to a tower about to go down and annihilating a minion wave. Feels good man. Lots of free farm and frustration for the enemy. What's not to like?
  • Teleport also makes you a huge pain in the ass in lane because you never leave for a significant period of time. If you take Heimerdinger top, I'd definitely take Teleport.

Maybe
Honestly, the above three are the only summoner spells I consider to be good on Heimerdinger. The following summoner spells are okay, but have important flaws.

Clarity
  • I took this in the old days. I was new to league and loved to spam. I also did not have mana regeneration runes, the base mana regeneration of all champions was significantly lower, and heimer's mana costs were even higher. Now, none of these are the case. You are allowed to use this spell, it's not terrible. That slot would just be much more beneficial with another spell
  • If you are new to Heimerdinger and don't build mana items, don't be ashamed if you feel like you have to take it. However, I encourage you to learn to live without it.

Ghost
  • Ghost, when looking at it, is just plain worse than flash for you. There aren't many situations that ghost would save you where Flash wouldn't. Those situations that do exist could have been taken care of by better positioning and map awareness. That means that Defensively, it really isn't worth much.
  • Offensively, I think that ghost is much better on physical DPS characters or maybe mages with short CD mini-nukes. The reason for this is that for those champions, ghosting allows them to keep up with and continually do damage to their target. This is why it makes sense for Karthus to pack ghost sometimes. He can run behind you with that ring of angry buttsex slowly whittling away your health. Same goes for, say, Shyvana or Renekton. They both chase well with ghost. Heimerdinger can't do that. You only have two forms of continuous damage: Your turrets, and your autoattack. Your turrents are stuck in one place and so are completely useless with ghost, and your autoattack requires you to stand still to cast it. I'd much rather just take Ignite. I'll do roughly the same amount of damage, if not more.


Promote
  • Another pushing ability seems like it might add a nice tough to Heimerdinger's kit, but he really doesn't need it.
  • The cooldown is also way too long for it to be super useful
  • Your turrets are your main pushing tool, and they won't reliably attack the turret unless all of the enemy minions are gone. You are better off with small quick pushes that take down the tower quickly. That also takes advantage of the 7 seconds of buffed attack speed that your turrets get.

Heal
  • This is good for heal-baiting. That's... about it. Heal baiting is fine and all, but taking it exclusively for that purpose is... meh. Flash or ignite are much better options
  • You are not the support on your team. Do not use this spell to attempt to play Heimerdinger as a support character. It's a bad idea.
  • With the recent updates to heal it's much stronger than before. I doubt it will ever be an amazing summoner spell on Heimeringer but it might not hurt for Tankenheimer.

Surge
  • Surge is interesting, but it's kind of like ghost in the sense that it is primarily intended for characters that deal continuous damage. Your turrets deal continuous damage but only scale based on your stats when they were placed. YOu might as well use a blue elixer.
  • The attack speed from the spell is also a waste.
  • Surge isn't terrible I mean, it's better than Rally, but a different spell would benefit Heimerdinger so much more.


If you don't see your favorite summoner spell here, that probably means that I don't really consider it useful on Heimerdinger and I haven't seen people do it often enough to have it up here. The only reason heal and surge are up here is because I've seen a few other Heimerdinger players use them. If you've think I've made a mistake, please say so in the comments and I'll do my best to address the issue.

Item Discussion

I've decided to include the item overview before the skill overview so that the first half of the guide can be devoted to the particulars of Heimerdinger's build and the second half can be focused on advice and technique.

Starting Items: boots-of-speedhealth-potion3 or dorans-ring

Explanation: I personally will almost always prefer boots of speed and three health potions. Boots allow you to catch your opponents and more importantly,will allow you to dodge skillshots that will be coming your way. As a mid champion, there are likely to be a lot of them. Boots help you catch your opponents, dodge their skillshots, and be more mobile in general. They have pretty much become my default at this point. Doran's Ring can be useful if you have mana troubles like if you're fighting Morgana's pushing power or if you are facing a burst caster like LeBlanc where the larger health pool might save you from her combo. Even then, though, I'd probably prefer to have the health potions I'd get alongside boots.

To put it simply, boots are far better than the alternatives. Especially in today's meta, where the enemy laner will likely be taking boots as well. If you are fighting a Vlad and he has a significant movespeed advantage, you're in for a world of hurt. However, a Doran's Ring isn't terrible and I won't yell at you for getting it.


First Back: boots-of-speedneedlessly-large-rodsight-ward2 or boots-of-speeddorans-ringdorans-ringsight-ward2


Explanation: If you have enough gold, you should buy a Needlessly Large Rod. This will be an extreme boost to your laning presence and to your ganking and roaming, which you should be doing about now. If you can't afford a rod, you should buy up to two Doran's Rings and then return to lane to farm until you can afford a rod.

If you have enough money to buy a rod but not the wards, don't worry about the wards. If you're buying a doran's ring, buy two wards over a second doran's ring. That lane security will help you quite a bit. With the two side bushes warded you will be well prepared for incoming ganks. However, the huge boost in damage from the rod is worth the loss of wards. You can also use your turret as a ward if you want some extra lane security.

Note: If you are one of those people who prefers Archangel's Staff or Rod of Ages, now would be the time to buy your Tear or Catalyst, respectively.

Core: sorcerers-shoesrabadons-deathcapdorans-ring

Explanation: This item build is your core. This is what you should be getting every single game with very few exceptions. To that end, I've kept it small. Why? Because the rest of your items depend heavily on your playstyle and the specific circumstances of the enemy team. I'll go through the other AP options in detail in just a second.

Note for you AA/RoA people
: Build Rabadon's next. When you build your items you basically just extend your core. After your Rabadon's, continue on to the Luxury items as you normally would.

Luxury (Damage+Perks): morellos-evil-tomerylais-crystal-sceptervoid-staffwill-of-the-ancientszhonyas-hourglass

Luxury (Bulk up): banshees-veilrylais-crystal-scepterzhonyas-hourglass


Luxury Items

Archangel's Staff
  • If you want to spam, this is the item for you.
  • Gives roughly 90 AP upon completion, will end up with roughly 150 or so.
  • Excellent in conjunction with mana-giving items such as Banshee's Veil, Frozen Heart, etc.
  • Stacks excellently with itself. If you are fed/bored/trolling you can get multiple Archangel's Staves for extreme AP numbers. You can reach 1,000 AP doing this.
  • Can either be built later or rushed, see the Conditional Items section for details on rushing this item.

Banshee's Veil (BV/Banshee's)
  • BV is an excellent defensive item for any carry. The spell shield it provides is excellent for both mechanical and psychological effect.
  • Be aware that the spell shield has a fair amount of time (40 seconds) before it returns. Try to still avoid enemy skills. Don't eat spells because you can.
  • The extra health and magic resist (along with the shield) make you far less burstable.
  • If you are facing a Karthus and are thinking about getting a Banshee's because of his ultimate, don't. Get Zhonya's Hourglass instead. It is far more reliable.

Morello's Evil Tome
  • This item gives you a lot of AP and a fair amount of mana regen.
  • Unfortunately the CDR is a total waste.
  • Only buy this item if you don't take cooldown reduction in your runes and only have a little bit in your masteries.
  • Only buy this item if it will be your only source of mana regen.

Rylai's Crystal Scepter
  • The most interesting part of Rylai's is the slow.
  • Your rockets count as single target spells and will apply the full slow.
  • It is one of the strongest AP providing items in the game (80 AP).
  • The health that you get from Rylai's will greatly increase the durability of your character. Considering your range along with the 15% extra slow from spells, you will find chasing people to be a lot easier.
  • Your turrets will not apply the slow.

Void Staff
  • Buy void staff if multiple members on the enemy team have roughly 100+ magic resistance.
  • No seriously, buy it.
  • What are you waiting for?
  • Oh, they don't have 100 MR? Nevermind then.

Will of the Ancients (WoTA)
  • If you want spell vamp, hang on to the Hextech Revolver for a while. WoTA was just nerfed by 5 spell vamp to only have 20% now. The revolver itself has 15%. You might as well just leave the revolver where it is until lategame when you have nothing else to spend the 900 gold to upgrade it on.
  • Your rockets count as single target spells so you will get the full benefits from them.
  • WoTA is a strong item in its own right with the amount of AP it gives. If you have another mage on your team or just champions that could benefit from the spell vamp like amumu, galio, or jax you should definitely consider getting it.
  • Your turrets will not give you spell vamp.

Zhonya's Hourglass
  • Zhonya's is one of my favorite items in the game. On most AP characters, I will get this item immediately after my deathcap.
  • It is the second strongest item in terms of AP given in the entire game
  • The active is absolutely wonderful for avoiding damage at specific points.


Conditional Items:

Archangel's Staff
  • Can be built either before or after your Rabadon's Deathcap, depending on when you want the extra mana.
  • If rushed, buy a Tear on your first back. Finish Rabadon's immediately after your staff.
  • AP/Level runes will allow you to continue to scale in damage while you are building your Tear.

Rod of Ages (RoA)
  • Rod provides an excellent amount of AP, Mana, and Health. However, it takes time to charge and so is only really viable as a rush item. It's fine to take, but it requires changing your build. Start with either boots or one of the crystals and rush Catalyst as soon as you can (should be a first back item).
  • I recommend taking AP/Level runes if you want to rush this item. It will keep you from feeling weak.


Sub-Par choices: abyssal-scepterdeathfire-graspfrozen-hearthaunting-guisemoonflair-spellbladenashors-toothsoul-shroud

Abyssal Scepter
  • Abyssal is good on paper and has decent utility as well, but from looking at it more closely the range of the aura seems to be smaller than the range of your abilities. This means that the MR passive that you have on the item won't really apply, making the item much less useful.
  • If you are the only mage or if the enemy team has multiple members with 100+ magic resist, then this item won't help you very much. Get a Void Staff instead.

Chalice of Harmony
  • If you want mana that badly, get an Archangel's Staff
  • Only buy this item if you need both the mana regen and the magic resist. I can see this being useful for... Gragas... maybe? I've never had a need for it, and it doesn't do all that much.

Deathfire Grasp (DFG)
  • DFG is useful on two character classes: super-bursters such as Veigar and LeBlanc, and supports such as Soraka and Sona. You are neither of these.
  • DFG would basically end up being a couple of your spells but on a much longer cooldown. There's no point to the active.
  • DFG also builds out of a Kage's, that Riot expects players to hang on to for a little while. Kage's is one of the incentives for getting a DFG. You have no need of Kage's. You are one of the best farmers in the game.

Frozen Heart
  • The 99 armor and 500 mana will be helpful, but...
  • The cooldown reduction will always be a waste of money.
  • Zhonya's Hourglass will be preferable to Frozen Heart almost all the time.
  • Buy this item only if you are building an Archangel's Staff and don't have too much CDR already.

Haunted Guise
  • Mediocre in every way. Tempting, but the numbers just aren't there.

Lich Bane
  • If you get in close enough to autoattack, you can probably be locked down and be killed.
  • Your main damage spells (your rocket and grenade) are meant to be cast quickly after each other. You also place both turrets quickly. Your entire combo is excuted quickly. You will be wasting many Lich Bane procs. It's not worth it.

Moonflair Spellblade
  • There's a catch 22 situation here. If they had enough CC for spellblade to be useful, you would have gotten away anyways. If they had so much CC that you couldn't have gotten away, a spellblade wouldn't really have helped you much anyways.

Nashor's Tooth
  • Nashor's seems very good on paper except for that attack speed.
  • The AP and Mana Regen are nice, but that much CDR is an absolute waste.
  • The attack speed does nothing for you.


Alternative Item Build: GP10 Heimerdinger


Recently I was asked what I think about Gold/10 Heimerdinger. I think this is an excellent question and should be discussed in the actual guide content. GP10Heimer is... interesting. What this effectively does is dampen your early power curve slightly and instead causing it to shoot up mid-late game very, very quickly. GP10 mids have been suggested and have been gaining respect recently. A few days back there was a guide on GP10 malzahar. Heimerdinger was listed as one of the alternatives.

My personal policy is that if I'm doing badly in lane, I might pick up some GP10 just so I can catch up to the enemy later in the game. In general, though, I'll leave it alone.

Why?

Playstyle, mostly. Either that or stubbornness. Once you play a single champion for hundreds of games you become sort of solidified in your opinions, which can be a good and bad thing. I do think there's some merit to this reason, though. When you play GP10 heimer, you give up a little bit if your early burst power. Personally I very much rely on this early damage to capture kills, secure buffs, and follow through on other team activities. I play Heimerdinger like a bully. He wins his lane and then starts wrecking things everywhere else. To me, he takes the advantage early and doesn't let it go. Gold/10 sacrifices this. It's a safe option, and it's a viable option, but it's just not something I do (unless I'm in trouble).

Skill Overview

Heimerdinger

[http://i.imgur.com/n796J.png][http://i.imgur.com/NLM0M.png]


Highlight the skill pictures to see a detailed explanation of what they do. Most guides on solomid feature the numbers, but I find that to be a bit unnecessary. You can highlight the picture and see the exact same content on the tooltip. Why be redundant?

[http://i.imgur.com/c0rWB.png]

Most of you are probably wondering about the peculiar skill order here. I admit that it's a bit unusual. The general rule is: >>> Yes, your ult is your third most important skill.

Your rockets are your main damage skill, and your only reliable form of damage. The rockets are what give you your insane poke and obscene range. The rockets also have very strong base numbers. They make the most sense to level up.

The grenade isn't a suitable option because our main use of it (the stun) doesn't actually increase with level. There's not much point to leveling it.

A turret focused Heimerdinger can push his lane far more effectively, but by pushing his lane he's exposing himself to danger for a longer period of time. And without having rockets at a high level, he's also making it much more difficult to defend himself.

I don't take my ultimate until much later. A lot of people find this interesting. It makes sense, though. Heimerdinger's ultimate isn't very useful. It gives you a faster grenade, five rockets instead of three, and a slow to your turrets. That means there are some very specific instances where the ultimate is useful:
  • When someone is diving you through your base
  • When popping it would allow you to catch an enemy running away with your stun grenade
  • When you have three targets in the way but the person that would die from your rockets is 4th or 5th.
  • During team fights where you turrets are in the middle
Most of these things won't happen until mid-game. The exception to this is the first. Junglers will often attempt to come at you through your turrets. However, it's much more important to have two turrets here than one turret with my ult.



The Autoattack
The autoattack is an integral part of any League of Legends champion. By not using it you are ignoring a very strong, very consistent source of damage with no cooldown. Autoattack consistently and often in the laning phase. In conjunction with your passive, you will win most autoattack trades. In teamfights, there likely won't be an opportunity to get in an autoattack considering how far away from the main action Heimerdinger tends to be, but if you are fighting someone autoattacking might be the difference between their death and their escape.

Autoattack "hacking"
The enemy only has to be in range when you start the autoattack. Heimerdinger's autoattack animation has a long wind up and a slow travel time. This makes last hitting more difficult but it means that you and your enemy only have to be in range for a split second (when you start your autoattack). They can then walk back as far as they want and your wrench will still hit them. Well, as long as you don't move your character (like a noob) and cancel the autoattack. This can make for some funny moments as your wrench flies across lane and hits them when they're now under their own tower.

You can also use this to harass the enemy under their own tower! Because the travel time is so slow, you can sometimes walk in to tower range, throw a wrench at them, and if you start moving as soon as it leaves your hand you can make it out of tower range before the tower locks on to you. (For extra pro-ness, you can time this between the tower's own attacks to make your chances of success even better).




Nanites
Heimerdinger's passive is well balanced. It's just strong enough to make a difference in your gameplay, but not strong enough to rely on to save your life.

Your passive is what makes your autoattack so good. Because of that extra regen (which translates in to sustain) you will do better in autoattack (and spell) trades with the enemy mid. This doesn't quite work against AD mids because they can hurt you far more than you can hurt them with autoattacks. Against them, it is better to harass with spells and use the passive to mitigate their damage to you.

You are the only champion in the game that can heal towers. Take advantage of this by hanging out near your tower if you were already going to be in the area, but you should never, never waste time standing next to a tower trying to heal it. Your passive is way too slow for that. It's like I said earlier: use it, but don't ever rely on it.




Attack of the Tripods
Heimerdingers turrets are his most distinctive ability, and the ability that make Heimerdinger one of the most unique champions in all of League of Legends. The turrets are incredibly flexible and far more powerful than they seem. There's so much depth to turret use and placement that I've dedicated an entire section to them later in the guide. Look out for "Turret Ops". Here, I'll be going over the basics.

Heimerdinger's turrets work in an ammo system similar to Teemo's mushrooms, Corki's rockets, Akali's shadow dance, and Karma's mantra. You can hold up to two turrets in your ammo once you level up your turret skill to level 3 (until then you can only hold one). You can drop both turrets very quickly. However, you can only have two turrets out at any one time. If you place another turret when two are already out, the older one will be automatically destroyed.

Heimerdinger's turrets do not have any time limit. If a turret is not destroyed or replaced, it can last the entire game.

A turret also gives vision in a range of 625 units around the turret. That's roughly 2/3 the range of a sight ward. You can sometimes use them as temporary wards.

[http://i.imgur.com/Mpx6m.jpg]
The vision range of each turret


Each turret will attack any non-friendly unit (including neutral monsters) once placed. The attack range of a turret is 525, which is slightly shorter than your own autoattack range. For the first six seconds after a turret is placed, it will attack 50% faster than normal. If you are attacked in your base and have turrets available to place, go ahead and place them. Yes, you already have turrets set up but that extra 50% attack speed for the mana cost of a new turret might just save your life. The only reason to not do this is if the older turrets are in a better position to attack the enemy than the new ones would be.

[http://i.imgur.com/NsiXV.png]
As you level up your ability your turrets gain special effects


Turrets will modify the effect of their bullets each time they change color. The splash damage on the red turrets has a huge impact on your pushing ability. You should try to get it as soon as you finish leveling up rockets.

Targeting Mechanics
So how exactly do turrets decide what to attack? I have no fucking clue. I've been playing this champion for months if not years and I've got hundreds of games with him, and as far as I can tell the turret targeting mechanics make about as much sense as a Step Up movie plotline. They seem to attack minions at random and will switch away from attacking a minion to focus another one for no good reason.

Supposedly
, turrets focus on Heimerdinger's autoattack target, if that target is in range. If they worked liked that, that would be the biggest buff to Heimerdinger that I've ever seen. Unfortunately, turrets are bugged. They have been bugged since release, and most likely will continue to be bugged for the foreseeable future.

There are only two situations where you can predict turret behavior:
  • There is only one target for the turret to attack
  • There is an enemy champion hitting you

If an enemy champion attacks you and is in turret range, the turrets will switch focus to the enemy champion. That's really the only mechanic (as far as I can tell) that works.


Rocket Science
Your rockets are your main focus skill. Rockets are your most reliable, spammable, and most damaging ability. They don't require choosing a target, are instantly cast with no attack animation, and have a fast travel speed, which makes them hard to predict and even more difficult to spell shield. Although you don't choose a targeted, they are still a targeted ability and can not be dodged. They can, however, be popped by spells that pop particles.

Your rockets aren't considered AOE spells. They are considered three targeted abilities that are cast simultaneously. As such, they will apply the full slow from Rylai's. However, as far as I know casting the skill will only increase your tear charge by one spell's worth.

One thing I really dislike about them is that you can't really see their range. Normally highlighting the ability will allow you to do that, but your rockets don't work that way. If you want to have a rough approximation, though, Rockets only have slightly more range than your grenade. Hover over your grenade skill or press 'e' without casting the grenade to see the range.

I use my rockets the most of all of my abilities, but I have the least to say about them. I really don't have much else. It's pretty simple, really. Use your rockets whenever you will hit the enemy champion. Don't worry too much if you have trouble understanding the range. With experience, you will be able to estimate it in your head and be able to pick out the three closest targets with ease, even if they are almost overlapping. Personally I don't even think about it anymore, I just intuitively know when a rocket will hit the enemy champion.



Explosives Engineering
The grenade has four purposes, in order of importance:
  • The stun
  • The blind
  • The damage
  • The vision

The stun on the grenade is the single most important aspect of the ability. Interestingly enough it is also one aspect of the grenade that doesn't increase with level. The stun stays at a consistent 1.5 seconds, and because that is our main use of the grenade I find there to be little point in leveling it up.

Leveling it will give you increased blind duration and increased damage. However, the blind is not nearly as useful as the stun. In situations where the blind would be useful, the stun would be much better and you can probably land the stun easily enough anyways (considering that most cases where you will want to blind someone they will already be up in your face autoattacking, making the grenade easy to land). For example, if an Olaf ganks you (pre-6), the stun is much much more important than the blind.

As far as the damage goes, the damage is nice but extremely unreliable. The shot is very slow and misses more often than it hits if you use it like you would a normal ability. Instead you should save it specifically as a stun. It will help a lot with your mana. As it is right now I hit the grenade almost every time I use it. That doesn't mean that I'm extraordinarily good with the grenade, that just means that I only really use it when I know I'm going to hit my target.

The vision that the grenade gives is of little concern during a combat situation, but it is probably the most common reason that I use this skill. The vision that it gives is obscene. You'd expect it to light up the immediate area around it, but no. It can light up the entire dragon/baron pit. It can give you vision of the enemy's base from inhibitor to inhibitor.

[http://i.imgur.com/6GUpj.jpg]
[http://i.imgur.com/Xzv17.jpg]
It's like fireworks

The sight radius on the grenade is amazingly high. I use this for scouting over walls and in to bushes very, very often. I've actually stolen baron a few times with a well timed grenade + rockets over the wall. Use this to check dragon safely, see if there's a blitzcrank waiting to pull you over the wall, whatever. There are so many times where I've used this to scout in front of us and accidentally discovered the entire enemy team.

You can also use this ability to set up a rocket shot. If someone's not in vision but is probably still in range, cast a grenade in their direction and then fire with your rockets. The grenade doesn't even have to be aimed, all you want is the sight.



Generic Steroid #2716

Use your ult pretty much whenever you feel like it would be useful. The skill has a relatively low cooldown, and to be honest it isn't that great anyway. If you mess it up, no big deal. Earlier I mentioned four uses for your ultimate. Here they are again, with one more added.
  • When someone is diving you through your base
  • When popping it would allow you to catch an enemy running away with your stun grenade
  • When you have three targets in the way but the person that would die from your rockets is 4th or 5th.
  • During team fights where you turrets are in the middle
  • If you want to give someone a nasty surprise by making the turret they were destroying full health again.

It's pretty simple, really. Press R when someone is walking through your turrets and you want them to stay there longer. Do it during team fights to make whoever the turrets hit slowed for a little while. The rockets and grenade both have their respective buffs.

For the last one, there are some times where a person is running away and happens to run in to one of my turrets. They then choose to start destroying it rather than leaving it alone. If I see this happening and I see that they are alone, I occasionally (very occasionally) get a kill from it by popping my ultimate, which results in a fully healed turret that starts to slow them while it's attacking them and sometimes kills them.

Be warned, though. The ultimate had a brief cast time which means that you can't really pull off split-second saves on your turrets. Give yourself a half-second or so of room.

Early Game (Laning)

This might sound weird, but the laning phase has a very definite "rhythm" to it. This rhythm is defined by the spawning of minions and their arrival in lane. there are certain windows of opportunity that the game cycles through that exist depending on the champions in the game. For example, let's say you are playing a jungler like Nocturne or Skarner and want to gank a Katarina mid. You've got to slow down and think about the current position of the minions walking to mid lane from her side. See, if you gank at the wrong moment, Katarina will have minions behind her that she can jump to using Shunpo and that'll just ruin your gank. She'll be way too far away for you to do anything to her. She will lose nothing except for maybe one last hit or so, while you will have wasted a lot of your time (and maybe some of your mana) on a failed gank that could have easily been improved by waiting until the minions from her nexus reached the "line of scrimmage" and started fighting with your team's minions.

How does this apply to Heimerdinger? Because your skills are limited by this "rhythm" more than most other champions. Your rockets only hit three targets, normally. That means that you only really have two chances to attack your opponent
  • One, they stupidly walk in front of their minions allowing you to hit them. Melee mid laners like Kassadin do this quite often because they are already in front of most of their minions when they are autoattacking. If you take down one melee minion, then Kassadin can no longer come in to last hit your melee minions without taking a rocket to the face.
  • Two, you clear all of their minions except for two and are now in a position to attack them. Even when you've cleared their entire wave and you're rocket-poking them under their tower, you have to keep track of if minions are about to show up because you might accidentally shoot a rocket at a minion that's walking up instead of the enemy champion. This window of opportunity goes from the moment you clear all but two of their minion wave until another minion wave arrives in lane.

Your rockets are the most dependent on this rhythm but they are your single most important spell during the laning phase which makes Heimerdinger as a champion extremely dependent on it as well. Your turrets are meant to assist you in manipulating these windows of opportunity and your grenade is used to fend off opponents who try to take advantage of their own opportunities.

Your turrets will help you clear minion waves or leave them be, depending on whether or not you choose to use them and where you choose to place them. If you place the turrets in a position to clear the wave, you are doing this with the intent of increasing the time window in which you can harass your opponent freely with rockets. However, you are also increasing the window for the enemy jungler to come gank your lane while you are in a forward position.

Your grenade helps to alleviate that burden. Most junglers are melee champions. They have to get close. Guess what happens when your enemies get in melee range. Your grenade becomes piss-easy to land. This spell has to be off of cooldown when you need it, which is why I stress that you shouldn't waste it against your lane opponent. If you happen to waste it, that opens up a window of opportunity for the enemy where you are more or less defenseless. You'll notice that I take advantage of this concept as much as possible in the counter-laning section. The most common piece of advice is to go in to harass once the enemy wastes their damaging spell on either minions or on an attempt to damage you which you dodge (or not. If you've already been hit you might as well hit them back while their cooldowns are up).

You can also reduce the potential threat of an open window of opportunity for the enemy by buying wards and placing them in your lane bushes. This reduces the "threat-zone" of the bushes. What do I mean by that? I mean that because you don't know if there's anyone in the bush, you have to be extremely careful about going near it.

Seeing the Game Through Heimer's Eyes (a quick tangent)

The way I see it, the entire game is basically a continuous manipulation of these windows of opportunity. I think that's how all of League of Legends works. I've noticed it more on Heimerdinger than anyone else because he is particularly dependent on the opportunities that arise.

Heimer's kit seems to conflict with itself (some burst, some sustained damage, high base numbers which implies an early game focus but there is limited use of your abilities early game) and that causes a lot of confusion to new players. But when you look at it, you realize that what this doesn't mean he's mediocre as a champion, it means that Heimerdinger can adapt and take advantage of many of the different opportunities that arise throughout the game. Because he is so varied, he can make the best of almost any situation, limited only by the skill and knowledge of the summoner.

He may not be the best in the world at killing enemy champions, but through his superior zone control, pushing potential, and control over the various elements of the game (points of interest, baron, dragon, buffs, pushing, farming, denying, tower defense) he is absolutely amazing and shifting the flow of the game. He can't always carry in a traditional sense (though he's pretty damn good with flash-ignite), but he can carry through manipulating the game's flow to benefit himself and his team.

As we enter mid game we transition away from hurting the lane opponent through harassment and denying them farm (through either zoning or pushing the minions to the tower so they have trouble last hitting). Instead, we capitalize on Heimer's game control to take dragon, push lanes when appropriate, take both our buffs and theirs, and ward the map. A Heimerdinger should always have plenty of gold to buy wards with considering how well he farms. Heimerdinger will often also be a higher level than his opponents because he gains experience from three distinct locations. He gains experience around himself as well as from each of his turrets. That's not to say that turrets will double the experience that you gain. I just mean that if you leave lane but leave a turret there, you might level up while you're walking back. However, you will only earn gold and experience from minions that your turret specifically gets the last hit on. You don't get experience from the turret just sitting somewhere.

Mid Game (Dragon control)

At this point the power starts to shift. The minions are still coming, but at this point your champions are much stronger than the minions. Champions should be able to clear a wave quickly. While you don't rely so much on having your own minions available, you still have to keep the rhythm in to consideration so that you know when to push a tower. Teams aren't quite strong enough yet to just tank a tower down.

This is the part of the game where you really start to shine. You have lots of options available to you. The main goal of this point in the game is to keep the enemy tied down doing something useless while your team goes and does useful things like taking dragon, taking buffs, pushing lanes, and possibly even taking baron.

Let's be more concrete about this. Their mid tower might be down already. If it's not, make taking it down one of your goals. This should be relatively easy to accomplish unless they are very actively defending it. If many members of their team come to defend the tower, move elsewhere. If there's any lane that's left empty where the minions are somewhere near the enemy tower, you should push the lane. If dragon is available, you should get a teammate and two and take dragon. The teammate is really only for speed and protection. You can solo dragon with ease. If you know that the entire enemy team is off defending top or something of the sort, then you should feel free to waddle over to the dragon pit and kill it quickly.

Basically you're setting the stage for the late game. To do that, you try to guarantee that your team has superior map control. If you do, that means that you all have a much larger "safe" area to farm, which only makes the gap between your teams even more intense.

Keep in mind that you don't have to do all of these things yourself. One of the excellent thing about Heimerdinger is that he is very good at both laying siege to turrets as well as defending turrets. That means that in a lane situation, you by yourself can easily tie up 2-3 members of the enemy team. That means your team has the advantage anywhere else, which opens up the room for strategies like split pushing and uneven teamfights.

Late Game

The late game is the most unpredictable part of the game. The champions that you play become by far the most powerful things on the map. Towers can be easily backdoored by champions like Master Yi and even Teemo if built correctly. Champions can wipe out huge minion waves in seconds. Almost everyone (yes, even the supports sometimes) can solo the dragon, and some champions can take Baron Nashor on their own.

Champions become far more significant than anything else, and deaths (especially aces) can change the course of the game. By taking down just one or two of your teammates, that can allow the enemy team to take Baron while in a favorable position. If your team tries to interfere, you will be outnumbered and quite possibly die, giving the enemy team an even larger advantage.

Teamfights determine more or less everything. If a failing team survives till late game, then one good team fight can allow them to win the game easily.

Because the late game is so unpredictable and actually balanced quite differently from the early game (look at Tryndamere for a trivial example) most higher level players will do everything in their power (if they are winning) to avoid getting to this point in the game.

In League of Legends we are limited to six item slots. This means that eventually, champions stop getting better. Gold becomes useless to them. If the game is not over by now, then the losing team is given a free chance to catch up and fight on equal terms. There is no possible way for that to be a good thing for the winning side.

Team Fights

So if teamfights are so important, what should Heimer be doing in them?

You should be using your skills, of course. Don't autoattack as much as you would have in the laning phase. It's not worth the risk. If you get in autoattack range in the middle of the team fight you are very likely to die a very quick death.

You should get in range when people aren't paying attention just long enough to drop down your turrets, and then back out again. There are two cases for this.
  • If your team is initiating, the initiator should have the enemy team locked down for a little while. While they are stuck, place turrets in the team fight so they are now damaging the enemies.
  • If their team is going to initiate on your team, place your turrets near your own team so that if they choose to come in, they'll have to fight in your territory where your turrets will continuously damage them.

Most of the time your turrets will be left up in team fights (the enemy will see your team members as much more valuable targets, which will allow your turrets to keep doing damage and slowing most of their team). It's kind of wonderful being able to put them in a "damned if you do, damned if you don't" situation.

As far as your other skills go, you should fire your rockets as often as possible to deal damage to the enemy. Your grenade is slightly more nuanced. If there is an enemy with a dash who likes to focus you (I see you Xin Zhao) then you should probably save your grenade so that you can protect yourself once they dash to you. Don't be selfish, though. Sharing is caring. Use your grenade to protect teammates that may be in trouble. Keep in mind that your grenade also does a significant amount of damage in a medium-sized AOE. Your cooldowns are relatively short, so feel free to use them whenever you think it's appropriate and doing so won't make you too vulnerable.

Extra: Turret Ops

Introduction: Base Building and Zones
To properly understand Heimerdinger, you must have an excellent understanding of zoning. Shurelya's Zoning Tutorial is often recommended as an introduction to the topic, and here will be no different. Please watch the following video before continuing:

http://www.youtube.com/watch?v=0kxGQ3gWdrM

I know the voice can be a bit irritating to some people. It's just for a few minutes. Try your best to deal with it. Keep in mind that this video is literally years old, so some of the bush positions, champion art, and skill animations may be different. The meta and the relative champion strengths were also very different from today. However, the concepts introduced are worth watching for.

Heimerdinger has 3 distinct zones, his own self and his two turrets. His personal zone has 1,000 range, the range of his rockets and grenade (roughly).

[http://i.imgur.com/xL2qk.jpg]
A visualization of Heimerdinger's zone control

The ideal place to fight an enemy is in the intersection of all three zones. That way you are doing the most damage to the enemy. Usually when fighting an enemy you will set up turrets in a much tighter pattern relative to each other and yourself. In laning, you will keep them more spread apart to have a larger zone of control and so your turrets can't both be killed by AOE damage from your enemy mid. If you place them next to each other, Morgana's pool or Lux's bubble will hit both of them.

The remainder of this section will be going over the various uses for your turrets.

The Picnic
Heimerdinger likes to set up little picnics when he goes out to the park. He likes to lure enemies in with some nice food, and then ruin everything with pain and death. For the enemy, of course.

[http://i.imgur.com/HHCxR.png]
Girl, look at that baithood

So the basic idea is, you present an appealing target (yourself) and lure the enemy in to the bush where you quickly set up that position. You then stun the enemy once they are in the bush with your grenade. Use your rocket and an ignite, and it should be a relatively simple kill on most squishies. I've killed many a Vayne with this technique.

Note: You shouldn't set up the turrets beforehand. If you do, the turrets will start attacking the enemy you are pulling in to the bush, which will reveal their presence. The solution to this is to just not put them down until it's too late for the enemy to turn around.

My personal advice as far as timing goes would be this. The turrets have a brief period of time while their construction animation is playing where they won't attack the enemy. The enemy should be chasing you in to the bush at this point. Just before they reach the bush, put down one turret. As soon as that one is done, put down the second. This way the turrets won't be attacking the enemy until they are in the bush, or it's too late for them to respond. Then, as soon as the second turret is up you should stun the enemy in place. Make sure the stun has landed before you use Ignite, or you might just waste the spell.

If people find this very confusing I'll include a video illustrating it.

Tech Wards
There's no shame to using a turret as a temporary ward. The sight range may only be 2/3 that of a normal ward, but it's still significant.

[http://i.imgur.com/Zyejv.jpg]
Potential Ward Locations


These turrets aren't meant to last. They're just meant to give temporary vision in areas until Heimer needs to use a turret again. You shouldn't bother putting these down if you expect to need both your turrets up ASAP. It is useful, though, just in case people decide to move around in the next few seconds. It costs you almost nothing to place these, so if these locations are on your way you might as well.

As far as the locations in the picture go, the "anti-gank" position is where I will sometimes drop a turret so that the enemy jungler can't sneak up on my bot lane. I do this if I've recently visited bot either to gank or to push their tower a bit. The "side bush" position is meant to serve as a ward if I don't have any wards around. Don't use this in the very early game, though. There won't be many ganks anyways and you'll need to save your mana. The bottom two are just for a bit of river control. The bottom right would have been just after a dragon fight.


Tower Defense
The best placement I've found for defending towers has been to simply place turrets very close to it. It should look something like this:

[http://i.imgur.com/Jcy4w.jpg]
Beautiful, isn't it?


Having your turrets in this position means a few things
  • Minion waves will be shred through by the tower and your turrets. They'll usually be red, so the AOE damage will contribute to clearing the wave significantly.
  • Your turrets can not normally be damaged without walking in to very close tower range. More often than not multiple members of your team will be defending a particular tower. Normally if an enemy enters close tower range, then your team is in a good position to trap them there. Because most opponents won't do this, your turrets are afforded some extra protection.
  • You will be close, thereby healing all three of the structures
  • If someone should attack you, the tower and both turrets will focus them, creating a very intense zone around you. It won't be very big, but it will have the effects of all three combined. Your turrets also reduce defenses, meaning the tower will hit harder as well. If an enemy does end up diving you, you can also slow them with your ultimate and stun them under your tower.

Long story short, you are damn difficult to kill in this position. It's just about the most intense zone of protection you can have.

Wall Hacking

As any Ezreal or Kassadin player can tell you, the game does interesting things when you try to blink in to walls. Kassadin players often use this to their advantage to increase the range of their riftwalk far beyond its typical range. Heimerdinger's turrets can take advantage of this aspect of the game as well. Here is an image with some of the places where Heimerdinger can take advantage of his ability to "wall hack" with turret placement.

[http://i.imgur.com/cbFLb.jpg]
Some of the more distinctive locations

The dragon and baron pit wall hacks in particular mean that Heimerdinger can help his team take these buffs without any danger to himself. He has enough range to easily attack dragon from outside of his pit with his rockets and grenade, but now your turrets can also easily contribute.

The purpose of wall-hacks like the wall across from wolves is that enemies will sometimes run around that wall because they know they can't be seen and so can't be killed with targeted spells or autoattacks. This counters that. Your turret will attack them AND give vision on them. You can also use this technique on the thin walls across from the tribush on either side of the river.

There are three things to look for when trying to find new places where you can place your turrets
  • Thin walls that your range actually covers
  • Places where heimerdinger can "dig" in to the wall (collide with it). That was the technique for the dragon/baron pit.
  • Places where the line between you and your wanted turret location is diagonal to the wall. That is what works best for getting a turret over the wall in to the enemy base.

Keeping Lanes Pushed
[http://i.imgur.com/iC4Is.jpg]

That is an example of one of the places I might put a turret after pushing a lane. That way, if the enemy minions start pushing top they will hit my turret. If a friendly minion wave reaches them just before the turret, then my turret will help to push the wave in our favor. If they crash on to my turret, my turret will be able to hold them off for some time, maybe even keeping them there until our next minion wave can catch up.

It prevents the enemy from pushing the lane accidentally. You can put these anywhere along the middle of the lane. Just keep it somewhere near by so that it's useful. Having the turret in too far a defensive position means that it probably won't be made use of by the time it's replaced.

Conclusion

These are just a few of the different tricks you can do with your turrets. There are many more, I'm sure. I encourage you to experiment with them and see what works. If you have any suggestions for more techniques that belong here, feel free to leave a comment.

Extra: Counter Laning

Heimer dominates lanes. It's just kind of what he does. However, there are some cases where you need to change up a little bit. I'll give a short account of laning against most of the common mid champions. As far as counters go, he has a few champions that make his life difficult but I don't think he has a hard counter. Caitlyn, Gragas, or Orianna probably come the closest.

Akali, The OCD Ninja
  • Akali's Mark of the Assassin does significant damage if she is allowed to explode the mark. If she marks you, stay out of melee range.
  • If Akali is not level six and uses her shroud, feel free to fire a grenade at the middle of it. It will probably hit her.
  • Your rockets only need to have a target for a split second while they lock on. If Akali is using her shroud to hide from you and farm, keep a finger on W so that you can click it as soon as she appears. The rockets will hit her while stealthed as long as she was visible when you cast the spell.
  • After Akali is level six conserve your grenade so that you can stun her when she jumps to you.

Anivia, The TV Dinner
  • You probably won't kill Anivia very often because of her passive, but that doesn't mean you shouldn't try :). Don't try to tower dive her, though. The egg will stay up and you won't be able to stay in tower range long enough to kill her without dying to tower.
  • The frost debuff makes Anivia's Frostbite do double damage. If you are frosted, take care to stay out of her range.
  • Take boots. The entirety of Anivia's early game burst comes from her landing her Flash Frost to apply the frost debuff.
  • Flash Frost can be popped at any point during it's travel. Move sideways to avoid the ability. The hitbox for this ability is bigger than it looks. She can hit all three of the ranged minions when they are clustered.
  • Once Anivia is level six she can make use of Glacial Storm which is a much more reliable way to apply the frost debuff. One option is to stay out of range and attack her with rockets. If she has blue buff, this is recommended.
  • An alternative is to punish her when she tries to hurt you. The combo is Glacial Storm -> Frostbite. Most of the time she has to walk toward you to get Frostbite off. This is very predictable behavior. Once you're practiced with your grenade, you should be able to hit her with it as she's walking up to you to Frostbite. Once she's stunned, you can calmly walk out of the Glacial Storm.

Annie, The Easy-Bake Mage
  • An Annie with her stun can be very dangerous. If she has it available, be wary of her. She will eventually waste it on a minion. Don't bother autoattacking her at this time. It will put you in her range and she can get some free harass on you.
  • Annie players will often hide their stun by keeping their pyromania stack at 4. When they want to stun you, they will cast their shield and then use their stun.
  • Try to be a bully at first. Most of the time Annie doesn't have to be very afraid of you, but sometimes the enemy player won't be as good. If this ends up hurting you more than her, back up a bit.
  • Annie can farm incredibly easily with her Disintegrate. If she is farming and you can't really do much against her, push all of the minions to her tower. She will find it much harder to last hit and you can harass her with rockets.
  • Tibbers along with her other spells can more or less one-shot you. Don't give her the opportunity. If she uses flash while she has stun up at this level, quickly cast your own.

Brand, The Liar Liar Pants on Fire
  • Brand can be a difficult mid. His pillar is a wide AOE and his skills are easy for him to hit on you. My first recommendation is to take boots instead of doran's ring, meki, or any other start. It will make your life so much easier. Make dodging Brand's pillar your number one priority. If he lands that on you, you're in for pain.
  • You will often be tempted to go in to be aggresive and hit him with your rockets. Be careful. This is also an excellent chance for brand to hit you with his Q ability, Sear.
  • Conflagration is only really good for harassing you through minions and for setting up his stun with Sear. Unfortunately there's not much you can do to avoid this skill. Luckily it doesn't do much damage and most Brand players won't focus it.

Caitlyn, The Silly Hat
  • Caitlyn is a mild counter to you. You can not autoattack trade with her. She simply has better numbers, even with your passive. Your range is one of your most significant advantages. She outranges you. She also makes it difficult for you to dodge her abilities with her traps.
  • Don't bother using your grenade as a stun. She won't get in close enough to reliably land it. Instead, try to blind her while she is taking down your turrets.
  • Care for her passive. If she starts sparkling, stay away from her next shot.
  • You can either take boots to avoid her peacemaker or a Doran's Ring to keep up your mana to continually place turrets. I think boots are more flexible.
  • Don't bother trying to stun her to cancel her ultimate. It won't land in time. Just go back if you think she can kill you with it.


Cassiopeia
  • Cassiopeia is a pain in the ass if you start with a Doran's Ring. If you take boots, she becomes relatively easy.
  • She is another one of those champions that has to land her skillshot to set up the rest of her combo. For her the skill is Noxious Blast.
  • Her Miasma is a slowly expanding cloud of poison that slows everyone inside of it. It has a very clear range indicator. Stay out of it.
  • When running away from Cassiopeia, it is much better to dodge her Noxious Blast than to keep moving backward (unless you are already under tower) because if she lands it, it gives her a movement speed boost.

Cho'Gath
  • Cho'Gath mid relies on sustain more than anything else. If you be very aggressive against him, his sustain may not be enough and it might make him reconsider going in for a last hit, which will make the situation even worse for him.
  • Take boots. Dodging his Rupture is extremely important to fighting Cho'Gath.
  • Most mid-gaths focus Scream, which is slightly larger than your autoattack range. If you are coming out badly from autoattacking him, place aggressive turrets and focus on hitting him with rockets instead.
  • Don't put your turrets in the minion cluster. If you do, they will be quickly taken down with Cho'Gath's Vorpal Spikes.
  • Cho'Gath's ultimate ability, Feast is an amazingly strong nuke but it must be cast from melee range. The common Cho'Gath combo is Rupture->Scream->Feast->Autoattacks with Vorpal Spikes and optional ignite. This combo, with a little bit of AP, will let cho'gath bring down almost every champion from full to nothing, making AP Cho'Gath an extremely strong caster.
  • Flash->Feast is a very common Cho combo. Look at the amount of damage Feast does. If you are close to it, place your turrets in a defensive position and go back to heal.


Ezreal
  • Place your turrets in the middle of the creep wave so he can not Mystic Shot them. Keep minions between yourself and Ezreal for the same reason.
  • Pushing the minion wave to Ezreal's tower is a viable tactic. He can't farm very easily and will lose many last hits to his tower.
  • Ezreal also has a blink. Because of this, he isn't likely to get caught by your grenade very often. Conserve your grenade unless you're being attacked, he has already used his blink, or he's trying to take down your turret/tower.
  • In the off chance that you happen to fight an AP ezreal, you should know that he instead focuses his Essence Flux, which is not stopped by minions and continues for its full length.
  • Ezreal's Ultimate ability, True-Shot Barrage is similar to Ashe's Arrow except that it has no CC and does not stop at the first target hit. He looks in the direction that the shot will go when he is casting it. If you are at low health and recalling, don't start shopping. Watch for Ezreal casting this ability on you and be prepared to dodge.

Fiddlesticks
  • Fiddlesticks doesn't have enough damage to kill you pre-six, but he has a lot of sustain through Drain, which will make it difficult for you to kill him.
  • When he is using Drain, send your grenade his way to stun him. He's standing still while he's draining, so it should be an easy shot.
  • What fiddlesticks lacks in damage he makes up for in CC. Be very aware of jungle ganks. With the amount of CC fiddlesticks has he makes jungle ganks that much stronger.
  • Once fiddlesticks has his Crow Storm he can easily kill you if you aren't careful. Be very careful of an MIA fiddlesticks after level six. Keep your bushes warded. If he manages to surprise you with crow storm, flash out of it before he gets his CC on you. Otherwise you're dead.

Fizz
  • Fizz is a melee champion and so is quite easy to abuse in the early levels. However, once he hits level three and has his full combo he can be an incredibly dangerous lane opponent. Take the advantage early and your lane shouldn't be too troublesome.
  • Fizz's passive means that he can stand inside of a minion. Be aware of that. There may be specific situations where he can use this to his advantage so that you fire your rockets at the minions by mistake thinking that he's closer but he's actually not.
  • If you are able to autoattack him, Fizz is able to jump you. Play like you would against akali. Stay near one of your turrets.
  • Be extra careful if his trident starts glowing. That means he's prepared his on-hit, and he probably is waiting for a chance to dash to you and start hitting you.
  • Fizz's Troll Pole can make it so that your rockets don't damage him, if he times it right. The same thing goes for the grenade. In this way, he's actually more dangerous than akali. She can't do much to dodge your grenade, but if he troll pole's right after he jumps to you, the grenade will most likely miss. Wait about half a second for him to do this and then cast the grenade where he lands. If he doesn't troll pole, he probably isn't going to. Feel free to use the grenade then.
  • Fizz may slip away from some kills by avoiding your final rockets that would have resulted in his death. Don't let that affect your playstyle. Take his absence from lane as he heals as a positive and farm/push his tower.

Galio
  • Galio is quite tanky so you may not kill him, but the lane won't be troublesome. Try to keep the minions at roughly the middle point. Even a little closer to your side if possible. You won't be in trouble so the jungler won't have to help you, but if he comes by you will be in a position to do something to help him fight Galio.
  • His main skill that he will be using in lane is Resolute Smite. It's quick, and it has a medium range with an AOE similar to your grenade. He may use it to push/farm minions.
  • Make sure that if galio has a shield around him, you stop attacking him. His Bulwark heals him if he takes damage. By damaging him when he has it activated, you are doing him a favor.

Gragas, The Favorite Uncle (counter)
  • Start boots and do your absolute best to dodge all of his barrels. Those things HURT.
  • Gragas won't do much autoattacking on you for damage, so feel free to use your grenade on him.
  • He is known for being nigh unkillable so just turn this lane in to a farm lane. Blind him when you can to irritate him and cause him to lose farm. Otherwise, just relax, harass, and do your usual thing. He has an ability where he has to stand still for a short period of time. That would be a good moment to use your grenade. This is a channeled ability, so if you can do some damage to him before it finishes you can cancel it, resulting in a slightly weaker gragas for 25 seconds.
  • There's little point to pushing the minions to his tower because his Barrel Roll will clear the minion wave quickly and still allow him to have the gold he needs.

Heimerdinger, The Mirror
  • Play Draft Mode and this won't happen.
  • Focus on your turrets and your grenade, rather than your rockets. This way you can outpush him and with your grenade you can take down his turrets faster than he can take out yours. A high level grenade can also take out the three ranged minions in one shot, furthering your pushing potential. In a Heim vs. Heim lane, the grenade heimer wins.

Janna, The Goddess Slut of Assists
  • Another lackluster mid opponent. Be wary of her Tornadoes. When fighting her, make sure you place your turrets out of the minion cluster. That way she has to go out of her way to do damage to them, resulting in mana loss and possibly a dangerous position for her to be in, allowing your jungler to come in or you to get some autoattacks off on her.
  • Don't bother attacking her when she is using her shield. Why waste your mana? It won't do as much damage to her to begin with and it doesn't really benefit her all that much so there's no harm in letting her have it around.
  • Her slow can be dangerous. Keep your bushes warded to avoid getting jungle ganked. She can't kill you on her own, but with the help of her jungler she might be able to do it.
  • She also can pass through units, similar to Fizz. The same warning applies. She may be slightly trickier to target because She may be slightly behind a minion but look like she's in front of it.

Karthus
  • Some people see Karthus as a potential counter to heimerdinger. He can be a bit difficult to deal with, but with proper positioning there isn't much to be afraid of. Taking boots will allow you to dodge the majority of Karthus's Lay Waste attempts which will mean he's not doing very much damage to you.
  • The best lane turret placement against a Karthus is probably either an aggressive position in the middle of your melee creeps (which makes him lose mana and push his lane a bit if he tries to take the turrets out) or farther off to the side and closer to your own side of the lane. When you place them in the second position away from minions, that means that Karthus can remove them quickly because his Lay Waste will do double damage to them. But if he's coming in to attack those turrets, you can make sure that he doesn't get to do that without taking some damage of his own.
  • If Karthus doesn't bother taking down your turrets (AKA he's bad) you should feel free to be far, far more aggressive in placing them. If they're not going to be taken down, you can use them to zone him or to damage him.
  • You can use your grenade to interrupt Karthus's ultimate. You can save your team with this and really frustrate Karthus. Keep an eye out for the chance to do this.

Kassadin
  • Kassadin is very weak until level six. After level six he becomes significantly more dangerous, but he still has major farming problems, is susceptible to harass, and is squishy.
  • Autoattack Kassadin frequently. He won't be able to return the damage very easily.
  • Push the minions to his tower. Kassadin has low attack damage and is terrible at last hitting under tower. He will lose a lot of farm this way.
  • After level six you will still be able to trade better than he can. Rather than running away, hold your ground and autoattack him. Rocket him and maybe even grenade him when you are no longer silenced.

Katarina, The Useless
  • Start laughing. Seriously. Toss your head back and cackle maniacally. There is almost nothing Katarina can do to threaten you.
  • Her Shunpo puts her as the closest target to you, which means she's pretty much just volunteered to take a rocket to the face if she uses that on you. You can also keep autoattacking her all the way she's walking back.
  • She's also a melee character, meaning she's just asking to be wrenched over and over again.
  • Her ultimate, Death Lotus would be a serious threat if not for the fact that your grenade is a stun. She's standing still while she's using death lotus. Your stun WILL land. You'll take almost no damage from her.
  • The only skill of hers which could even slightly bother you is her Bouncing Blade which does damage scaling off of AD. Katarina isn't generally built AD anymore anyways, so even when it does hit it won't hurt much. You can basically ignore this. If you get hit by it consecutively, play it safe for a little while until your naturally high health regen brings you back in to fighting shape.

Kennen
  • Be constantly aware of your storm stacks. Don't let Kennen get a free stun on you
  • Place turrets slightly behind the minion wave so that they can not be targeted with Kennen's Shuriken but also can't be targeted with Kennen's rush.
  • Try to stay amongst your minions so that he can't hit you with a shuriken. That's a significant part of Kennen's damage output. Many Kennen players focus that skill.
  • When Kennen uses his rush feel free to hit him with your rockets. Yes, he does have increased MR when in this movement mode, but they will still hurt and if you're not getting much of a chance to use them otherwise you'll have the mana ready.
  • If Kenenn uses his ultimate don't hesitate to Flash away. If he catches you, you're probably fucked.

Kog'Maw
  • Even though Kog'Maw isn't really a skillshot champion I still recommend boots first. They will help you dodge his ooze and get out of range of his barrage, both of which will do devestating damage to you if he takes advantage of them. If you don't go b before six, it will also help you dodge Kog's artillery.
  • Kog'Maw's Caustic Spittle lowers your armor. If he uses it on you, walk away until the debuff is gone and then go back in to attack him.
  • Kog'Maw is squishy and not very good at fighting Heimer in general.

LeBlanc
  • This is a dangerous mid. LeBlanc will require some finesse to play against. Know when to be aggressive and when to GTFO.
  • LeBlanc will often cast her sigil on you. This doesn't do that much damage on its own, but it's a huge pain if she manages to pop it. To pop it, all she has to do is use another ability on you. This will do extra damage to you and silence you. Once she hits you with it, start walking away from her so she can't use her dash to pop the mark. Stay out of range.
  • Try to keep some minions between you two. That way she can't use her chain to pop the mark / keep you CC'd.
  • Once she is level six, play very defensively. She can and will kill you if you let her. LeBlanc's level six burst is one of the highest in the game.
  • If you can afford it, I would recommend rushing a Negatron against her. It will delay your build slightly, but it will be well worth it. LeBlanc will do significantly less damage to you. It will be very, very noticeable.

Lux, The Laser Slut
  • All of Lux's abilities are skill-shots. Take boots and you should find it easy to dodge most of them.
  • Lux's Light Binding can hit two targets. If there is a minion in front of you, don't rely on that minion to take the hit like you could in Morgana's Dark Binding. Lux's will still hit you and snare you in place. Keep in mind that this is a snare. If you see her preparing her combo (including her ultimate about to fire at you) you can fire a grenade and stun her while she's doing it. This might just save your life.
  • Lux's Lucent Singularity has a wide radius and a long range. Unlike Anivia's , however, Lux can not pop her E in mid-flight. Use this to your advantage. Most Lux players will shoot their singularity slightly behind the target in an attempt to lead them (most players will dodge "away" from the shot, meaning backwards. Surprise her by moving towards her instead or to the side. If she does not overshoot her , switch up your movement style.
  • Surprisingly enough, most of Lux's early game damage comes from her passive. If one of her spells hits you, it will leave a mark that Lux can explode by autoattacking you (or casting her ultimate on you). If you get hit by a spell, stay clear out of autoattack range of Lux until the mark times out.
  • If you are at low health, always be on the watch for Lux's ultimate, Finales Funkeln. It places a very clear red line in the middle of the laser's path. The hitbox for the ultimate is about the width of your grenade. Watch for this ultimate and be ready to change directions quickly in order to avoid it. Don't hesitate to flash to dodge it if you are low. It does a surprising amount of damage. Also be very careful when you are recalling. Lux players love to snipe enemies as they are going back. Most people that are recalling will start planning their next shop purchases and will not be watching their screen. Do not make this mistake.

M'alzahar
  • Malzahar can push better than you can. His early game farming and pushing is simply stronger than yours. Lategame he won't even compare, but for now he has the advantage when it comes to that. The question is now if the player will take advantage of that.
  • Test your enemy. Drop down some turrets nearby the minion wave but not in an overly offensive position that makes it super easy for malzahar to take them out. See if the enemy malzahar will take the time to focus down your turret. If he doesn't, then you should feel free to clear the wave as quickly as you can in order to be able to use your rockets on malzahar.
  • If the malzahar does take the time out to kill your turrets, you should instead autoattack him whenever possible to fight with him. Start tossing wrenches at him right after he casts his malefic visions on a minion. That way you don't have to worry about him casting it on you when you get in range.
  • Malzahar is infamous for being able to take most opponents from full health to dead with his skill combo. The combination starts (after an optional flash and possibly silence) with his pool, followed by his malefic visions and then his ultimate ability Nether Grasp, which will lock you in to place allowing the pool to do its full damage to you. If you see him cast the pool once he is level six, make every effort to get out of it. Don't waste your flash unless he uses his or you are sure he will kill you if he manages to lock you down. Malzahar using his flash is a clear indication of him attempting to kill you.

Master Yi
  • The only viable mid Master Yi is an AP Yi. While AP yi is interesting, it's kind of a one-trick pony. The only skill he can make use of for damage is his Alpha Strike.
  • Use your stun grenade whenever master yi uses his self-heal.
  • Yi's Alpha Strike will land on the target that he clicked on to originally cast it. If you think he cast it on you, expect to see him land next to you in which case you can fire off rockets and land an easy grenade. If Master Yi uses his alpha strike on a target that dies after he casts it but before he lands (or even from the alpha strike damage), he will land at his original position.
  • AP or not, Yi will have trouble farming under tower. Feel free to push him there and make him struggle. Without any CC, he will also offer almost no assistance to the jungler on his team should they come in to gank.
  • Master Yi's ultimate prevents him from being slowed, but he can still be stunned and blinded. Don't hesitate to use your grenade.

Mordekaiser, El Numero Uno
  • Mordekaiser has a continuous shield that acts as a health buffer. It naturally decays at a reasonable pace. He can recharge his shield by casting spells on enemies. When mordekaiser is attacked, the damage will first be taken out of the shield. Once the shield is extinguished, the remaining damage is then dealt to his health points.
  • Morde's cone has a range roughly the same size as your autoattack. Meaning that if you can autoattack him, he can cast a spell on you. Just be aware of this. You can try to go in to attack after he casts his spells to avoid damage, but that would mean that his shield is up and your autoattack would not actually do any damage to him.
  • The best response I've found to mordekaiser is to be attacking him constantly. Only use spells such as your rockets when his shield is down (otherwise it's not worth the mana) but you should be autoattacking him consistently to keep his shield down and to do damage. With the cooldowns that mordekaiser has on his abilities, you can usually do damage faster than he can regenerate his shield.

Morgana, The Forever Banned
  • Forthcoming

Nidalee
  • Forthcoming

Orianna, The Forgotten Toy --counter
  • Forthcoming

Ryze, The CC Cannon
  • Forthcoming

Sion
  • Forthcoming

Sivir
  • Forthcoming

Swain, The Washed Up Admiral
  • Most of swain's lane presence relies on him being able to land his Nevermore. Take boots and you will be able to dodge this spell easily. As soon as you see it, walk away from the center. Don't try to pass over it. to get to where you want. It won't work.
  • Boots will also allow you to more easily move out of the range of his laser bird.
  • If you happen to be snared, launch a grenade at Swain's position when he starts casting his followup spells on you. Swain casts his spells as a combo, and so he is standing still for a significant amount of time while he's casting. You should be able to hit him with a grenade during this time. If he gets stunned, you may even interrupt the casting of one or both of his other spells, leaving you to walk away free with almost no damage taken.
  • Be very aggressive against swain. He has no reliable way to punish you.
  • Be wary of walking amonst minions. It may make it more difficult to dodge his snare.
  • Once Swain hits level six, he gains an extreme amount of spell vamp. For the most part, this shouldn't change your aggressive style of play. However, if he's using his ultimate to farm creeps when he is already at full health, just let him go ahead and waste his mana. Once he returns to human form, continue being aggressive.
  • Don't bother using your ignite to reduce swain's ult healing. Save it for a kill.

Teemo
  • Teemo is not a challenge. He is squishy, has trouble pushing, doesn't do much damage, and has no way to take down your turrets effectively. I love Teemo, he's one of my favorite characters, but I would never take him mid against a heimerdinger.
  • If you really want to be mean, you can get a pink ward or an oracle's once teemo has his mushrooms. He won't be able to place much of anything.
  • Don't take free harass from teemo. The poison will hurt if you guys do small skirmishes. Hurt him a lot in the times that you do hurt him.
  • Make sure you're not blinded when you go in for an autoattack.

Tristana
  • Tristana is annoying to fight against as she has both sustained and burst magical damage in the form of her Explosive Shot and Rocket Jump, respectively. You've got to prepare yourself to handle both.
  • You won't win auto-attack harass wars. You will, however, win burst skirmishes. Don't let her cast her DoT on you very often. Stay far away for most of the time and harass with rockets. Place turrets aggressively to clear waves so you can harass her with more rockets
  • Bait her in to jumping on you. However, do your best to avoid damage. If you learn the range of Tristana's rocket jump very well, you can try to bait her in to jumping toward you before you're stuck in it and then walking away before it hits and not taking damage. It takes practice, but it's possible.
  • The more you stay out of her range, the more frustrated she will be, and the more mistakes she will make in predicting her rocket jumps.
  • Once she has jumped to you (hitting you or not) immediately launch a grenade to stun her in place and fire off your rockets to make her take damage. Feel free to get off an autoattack or two as well.

Twisted Fate (TF)
  • Twisted Fate can be built either AP or AD. If someone builds AD twisted fate against a heimerdinger mid they're probably stupid enough that you can win without even needing my advice. Against a heimerdinger, AP TF is definitely preferable.
  • Take boots against a TF. Boots will allow you to dodge his Wild Cards, which are the most significant threat. Boots will also allow you to move away from him when he chooses a card using Pick a Card. This ensures that he won't be able to get free stuns on you whenever he feels like (which TF can do if he takes boots and his opponent doesn't).
  • Twisted Fate will probably try to take down your turrets using Wild Cards. This skill has an extraordinary range and will do a lot of damage to your turrets at later levels. It may be in your best interests to put your turrets away from the minion wave, but make sure that he can not hit both the minion wave and your turrets with one shot of wild cards (remember that there are three lines).
  • Do not attempt to starve TF of mana. He can pick a blue card which will replenish his mana and do bonus damage.
  • When going in to autoattack twisted fate, be prepared to dodge his wild cards. If he begins to Pick a card, retreat. Go back in after he uses the chosen card's buff.

Twitch
  • This lane could go either way. If twitch gains early dominance, he will ruin you. If you gain early dominance, you will have absolutely nothing to fear.
  • To avoid giving away early dominance, watch for a level 1 stealth gank from twitch. Go forward for about 5-7 seconds to tempt him out of stealth, then go back to your tower so he has to either destealth useless in the middle of the lane or just leave. Be especially careful if the twitch took Exhaust.
  • If you have dominance, push as usual. Harass consistently. Save your blind for when he attempts to stealth attack you. Twitches don't move when they're attacking. It would lower their damage potential, and he's really fucking slow anyways. You should be able to land your grenade. If you know he's stealthed, you can even bait him in to attacking you by walking away from your tower with a turret or two kept as ammo. When he attacks, blind him, drop a turret, rocket him, and keep autoattacking. You will win this duel.
  • If he has dominance, buy a pink ward and put it pretty much in the middle of mid, moving it slightly toward your side. That way you can see him if he's coming behind you. You don't need to see him if he's just hanging out invisible on his side of the lane. If you see him through the pink ward while he's stealthed, don't let him know you can see him right away. Reposition yourself so that he is trapped between you, your minions, and your turrets (for example) and open up on him.

Urgot, The Inconsistent
  • The entirety of Urgot's damage output depends on whether or not he can land his charge on you. If he does, that will increase the range of his Acid Hunter and make it a targetable skill, so it will always hit you. If you dodge the charge, you can count on basically being free from damage for a little while.
  • Take boots in order to help you dodge the charge. These will also help you get in range to autoattack urgot. He has a very short range for a ranged champion, and so is relatively easy to harass.
  • Urgot can swap places with you once he has his ultimate. Your bushes should definitely be warded after level six, because this makes jungle ganks so much stronger.

Veigar
  • Veigar is only a threat once he gets a few levels. Hurt him early game. Autoattack him constantly. Veigar has no pushing tools except for his meteor, which is weak early. This means you will clear the wave faster than he can and you will be able to attack him with your rockets.
  • Veigar has severe mana problems. Make him waste his spells on you as often as possible. If he's wasting his spells on you, he's running out of mana quickly and he won't be able to farm, which is incredibly important for veigar.
  • Veigar is most dangerous right after he goes back for health/items and returns to lane with full health, mana, and his ultimate. Let him get a few baleful strikes in so that he uses up some of his mana pool. Veigar needs roughly 350 mana to pull off his combo. If he has it, be wary. His stun has a very long range.
  • If veigar places his stun around you, but it doesn't catch you, don't run in to the wall. Move back towards veigar. If you aren't stunned, he will miss his meteor and will lose a significant amount of his damage. Veigar isn't any more of a threat at close range than at long range. If you're already trapped, go ahead and walk toward him to close the distance.
  • Veigar's stun has a long range and a long duration. This makes jungle ganks very potent, especially in conjunction with someone like jungle Sion, who has another stun.

Vladimir, The Infectious Disease
  • Take boots. Most Vlad players will take boots as well, so you'll need yours to offset his speed. Vlad players love to run toward you and transfuse because they know they can get away with it. They'll catch up to you and shrug off the minion damage they get because they heal themselves.
  • When vlad is running toward you trying to transfusion you, see if you can lead him back away from minions. If he keeps running, punish him with rockets. He will come off worse in the trade.
  • Vlad's Transfusion cooldown is very long early game. Make sure to autoattack him when it's down. He may use Tides of Blood, but it won't do very much damage to you.
  • Once vlad is level six, he can guarantee a kill on you. Harass him when he opens himself to harass, but otherwise be careful. You have a brief period of time between levels six and nine where you can still be very aggressive and win, but it's still a bit dangerous.
  • If you go in for the flash-ignite-tower-dive, make sure you cast ignite before rockets. He will probably pool as soon as he sees you flash. The ignite will continue to damage him. When he comes back up, you should be in range for your rockets. Don't attempt this unless you can take a few tower hits.

Xerath, The Annoying Bastard --counter
  • Xerath has an unreasonably long range, but still has a decent amount of damage. Make sure to take boots against him or you will take a crazy amount of damage.
  • The hitbox on Xerath's Arcanopulse is much bigger than it looks. It's a bit thinner than the hitbox on lux's laser. This is a huge source of frustration
  • You won't be able to threaten him with loss of farm from the tower because he can clear the ranged minions in a couple shots of his Arcanopulse. Instead, harass him if he gives you the chance and just farm if he doesn't.
  • When a Xerath uses his ball on you, make extra sure to dodge his next spell. If his next spell is his ultimate, don't hesitate to flash to dodge the first shot. If you don't dodge this one, the next two are all but guaranteed to hit.

Ziggs
  • Ziggs has some significant damage, but he's a mana whore. The overall strategy of laning against him should be to exhaust his mana pool. Take boots and dodge his bomb whenever possible.
  • Dodging his bomb takes some reflexes, but it isn't very difficult. if he tosses his bomb when you are out in the open, move to the side. If he tosses his bomb when you are in a minion wave, move toward the enemy ziggs. If you are in the minion wave, ziggs will realize that his bomb will blow up on the first bounce, so he will try to aim directly for you (maybe even a little bit behind you because that's the direction most players will naturally move toward). Move forward and you will easily dodge his bomb while also possibly getting in to range to autoattack him.
  • Turning this lane in to a farm lane also works very well (but only if you're not doing amazingly. Otherwise continue to be aggressive). If you bait ziggs in to firing his bomb at you when you're around minions, he will naturally push his lane. His minions will then crash against your turrets/yourself, allowing you to farm them easily.
  • If you want him to push, stay around your minion wave but don't mingle with them. By that I mean you should stay close enough so that when he throws his bomb it will hit minions, but you shouldn't be so mixed up with the minion wave that it significantly affects your pathing.
  • Don't hesitate to flash away if you see him launch his ultimate at you and you are low.


Zilean, The Senile
  • Zilean's range and damage is incredibly irritating. His bombs are one of the longest range spells in the game and he is able to do a great deal of damage through them.
  • If you are going to attack him, do so after he uses his bomb. Preferably after a double-bomb, so you know that it's down for real.
  • Zilean has mana problems. If you force him to waste his bombs on your turrets or minions, he won't get a chance to use them on you.
  • Keep in mind that after level six zilean has two lives (assuming he has enough mana). Don't expect to kill him. It's better to farm and roam. Take dragon whenever possible.

Extra: I'm not level 30

Runes
  • If you don't have a full rune page or don't have runes, you should buy tier 1 runes. Don't bother with tier 2 runes, they cost too much for too little benefit. Replace them with tier 3 runes when you can. You should get magic pen marks (Mark of Insight) first. Follow that with Mana Regeneration/Level Seals (Seal of Clarity) or flat AP quints (Quintessence of Potency) and then either CDR/level, CDR, AP/Level, or Magic Resist Glyphs

Masteries
  • Lower Levels: Put the points in to where they are immediately most effective. This means take the magic focused masteries on the offensive tree. Go from Mental Force to Sorcery to Arcane Knowledge.
  • Approx. Level 21: Complete the Utility Tree. You can try to go for an offensive build if you prefer, but I think if you're learning the game you'd be better off with the Utility tree, as it makes the game more forgiving.
  • Almost 30 Complete Utility, go as far as you can in Offense.

F.A.Q.

What's the tri-bush?

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

You call a lot of things "hacking". Isn't that bad?
  • There are multiple definitions of hacking. One is the bad hacking in the sense that you break in to computer systems, mess with game code, etc. The other basically means the same thing as the word "trick".

This seems very similar to your Ziggs guide...

  • It is. Though it's more like the Ziggs guide is similar to this guide. I used a bunch of elements from this guide to write the Ziggs guide. That's how I was able to put that one out in the first day of his release.

Why are certain champions in the counter laning section forthcoming?

  • Because I had to go eat and do real life things. I'll get those up ASAP

I have a champion I'd like some advice against

  • Post in the comments!
What is the UI mod that you're using / How did you get those health/ability/item bars?
  • That is the fault of the wonderful "Perb UI" mod over at leaguecraft. I've used it for months and I really enjoy it. Props to Perb. We can't link things in solomid guides (rargh), but here is the url: (http://leaguecraft.com/uimods/56-perb-ui-0-43-installer.xhtml). Enjoy!

Comments

July 11, 2013 - 10:39 AM #1

Just as you i have played hundreds of games as HEIMERDINGER, and as my main i follow up on info. about him. I go around and look for random Heimer-guides to see how other people play him, and you are probably one of the best guides if not the best in my opinion. The reason im writing this comment is to discuss the Heimer-rework coming out in about a month: http://www.reignofgaming.net/news/24965-update-lunar-karma-big-info-on-heimerdinger

I am kind of scared of the rework, but i also feel it opens up a bit more of build opportunities to him, as Rylas will work on turrets, as so will spellvamp. Anyways, what do you think about the rework? Also, as mentioned nie guide, you seem to be one of the "good" Heimer-players

February 1, 2013 - 11:26 AM #2

Ignite is pretty bad on Heimer, Exhaust, barrier, TP, ghost > ignite. Starting boots is pretty bad as well. Flask and some wards or doran, depending on opponent and jungle. Like if your laning vs Brand and WW jungle, you always wanna start dorans.

February 1, 2013 - 07:37 AM #3

Patch 3.01 Notes



*H-28G Evolution Turrets

Now displays timer of when Heimerdinger will get his next ammo charge

Turrets will now attempt to prioritize enemies hit by Heimerdinger’s basic attacks or his CH-1 Concussion Grenade



*UPGRADE!!!

Cast time removed



\o/

January 14, 2013 - 02:49 PM #4
omi

very good guide!!!

would you please update the masteries?

btw thumb up

December 25, 2012 - 07:14 AM #5

thank you for building me

December 7, 2012 - 10:05 PM #6

@jshepp: calm down :). I'm working on it. Expect the S3 update to be out soon

December 7, 2012 - 03:08 AM #7

Decent guide over all, in my personal opinion. I would consider Heimerdinger my main. I've been playing him since Season 1, starting playing ranked with him in Season 2, and am looking to play him a lot more in ranked in Season 3.



I agree with rushing Deathcap on Heim. I've been having huge success with it in the end of S2. Athenes is a great item, as long as you don't build any mana heavy items afterwords, I think its worth. It'd be nice to have an update on the S3 items.

November 24, 2012 - 12:46 PM #8

Why dont you mention Athenes ??

pretty good item for heimer

August 18, 2012 - 07:47 AM #9

What program did you use for the overlays?

Season 1 1310

Season 2 1512

Season 3 High 1873 low 930



CoxamusPrime - Plat5

Coxamus - Gold2

OnlyJunglesShaco - Gold5

June 26, 2012 - 09:52 PM #10

@throatslasher: Sounds fun, I'm in :D.



@Mizuka: Indeed there is. Fixing it soon, sorry.