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HEIMERDINGER BUILD GUIDE: Heimer Jungler for Cool Players by Mugart

by Mugart (last updated 10 months ago)

222,774 Views 47 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Cooldown Reduction( -7.47% cooldowns)
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
21
9
0
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 1/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 2/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Techmaturgical Repair Bots
QH-28G Evolution Turret
WHextech Micro-Rockets
ECH-1 Electron Storm Grenade
RUPGRADE!!!
View Skill Order Details

Runes

Masteries

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

Skill Order

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

Champion Matchups

Cool Intro

Hi. As you can imagine, this is not a simple guide. No. This is one of that guides which every word included on it raises your knowledge, not only about LoL, but life in general. Follow it and you will be one of the coolest players who ever put a feet on Summoner's Rift. This is...Heimerdinger Jungle Guide. Stay tuned.

Seriously? Heimer?

When you start your game, (usually, a ranked one, because this is a bit abusive for normal), and you pick , a lot of non-cool people will think: "Yeah. That's our mid. Useless. GG". But no. Step forward. Pick .

This will cause the same people on your team rage. A lot. Maybe they will avoid the queue, or they just want to report you. This last group are your teammates, so remember: They are not cool. They want to cut your wings. But you want to fly. You want Heimer in the jungle.

Heimerdinger Overview

PROS AND CONS (INSIDE AND OUTSIDE THE JUNGLE)

Strengths:

+ Tanks jungle mobs with turrets, so you don't need potions.
+ Capable of defend himself and his teams with turret in case of Blue-buff invasion at the start.
+ Awesome ganks to overextended lanes (Turrets block enemy's way back to his big turret).
+ If you're skilled (of course you are, you're doing this guide), his will not only blind (which is awesome), but STUN.
+ Setting a trap on a bush is a joke with Heimer. Just wait and do your magic.
+ Counterjungling is posible thanks to turrets. Just like , but cooler. Just place 2 on a bush and wait for the enemy jungler. Free buffs.
+ Coolest hairstyle on the champion roost.
+ Fun to play.

Weaknesses:

- go where they want to. Don't fight between minion waves. Not cool.
- His is slow. Really slow.
- Be careful, you're made out of paper. (Cool paper, but paper).
- Not very good when it's time to run away.
- People will think you're trolling them. Maybe they won't help you.
- Needs to get a good position in fights.

Summoner Spells

Just pick

Explanation for less-cool guys:


: Heimerdinger is a very weak character who needs to get position to actually do things in fights. Flash will help you escape, positionate and all that. And you can get some cool Fail Flashes to do a video.

: You are going to the jungle. With Heimer. Don't make me go over this.

Other spells:


: Ghost is a good spell, but heimer needs instant movement. Running faster is not enough.
: Maybe useful early, but you're not going to invade. Later you will have Rylai and your Ult.
: At least one of the other four teammates will have this. Seriously.
: Could be useful for escapes and protecting towers, but flash is better.
: Haha. Just no.
: What are you, a carry? C'mon.
: Your support will do this for you.
: Like you're going to die, anyway.
: If they are able to focus you, they will kill you, with or without cleanse. (That's not going to happen. Don't worry, stay cool).
: Heimer in a ball. Sweet, but...They're not going to touch you.

Runes

[http://i50.tinypic.com/11hw47q.png]

This will provide you of an awesome:

+ 15 ABILITY POWER (Quints)
+ 13 ARMOR (Seals)
+ 7.8 MAGIC PENETRATION (Marks)
+ 7.50% COOLDOWN REDUCTION (Glyphs)


Explanation:


+15 AP is awesome. Your turrets (which are your main damage source), scales with AP, so this will cleane your jungle route faster.
+13 ARMOR will make you able to resists some jungle monsters hits, in case something goes wrong and they're still alive after they killed your turret. Also, they're cheap and good.
+ 7.8 MAGIC PENETRATION means more damage, faster jungle and goes well with your magic-pen build.
- 7.50% CD REDUCTION are awesome with your Heimer, because they will not only make your spells have less CD, but you will have your turrets up faster.

Masteries

21 Point in Offense:

4 - Sorcery: CD Reduction, added to your runes, is almost 10% CD Reduction. That's cool.
4 - Blast: Just more free AP.
1 - Arcane Knowledge: Magic penetration for the same reason as before.
3 - Havoc: More damage. Just good.
3 - Mental Force: +6 AP. Simply as that.
1 - Spellsword: Throw that wrench with all your power.
4 - Archmage: Just A LOT more free AP.
1 - Executioner: We choose 21 on offense, you are not going to pick this? Yeah.


9 Point in Defense:

1 - Summoner's Resolve: +10 gold each time you Smite. Good at early game, and it makes Smite not-so useless after early game (of course is good for stealing buffs/dragon/baron, but you know what im talking about).
3 - Perseverance: Health Regeneration, just for you and your afro-brain.
3 - Hardiness: Oh, yeah. You like your Heim hard.
2 - Resistance: Some of the "other kind" of hardiness.

Skills Explanation

Ok. So, at this time, we know how to build our Heimer before the game starts, and the good and bad (not a lot) things about this cool jungler. But, in order to play Jungle Heimer as a boss, you need to know exactly what he does, and how. Here's a little explanation of his skills.



Techmaturgical Repair Bots is Heimerdinger Passive. This will provide Heimerdinger and allied structures with 10/15/20/25 (Levels 1,6,11 and 16) Health Regeneration per 5 sec.

This means Heimer will have free health regeneration (+10 per 5 sec at level 1 is awesome) and Heimer turrets will have that regeneration too.

Also, this works with Towers (but not with Inhibitors), so if your going back to base, you can stay near a damaged tower to heal it a bit.

This ability works even when Heimer is DEAD. Yep. If you're going to die (I don't know how, but let's imagine), try to do it near a damaged tower. You will provide that tower with awesome health regeneration while your body stays there.

-----------------------------------------------

Q:

Cost: 70 / 80 / 90 / 100 / 110 mana
Cooldown: 1 second (you are able to place a turret every 25 seconds)
Range: 250
Turret range: 525
Turret attack speed: 1.25
Sight Radius: 625


H28-G Evolution Turret are the main damage source from Heimer. This awesome wingmen will help you jungle, gank, defend, set traps, push, hit towers and much, much more.

Turrets damages with a brief but nice 30/38/46/54/62 (+0.2 per ability power), and they also do more damage id you have magic penetration.

This ability is special, as every level of it makes the turret change.

LEVEL 1 - YELLOW TURRET: Nothing special. Just your usually awesome small turret.
LEVEL 2 - GREEN TURRET: Reduces armor and magic resistance by 1, for 2 seconds every hit. Maximum reduction is 50
LEVEL 3 - DOUBLE GREEN TURRET: Now you can place 2 turrets on the field.
LEVEL 4 - DOUBLE COOL GREEN TURRET: Turrets get +125 Health.
LEVEL 5 - DOUBLE COOL RED TURRET OF DOOM: Now turrets do 50% splash damage.

"But, wow" -you say- "This is a lot of information! How can I master this?" The answer is simple: just maximize it.

PRO TIPS:

  • When you place a turret on the ground, that turret will attack a 50% faster for 6 seconds. Whenever someone falls into your turret trap, or just when the teamfight starts, remember to replace your turrets near the action.
  • Turrets do not active Rylai's slow, and will not proc spell vamp. Don't even think about it.
  • If you buy more AP or level up the ability, turrets on the field will not be affected. Replace them for better turrets. (Mega pro tip: Extra magic penetration will affect them. Don't replace.)
  • The turret will attack the enemy Heimer is attacking, or whoever is attacking Heimer. Don't worry, turrets are your bros.
  • If Heimerdinger dies, the turrets go with him. Don't expect any kill from that source.

-----------------------------------------------

W:

Cost: 65 / 85 / 105 / 125 / 145 mana
Cooldown: 10 seconds
Range: 1,000


Hextech Micro-Rockets are Heimerdinger's main distant-damage ability. This means is his better ability to take a kill. (Remember. Not stealing. Just taking.)

Using this will shoot 3 missiles to the nearest enemies, this could refer to: champions, minions or jungle mobs. Every missile does a nice 85/135/185/235/285 (+0.55 per ability power) magic damage.

As your main long-ranged weapong, maximize it second.

PRO TIPS:

  • Missiles doesn't prioritize champions. Remember this when fighting between minions.
  • Missiles will proc Rylai's slow, so they're perfect for chasing.
  • You need to view your victim in order to shoot the missile to them, even if they're inside the range. (Mega pro tip: Once it's fired, you can lose view contact; the missile will hit the target anyway.)

-----------------------------------------------

E:

Cost: 80 / 90 / 100 / 110 / 120 mana
Cooldown: 13 / 12 / 11 / 10 / 9 seconds
Magic Damage: 80 / 135 / 190 / 245 / 300 (+0.6 per ability power)
Blind Duration: 1 / 1.5 / 2 / 2.5 / 3 seconds
Range: 925
Radius: 250
Stun radius: 100
Projectile speed: 750 (seems like 0.1)


CH-1 Concussion Grenade is Heimerdinger main source of Crowd Control. It's a circular skillshot with two ranges. Enemies damaged get blinded. Enemies damaged in the middle of the explosion are stuned, in addition.

This does a happy 80/135/190/245/300 (+0.6 per ability power) Magic Damage.

PRO TIPS:

  • The grenade is SLOW. Hitting a far enemy is almost imposible, at least if their mouse works properly. Use it when they're near you.
  • Throwing a grenade to an enemy who actually fall into your turret trap for stun him between your turrets.
  • If counterjungling, hide on a bush and stun the enemy (This will be easy because he won't be moving, just hitting jungle mobs), and then place the turrets for an easy kill.

-----------------------------------------------

R:

(Passive): Heimerdinger gains 10 / 15 / 20% cooldown reduction.
Cooldown: 120 / 105 / 90 seconds
Turret Slow: 20 / 25 / 30%
Cost: 90 mana


UPGRADE!!! (Yep. That's the ability name. Just awesome.) is Heimerdinger's Ultimate.
This is an Active/Passive ability. Heimer gains passive CD reduction. This, combined with your Masteries and Runes makes you have almost the 40% CD reduction without a single CDR item. (In your face, Lux).

The active part is the awesome part: It makes Heimerdinger shine and upgrades his abilities.

- The turrets are now ICE TURRETS, which slow the enemies on-hit.
- Now you shoot 5 missiles instead of 3.
- The grenade speed increases to 1000 from 750. (Still slow, but better).

PRO TIPS:

  • Use this when the enemies fall into your turret trap. The slow from the ulti, in addition with your stun, will make them cry.
  • Turrets placed during your ultimate will be ICE TURRETS too, so don't worry, replace them for more attack speed.
  • Using this ability heals any turret on the field. You can use this to surprise an enemy.

Skill Order

R>Q>W>E.

Simply as that. Just follow the Skill Order section at the start.

is just for cc, you're not going to use this for killing. Getting an early-game point on this for ganking and escaping is enough.

is good, but it's better in late game. Some Heimer Mid guides will prioritize this before , but this is not Heimer Mid. This is Heimer in the Jungle.

What to Buy and Why

When the load screen is over (yeah, even that Tryndamere who must be playing on an Atari 5200), you want to buy fast your and run to your blue.

Then, you want some boots. Your goal is to buy this: .

"Why those shoes? Our mid have one of those! Isn't that enough?"

Well. The guy who is midding right now is the same guy who was insulting all your family before the game started. You can't trust on that guy, he's not cool enough. So you have to do it yourself. Be the mage.

After this, you will start to buy your first "big" item:

Personaly, I love that item. Health and 80 AP is great, but with Heimer this is taken to another dimension: Late game, you will be throwing missiles like a crazy motherfu**er, and if you're chasing somebody, every missile will slow them, making it a painful, awesome permaslow.

Now you have two options. If your mid gets a , or you're having a lot of mana problems, you should take the brand new . If not, be the man and buy a shiny to that old yordle pal back at shop.

comes next. This will make you an untargeteable b**ch during the teamfight, while your turrets are making all the damage. And you become golden.

Cover that afro with a good for tons of damage. Ladies love a guy who knows what to wear.

At last, buy yourself a if you're being god and you want more damage, or if you're getting your face wrecked.

-----------------------------------------------

Why over ?

Well. You don't need all that mana. They both gives 80 AP and some health. I just simply prefer Rylai's over RoA because of the useful slow. Just buy if your team has an abnormal amount of CC. And Heimer says he likes crystal.

How to Jungle like a Boss

[http://i45.tinypic.com/25p7ll5.png]

This is what you should do when the game starts. After that, feel free to gank or invade enemy jungle.
The main reason to this is because Heimer becomes a boss of the jungle after level 4 (Before that, he's just awesome).

The way to jungle with Heimer is placing the turrets BEHIND the big mob. This image explains what im trying to say.

[http://i46.tinypic.com/fduf6h.png]

This will cause the turret to attack the big monster, not the small ones, those are killed later.

PRO TIPS:

  • Put the turret on the river before 1:00, to protect yourself from enemy invasion. You will have your turret material up when blue appears.
  • Place the turret before anyone hits the monster. That way he will attack the turret. Tell your teammates to push after you plave the turret.
  • Place the turret after the monster spawns. This will make your turret use its attack speed buff on the monster.
  • If you are done with the buffs and you have up, feel free to use it. Free 10 gold is cool.
  • After you have your , use it to kill the small mobs while the turret kills the big mob.
  • When you have your two turrets (Lvl 5), you can do Drake with a little help. Go for it if you can.
  • Feel free to use your to stun and blind jungle mobs. They deserve it.

S3 Jungling comments:

All the jungle changes plus the complete elimination of screwed pretty hard the early game of this awesome little guy. So this time, make sure your allies hit that blue buff golem as hell.

How to Gank like a Boss

You have your turrets up and your missiles and grenades ready. Go to any overextended lane and get some gold.

Not only your teammates think you're useless. The enemy team will see a Jungle Heimer and they probably will laugh. A lot. Maybe they will spam your chat. Don't say anything. Just kill them. That's the Magic of Heimer in the Jungle.

When you're on an overextended lane, you will see your teammate near his tower and your enemy pushing. Just place there your turrets and try to stun them. If you have your ult, use it. The damage made during the stun, provided from your turrets, missiles and teammates, will be enough to pick any kill. Get the gold and go to other overextended lane / your jungle / enemy jungle / base.

PRO TIPS:

  • Try to lead the enemy to their bushes. You will have an easier shot for your missiles.
  • Cover all the lane with the turrets, don't place them toghether. An enemy damaged by one turret it's better than an enemy avoiding both of them.
  • Even if you fail with the granade, continue the gank. Your turret's slow and damage can kill them even running, or at least, make the enemy use their summoner's spells to run.
  • If you get a kill ganking, remember always to /dance over their dead corpse. (Mega Pro Tip: Wait a few seconds when killing ).

Mid-game Jungle Heimer

When your magical trip on the jungle is over, go help your teammates pushing. Heimerdinger is an awesome line-pusher, with his turrets and AoE damage, so try to break some towers. Your can hit towers, so feel free to place them when attacking one.

PRO TIP:

  • If the tower is not focusing a champion, it will always attack your , even with minions around it.

Remember, are your weapons, but most important, are your friends.

Late-game Heimer

In late game, you should set a trap on the bush and lead the enemies to that bush. Thanks to your turrets, combined with your ultimate and your active, you should be able to win any 5 vs 5 teamfight if it happens over your turrets, or take one of two enemies by yourself, if the rest of the enemy team are doing anything else.

Remember your turrets can act like infinite wards, so you can place one near Nashor or Dragon (without hitting them) to see if the enemy team is going there.

Teamfighting with the Heimer

With Heimerdinger, there's three ways (*gasp*) that a theamfight can occur, and so, you must act according to them.

Teamfight mode 1: Your Team starts it: I actually find this one the worst scenario possible (just talking about your fight style, of course it's better that being attacked) since Heimer is not the fastest champion, and so getting to the fight to place your towers will result into marvelous seconds lost.

Anyway, when this happens, you must walk/flash into the enemy team, place your and spam your like crazy (trying to stun the dangerous players with your epic grenade).

Teamfight mode 2: The enemy team starts it: This scenario is quite better for Heimer, since while they all walk into your team, you can prepare the field and drop some .

Teamfight mode 3: The all-mighty Heimer trap: This cool name leads us to the ultimate Heimer fight style. Your team and you must wait for the enemies in a bush, with the towers placed. Wait for them to enter and then use your . Try to stun the enemies between your turrets, and since they will move really slow thanks to your ultimate and , that would be really easy.

PRO TIPS:

  • Remember replacing your turrets whenever you have then in the teamfight for the attack speed buff.
  • Be a bait. Make sure the enemy team follows you into a trap and then use your .

Questions and Answers

Feel free to ask me any question about Heimer in the Jungle. I will try to anwer that as soon as posible.

Cool Updates

8/6/12: Guide released! Cool.
10/6/12: Guide updated with some useful pro tips. More items. Some grammar mistakes corrected.
10/7/12: Periodical update - grammar mistakes corrected.
29/9/12: Periodical update - grammar mistakes corrected.
5/6/13: Guide updated to S3 - took me a while, huh?

Final Comments

I hope this guide can help you improve your Jungle Heimer skills, in order to become a cool LoL player.
Feel free to reply with your scores using this guide, or with anything else related. And of course, Have Fun!

"At first, i though: Wow. Seriously? Can I do this? This is harder than understanding spacial wormholes...Then, I let this Summoner lead me, and now i'm 20% cooler. I will let you try."
- Heimerdinger.

PD: SAY "NO!" TO HEIMER'S REWORK! SECRET OP!

Comments

October 31, 2013 - 12:32 AM #1

Can you update this guide in order to consider the rework?

September 14, 2013 - 03:55 AM #2

Just used this guide, won my game, it works.

June 15, 2013 - 07:26 PM #3

um great guide but put/update a chapter that says f he can counter jungle an if how? and how to counter gank save yourself from counter ganks and how to beat counter junglers

May 20, 2013 - 04:40 AM #4

At first I thought this guide was a joke, then I tried it. Won the game ezpz, never played heimerdong b4. Easiest game of my life just sayin'

November 28, 2012 - 12:42 AM #5

Just made an account on here to say this guide is amazing. Best guide on here for sure. Shits hilarious too.

November 12, 2012 - 10:54 PM #6

I dunno, tried it last ranked game before reset. went 5/7 some of those kills were just baiting into the brush and spamming everything but ganks are kinda hard before you get Rylai's but yeah, it works after that :D

November 6, 2012 - 12:28 PM #7

When you're capable of taking that skill, Ganking seasond should be ending. I think Q is better, pushing and allthat, but if the early game extends, yeah, take the rockets if you want!



Thanks for the comments!

November 6, 2012 - 11:10 AM #8

Is the 5th skill point in turrets necessary or can I grab that after rockets? I don't see AOE being that useful for ganks

October 26, 2012 - 05:13 AM #9

Great guide. I used it, and I did piss poor at the beginning (0/3/2 at 13 minutes T_T), but somehow turned it into me having the most kills on my team. 11/5/9 :3

September 29, 2012 - 11:52 AM #10

You don't need help in the blue buff, but if someone can hit him, you just jungle faster. But it's optional.