With the introduction of recommended item set customizations, I present to you this item set that offers every start possible and the items you will buy most of the time:
The reason you would start boots and four potions is for a nice amount of early game sustain. You should be able to farm at least 1, if not 2, GP10s by the time you need to back. With the extra mana potion, you can poke your opponent down relatively easily while taking harass and poke and healing it back with the help of your passive and the health pots. This start is if you wish to have an extra movement speed boost. The other start is a much more sustain and early build oriented start.
This other starting build is becoming more popular and I definitely recommend it if you aren't a fan of a boot starts or you know you will be spamming spells on your lane opponent. You will have incredible sustain (both health and mana) which will allow you to spam spells and push your opponent out of lane or even net you a kill. Also, the charm can build into either a chalice, tear, or philosopher, allowing you to get into your build much more quickly. However, keep in mind that you must still manage your mana wisely because you will still run OOM (out of mana) if you do not attempt to ration your mana supply.
Heimer's item build is mostly dependent on preference. Most of the items I've listed are very nice on Heimer but you should make your 6 item build dependent on what you are most comfortable with (or what you feel you need the most). For example, if you find yourself needing mana, think about getting an Athene's or a Tear of the Goddess and if you need more survivability, build Zhonya's or Rylai's.
Because you're Goldmerdigger
, you want to get gold
Provides you with a fair bit of HP/5 and a decent amount of Mana/5. You can decide to build this into a Shurelya's Reverie or Locket of the Iron Solari, but I usually just sell it.
Provide a bit of AP to strengthen your poke and (if you so desire) can build be built into an amazing item for Heimerdinger: twin shadows. If you don't like this item, you can always just sell the GP10.
With the removal of
, I have turned to the following item.
Gives you 3 GP10 passively and also gives you 2 bonus gold per kill. You want this because you need 3 GP10s for maximum efficiency and gold gain. The critical strike chance is kinda wasted and unlike HoG, you do not have bonus HP. This makes you farm even more passively in lane as you do not have the extra 200 or so HP to fall back on in case you get into a fight.
NOTE: This item grants the most GP10 if you manage to farm very well. The passive, coupled with the base GP10, will grant you more gold passively than either of the other two items.
You will be, passively, making around 19.3 extra gold per 10 seconds (34.3 total)
. You will be making less passive extra gold (in relation to other players) on S3 Goldmerdigger compared to S2 Goldmerdigger, but this does not include the bonus 2g from every kill that the avarice blade passive gives you. As long as you can farm decently, you will still be rolling in phat stacks.
Try and hold onto your GP10s for as long as possible in order to maximize your bank-making.
give you magic penetration, allowing your missiles, turrets, and grenades to do more damage. Punishes people who don't stack magic resist in lane early on and with the recent changes to magic penetration, still relatively useful late game. However, you can decide to sub these out for mercury treads if you feel you need the magic resist and/or tenacity.
I really like this upgrade for Heimerdinger as it affects the cooldowns on flash, teleport, and ghost and is pretty cheap compared to other enchantments. You ghost cooldown will be ~142 seconds while your flash cooldown will be ~203 seconds. Very good option for those who wish to use summoners frequently.
Buy this if you want to catch up to enemies faster or run away from enemies faster. Your micro-rockets activate this effect. If you don't need the extra CDR for your summoner spells and do not wish to purchase homeguards, this is a very good choice.
Buy this if you need to get back into fights or lane quickly or it's late game and you need the extra speed to defend your towers and inhibitors.
Buy this if you really need the pushing power from minions or you wish to give a small movement boost to your teammates when they walk towards you.
I have changed my mind on this enchantment. Generally it will not be purchased as often as the other ones (homeguard or distortion or furor) but it is still a very nice item on heimerdinger if you feel that homeguards are not necessary or you want a constant movement speed boost (as opposed to a once in a while 12% boost)
Both help to lessen your mana issues. With the recent changes to the tear build options as well as chalice build options, I am undecided on which I prefer more. Reasons for choosing one or the other are given below.
Seraph's is a very good item on Heimerdinger. It gives a great deal of AP, a larger mana pool, and the activated shield can be added to your list of safety measures.
Athenes gives you CDR (which is not the most important thing on Heimer as passive skills will grant a bunch of CDR already), magic resist, and very nice amount of mana sustain (especially after fights start breaking out).
I do not recommend getting both Athene's and Archangel's, unless you absolutely need the huge mana sustain that having both item provides. It's greatly based on preference and your own playstyle but if you need MR/Mana resets, then get Athene's Unholy Grail. If you feel you enjoy having more damage from Seraph's Embrace and the shield, get that instead.
This item offers a 35% slow on your rockets and a 15% slow on your grenade. Not only does it also give you survivability and AP, this item gives a very reliable kiting option and "catch-up", contrary to your ultimate.
This item allows you to do more damage. It's up to you if you want to rush this before a Rylai's or wait until after you buy some AP. I recommend rushing this if you are doing extremely well and do not need survivability immediately.
Good supplemental items:
Is very strong if most of your enemies (3 or more) are stacking lots of magic resist (110 or more), get this item instead of flat magic penetration if you want to continue doing damage.
Is extremely important for the reason I stated in the introduction and also important because it gives you armor and ability power at the same time. The passive is also extremely powerful as it can allow you to survive when you otherwise wouldn't and allows time for your cooldowns to reset, giving you time to shoot out one more set of spells before you fade into oblivion.
This item seems extremely powerful on Heimerdinger. Your rockets count as single target spells, which gives you the full passive on the item while this item also gives you magic penetration AND health. If you can land your ult's slowing effect on enemies or even your stun, the passive will double in potency. A very good item but technically, it gets weaker as enemies are poked down to lower amounts of HP. HOWEVER, if you are against a squishy team, it is much stronger to just get a deathcap instead.
This item is amazing for Heimerdinger. It's a very cheap item that allows you to kite even better with the 5% movement speed buff, gives you a way to find low health enemies for that last hextech rocket, offers a nice amount of magic resist in lane (Just buy a null magic mantle early on as you can just decide to build this into mercury treads if you don't want to build twin shadows) and also gives a decent amount of AP. This item is generally used on utility Heimerdinger rather than damage Heimerdinger.
This item has recently been getting a lot of attention on Heimerdinger as it makes his turrets do more damage as well as add another ability to his pushing power. It seems very useful to pushing heimerdinger / turret damage heimerdinger but not as useful to full AP/poke Heimerdinger. Your turrets will hit a lot harder with this item, but whenever your turrets are not up and running, you will lose out on a lot of gold that could be spent on other supplemental / core items. For more information on the increased turret damage this item provides, continue reading.
Quoted from LoL Wiki:
" Heimerdinger's Evolution Turrets deal damage based on their AD and deal magical damage.
Gain a bonus 4.5 / 5.7 / 6.9 / 8.1 / 9.3 (+3% AP) attack damage
At rank 5 with 400 ability power, Heimerdiner's turrets gains 142 to 163 AD. This is worth 107 AP / 2327 gold. Remember: Heimerdinger can have up to 2 turrets."
I don't like this item because it takes a while to stack and I feel like Heimerdinger has many more better alternatives for HP/Mana/AP.
If you don't want to buy twin shadows with your kage's pick, you can always just get this instead, but I believe that Twin Shadows is the superior of the two build options.
The passive isn't the best on Heimer as his range far exceeds the aura, but if you need AP and MRes at the same time, you can always get this.
If you're really far ahead and you want to have fun by having HUGE burst, then feel free to get this item. Not that bad of an item, but still not one of my highly recommended items.
You shouldn't need the sustain in lane if you can play safely and farm up, but if you really want it for the sustain (or if you have double AP), it's always an option.
This is the other spell vamp alternative that I find useful on Heimerdinger. If your team does not have multiple AP champions, I usually turn to this item on most champions. Both SotSW and WotA offer the same amount of spell vamp, but the difference in the two item lies in the costs and passives. WotA offers more AP with its aura and is a bit more expensive because of that. However, the passive on the SotSW allows you to take down neutral monsters (be it small camps or "bosses" such as Baron or Dragon) more quickly with the increased damage. Along with these aspects, SotSW also offers 10% CDR (which, on Heimerdinger, is not extremely necessary as you will be capped on CDR most of the time) which is why, for most champions I buy spell vamp on, the spectral wraith is my preferred item compared to WotA.
===== ANYTHING BELOW THIS IS SEASON 2 RELATED =====
I kept this mostly because it contains information that is related to Goldmerdigger - only the numbers and stats are off because of the new patch.
Because you're Goldmerdigger
, you want to get the most useful GP10s for yourself.
(which is soon to be removed)
Provides a bunch of HP which will make opponents take a bit more time to kill you and perhaps allow you to survive in more scenarios.
Will provide you with even more HP/5 and a decent bit of Mana/5.
Will provide a bit of AP and (if you so desire, you can upgrade it into a DFG later) help with the strength of your poking.
The reason I do not take this item is because you will not hold onto four GP10s enough for the fourth to pay off. If you do, you sacrifice one of your core items for later, which I do not recommend.
Your items, along with your runes, will result in an additional 22.3 gold per 10 seconds (35.3 total), or 211.8 gold per minute.
1 minute later...
I usually sell these when I finish two of my core items and sorc boots and I have enough money to instantly buy another big item. It's always nice to see 800+ gold earned on each of your GP10s, which signifies that you've made at least 2k (~400 from each sell back + 800+ from passive) extra gold.
Not recommended for Goldmerdigger:
Is a really good item on Heimerdinger, but since you're delaying your build by building multiple GP10s, so I don't recommend building this if you're going Goldmerdigger as it will take a fairly long time to stack fully. Chalice will suffice.
Takes a fairly long time to farm up (if you buy GP10s), then another 10 minutes to stack fully. This item takes way too long to use its full potential.
Sample endgame build and stats:
*Taken with blue pot and no baron buff
**Just realized that I have blue buff in this picture, which is why my mana regen is so high.