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HEIMERDINGER BUILD GUIDE: How to Heimer by Kryptonian

by Kryptonian (last updated 8 months ago)

Featured1,346,662 Views 23 Comments
9
Greater Mark of Magic Penetration(+7.83 magic penetration)
9
Greater Seal of Mana Regeneration(+3.69 mana regen / 5 sec.)
9
Greater Glyph of Magic Resist(+12.06 magic resist)
3
Greater Quintessence of Ability Power(+14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details

Starting

2

Full Item Build

View Item Details
21
0
9
mastery 1 0/1
mastery 2 0/4
mastery 3 4/4
mastery 4 1/1
mastery 1 1/1
mastery 2 0/3
mastery 3 3/3
mastery 3 1/1
mastery 1 0/1
mastery 2 0/1
mastery 3 1/1
mastery 3 2/3
mastery 1 0/1
mastery 2 0/3
mastery 3 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 3/3
mastery 3 1/1
mastery 2 1/1
21 Offense
mastery 1 0/2
mastery 2 0/2
mastery 3 0/2
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
0 Defense
mastery 1 0/1
mastery 2 1/3
mastery 3 3/3
mastery 4 0/1
mastery 2 3/3
mastery 3 1/1
mastery 4 0/1
mastery 1 0/3
mastery 2 1/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
9 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Techmaturgical Repair Bots
QH-28G Evolution Turret
WHextech Micro-Rockets
ECH-1 Electron Storm Grenade
RUPGRADE!!!
View Skill Order Details

Runes

Masteries

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

Summoner Sets

Primary Set
Having both flash and teleport allows you to protect yourself in lane while also being able to exert yourself around the map.

Flash allows you to play aggressively in lane - while always having an escape mechanism. It can be used to position yourself in order to land your grenade, or to fire your rockets. In team fights flash can play a big role in improving your positioning to make better use of your ultimate ability.

The teleport allows you to have more of a global impact (whether you are playing mid or top). Heimerdinger excels in locking down a single lane, but with teleport he can gank, bait, and counter-gank the opponent leading to won fights and pushing your team in the right direction.

Item Builds

Starting Build(s)
2
Starting Items:
dorans-ringhealth-potion2

Early Game:
dorans-ringchalice-of-harmonyboots-of-speed

Mid-Game:
zhonyas-hourglassrylais-crystal-sceptersorcerers-shoes

Late Game:
rabadons-deathcapvoid-staff

BOOT UPGRADES:
enchantment-homeguard or enchantment-alacrity

SITUATIONAL:
chalice-of-harmonytwin-shadows

Possible Final Build:
sorcerers-shoeszhonyas-hourglassrabadons-deathcapvoid-staffrylais-crystal-scepterathenes-unholy-grail

See Chapter on Item Builds below for more information on items.
Final Build(s)
Standard Final Items

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!!!

Introduction

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

THE GUIDE IS IN THE PROCESS OF BEING UPDATED FOR THE 3.13 PATCH. I AM PLAYTESTING AND ADAPTING THE BUILD TO THE NEW HEIMERDINGER.

Why Should I Play Heimer?
Heimerdinger has been underpicked since about Late 2010 when he underwent a series of nerfs. You may be skeptical but at one point Heimer had his glory days. Back in those days is when I first began to love Heimer, and maybe I can share a bit of that with you in this guide.


PROS:
  • Strong poke in lane from Rockets and turret burst shot.
  • Built in sustain from
  • As Heimerdinger is barely played most people are not accustomed to laning against him.
  • Good protection from ganks with his
  • Strong peeling capabilities in team fights
  • High CC
  • Strong push capabilities with turrets

CONS:
  • Hardest stun to land at range
  • No mobility
  • Easy to play, Difficult to Master
  • High mana costs
  • Turret positioning is key (more so in the most recent patch due to low turret hp)
  • Turrets range must be managed to keep them on.

As most people do not tend to read through entire guides as giant wall's of text tend to be scary I have inserted conveniently placed TLDR sections. These sections should be read before playing Heimer for the first time.

This guide focuses on Top Lane Heimer and Mid Heimer.
See Support-Dinger chapter for info on Support Heimer

Just as with other champions, Heimerdinger has his ups and downs. Taking advantage of his strengths and mitigating his weaknesses will allow you to control team fights and in turn, win. Hopefully through the use of this guide I can give you insight on how to play the insanely fun Heimerdinger.

About the Author and the Guide

Hi I'm Kryptonian. Currently floating around Diamond 1 - 2. I tend to lean towards unconventional and underplayed Mid laners, which right now, is Heimer!. I prefer Heimerdinger in the top lane and mid lane, but I do play support Heimer too.

[http://i.imgur.com/OJv1MXO.jpg]
[http://i.imgur.com/5VMnKTv.png]

Just used Heimerdinger to get through Diamond 3 / 2 and achieve Diamond 1. ON TO CHALLENGER :)

To be honest he is a great pick but may take some time to learn, If you do no give up on him early, you will not regret it.

----------------------------------------------------------------------------------------------------------------------
ALSO CHECK OUT MY STREAM:
Twitch.TV/Hecticd

Where I'll be playing unconventional mids and of course, Heimerdinger.
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Free free to add me in game (IGN: Kryptonian) I can answer any questions about gameplay, Heimer, and Diamond. I'm here to help!

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Changes to the Guide


10/31/13 - Patch 3.13
Re-added chalice as form of mana regeneration
Change of tooltips and TL:DR sections
Changed guide according to differing Heimer playstyle.
Many other changes due to Heimerdinger rework
Masteries and Runes stayed the same

7/4/13:
Removed Twin Shadows from core build, placed in situational items
Added Heimerdinger vs Riven Gameplay video
Replaced with as a vs AP starting item.

Masteries

In order to best fufill Heimerdinger's role as Damage / Crowd Control. I focus 21 out of the 30 points in the offensive tree.


Sorcery 4/4
The points in sorcery are important as they give Heimerdinger cooldown reduction which leads to a faster reacharge of turret stacks as well as the rest of his abilities. It is key that Heimerdinger always has turrets ready to be placed as without them he deals little to no damage and loses a large component of his crowd control. I take 4 points in sorcery instead of 3 points + 1 point for the buffed ignite as I tend to lean towards teleport as well as I don't see Heimerdinger as a character with a lot of kill potential. I feel his strengths lie with helping his team and teamfighting, and as a result a mastery that will only benefit him if you play aggressive is a wasted point, though if you find a playstyle working for you in which you can play with high aggression this point would be ideal.

Blast 4/4
The passive gain of ability power over time allows Heimerdinger to build slightly tankier while still retaining some of his damage. The extra ability power late game does not hurt and is the best out of the 3 tier 2 masteries.

Havoc 3/3
Increased damage done allows Heimer to poke harder, and be more useful during team fights. Heimerdinger does not benefit from the point in armor pen, nor does he have access to it due to not taking 4/4 deadliness.

Arcane Knowledge 1/1
The magic penetration allows Heimer to offset some of the opponents base magic resist early as well as take out a significant chunk late game. This leads to more damage and more control over teamfights as a result.

Mental Force 3/3
More ability power in order to increase Heimer's damage and presence. Helps more early game as it is flat ability power.

Spellsword 1/1
This mastery deals magic damage with autoattacks based on ability power. I tend to take this as Heimerdinger is always going to be autoattacking in order to retarget his turrets. Though the damage is minimal, it does add up.

Archmage 4/4
Increases ability power by a percentage. This takes crazy late game heimer ability power and steps it up. It will boost your ability power at higher amounts and is a great asset late game.

Executioner 1/1
Doing extra damage to targets is never a bad thing. Especially when they are closer to death (<50%).

[http://i.imgur.com/y5M7DcGh.jpg]

This is my default Heimerdinger rune page as it takes points into the Utility tree which provides mana regeneration and additional mana. The additional duration on blue buff is also important as with Heimerdinger's heavy mana cost an extended duration of blue buff will provide him with more options in lane.

The offensive tree is fairly standard for an AP carry and takes all the ability power related points.

This rune page although allowing Heimer to output more damage through having more mana, leaves him much squishier as it does not take any points in the defensive tree. With this page, kiting and hp management are a necessity.


[http://i.imgur.com/ROQ9hnUh.jpg]

This is my secondary Heimerdinger rune page which I use when going against difficult opponents such as assassins. Instead of putting points into the Utility points I take 9 points in the Defensive tree taking the appropriate points in either MR or armor, and the health increase. The extra defenses allows me to better duel my opponent and stay alive in early game fights.

With this page mana management is important early game as without the points in the utility tree Heimerdinger does not have the mana sustainability sufficient for his spells.

Runes

Heimerdinger vs AP


[http://i.imgur.com/Ao2mYUfh.jpg]

Marks: Magic Penetration x9
Seals: Flat Mana Regeneration x9
Glyphs: Flat Magic Resist x9
Quints: Flat Ability Power x9

This rune page takes the standard 9 Magic Penetration marks which allows for early game mitigation of magic resist. The Mana regeneration allows for more spell spam = more damage on Heimerdinger's part. The Magic resist allows for more defense against Ability power casters and the Flat ability power serves as a early game damage boost.

I primarily use this Rune Page against Ability power casters as it allows for me to have increased mana regeneration and poke, while having the 9 magic resist glyphs for defense.

Heimerdinger vs AD

[http://i.imgur.com/0Gy6m51h.jpg]

Marks: Magic Penetration x9
Seals: Flat Armor x9
Glyphs: Ability Power per level x9
Quints: Flat Ability Power x9

This rune page takes the 9 Magic Penetration marks similar to the vs AP rune page. Though for seals it uses Armor in order to have better defense against Attack Damage casters such as Zed, KhaZix, and Talon. I use the Ability power per level to mitigate some of the lack of Ability power I have by rushing defensive items. The flat ability power once against boosts early game damage.

This rune page is mainly used for going against Attack Damage casters. It does not include the mana regeneration seals and as a result does not assist in mana management early game.

Summoner Spells



I tend to lean towards as I see Heimerdinger's main role is of one of utility. Being able to assist your team with teleport should they be overextended and a gank occurs can turn around the lane and in turn win the game. Flash can be used to reposition yourself within team fights and escape ganks in laning phase.

SEE BELOW FOR INDIVIDUAL EXPLANATION

VIABLE CHOICES:



FLASH

Teleports your Champion to target nearby location under your mouse cursor.



Flash provides all around benefits to Heimer's playstyle. The summoner spell can reposition Heimer should he be out of position (caught by a gank) or whether you are positioning for turrets and a stun. Though with such a useful ability comes the long cooldown. Without the mastery the cooldown is 300 seconds. That provides a 6 minute window, when you are not safe. Junglers and laners can time your flash cooldown in order to know when you are most susceptible to a gank.

USING FLASH:
In laning phase flash should be used in a purely defensive manner unless you feel confident in landing a concussion grenade using flash (for a jungler gank). Though this is not recommended as Heimerdinger has little kill potential and it may lead to your jungler wasting his time. When the opponent ganks, you want to hold flash for as long as safely possible. Blowing flash at the first sight of the jungler is not the best thing to do as that instantly opens up a window in which they can gank again. Try landing a concussion grenade first and if all else fails, flash before their crowd control gets you.

In teamfights flash is used in order to reposition. If you get caught too far from your team you can flash to get back into position. Flash can even be used to set up for your turrets. As during teamfights your turrets provide an AOE slow, you can flash to position yourself next to the enemy team (once their cooldowns are burnt) and slow them with turrets and concussion grenades.



TELEPORT
After 4 seconds, teleports your champion to target friendly minion or turret. 3 minute cooldown if cancelled.


Teleport is a spell which allows Heimer to have global presence. Although initially I would have only recommended with against champions like Shen and Twisted Fate, it has evolved to become a key part of my Heimer kit. Teleport can be used to quickly counter gank an opposing lane. Split push in order to set up for dragons and assist your team following a quick push. Though with teleport you have to take care that when you do teleport you are not wasting the cooldown and putting yourself out of position. Make sure that when you do teleport you can't be crowd controlled directly upon arrival as it can quickly lead to death.

USING TELEPORT:
In the early game teleport should only be used to return to lane if you die and missing the wave that is coming will leave you severely underleveled. Teleport can be used to counter gank bottom and mid and assist your jungler once you hit 6 as you have insanely high crowd control.

In team fights you can split push a lane and teleport near your ADC when the fight actually starts allowing you to pressure around the map as well as provide assistance in teamfights.



IGNITE
Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%.


Ignite, although viable, is a fairly aggressive summoner spell. It allows you to finish off opponents and reduce the healing of enemy champions. I would not recommend this summoner spell for Heimerdinger as it suites a more aggressive playstyle (unless you can adapt Heimer to an aggressive playstyle). It provides more damage but what Heimerdinger really needs is the abilities which can help him survive and assist his team. Ultimately I choose not to take ignite as it forces an aggressive playstyle, which I do not feel best benefits Heimer. Though, it is up to preference as it can be used effectively in mid should you adpot an aggressive playstyle.

USING IGNITE:
Ignite should be used either early in the laning phase in order to put the opponent at a disadvantage, or to finish off / damage an enemy when trading. Blowing ignite early just to lower the enemies hp should only be done when you have the ignite mastery as you gain a bonus 5 ad and ap which although is minimal, adds up.



EXHAUST
Exhausts target enemy champion, reducing their movement speed and damage dealt by 30% for 2.5 seconds and reducing their attack speed by 50% for the duration.


Exhaust, is a very strong pick as it goes well with how I play Heimerdinger. Being able to furthur control those who would dive on to you and your ADC and reduce the damage dealt to your teammates by a member can greatly change team fights. Being able to reduce an opponents burst, in addition to reducing attack speed can negate a champions usefulness for the duration.

USING EXHAUST:
Exhaust can be used as a strong bait in laning phase as the slow can make it easy to land a concussion grenade as well as your turrets dealing major damage early. If the opposing laner dives on to you, you can fall back to turrets, exhaust -> stun and you have the opponent crowd controlled long enough to kill them through turret damage. When being ganked by an opponent you want to minimize the damage of their highest damage dealer. Exhausting the one who has the highest damage potential can save your life or bait so that you can kill one of them should they dive.

In team fights exhaust is extremely versitile. You want to try to exhaust their AD carry, any burst champion (pre-burst), or a bruiser diving on to your ADC. Using exhaust in conjunction with your ulti slow and concussion grenade can make it impossible for the enemy to kill your AD carry.



BARRIER
Shields your champion for 95 + (20 × level) for 2 seconds.


Barrier allows Heimerdinger to survive longer, and bait the enemy by seemingly having low hp, only to barrier. Being able to survive longer allows Heimer's turrets to survive longer, which leads to more crowd control, more damage, and increased usefulness in team fights.

In laning phase barrier can be used to survive jungler ganks and (just like exahust) bait the enemy into your turrets. Though barrier provides no team usefulessness in team fights other than keeping yourself alive (which that in itself helps the team). In team fights it can be used to keep yourself alive and in turn do more damage.



GHOST
Your champion passes through any unit and moves 27% faster for 10 seconds.


Ghost provides increased movement speed and the ability to move through minions. The increased movement speed is good for escaping ganks, and chasing in order to get in range for concussion grenade, though the disadvantage of this over flash is that hard crowd control (suppress, stun, knock up) still fully applies, and you cannot flash instantly to make sure you are out of range. Though with ghost you can kite around your turrets and around minions as you phase through them while the opponent gets creep blocked.

USING GHOST:
Ghost can be used to escape ganks early game (not against hard cc), as you can outrun the opponents with increased movement speed, or by going through minions. In the laning phase you can use it to kite around your turrets should the opposing laner dive on to you (while your turrets shred them). In team fights ghost can be used to position yourself similarly to flash though not as instant (but longer lasting). Using the increased mobility to place turrets and position for rockets is what makes Ghost a viable pick on Heimer.



CLEANSE
Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds.


Cleanse allows you to remove most crowd control's except suppression, knock ups, knock backs, grabs, and flings. In the laning phase it can remove an opponents crowd control and the damage over time from ignite. Although the ability to cancel out crowd control is a great asset in lane, its long cooldown makes other spells such as teleport which can change other lanes and exhaust late game are more effective.

USING CLEANSE:
Cleanse can be used to remove crowd control during a gank. You want to try to cleanse the crowd control effects the second they hit you in order to maximize effectivness. Though be careful if you are being ganked by a jungler and a laner that both have crowd control you might want to save the cleanse for the stronger effect in order to survive. This combined with flash or ghost can make any gank survivable.


LESS VIABLE:

Clairvoyance
Reveals an area of the map for 5 seconds.

Clairvoyance, although giving vision and additional map control. Does not provide anything for Heimerdinger. For the most part you can use your grenade and your turrets to keep control of brushes and fog of war. Other summoner spells can be lane changing and eventually game changing, while vision can be provided through other means.

Clarity
Restores 40% your champion's maximum mana. Also restores nearby Allies Mana by 40%.

Clarity does make up for Heimer's mana problems, and should only be taken if you cannot manage Heimer's mana. Once you begin building tear of the goddess or chalice you have mana regeneration and mana you can cope with Heimerdinger's high mana costs.

Heal
Restores 75 + (lvl x 15) Health to your champion and 100% of that to nearby allies. All targets healed will have a 50% reduction in heal amount from other summoner heal spells for 35 secs.

Heal can act similarly to barrier but does not give as much as a shield. In a solo-lane it is much stronger to take barrier in order to bait and survive ganks. Heal can be used when playing support-dinger though I much prefer exhaust for additional peel for the carries.

Revive
Instantly revives your champion at your team's Summoner Platform and grants 125% movement speed increase which decays over 12 seconds.

Revive is a spell usually chosen when planning on dieing. Though it provides a large advantage in team fights as it can make it a 6v5 when combined with a way of getting back into the fight. But its large cooldown, and requirement that you must first die makes it ineffective as once Heimer dies, his damage and crowdcontrol from his turrets are gone and still require the cooldown to refresh.

Smite
Deals 460 + (lvl x 30) true damage to a jungle monster, enemy minions, or pets.

Smite is ultimately a junglers spell. Should you choose to go Heimer Jungle you should focus on using your turrets for tanking. Smite can be used to secure objectives waiting until it is low hp, and comboing your rockets / grenade with smite, in order to secure the buff. I choose not to take smite as I focus on lane Heimer. (JUNGLE HEIMER NEXT?)

Skills

Passive: Techmaturgical Repair Bots

Heimerdinger grants himself, nearby allied H-28G Evolution Turrets, and nearby allied champions 10 / 15 / 20 / 25 / 30 health regeneration per 5 seconds.


Diameter: 800

Heimerdinger gets his own self-sustain within his lane through his passive. Though it may seem like a good idea to stand next to your turrets and mini-turrets just to heal them, I assure you, it is not. It would take way too long to accomplish an actual effect. If you are nearby the turret by chance while defending this passive comes in handy to an extent.

Through the use of this passive in addition to pots, Heimerdinger has good trade potential as he can heal up much of the damage dealt to him over the laning phase.

TLDR: Passive AOE heal that effects Heimer, allies, H-28G Evolution turrets.

Q: H-28G Evolution Turret

ACTIVE: Heimerdinger constructs a turret at the target location. Heimerdinger stores the parts for a new turret every several seconds and can keep a number in reserve. The storage time is affected by cooldown reduction. Heimerdinger can have up to 3 turrets constructed at a time.

Turrets feature a short-ranged basic attack and a long-ranged laser beam. The laser beam is a pass-through skill shot that fires upon reaching 100% charge. The recharge time is 12 seconds but is affected by cooldown reduction. Turrets go offline if Heimerdinger is more than 1000 units away for longer than 8 seconds.


COOLDOWN: 1
COST: 20 MANA + 1 TURRET KIT
HEIMER 'IN-RANGE' DISTANCE: 1000

TURRET RELATED INFORMATION
STORAGE TIME: 24 / 23 / 22 / 21 / 20
TURRET RESERVE: 1 / 1 / 2 / 2 / 3
ON-HIT MAGIC DAMAGE: 15 / 22 / 29 / 36 / 42 (+15% AP)
ON-HIT RANGE: 450
ENERGY BLAST MAGIC DAMAGE: 50 / 75 / 100 / 125 / 150 (+50% AP)
ENERGY BLAST RANGE: 1100

[http://i.imgur.com/u4G5Stwh.jpg]

Heimerdinger's turret placement range is short and is based around his character. The turrets provide Heimerdinger with his superb pushing ability. Heimer's turrets change aggro based on who he auto attacks. Though when he is a certain distance away from his turrets, they no longer can be used to gain EXP and gold, and instead deactivate.

One thing I want to emphasize about his turrets are that they are STATIONARY. If the team fights move, the turrets unfortunately do not. Your damage is significantly reduced without turrets and as a result you should maneuver team fights towards your turrets. Communicate this to your team fights if you see otherwise.

Heimerdinger can store up to 3 turrets at one time, though can only place one at once.

The energy burst component of Heimerdinger's turrets allows him to burst down the opponent and push the lane (as his AOE at max level of his turrets was taken away). It also travels a much longer range than the on-hit attack. If you position the turrets correctly, energy blasts should be able to go through the minions (which is initially targets on to) and travel to the opponent, further zoning them and damaging them.

TLDR: Stationary turret that deals damage, auto attack determines target, energy burst fired every 12 seconds (blast fired shortly after placement). Maximum of 3 turrets. Use for: zoning, damage, pushing in lane.

THIS SECTION HAS NOT BEEN EDITED BELOW THIS POINT

W: Hextech Micro-Rockets

Heimerdinger fires 3 long range rockets that hit the enemies closest to him.


Cooldown: 10 seconds
Range: 1,000

[http://i.imgur.com/anc1Iuzh.jpg]

Heimerdinger's W has an incredible range and that should be used to your advantage. Though it will target the 3 closest characters (minions or champions). In laning phase using positioning and killing the right minions will allow Heimer to land his w on the enemy. In late game team fights this does high damage in addition to being used as a strong poking tool.

When Heimer's ulti is used the 5 closest characters are targeted rather than 3.

TLDR: Long multi-target lock-on poke with HIGH mana cost. Use for: poking, multi-target damage, 35% slow with Rylai.

E: CH-1 Concussion Grenade

Heimerdinger lobs a grenade at a targeted location, dealing magic damage to enemy units and blinding them. Enemies who are directly hit are stunned for 1.5 seconds.


Range: 925
Diameter: 250 (estimate)
Stun radius: 100 (estimate)
Projectile speed: 750

[http://i.imgur.com/W7kTtGxh.jpg]

Heimerdinger's concussion grenade is a love-hate relationship. It does have a high damage component with good AP scaling. Though, its slow speed creates problems with being able to land the stun which is only achieved when the opponent is in the middle of the grenades landing point. As a result the concussion grenades have to be led to where the target will be rather than where they are at the time (unless they are directly on top of you).

When Heimerdinger ulti's the concussion grenade missile speed is increased.

TLDR: Stuns in the middle of the effect, enemies on edge of AOE are blinded. Slow moving projectile. Use for: CC, Peeling, Locking target up in turrets.

R: UPGRADE!!!

(Passive): Heimerdinger gains cooldown reduction.

(Active): All active Evolution Turrets are healed for 100% of their maximum health. Also for the next 6 seconds all of his abilities are improved. His turrets turn blue and fire slowing frost shots, newly created turrets also have this property, he now fires 5 Hextech Micro-Rockets instead of 3 and the missile speed on CH-1 Concussion Grenade is increased from 750 to 1,000.


Mana Cost: 90

In addition to the passive cooldown reduction that Heimerdinger gains from the ulti, he also upgrades all of his spells. His turrets are healed and shoot frost shots similar to an ashe arrow. 5 Rockets are fired instead of 3 and the concussion grenade moves at a much faster rate.

TLDR: Heals turrets / gives them 30% slow on hit, Rockets hit 5 targets instead of 3, Concussion grenade travels faster. Use for: Peeling, AOE slow, Increased damage output and CC.

Skill Order

Mid-Lane Heimerdinger


[http://i.imgur.com/A0uPW6s.png]

Heimerdinger varies from the typical Ulti at 6 while maxing a single spell first.

Through the laning phase rockets are used to poke while the turrets are used as defense as well as to push. The base damage on any single one of these is outweighed by the leveling of both in conjunction. Through delaying the leveling of your ultim as it is essentially useless unless to counter a gank, you can level up both your Q and W and use the combination of the spells to dominate the lanes.

Leveling either one or the other sacrifices either his poking power or his pushing power / defense and both are necessary in order to successfully Heimer.

A single point in E is taken as its effect is the same irrelevant of leveling it other than an increased blind duration and a lowered cool down. Leveling his Q and W are much more beneficial.

Taking your ulti at a certain level is merely a suggestion as it is all based on the game. If the game is pushing into more early engages you should focus on leveling your ulti at earlier levels. If you feel the game is going to be one where you push and farm, leveling your ulti later is acceptable.

Top-Lane Heimerdinger


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

As Top-Lane Heimerdinger I focus on pushing my opponent into the turret. Being able to push champions into base turrets allows you to set up his evolution turrets just outside the range of the base turrets. This allows you to (over time) lower the opponents HP to a point where you can push them off their own base turrets. Though when doing this, you must make sure that you are aware of the opponents jungler, by either having wards or only using this strategy when you have a general idea of where the opposing jungler is.

I rank up concussion grenade at level 2 as it allows you to easily duel the opponent / stop damage through the blind and stun. You can set up turrets, and when engaged upon stun them and do insane damage. I differ from my mid-lane Heimer build as in the top lane your rockets do much less to bruisers who have a greater focus on defensive items. Having upgraded turrets earlier allows you to lower their armor and magic resist and in turn, do more damage.

At level 6 you can easily escape ganks and even turn around and 1v2 (if you kite them well enough). You can use your ulti to slow the opponents and your grenade to stun them in order to escape or bait the enemy into your own jungler.

Make sure to manage your mana in top lane as constantly placing new turrets is extremely mana-heavy.

Item Builds

THE GUIDE IS IN THE PROCESS OF BEING UPDATED FOR THE 3.13 PATCH. I AM PLAYTESTING AND ADAPTING THE BUILD TO THE NEW HEIMERDINGER.

Heimerdinger vs AD


STARTING ITEMS:

+



The cloth armor is for defensive lanes in order to defend against high damage from AD spells.
The Doran's ring is a more aggressive start as it provides more damage and mana sustainability.
The boots are a good start against skill shot champions and against a high threat from the jungle.

EARLY GAME:



The early game buy of the Seeker's Armguard and aim at providing Heimer with a set up for mid - late game. The Seeker's Armguard provides defensive stats while progression your build towards Zhonya's. Zhonya's plays a crucial role in baiting and protecting yourself from the opponents burst, and provides armor to defend against their AD champions.

MID GAME:



Zhonya's hourglass provides Heimer with armor to defend against attack damage and also allows him to bait the opponent in and/or save himself from harm for a temporary period. Rylai's allow him to slow his opponents and gain more control over a team fight.


LATE GAME:



This is where Heimer really pushes out the damage items in order to contest with opposing carries. More of his damage comes from his concussion grenade and his rockets as the AOE in team fights tends to easily wreck his turrets.

BOOT UPGRADES:

or

Homeguard allows you to get out of base faster and in turn get to objectives or team fights more quickly. Alacrity gives you increased movement speed and allows for more maneuverability in team fights.

EXAMPLE BUILD:



Heimerdinger vs AP


STARTING ITEMS:





The Doran's ring is a more aggressive start as it provides more damage and mana sustainability.
The boots are a good start against skill shot champions and against a high threat from the jungle.
The Fairie charm + 5 hp pots and 1 mana pot allows a large amount of sustain in lane. Heimer can also poke a little more due to the increased mana regeneration.

EARLY GAME:



The early game buy of the needlessly large rod and the chalice of harmoney aim at providing Heimer with a set up for mid - late game. The damage from needlessly large rod should allow Heimer to contest with opposing AP carries as well as damage those who dive on to him with turrets. The tear of the goddess allows Heimer to spam more often and charge towards his Seraph's Embrace.

MID GAME:



The earlier damage is important in order to match that of the opposing carry. In addition Heimer fills more of a ranged caster rather than going deep with this build. Using his turerts for zoning and his W and E for damage Heimer can do crazy damage from the back line with his range. I prefer rylai's crystal scepter for defenses mid-game over hourglass as health is more effective than the armor gained from hourglass against AP carries.

LATE GAME:



Towards the late game it is important to get some form of defenses in order to defend against getting one shotted by the opposing carries. Hourglass is great for baiting the opponent and saving yourself if you make a mistake.

BOOT UPGRADES:

or

Homeguard allows you to get out of base faster and in turn get to objectives or team fights more quickly. Alacrity gives you increased movement speed and allows for more maneuverability in team fights.

EXAMPLE BUILD:



ITEM USAGE:


Zhonya's Hourglass
Hourglass is a strong pick against high Attack damage teams as well as teams with high burst as a lot of burst can be mitigated by using Hourglasses active (which makes you invulnerable for a short period). I tend to buy this earlier in the game against AD teams and later in the game versus AP teams as the armor against AD teams reduces the damage they deal by a large margin. This item can be used to move the enemy team towards you (and closer to your turrets) as they may dive deep only to have you hourglass around your upgraded turrets.


Rylai's Crystal Scepter
Rylai's is an amazing item on Heimerdinger because his W is actually registered as a single target spell. As it is single target (despite sending out 3 rockets) you gain the 35% slow bonus on all 3 targets (or 5 if UPGRADE!!! is on). The additional slow on his e and w allow him to control the team fight to a greater extent. Either by slowing the enemy so that they cannot reach your carries or by slowing them near your own turrets.


Rabadon's Deathcap
Deathcap provides a large damage boost to Heimerdinger's spells. Though one thing that it lacks is utility within a team fight. I tend to prefer to get this item later in the game and get more items which will assist me in moving the team fight earlier in the game. Though against AP carries getting this item early can make it extremely easy to poke down their health.


Void Staff
Magic penetration is neccessary at some point in the game unless the enemy team neglects to build Magic Resist (which is highly unlikely). This item also has no utility but the enemy team is much less likely to engage if you are actually dealing damage. Void staff should be part of your build and be bought at some point in the game as it boosts your damage against their tanks and bruisers who are the most likely to be diving you (and your ADC).

Athene's Unholy Grail
Athene's can be used to provide magic resist against opposing ability power teams, though it should be built sparingly against full AD teams. It also provides magic resist and cooldown reduction in order to maximize the spam-ability of Heimerdinger's spells.


SITUATIONAL / ALTERNATE ITEMS:

Seraph's Embrace
Seraph's embrace grants you a large mana boost and mana regeneration early game through buying . While charging the tear through the use of your spells you have increased mana sustainability and more mana compounding as you use spells. As a result this plays the same role as Athenes unholy grail and can be used in exchange for it.

Liandry's Torment
Liandry's can provide a damage boost to Heimerdinger as the burn over time is useful. The extra takiness early game can be used to replace hourglass or rylai but I feel that on a champion such as Heimer it is much weaker as spammability is not an option with his mana problems.

Guardian Angel
Guardian Angel can be used similar to Hourglass to bait the opponents in and save your from a mistake you may have made. It also can provide more time in which your turrets are doing damage as they are destroyed upon your death.

Twin Shadows
Twin Shadows is a strong item against AP carries as it provides magic resist to deal with their damage. But more importantly its active (which sends out two ghosts to seek out enemies and slow them) is what really matters. The active can be used as an effective CC tool against carries and it aids in both peeling for the ADC and chasing enemies. Although in laning phase the item may only serve to reduce enemy damage in team fights an additional slow can be the difference in your ADC surviving through kiting or not.

GEMERAL BUILD TIPS:

Both my builds emphasize the same items, though the path I take to get those items are very different. Against physical bruisers I attempt to build tankier in order to survive while my turrets tear the opponent apart. Against AP mids I tend to build more damage earlier in order to emphasize Heimer's poke capabilities as well as his burst.

H-28G Evolution Turret Placement over Walls

Placement of Heimerdinger's turrets determines whether or not he is useful. Poor placement of these turrets can lead to them getting killed by AOE or being out of range.

In a team fight Heimerdinger wants to position his turrets where his opponent will go. Whether it be by diving onto your AD carry, or by running away. Getting good positioning at the side of the team fight or at your back line is crucial to winning the team fight.

Turrets are also great for gaining additional farm and providing vision. Here are a couple of spots that turrets can be placed over walls despite their short placement range.

[http://i.imgur.com/b89226rh.jpg]

In this case if you fear a jungler is ganking you, you can use your turrets to provide vision on the off chance you do not have a ward.

[http://i.imgur.com/6qByA8uh.jpg]

This placement over the blue buff wall is very useful as with 2 turrets and your E you can easily take blue solo over the wall. This allows your jungler to be free to counter-jungle or gank.

[http://i.imgur.com/0J2uV5Lh.jpg]

This one is a little tricky as the range of Heimerdinger's turrets is no where near over this wall. But if you place it as far as you can, it tends to go over. Using this you can farm wraiths nonstop without taking damage over the wall.

Early Game

Heimerdinger has the potential to push in the opponent hard in the early game allowing him to roam or deny the opponent the opportunity to roam. Though without proper warding, this can easily lead to the death of the Dinger. Heimerdinger's early game damage is significantly high due to damage coming from his turrets.

I feel Heimerdinger's strengths lie in going against melee champions (which is why top lane Heimer works). Being able to focus fire the opponent whenever they go to CS allows for Heimer to easily gain an advantage. When the opponent eventually hard engages, Heimerdinger has his chance to go for a kill.

In the mid-lane you can focus on getting the minions down to 2 or positioning yourself so that the rockets will target the enemy. Though when there are 2 minions left make sure that you are in range of the opponent so that they target them. If you are having trouble in a lane, focus on pushing and farming the jungle camps as well as roaming. Try not to stay in your lane as frequently as it could lead to your death (against better players / bad matchups)

IF THE OPPONENT HARD ENGAGES:
Stay near your turrets and auto attack the opponent so that the turrets aggro onto the enemy laner. Use your E to stun the opponent while your turrets do big damage. After this you essentially have no follow-up so you either need to continue to kite and kill the opponent or you need to get out of there immediately, as death may shortly follow if your turrets aren't hurting.

If you do take teleport it is fairly easy to follow an opponents roam but for the most case I prefer to warn your team mates of an incoming gank from your lane opponent and take the turret. Using 2 turrets it is extremely easy to take the opposing tower early giving your team global gold and denying them vision.

PUSHING AND HARASSING:

[http://i.imgur.com/Hak2wYhh.jpg]

When pushing to the opponents turret you can force them to have to last hit under turret, which can make even the best players lose CS. In the above picture, I push the lee sin to the turret and by placing my Evolution Turret just outside of the turret range I force him to choose between getting the creep and taking damage. As Heimerdinger's turrets focus whatever he auto attacks, (assuming it is in range of the turret) as you harass them with your auto attack, your turrets do the same.

Mid Game

Mid-Game is where Heimerdinger shines in team fights. Hopefully Zhonya's Hourglass or will have been completed by now. These items allow you to control the enemy within the team fight. Whether by baiting them closer to your turrets through the use of hourglass, slowing them / pushing them away with twin-shadows. Or AOE slowing their team with your rockets + Rylai. Used in combination with your UPGRADE!!! you can dominate team fights.

Your place in mid-game is to focus on pushing and objectives. With Heimer's turrets dragon and baron are easy objectives as long as you do not force your turrets to tank. Though when placing turrets at dragon and baron, be careful of your cooldowns as if a team fight takes place you need to have turrets to place in order to be useful.

WHEN TAKING DRAGON:
Place your turrets slightly outside the dragon pit. Do not allow your turrets to tank dragon. This positioning allows for your turrets to be used either to damage the dragon or to assist if a team fight arises. The cooldown for Heimerdinger's turrets is quite lengthy and as a result making sure you have your turrets prepared for a team fight is important.

WHEN TAKING BARON:
Baron is a little trickier as his overall AOE damage tends to easily kill Heimer's turrets. For the most part, Baron will not be a walk in the park as the enemy team will attempt to engage or steal the baron (unless you have a considerable lead). As such I tend to position Heimer's turrets in the bushes around baron pit in order to have more vision and be able to slow the oncoming enemy team. Heimer can easily AOE burst the enemy team over the wall as well as place his turrets over the wall. If an opponent is attempting to steal, try to counter by stunning them over the wall or forcing them to back off with burst damage.

SEE BELOW: Taking Objectives as Heimer (Chapter 13)

Late Game

Late game Heimerdinger does fall of to an extent. As he can not instaburst the enemy AD carry. Always focus on trying to catch people out whether it be by using Concussion Grenade from the side or through turret placement with upgrade for slows. If you do catch an enemy out it is very difficult to stop the Heimerdinger push as if you do choose to go in, Upgraded turrets will shred them.

Heimerdinger can be played similar to AP Nidalee with a blue buff as at this point rocket damage is insane. Be careful about using your concussion grenade for damage purposes as its cooldown is quite long and may be necessary for a team fight.

Baron control can be taken and can be easily defended as Heimer can provide vision by placing turrets over baron wall or in bushes. If the opposing team is going for baron, you can easily trap them inside the pit with upgraded turrets and your stun while bursting them down. This can easily lead to your team winning the team fight.

In the late game you should continue to focus on objectives and turrets. At this point turrets become more important as along with taking turrets comes map pressure and the ability to catch people out more easily. Taking an inhib allows your team to easily pressure the other turrets as the opposing team may have to send a member back to defend against the onslaught of super-minions.

Securing Objectives as Heimer

Clarification of Symbols used in Images

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

WHEN TAKING DRAGON:

Turrets should be placed in the vicinity of dragon so that they are not targeted by dragon and can deal as much damage as possible to the enemy team should a team fight arise. Turrets can be placed to deal damage to dragon but it does leave you vulnerable to an enemy engage.

[http://i.imgur.com/M6K2j9Yh.jpg]

This turret placement would prevent the purple team from engaging from the bushes near mid-lane else they would have to go through Heimer's crowd control which could easily turn into a won fight for your team. Having wards to grant vision of the enemy can assist in determining where the turrets should be placed as you want to place them near the path of the enemy.

[http://i.imgur.com/3XDqCTgh.jpg]

Another example of where you can place turrets to prevent an engage from blue side. Placing turrets in these positions for the most part does not allow the opponent to see them. As a result you can easily catch them with a concussion grenade and your upgraded turret combo for maximum damage.

WHEN THE OPPONENT ATTEMPTS TO TAKE DRAGON:

When the opponents attempt to take dragon you want to block their methods of escape with your upgraded turrets while bursting them down with the combination of your rockets and grenade. Trapping them in the pit can allow your team to sweep in and eliminate the enemy team (and if you're quick enough secure dragon).

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

Using the turrets range of 525 and the concussion grenade, the enemy team is forced to either eat damage and slows from Heimer's turrets or go furthur into the pit. Both of which are not optimal situations.


WHEN TAKING BARON:

Baron is a little trickier as his overall AOE damage tends to easily kill Heimer's turrets. For the most part, Baron will not be a walk in the park as the enemy team will attempt to engage or steal the baron (unless you have a considerable lead). As such I tend to position Heimer's turrets in the bushes around baron pit in order to have more vision and be able to slow the oncoming enemy team. Heimer can easily AOE burst the enemy team over the wall as well as place his turrets over the wall. If an opponent is attempting to steal, try to counter by stunning them over the wall or forcing them to back off with burst damage.

[http://i.imgur.com/iZTrnb8h.jpg]

When the enemy team assaults baron from the mid-lane side they will be forced to walk through your turret AOE and in an engagement your turrets are set up to defend baron from the enemy team. The turrets are not out in the open so they can not be easily targeted by the enemy team.

[http://i.imgur.com/v375jUqh.jpg]

If the opponents attempt to poke over the wall / smite steal. Heimer can use his turrets to grant temporary vision (and damage), and use his combination of rockets and concussion grenade to CC the opponent and attempt to prevent the steal.


WHEN THE OPPONENT ATTEMPTS TO TAKE BARON:


When the opponent attempts to take baron you want to slow their progress by stunning and blinding them with concussion grenade. While constantly dealing damage with turrets. Heimer can place his turrets and deal damage at range which can easily turn a lost team fight into a baron for your team.

[http://i.imgur.com/Z8kK1NIh.jpg]
Through the use of your concussion grenade you can wreak havoc on the enemy team as they attempt to do baron. Upgraded turrets can protect you if the enemy attempts to turn on you, as well as your concussion grenade.

Importance of Objectives:

Objectives such as baron and dragon are important as they are a gold and experience bonus given to your team that the opposing team cannot attain. Though it may seem like it does not have an impact as 190g at once is not all that much. But when you consider the effect globally, an additional 975g for the team is quite a bit (additional 25 for the champion that last hits the dragon). If you view if from the opposite perspective, you do not want to give your opponent a free advantage over you. Securing the dragon and baron prevent the enemy from doing so for a period of time (dragon 6 minutes, baron 7 minutes).

Baron allows you to push objectives as the buff it gives you (Additional AD, AP, HP regeneration, and mana regeneration) allows you to take on the enemy team with less of a risk.

IF YOU DO NOT NEED BARON TO WIN A TEAM FIGHT, DO NOT FORCE IT
It is not always the best idea to baron, even when you are ahead as it is an avenue that the other team can abuse (through stealing, and team-fighting while you are low) to get back into the game. Everyone slips up and cannot be expected to hit that smite (even some of the pros miss their smites). As a result if you do not need it, do not take it, just continue to pressure the map and take the enemy base.

Taking turrets increases global map pressure as your minions will push them closer into their base. If the enemy is pushed up to their wave without a turret, there is a large margin for a gank to succeed. The global gold from turrets has a similar effect as dragons, but the enemy team can equalize that effect by taking your turrets.

Objectives are important, and in the grand scheme of things, much more important than kills in lane. Winning the game is much more than winning your lane, it is about winning as a team and objectives push you ahead as a team.

The above turret placements are based on specific games and should not be used for every game. As you play Heimer you will get a feel for where the turrets go best against certain types of teams (poke, hard engage) and how best to utilize your crowd control.

Team Fights

Controlling the team fight and reducing the enemy teams mobility to a stop allows your team to kite and outdamage them is Heimerdinger's main role in team fights. Your concussion grenade is great for peeling for the ADC as at short range it is fairly easy to hit. Setting up your turrets behind or by your ADC and upgrading them allow him to have free peel in addition to your supports peel for him. For the most part the enemy carries do not pay attention to the slow moving Concussion grenade and as a result it can be used to stun them in team fights while not budging on your positioning around your carry.

Turret placement is key in team fights as simple spells like Ashe's Volley and Ziggs Q although they may not be aimed at your turret can easily kill them. Once AOE kills your turrets in a team fight your ability to control the fight and peel for your ADC largely decreases, in addition to doing little to no damage other than your rockets.

Do NOT underestimate the usefulness of Heimer's ulti

UPGRADE!!! grants an AOE slow of 30% on pretty much the entire enemy team. Being able to stop your enemy from reaching your carries (and yourself). Before you team fight make sure you have WARDS! Your turrets will not fire on people hidden in bushes. Buy wards to ensure maximum vision for your team as WARDING IS NOT ONLY THE SUPPORT'S JOB. Vision is a team effort, and it is also a game-winner. Being able to out-maneuver the enemy will allow you to set up turrets, and ensure that you do the maximum amount of damage while protecting your carries.

Support-Dinger

The Support-Dinger is something I've been running as his abilities are great for controlling bot lane and peeling for the ADC. If an opposing carry goes in you can set up turrets and out damage them while being a support! Though, be careful about turret placement as if your ADC is not proficient at last hitting it can lead to you stealing last hits.

MASTERIES:


[http://i.imgur.com/CKCAMh7h.jpg]

For Masteries I run with more points in the Defensive tree as Heimerdinger is quite squishy as a support early game. Having more points in defensive mitigates some of his squishy tendencies and allows me to have more presence in the lane.

RUNES:


[http://i.imgur.com/5vcz009h.jpg]

Marks: Flat Armor x9
Seals: Flat Armor x9
Glyphs: Magic Resist per level x9
Quints: Gold per 10 x9

This is my typical support set-up maximizing on armor in order to reduce the damage taken while poking and harassing/zoning the enemy ADC. The magic resist per level helps into later game and the Gold per 10 gives another source of income for the poor support.

SKILL BUILD:

>>>>>>>>>>>>>>>>

Prioritising Heimerdinger's Concussion grenade is important as it comes with a stun for laning phase but more importantly comes with a blind. The blind scales with level and as a result is why I take it first and level it first. The blind scales up to 3 seconds which is an insane amount and can change a team fight if you land it on their ADC.

ITEM BUILD:


STARTING ITEMS:


or


EARLY GAME:



MID GAME:



BOOTS:

or

BOOT UPGRADES:




LATE GAME:



For items I want to capitilize on catching the opponent out with items like twin-shadows or Shurelyas, or increasing my peel for my ADC through items like mikael's Crucible and Rylai's crystal scepter. Morellos evil tome can be useful late game as it can mitigate a lot of the enemy ADC's lifesteal assuming you get the passive off. Hourglass once again, can be used to bait the opponent in or save yourself.

LANING PHASE:

Heimerdinger is extremely strong against ganks as he can set up turrets to block skill shots as well as stun the opponent. When getting ganked by an opponent it can not be said how important stunning the priority target is. If their support with all her spells on cooldown is rushing you, she is not a priority target. Either their jungler (who has CC) or the opposing ADC can be stunned by your E. Both if the situation is right. Doing this can allow you to survive a gank and even turn the gank around through the use of upgraded turrets and your CC.

TEAMFIGHTS:

Support-Dinger has high pressence within the team fight. Peeling for his ADC with his turrets while being able to either stun the enemy / blind the enemy ADC or peel for your ADC. Using Rylai's + Rockets you can easily slow the enemy team allowing for your ADC to better kite.

Support-Dinger may seem unconventional but I've had success through it, you must make sure your ADC is on the same page though. Chasing them will put him out of the range of your turrets and as a result reduce your contribution to the lane.

Hopefully through the use of this mini-guide you can dominate with the legendary, Support-dinger.

Gameplay Videos

Support-Dinger Game, Grenade Mechanics




In this video you can see the laning phase of support Heimerdinger and his effectiveness against ganks. Grenade mechanics can also be learnt from this video as it constantly used to stop ganks and prevent harass. Turrets, though they steal cs, can be used in engages to stop ezreal skill shots.



Heimerdinger Top vs Riven, Aggressive Lane Opponent




Link to Part 2 in annotations and description

In this game I play Heimerdinger top against a Riven. This video shows gameplay against a highly aggressive opponent. Early game I give up first blood, but in turn abuse Riven's aggressive play style to earn 2 kills for my team and later pick up a kill for myself. I use Heimerdinger's team fight effectivness to gain an advantage in team fights over the opposing riven. In addition Heimerdinger's strengths are shown in pressuring objectives.


I'll continue to upload videos as they come!

Final Comments

Thanks for checking out my guide! I really appreciate it. If you have anything I can improve on, or any questions feel free to drop a comment and I'll get right back to you.

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If you want you can check out my stream at Twitch.tv/Hecticd where I'll be playing a lot of Heimerdinger along with other AP mids.
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I also want to thank Dan Dinh for his epic Heimerdinger guide found here http://solomid.net/guides.php?g=2602-dandinh-heimerdinger-build-guide. He was one of my inspirations to start playing Heimer and I can't thank him enough. His guide is great for learning to play Heimer and if you are serious about playing Heimer or are looking for great insightful tips, its an amazing resource.

GOOD LUCK WITH HEIMER, you may need it for your first few games :D
If you have any questions about Heimer, diamond league, or league of legends, feel free to add me!

I'd also appreciate any tips on the guide and how I can improve it. Thanks for checking the guide out!

Comments

July 22, 2014 - 03:34 PM #1

UPDATE D:

March 21, 2014 - 11:10 AM #2

Do you know there is a bug now that gives Heimer all his turrets back every 20s?
It comes with the visual update

March 19, 2014 - 02:12 PM #3

Do you know there is a bug now that gives Heimer all his turrets back every 20s?
It comes with the visual update

January 14, 2014 - 11:50 AM #4

I usually top Heimer with a tanky build so get rylais most of the time, the slow is definitely not the full 35% with rockets. It's hardly even noticeable.

January 14, 2014 - 11:46 AM #5

I know it used to make sense to skip Heimer's ult til 7 or 8, but with his new ult, waiting until 8 seems pretty ridiculous. A level 6 Heimer super turret can win you many a 1v2. Ult should never be skipped anymore.

January 4, 2014 - 07:22 AM #6

I am fairly sure that the rockets don't apply the full 35%. If anyone tests this, let me know what you find out!

December 26, 2013 - 08:17 AM #7

Does rylai still proc 35% on the season 4 rockets?

November 2, 2013 - 06:48 PM #8

@Cavo

I haven't personally tried leveling the grenade first, as I mainly use it as a CC component in a 1v1 situation rather than a harassing tool. Though I will definitely try it out today, and see what I think! I mainly like rockets for the power with the ulti against squishy targets in team fights, though grenade with ulti is also useful in team fights so it could go either way :)

November 2, 2013 - 06:09 PM #9

Been playing a bit with the new Heimer, but I'm starting to level the grenade over the rockets. With the changes it's faster and easier to hit in lane for harassment whereas now the rockets are less optimal for lane phase. Plus the stun/slow makes follow-up AA's easy. I usually land a grenade, 2 AA's, and half the time a beam attack from one of the turrets.

October 31, 2013 - 10:17 PM #10

@andrer_PT playtesting and adapting the builds as we speak, though it may take some time due to not having much time to play :)

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