IntroductionHeimerdinger is one of those champions that people like to build as a glass cannon so he tends to get focused and has very little presence in team fights and cant last long around his turrets without getting killed. This is a more beefy build to be able to use some of his utility in team fights with decent damage. It will also let you linger around your turrets letting you take a few hits to land your stun making them regret they ever came near you at your turrets.
Pros & ConsPros
- Very long Range
- Can AFK farm
- High passive CDR
- Hard to counter in lane
- Can solo dragon
- Extremely strong pusher
- Only champion that can heal towers
- turrets can be used like wards
- People always think you are troling
- One of the slowest champions in the game
- No escapes without summoners
MasteriesI run 21-9-0 to sponge out all the AP i can from the offensive tree and getting that extra bit of magic resist and health from the defensive tree for the early laning phase since this is a heavy mana build you dont need those 9 points in the utility tree, however i do put 1 point in summoner's insight instead of veteran's scars this is totally optional.
Another option would be 21-0-9 for longer blue/baron buffs you will lose a bit or magic resist and health but if you feel you need the buffs longer by all means go for it.
You can also go 9-21-0 or 0-21-9 these 2 are very similar and give you yet a bit more tankyness, i recommend these for beginner heimer players since it will give you more room for mistakes while still learning this champion.
Greater Mark of Insight (Magic penetration) - These runes are very strong, they help with damage during lane phase since most AP mids run little to no magic resist.
Greater Seal of Potency (Ability Power) - Gives you some much needed damage for early game to pose a threat, combined with masteries and quintessence runes you will be a threat.
Greater Glyph of Shielding (Magic Resist per Level) - I like these better than flat magic resist because usually you are in no real threat of dying early unless you play too careless and these start to stack up once you hit a level that they can potentially be a threat.
Greater Quintessence of Potency (Ability Power) - Like your ability power seals these give you flat AP to give you that early damage to pose a threat.
Runes to consider:
Greater Seal of Clarity (Mana Regen Per Level) - I recommend these for beginner Heimer players that still have trouble managing their mana.
Greater Glyph of Force (Ability Power Per Level) - These are awesome if you feel confident enough against your enemy and just wanna stack up some more damage.
Example for a beginner:
The reason i choose to level over is because you pose a bigger threat with your missiles when harassing your enemy and leveling your turrets too quick can result in pushing your lane too far too early making for easy ganks on you. I put a third point in to be able to pick up a 2nd turret because by this point in the game ganks get a little stronger since the jungler should be level 6 this causes your to be maxed out by level 10 rather than 8. You only need one point in by level 4 to blind/stun to help your jungler when coming in for a gank or to help prevent you from getting ganked.
very strong against gap closing champions if used correctly, against certain champions you should use it to create a gap after they close the distance on you or to avoid a power skill shot for example Ashe's arrow.
another strong spell that will help avoid you getting ganked since heimer is a very slow champion.
Strong spell to help you survive longer while you kite an enemy through your turrets while they deal tons of damage.
Good for getting in the last bit of damage on an enemy if he is trying to run away with a small amount of health and this happens more than you think since your abilities have a bit of a cool down timer on each
awesome for heal baiting someone to follow you into your turrets when they see you low on health i recommend a point in summoners resolve when taking this it really kicks it up.
A great summoner for split pushing or getting back to lane after ganking/shopping/dying etc....
This summoner is good early game to be able to spam abilities more frequent but becomes useless before mid game since this build is heavy on mana and you will probably be getting blue a little over 7min into the game being an AP champion.
Passive: Techmaturgical Repair Bots
Heimerdinger gives nearby allied Turrets and Champions 6/12/16/22 health regen per 5.
While this passive seems weak its very useful during the laning phase. Every time you go in for a cs and your enemy tries to harass you with an auto attack hit him right back with one before you back away, he will start feeling them after a few when your health regens faster than his especially if he went dorans's ring. This passive is also very strong when both teams are poking each other cuz no one is initiating a fight, oh and did i forget to mention this passive makes you the only champion in the game that can heal your teams turrets!!!
Q: H-28G Evolution Turret
Heimerdinger constructs a Machine Gun Turret with 260 + 15 per character level health and 30/38/46/54/62 (+20% of ability power point) magic damage (half damage to turrets). Max: 1/1/2/2/2 turret(s). Heimerdinger stores enough parts for a new turret every 25 seconds.
Each rank of this skill grants a further enhancement:Rank 2: Turret attacks reduce the target's armor and magic resist by 1 (max 50)Rank 3: Maximum turrets increased to 2Rank 4: Turrets gain an additional 125 HealthRank 5: Turret attacks deal area damage
Cooldown 32 / 28 / 24 / 20 / 16 seconds
Cost 70/80/90/100/110 mana
This ability can be used offensively and defensively, Offensively you can push turrets like no ones business, if they leave you in lane too long they can kiss their turret bye bye, defensively they can be used as wards, for example if you wanted to secure dragon/baron you can place one in the brush where the enemy team might come through to challenge dragon/baron and place the other ward helping your team with the kill this can also be done in lane if ganks are getting a little crazy. Another effective way to use your turrets is during team fight place them behind your team so when someone runs away while getting focused and passes through them the enemy will think twice about continuing the chase and most likely wont be able to secure the kill especially if your ulty is up, also dropping a turret in acritical brush during a team fight will give your team vision that might help win the fight.
W: Hextech Micro-Rockets
Heimerdinger fires 3 enemy seeking Micro-Rocket(s), hitting targets nearest to him. Each rocket deals 85 / 135 / 185 / 235 / 285 (+55% of ability power) magic damage.
Cost 65 / 85 / 105 / 125 / 145mana
These rockets are very powerful and annoying if used properly in lane. the way they work is heimer shoots off 3 at the same time targeting the closest enemy to you that includes minions, champions are not prioritized. A very effective way to use these during the laning phase is to hit the enemy when you are CSing and they come in to poke you and you see they are the nearest target if they are hiding behind their creep just wait til there are only 2 minions left then just move a lil closer and let him have a rocket to the face, once you get the range of these rockets down they are extremely fun to use.
E: CH-1 Concussion Grenade
Heimerdinger tosses a grenade, dealing 80 / 135 / 190 / 245 / 300 (+55% of ability power) magic damage to enemy units (50% to turrets) and blinding them for 1 / 1.5 / 2 / 2.5 / 3 seconds. Enemies who are directly hit are stunned for 1.5 seconds.
Cooldown 14 / 13 / 12 / 11 / 10seconds
Cost 80 / 90 / 100 / 110 / 120mana
This is another powerful ability although it is a skill shot, its very strong during team fights and also when ganking or getting ganked. when getting ganked if your turrets are placed properly or at least 1 behind you, you can run to it and when the jungler closes the gap between you simply drop a grenade on his head and stun him, don't jump the gun and try to hit him on the run cuz chances are you will only blind him and by the time he reaches you the effect will wear off, if the AP isn't close enough to dmg you chances are you wont even need to use flash or ghost making it a waste of time for the jungler. In a team fight are an AP since you always wanna keep your distance if the enemy or your team engages you can throw a grenade into the heart of the fight blinding or stunning the bruisers giving your team an advantage.
Passive: 10 / 15 / 20% Cooldown Reduction.
Active: All active Evolution Turrets are healed for 100% of their maximum health and also fire 20 / 25 / 30% movement slowing frost shots for 10 seconds. Fires five Hextech Micro-Rockets instead of 3 and your CH-1 Concusion Grenade travels faster.
Cooldown 60 / 45 / 30seconds
This ulty pretty much speaks for itself it makes you stronger in all the above and if you have a cool enough jungler the passive pretty much caps you on cool down reduction most of the game.
Great starting items to avoid damage from skill shot champions while moving in and out when CSing.
Gives you that extra bit of sustain you need early game while farming up for your core items.
These are your core items that will give you the damage and survivability you will need early through mid game, they have an awsome combination of health mana and ability power, i highly recommend not skipping these.
Against a heavy AP team i fins myself building this as one of my core items, after the changes this items is actually worth getting to replace and .
These are the top 2 best choices for boots IMO, but the only times you will find yourself picking up is against a fed AP carry or heavy CC teams, but in most games you will always go.
This is a great choice when going against a tanky team that is stacking magic resist and your are not penetrating enough of their resists.
These two items will help you survive longer against a fed AP or a double AP comp, starting with is always a good choice because it gives you the option to go either way in case you change your mind on which you are going if you are not getting both of them, also the passive on makes it impossible for the enemy team to initiate on you with a stun or snare.
This item will give you those 2 extra seconds in a team fight to help you survive while your team or your turrets finish someone off, and the cool down being only 90 secs makes it save you more often that you think.
Great for chasing the enemy team when they are trying to run away from a bad engage or while getting chased when you are out of position, and the 80AP is just great along with the 500hp for a squishy champ like heimer.
I recommend rushing this item when facing champions with an OP ultimate like or , most people underestimate this item and don't pick it up when it can be a game changer. This item also goes extremely great with against heavy CC teams.
This is a very strong item late game when the rez timers are a lot higher and you feel you need that extra life to have another shot to do some more damage in a fight.
Early GameEarly game you are going to want to focus on CS while heavily harassing the enemy you are facing in lane, keeping him low will make it impossible for him to farm comfortably or assist the jungler during ganks without running the risk of dying. If your lane is pushing to hard always make sure to ward properly to avoid getting caught out of place, also learn buff timers so you know when to start pushing your lane to assist your jungler in getting you your blue buff or assisting in contesting theirs, usually 2nd blue buffs are up right around 7:10.
Mid GameMid game is when people are looking to take dragon and when potential team fights can break out, so make sure you you are always keeping an eye on other lane since people don't always call out MIA's, don't get baited into a fight if your not too sure where the enemy team is. Your turret positioning can really change the pace of a team fight so always make sure your team is with you when contesting a dragon and don't turn commando and try to go in alone.
Late GameAt this time 90% of the time you will be roaming with your team either forcing fights at baron pushing lanes together or trying to catch someone on their team going off alone or if things are going bad you will be defending. your positioning is very important in team fights so make it hard for them to get to you since you are always a prime target along with the AD carry.
At this time in the game you also need to be really careful because resurrection timers are extremely longer, warding is still very important i cannot stress this enough. Throwing the game is more dangerous at this time in the game weather you are ahead or behind, a free baron can easily cost the game. Here are some pointers on how to avoid giving away a free baron:
1. Always keep at least one ward near baron, this will buy you time when seeing the enemy team preparing to kill him.
2. Avoid roaming or jungling alone without ward vision, no jungle camp is worth getting killed for, especially this late in the game. All it takes is for one person on either side to get killed to cause a forced 4v5 fight at baron or simply to give away a free baron.
3. No more than 1 person clearing bottom lane when its pushing up to your tower, having more than 1 person clearing bottom when baron is at stake has free baron written all over it, your team can get picked off one at a time while attempting for stall or they can simply just have enough damage to kill baron before your team has any time to group up to stop them.
Note that these pointers apply to mid game if you are in a fast paced game.
Team FightsDuring team fights always wait for your tank to initiate the fights you should try never to be at the front of the pack having such long range as heimer makes it easy for you to poke without having to be too close to the enemy team, keep in mind that you are not always going to be able to set up your turrets prior to a team fight so don't jump the gun and waste your turret cool downs if the enemy team is backing off from a fight, also remember that hitting your ultimate will make your grenade move faster and your missiles will hit up to 5 targets so don't hold back any of your utility because most likely you will be one of the focus targets. also remember to use your grenades to stun/blind bruisers and carrys to buy some time for your team during fights, the 1.5 sec stun and 3 sec blind will make a huge difference especially because it can hit multiple targets just something else to keep in mind.
Final CommentsI hope this guide helps your heimer game play. note that this guide will vary due to game play style your team's play style early feeding etc.... and there are plenty of other ways to build heimer, and this one just focuses around tanky builds, but if you have any questions about this guide or heimer in general please comment and i will give you my opinion/advice.
I will also have a video posted ASAP. and please ignore any dislikes without feedback.