IntroductionThis guide isn't meant to show you the best way to play Heimerdinger - it's meant to show you a fun, unorthodox (but perfectly viable) way to play the yordle.
Heimerdinger is always thought to be an extremely bad champion, but any champion (played in the right hands) can be very devastating. Heimerdinger can work with a lot of team comps but his strengths lie in his harrassment in lane as well as his kiting and poking in team fights.
The main thing about this build for Heimer (during the early game) is to focus mostly on farming as it is your number one priority.
- AoE (area of effect) stun
- Very high poke damage
- 20% Free CDR (cooldown reduction)
- Turrets can slow and kite (with ultimate)
- Late and mid game monster (this playstyle)
- Can place turrets to steal enemy or friendly jungle for more farm
- Turrets are free wards if so desired
- Very good utility
- Heimer's grenade (the AoE stun) is difficult to land and only stuns in small radius
- Kiting is a must
- Going Goldmerdigger sacrifices early game domination (in terms of damage)
- His hextech rockets do not prioritize champions
- Unloved by most
- Mana issues early game (can be remedied)
- You will feel very dirty for being filthy rich
Goldmerdigger -vs- Normaldinger
Goldmerdigger, in exchange for reaching late game full build faster, will sacrifice a lot of Heimer's early game domination. By putting off your build for GP10s, you will have a lot less early AP/power, but you will eventually become much richer. It's up to you whether you want to pressure you lane opponent and perhaps get a kill or two with your early game power or just to farm happily and become the richest player in the game. Keep in mind that Heimer's 1v1 is a bit lackluster and generally, he needs his team's help to secure kills in the early/mid game.
One of the most important items on Goldmerdigger is Zhonya's Hourglass. This is because it makes you $ golden $ and much more of a baller.
If you are looking for a normal Heimerdinger build, you can ignore the GP10s and just rush your early core supplements and other items. The information regarding the play-style of Heimer mid and late game will still retain most of its relevance but if you do decide on going Normaldinger, you can afford to be a little more aggressive during the early game phase.
On a side note, here's a little drawing I did in paint to get 16 RP from Riot for the Arcade Sona sale~
Reds: Magic penetration are fairly standard runes for most AP casters. They allow you to deal greater amounts of damage and (for an AP caster) they are the most optimal runes. These have since been nerfed to offer 7.8 magic penetration instead of 8.5 penetration, to reflect the changes to how damage reduction is calculated (changed to calculate flat penetration after percent)
Yellows: GP10 $eals give you more money for more fun. These give you a bonus 2.3 gold per 10 seconds, resulting in fat stacks.
Normaldinger you can take either scaling or non scaling mana regen runes. AP/level are also fairly decent. Also, with the recent outbreak of AD assassins mid, armor is also a very good and viable alternative.
Blues: Magic resist (flat and scaling) helps you survive more harass while dishing out your own. Having early magic resist with provide you with an advantage over a lane opponent who does not take such runes as you can deal out more pain while taking less punishment.
Normaldinger If you rush early magic resist (chalice or abyssal) or are in a match-up in which you do not think you will take very much harass, you can take AP/level scaling glyphs. Another option is mana regen blues, though I feel AP or MR are much more ideal for glyphs.
Quints: GP10 quint$ give you more money for more fun.
Normaldinger Take either movement speed or flat AP quints.
MasteriesThis mastery page is what I use for what I have come to call "Goldmerdigger"
The 9 in offense offers 4% CDR and 18 AP at level 18, as well as 8% magic penetration - usually the bare minimum for most AP mids.
Personally, I feel as though putting points in defense is a bit useless as you should be kiting all day and trying to avoid getting caught as much as possible. If you do get caught however, try and stall your death for as long as possible while spamming your skills.
I feel as though the utility tree is the safest for the Goldmerdigger build, a farming based playstyle (in the early game). The bonus CDR for summoners allows you to escape and live all the more often (if you find yourself using them a great deal) and extra mana/mana regen is always appreciated. You run the greed masteries because you want maximum passive gold income and the neutral buff mastery because an extra 30 seconds with blue buff is amazing for only one mastery point. As you're the mid, you should be getting the blues which is extremely good on Heimerdinger as it allows you to farm and harass with greater ease. I enjoy the 5% experience boost mastery points because it allows you outlevel your lane opponent with greater ease (turret farming while gone and extra experience from minions anyway). Movement speed is always nice on Heimer throughout the entire game as it can help set up poking with your rockets and helps you run away as well. I do not take CDR because it is extremely easy to get 40% CDR on Heimerdinger with the help of his ultimate's passive, blue buffs, and blue elixirs.
I take these two spells on Heimerdinger in most cases. Flash is probably one of the most powerful summoners in the game. Blinks are incredibly strong in League because the ability to just disappear over a wall or some other terrain allows for a lot of plays.
Barrier is an extremely strong shield that basically absorbs incoming damage for a few seconds. After the duration of the spell is over, the shield is gone and you are left with the same health (providing you did not take damage from your shield breaking). Heimerdinger is a very squishy champion so having an extra 455 damage cushion in case of emergencies is extremely strong.
Ghost is very similar to barrier and for a while, I took ghost and flash instead of barrier and flash. To me, it all comes down to preference. If you want instant insurance, take barrier. If prolonged fighting and cleaning up is your cup of tea, take ghost instead. This spell will enable you to either escape a skirmish or chase an enemy down for one last micro rocket.
If you believe that you can either outplay your lane opponent or the person you are against is bad enough to take enough harrass so that a rocket and ignite will finish him/her off, this is also a good alternative. I feel like Heimerdinger has very little (aggressive) killing potential early game as most people will back off before they're too low. Once you have a couple items (mid-late game), kills will be a lot easier to achieve and 1v1s become a lot more plausible.
Also a good alternative because of the map presence (surprise team fight or backdooring towers) it offers. Maybe you can teleport bot at one point to get a double kill (steal) with your rockets. You can also teleport to your turrets so take advantage of that fact if you can. If you can coordinate teleports with your team, this spell will only become even stronger.
If you really want to and I mean REALLY want to, then you can take this spell to CV your running enemies and perhaps snipe them with your rockets. Also, map control, buff control, and enemy jungler scouting come with this spell. However, I do not recommend this spell.
If you want a safer lane phase, you can take heal, but I feel that both barrier and ghost are much better. Barrier is a stronger version of heal (as in effective health at the moment), but the trade off is that health lasts much longer than a shield.
Although Heimer has mana issues, items and blue buff will help solve these problems late game. In this meta, mana sustain is not nearly as important to me as avoiding death or getting kills. If you do not take this spell, you will learn how to conserve mana in an efficient fashion on Heimerdinger.
Also a good option - helps make the enemy do much less damage to you or helps to ensure a kill in lane phase and in team fights. Many plays and counter plays can be done with the spell, especially to attack speed and attack damage based champions.
You can always take this for EVEN MORE GOLD (+10 every minute) and objective control; however, this spell is mostly a troll tool (unless, of course, you are going jungle).
Super speed Heimerdinger, synergizes very well with teleport. The cooldown is one of two factors why people do not use this spell, the other being that death is a requirement to use it. If you do not die, this spell will be utterly wasted.
This spell is best used to escape a CC - heavy team. However, it must be noted that this spell cannot be used to remove suppressions such as Warwick ult, Malzahard ult, and Urgot ult. In many cases, you will be dead if you get stunned, as it is very easy for Heimerdinger to get blown up instantly.
Passive: Techmaturgical Repair Bots
Heimerdinger gives himself and nearby allied structures and units 10 / 15 / 20 / 25 health regeneration per 5 seconds.
Heimer's passive is extremely useful in the lane phase. Not overpowered, but very strong in the early game as it can allow you to save a potion or two with time. Keep in mind that this passive will work on ALL allied units. This includes towers, friendly minions, and your own turrets (of course). With this in mind, it may be useful for your own sustain but sometimes when you do not wish to push the lane, it will do so on its own because of your passive.
Q: H-28G Evolution Turret
Active: Heimerdinger constructs a Turret with 260+(15*level) health that fires at nearby enemies, dealing magic damage (half damage to towers and inhibitors). Heimerdinger stores enough parts for a new turret every 25 seconds (affected by cooldown reduction). Turrets attack 50% faster for the first 6 seconds after placement. Turrets disappear automatically when Heimerdinger dies. Turrets receive upgrades and transform with every ability rank.
Cooldown: 1 second
Turret range: 525
Turret attack speed: 1.25
Sight Radius: 625
Cost: 70/80/90/100/110 mana
Magic Damage: 30/38/46/54/62
(+0.2 per ability power)
Rank 1: Yellow turret.
Rank 2: Green turret: reduces armor & magic resist by 1 for two seconds every hit (max. 50).
Rank 3: Green turrets: max turrets increased to 2.
Rank 4: Green turrets: gain an additional 125 health.
Rank 5: Red turrets: now apply 50% splash damage.
Heimer's turrets can do anything. They can be used to harrass opponents who attack them, counter push a lane, push a lane, farm from another lane, slow enemies who attempt to chase you and your team, or lane surprise kills on enemies who walk into them with low hp. Your turrets scale off your AP when you place them meaning turrets placed very much earlier will end up being weaker than turrets you have just placed.
This skill is what Heimer is based around - building turrets to assist him. The way I play Heimerdinger is as a poke oriented annoying champion. Q is very strong, constant, damage output. In the early game, getting levels in this skill will help you push towers much faster and late game, these troopers will get you objectives very quickly. You can even compare these things to AD carries. Strong sustained damage but very easy to take down.
W: Hextech Micro-Rockets
Active: Heimerdinger fires 3 long range rockets that hit the enemies closest to him.
Cooldown: 10 seconds
Cost: 65/85/105/125/145 mana
Magic Damage: 85/135/185/235/285 (+0.55 per ability power)
The reason this skill is maxed first (in most cases) is the harrassment it provides. It has fairly decent base damage and it relatively spammable once you get some mana regen (blue is loved) which can keep lane opponents at bay if they take too many shots. Decent bit of damage and late game, continues to hurt with the right items. You should note that the missiles do not prioritize champions. A sneaky way to get a rocket hit on a champ is to last hit a minion so the missiles will target 2 minions and your lane opponent. Either that, or use your ult to increase the hit count to 5 targets. You can use this to either poke your lane opponent or to secure or steal a kill.
E: CH-1 Concussion Grenade
Active: 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.
Radius: 250 (estimate)
Stun radius: 100 (estimate)
Projectile speed: 750
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
This skill is relatively hard to land on moving opponents, which makes people believe that Heimerdinger is kind of bad. It provides a stun in a very short radius which is easy to use on opponents that remain stationary at times or a way to deter or merely stall possible predators. Use this on towerdiving opponents and if hit correctly, can let you escape with a kill. The readiness of a stun is invaluable to a team for team fights. Personally, I find that the stun is much easier to land defensively rather than offensively. Additionally, you can use your stun to scout out the fog of war as aiming it into a region will provide you with a decent amount of vision.
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 start to 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.
Cost: 90 mana
Cooldown Reduction: 10/15/20 %
Cooldown: 120/105/90 seconds
Real Cooldown: 108/89/72 seconds
Turret Slow: 20/25/30 %
Heimer's ult gives him CDR based on rank, two extra rockets on his W, makes his E go faster (easier to land in some cases), restores his turrets to full health, and also activates the slowing ability on his turrets. Some people recommend not getting it immediately at level 6 but as with his skill build, it's all situational. I like to have fun on Heimerdinger and as I do not use this all the time in the early to mid game, I will greatly irritate the enemy laner by popping it while I'm in base and my opponent is attempting to kill the turret to push his lane. By popping it, my opponent will have to kill the turret again and, in some cases, end up taking a lot of damage by merely attempting to kill it.
Heimer's skill order is very situation-based.
Maxing turrets means you want to push tower faster, making the game a little more fast paced. This is not what Goldmerdigger wants in most scenarios. Early game is arguably Goldmerdigger's weakest point, so forcing fights early on is self defeating. However, if you feel that you cannot make a dent in your lane opponent (as in he can sustain your rocket damage making harass effectively useless), you may just wish to max this skill first because your rockets and poking will not be as important in lane.
Maxing rockets offers very good harass at the cost of very high mana costs. If you manage to poke down your lane opponent frequently, you will force them to go back to heal more often or to spend more money on sustain. This will allow you to farm in peace more often and help you become even richer and come out even more ahead. In most cases I max W first to have the extra damage at hand as I just wish to farm peacefully while annoying my lane opponent at the same time.
Some guides recommend that Heimerdinger not get his ultimate (R) at level 6 or his grenade (E) at level 4. These guides are not incorrect, but I feel like these tips are extremely situational.
Let's say that you're laning against a target that is immobile at times (i.e. Katarina). Katarina takes advantage of one of Heimer's biggest weaknesses - his frail body. By getting a point in the concussion grenade, you can assure yourself that you will be able to stop her ult from channeling once she hits 6.
When I started out playing Heimerdinger, a few guides recommended not getting his ultimate until after 6 and in a few scenarios, this is true. When stomping your lane opponent by constantly harrassing them with rockets, you can choose whether or not to get Heimer's ult at level 6.
Benefits of getting ultimate at level 6
Turrets apply a slow (active)
Shoots 2 extra rockets (active)
Grenade travels faster (active)
10% CDR (passive)
Benefits of not getting ultimate at level 6
Can level Q to get access to your second turret earlier
Can level W more frequently for more damage
As I said, the skill order on Heimerdinger is very situational but getting all your skills by level 6 is the safest option.
You can also choose not to rank your ultimate at levels 11 and 16 as well, but I prefer to put points into it to gain more free CDR and also to shorten the cooldown by about 30 seconds (comparing rank 1 to rank 3 and before CDR is factored)
Item BuildsWith 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."
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.
===== 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.
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.
Early GameAs Goldmerdigger, you have a bunch of mana issues, particularly in the early game. The goal during this time frame is just to farm as much as you can and poke your opponent.
Against an opponent that has very high sustain (i.e. Vladimir or Soraka), there is not much you can do early on, as you will end up wasting most of your mana while he will just heal it all. Against a matchup like Vladimir/Soraka, it is recommended to just save your mana for getting last hits at tower, perhaps even prioritizing your Q instead of W as well. The cost on your hextech rockets is relatively high and since poking doesn't help that much in these cases, you will just end up running out of mana while your opponent relentlessly pushes your lane.
The effects of blue buff and chalice help to counter your mana issues, but you still should be wary of your mana usage. Blue buff is a luxury so you should try taking whatever steps (Sight and Vision wards) to protect it.
Farm and poke. If do not require the assistance of a turret to counter push or harass, a good idea is to put the turret in a bush and have it act like a free permanent ward. Another strength of Heimerdinger is the ability to AFK farm and shove lane very quickly. When you see your opponent has recalled or you wish to recall yourself, quickly plop down a few turrets and use the rest of your mana to shove lane to tower. When your opponent comes back and counter pushes, sometimes your tower will get you a few CS while you run back to lane.
Any lane opponent with gap closers, hard CC, or high damage output will threaten Heimer's existence. This refers to most assassin/high damage champions in the mid-lane (examples include Lee Sin, Diana, Kha'Zix, Kassadin, Jayce, etc)
Mid GameBy this time, you should have at least one or two GP10s in your inventory. Team fights start occurring more frequently and your GP10s will offer a nice passive boost to your quest in achieving full build while you can still have quite a bit of presence (objectives and fights).
In the mid game, dragon control becomes one of the main objectives. As Heimerdinger, with rank 3 in your turrets, you can help your team obtain a relatively fast dragon with your turrets tanking and dealing damage. If you do decide on an early drag, vision wards or an oracle's elixir is paramount in importance.
If team fights occur, I recommend saving your grenade to get people off your squishies or low health teammates.
Always use micro-rockets to poke/deter opponents from chasing you for extended periods of time or to gib low-health opponents running away. Keep in mind that your W does not prioritize champions. Grabbing any kills during this time will help you reach late game even faster, although if you keep up your farm, you will generally reach it before everyone else anyway (provided no one is super fed).
Turrets should be placed relatively spaced out from each other to avoid them dying instantly to some AoE spells. Try to conceal one in a bush while having it retain some sort of significance in a team fight, be it to kite enemies around, block an escape path with the help of your ultimate's slow, or to keep vision on the area. AoE abilities begin to hurt a lot more although this is slightly countered by rank 4 in your Q giving a nice bit of base HP to your turrets.
Ask for blues and continue to farm but keep watching for opportunities to take dragon or a tower. If you see your lane opponent constantly roaming, punish him/her severely by pushing up lane fast and making him/her lose experience and maybe a few towers as well. Taking mid tower is a lot more important than taking top/bot tower early game as the absense of a tower will allow you to pressure enemy jungle, dragon, and top/bot lane.
Once you obtain a wizard's hat (Rabadon's Deathcap) along with some other AP giving items, you will begin to hurt quite a bit. One of the biggest strengths of Goldmerdigger is his speed in reaching a full 6-item build. Your passive gold gain will net you at least one medium-sized item and, if you've farmed well, you should be able to get a few other goodies. In many cases, you will be one of the first to have 6 items.
By placing both of your turrets in the same lane, you can effectively keep a lane pushed at nearly all times if your enemies do not kill the mechanized wards. Keep in mind that placing a turret to take jungle or to team fight will remove one of your turrets from the lane and allow the enemy minions to, again, push your lane.
Against enemies that do not move (like Baron Nashor or clueless opponents), Heimer's turrets can do work. At full build, your stacked turrets can either allow you to take Baron very quickly or take a tower very quickly. At this stage, Baron is extremely important. The health and mana sustain it provides, along with the AD and AP buff and 300g on kill, can be key to one team's victory.
If you have blue buff, you should be able to spam your poke almost non stop and constantly harass your enemies down to the point where either your team can hard initiate or some member of their team will be forced to back and you will be able to take a turret (or at least damage it).
Heimer may not scale as well as the more popular AP mids, but by reaching end game faster than everyone else in the game, you will be able to do more in less time. After other characters begin to obtain their full item builds, Heimer will seem a bit lackluster in terms of damage, but will still be able to dish out a lot of pain while offering very good utility in team fights.
Team FightsBecause Heimer is extremely underrated, many people will be unfamiliar with his capacity to disrupt a team fight or will greatly underestimate his damage. Use this piece of information to your advantage. In the midst of a team fight, most people will focus solely on champions - objects that move around, do damage, and have free will.
Your turrets are not champions. If placed before a team fight, the enemy team will have the opportunity to take care of your little pets immediately and quickly. In some instances, you can use this to bait the enemy into moving into a poor position. In most cases, it's merely a waste of time as the harass you will get off is usually minimal.
Instead, save your turrets and think quickly on where you can place them before you have a drawn out or quick fight. With the activation of your ultimate, your turrets can be used to close your enemy's escape route, or prevent a fed bruiser or carry from reaching you. They can also be used to dodge skill shots such as Blitzcrank's grab or Amumu's bandage. Another tip is to hide turrets in bushes so that you will be able to have vision in the region while also dealing damage to enemies who wander too close.
The strength lies in the damage and range. 1000 range for a relatively high damage nuke (659 to 3-5 targets before reductions) on a 6 second cooldown (max CDR) is very strong. If you have a blue buff, spam this skill to your heart's content to greatly annoy the enemy team. Unless the enemy team has a massive amount of sustain or tankiness, you can be sure that something will happen very soon. Enhance this skill with your ultimate to hit an additional 2 enemies and perhaps snipe the ace.
In team fights, when enemies are grouped together this skill is much more easy to hit. In S2, I would play a lot of tanky junglers in ranked and I would take on the role of peeler for my ad carry. The usefulness of this skill is greatly underestimated. When you have the support of your team behind you, this skill becomes very easy to land. Another use for this late game is to check objectives when you and your team do not have wards.
No matter what role you decide to take on (peeler/carry) the basic uses for your skills remain the same. Spam rockets for as long as you can before team fights happen (keep an eye on your mana) and try to think of clever ways or places to use your turrets. I greatly recommend saving your grenade to protect yourself, but if you see the opportunity to greatly damage the enemy team and no immediate danger to yourself OR you see a catch someone out of place, then feel free to use this. Your ultimate can be used defensively to prevent anti-carries from reaching you and your team or, inversely, can be used to hit additional targets with two extra rockets or make your stun travel to the intended target(s) faster.
Secret StrategiesChampions that work well with Heimerdinger: ////
These champions work well with Heimerdinger, but that does not mean that you should be on the same team with them. Other than support Janna/Zilean, most of these champions will not combine to form any sort of team (based upon the current meta). For instance, if there is a Karthus or Twisted Fate on your team, someone not be able to play to their fullest potential due to lane swaps (i.e. Karthus, Twisted Fate, or Heimer going top/jungle/bot instead of mid).
OP Passive. Free 3% movement speed buff? GREAT.
This passive allows you to either catch up to enemies who are attempting to escape or escape from enemies which are attempting to smash your massive brain in.
Finished poking down your lane opponent? Ask Karthus to do what Karthus does best. Press R to win.
OP Passive. Goldmerdigger has a way to get more gold? GREAT.
This passive follows the principle of more cash more fun.
OP Passive. Goldmerdigger levels faster? GREAT.
This passive allows you to get your skills faster, helping you scale harder than your lane opponent.
In most of these cases, you will be partially sacrificing another lane to help your own as, with the current meta, having a Karthus or Twisted Fate and a Heimerdinger is not the "ideal team composition".
A secret team composition/strategy my friends and I use is to have a jungle Fiddlesticks on our team and get a 15 (or so) minute baron. Fiddlesticks, with 20% spell vamp (either from Spirit of the Spectral Wraith or Will of the Ancients) and blue buff, will have enough sustain to tank baron while your turrets and a few teammates will be able to damage it enough to take it very soon after it spawns. The extra 300 gold from baron as well as the buff itself will help your team out immensely.
However, having a Fiddlesticks for this strategy means that you will probably have to sacrifice at least one of your blues to get the baron.
Showing you the terror of Goldmerdigger
You do not need a bunch of kills to be the richest as long as you hold onto your GP10s for a decent amount of time and farm decently.
Richest: Heimerdinger - 19,600 Gold
2nd Richest: Cho'Gath - 15,300 Gold
$$$ Difference: 4300 Gold $$$
Getting kills will only speed up the time it takes for you to reach full build and increase your already large lead by even more.
Richest: Heimerdinger - 20,100 Gold
2nd Richest: Singed - 13,400 Gold
$$$ Difference: 6700 Gold $$$
Screenshot from the same game
^ After selling my GP10s
First Goldmerdigger game of S3
Richest: Heimerdinger - 19,400 Gold
2nd Richest: Bankplank - 16,500 Gold
$$$ Difference: 2900 Gold $$$
I know the people I'm facing are not very good, but these pictures are merely meant to inspire some people to try out this method of playing Heimerdinger.
Ranked 5v5 with Goldmerdigger
Ranked Solo Q Loss with Goldmerdigger
You'll see that I do not have the most kills in the game nor the highest CS but I have the most gold in the game. I have a full 6,200 gold on the second richest of my teammates and 1k and 1.1k on the opposing (incredibly fed) Draven and Ezreal.
Although I was down on kills, global gold from objectives (baron, dragon, and towers), and creeps, I was still able to reach 6 items faster than anyone else in the game (considering that my full build is less expensive than an ADC full build and I had the most gold).
This is the true power of Goldmerdigger.
Goldmerdigger is meant to get you rich for the mid/late game.
If you manage to farm well, you'll still be one of the richest people in the game (even if you die a bunch of times). The main goal is to keep up your CS while your GP10 runes/items further increase your gold and then to build your core fighting items and blow your opponents out of the water with your constant and powerful rocket harass late game.
Also, you can take the role of peeler for any other squishies with the help of your Rylai's slow, Grenade's (E) stun, ultimate-enhanced turrets and their slow, and your short-cooldown burst damage.
Although you may not win, you can rest assured that you will be one of the richest yordles in your game.
Goldmerdigger requires you to know how to kite. If you don't know what kiting is or you are very bad at it, mastering Goldmerdigger will teach you how to do it.