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Heimerdinger
Build Guide by HeisendongNA
[9.23] [S10 CHALLENGER] Heisendong's Guide ~ Raise Your What
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Recommended Items
Runes: DPS
1
2
3
Sorcery
Domination
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
1
2
3
4
Flash
Teleport
Items
Ability Order
Hextech Affinity (PASSIVE)
Heimerdinger Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Ideal
Strong
Ok
Low
None
Hey guys, I am Heisendong and I love Heimer a lot. Like really, I have about 3000
Heimerdinger games on all of my accounts combined and I've got challenger playing
Heimerdinger on multiple accounts for last 3 years on NA server. I will try my best to keep this guide updated :D. As of 9.23 the guide is up to date, the biggest change in season 10 so far is that Conqueror keystone is great vs shorter range champions who put up a tough fight, but I am still testing it so I will update the guide when I will be sure if it is good or not!



At the end of Season 8 I had 2 challenger accounts (0FFMETA and Heisendong) and a master one (Heisendongg), and I have been high elo since I started playing the game.
I also stream here regularly, so feel free to drop by! And I have Youtube channel with funny and useful videos and montages :D

Pros
- DAMAGE ~ in 90% of my games, i’m doing the most damage on the team.
- Heimer ult,
UPGRADE!!! is versatile: you can zone and disrupt with
H-28Q Apex Turret, burst with
Hextech Rocket Swarm, and CC or engage/counter engage the enemy team with
CH-3X Lightning Grenade.
Heimerdinger brings a lot of objective control to the team: he takes towers, dragons and barons really fast.
- High chances your opponent have no idea how to play against
Heimerdinger and will make abusable mistakes. This is especially true for lower elos, but not exclusive.
- Can often turn around ganks and surprise enemies with damage.
- His turrets offer great zoning potential, especially with
Rylai's Crystal Scepter.
- Can sometimes push when you don’t want to which can get punished by a good jungler.
- 1v2 potential is lacking if enemy just
Smite/1-shots your turrets or if it’s unfavorable matchup. (Or if the enemy uses their invulnerability/dashes to avoid your stun)
- Requires you to set up and predict enemy behaviour to play at full potential.
- If put behind early can feel difficult to ever get back into the game.



This is a great runepage which provides more consistent damage output compared to the other pages.
Summon Aery is more reliable than
Arcane Comet, but since patch 9.6 turret AAs proc
Arcane Comet which results in more damage output overall. You also get a lot of healing from
Ravenous Hunter and
Taste of Blood.
With this page my usual build is, though it really depends on a lot of things which I cover at items section:
>
>
>
>
/
>
/





With this page my usual build is, though it really depends on a lot of things which I cover at items section:








Core items | Situational items |


Ok, when it comes to poke you can take either
Summon Aery or
Arcane Comet. I would use one of these two trees if I’m against long range/push champions and my goal is to sit back and poke with
Hextech Micro-Rockets. Starting with the keystone, why
Summon Aery or
Arcane Comet? Both are valid choices because they proc off your
Hextech Micro-Rockets. Aery is good early on not only because it procs off your AA in lane, but also off your turrets’ attacks.
Arcane Comet does more damage and your
Hextech Micro-Rockets and
H-28G Evolution Turret's lasers reduce CD, your
H-28Q Apex Turret can proc it twice by itself, therefore
Arcane Comet is better late game. Overall this is a good poke page. You can swap
Perfect Timing for
Magical Footwear.
With this page my usual build is the same as in DPS page, but
Rylai's Crystal Scepter becomes more desirable because it helps Comet to land:
>
>
>
>
/
>
/













With this page my usual build is the same as in DPS page, but









Core items | Situational items |


I would use this tree if I'm vs shorter range champs who I can reliably land my E on or somebody who I can burst easily.
You can trade
Manaflow Band for
Gathering Storm, or change both secondary runes to
Scorch and
Absolute Focus, thought the latter set-up is worse past 10 minutes into the game. In harder lanes swapping Sorcery for Inspiration is also an option. In this case you take
Minion Dematerializer/
Magical Footwear/
Perfect Timing.
My usual build with this rune page is, again, the same:
>
>
>
>
/
>
/
You can trade







My usual build with this rune page is, again, the same:








Core items | Situational items |


![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() Ignite is ok for most matchups in mid-lane, especially against champions with strong self healing in top-lane (e.g. ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Here we talk about

Heimerdinger gains 20% bonus movement speed while near allied turrets or his ![]() ![]() |
Heimerdinger deploys a ![]() Attack - Cannon: 6/9/12/15/18 (+30% Ability Power) Magic Damage. Attack - Beam: 40/60/80/100/120 (+55% Ability Power) Magic Damage every 90 seconds. You can place maximum 3 turrets. They count as minions (pets), so their usual auto-attacks don’t proc on-hit effects (e.g. red buff, ![]() ![]() ![]() ![]() ![]() ![]()
The turret laser has 90 seconds cooldown after being placed, but other basic abilities charge it if they hit enemy champions - your ![]() ![]() ![]() Generally speaking turret placement during laning phase depends on champion you play against. Spread them out if enemy has AoE abilities (e.g. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Also early into the game try to be aware of cannon minion waves, because if your turrets are placed past half of the lane then they will be destroyed and you can’t defend them since creep aggro is too powerful. Sometimes you may want to play them under your turret to help you CS and in between usual ganking paths so they act like a ward. You can use blast plants to throw your turrets over walls or into unexpecting enemies. Generally, placing your turrets in hard to kill areas like bushes and over walls is the safe thing to do outside of lane because it offers vision and control. You have to find a balance between keeping your turrets in safe, zoning spots while also having them close enough to enemies so they auto-attack and shoot lasers when you hit abilities. |
Unleashes a barrage of 5 rockets that converge towards the cursor and fan out past it. Rockets deal 60/90/120/150/180 (+45% Ability Power) Magic Damage. Additional rocket hits deal reduced damage: Champions and Monsters:12/18/24/30/36 (+12% Ability Power) Magic Damage, max 108/162/216/270/324 (+93) total damage Minions: 60% of base damageRocket hits against champions charge nearby turret beam attacks. Your W is a linear skillshot that consists of 5 separate rockets. Every rocket after the first deals 20% of its original damage to champions.
![]() ![]() ![]() |
![]() Slow moving, lobbed ability which stuns in the center and slows around the center. This ability is mainly used to CC the enemy to guarantee hitting your missiles or charging turret lasers. It is very easy to dodge so throw the grenade first, THEN put a turret down which will still charge the laser if you do it fast enough. IT GRANTS VISION, so use it to scout bushes/over walls etc when you have no vision. Can also use this to help your team when they can’t see. DO NOT SPAM this ability to clear waves, or to poke, etc. Every time it's off cooldown, because you WANT to have the THREAT of ![]() |
![]() The ultimate version of skills take the ability that you empower off cooldown BUT they scale off the ![]() ![]() ![]() ![]() ![]() Use ![]()
![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() After 8.1 patch Ult+Q became much weaker and shouldn’t be used as much. The other 2 options became better, especially Ult+E, but Ult+Q still has its uses. If you want to use it to push tower or dive you should place your ULT+Q CLOSER to the enemy tower than your little turrets so the tower focuses your tankier ULT turret. ![]() It is good for bursting an enemy champion, buffs, or an objective. Using ![]() ![]() ![]() ![]() ![]() ![]() ![]() The bounce works something like ![]() ![]() ![]() ![]() Worth to mention that ![]() Although the ULT+E is slow, allowing people to dodge a bit at max range, it also means there is ample time for you to place turrets as it's in the air to get lasers off when the Ult+E hits enemies. A little trick not many people know or think of, using ![]() |
Heimerdinger's items can be very flexible and dictate how you’re going to be playing the champion. This is what you’ll want to prioritize:
1) Reaching CDR cap
2) Having enough mana / mana regen to push and poke
3) AP & Magic penetration
The generic build I use most games:
Though the build itself and its order depend on runes you have, the matchup and enemy team composition, so using the same build every game is not efficient enough. For example, as 2nd item you can also build
Morellonomicon if you need healing reduction and enemies don't have a lot of magic resist or
Rylai's Crystal Scepter if you need HP and kiting potential, or
Banshee's Veil/
Zhonya's Hourglass if you absolutely NEED it early on. Most of the time the last item is more defense oriented, e.g.
Banshee's Veil/
Zhonya's Hourglass.
Next let's talk about what items
Heimerdinger can build, when and why.
1) Reaching CDR cap
2) Having enough mana / mana regen to push and poke
3) AP & Magic penetration
The generic build I use most games:
Though the build itself and its order depend on runes you have, the matchup and enemy team composition, so using the same build every game is not efficient enough. For example, as 2nd item you can also build






Next let's talk about what items

CORE ITEMS
Luden’s Echo should be your first item most of the time. It offers you massive poke damage with your ![]() ![]() ![]() ![]() |
Sorcerer's shoes/Ionian boots of Lucidity
|
![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Morellonomicon
|
As a second item ![]() ![]() ![]() ![]() ![]() |
Necessary if the enemy team has 70+ magic resist, but magic penetration is also good against more squishy targets. You can build it as second item if enemy team rushed MR items like ![]() ![]() ![]() |
Great 2nd or 3rd item since the passive gives you insane amount of AP if you already have have an item or two + AP rune page. It doesn’t give anything besides raw AP, so sometimes other items are more important. If you’re able to play safe, and want insane damage and objective control (damage to minions and monsters) feel free to grab this. |
Another great item. It gives 20% slow on every ![]() ![]() ![]() ![]() |
SITUATIONAL ITEMS
Can be a good item choice if enemy team has 2-3 high hp and low MR tanks since burn damage scales with enemy current HP so it is noticeable on targets with a lot of health. Also it synergizes very well with ![]() ![]() ![]() |
Active on it is mandatory in many matchups: you should get ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Another defensive item choice. It has nice MR, AP and CDR, therefore it’s perfectly viable item against heavy AP team/strong AP laner (e.g. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
You may want to rush this items if you absolutely NEED HP and sustain early on. The only downside is you will do much less damage early on and have no CDR. Personally, I think the item is fine if you are new to ![]() ![]() ![]() |
These boots are really underrated choice for mages. In some lanes or games overall you need as much MR as possible with Tenacity on top of that which comes in handy against teams with a lot of hard cc. You can build it vs stuff like ![]() ![]() ![]() ![]() |
If you either expect to get a lot of kills/assists to increase snowballing or if you desperately need some way of comeback - few stacks on ![]() ![]() ![]() |
Important thing is if you place the turrets while the active is on the bonus AP from ![]() |
It doesn’t give much ![]() |
The main reason you build ![]() ![]() ![]() ![]() |
"Ok Heisen, now I have an idea what
Heimerdinger does as a champion, what to build, but what do I do next? How I play the lane and what lane
Heimerdinger is better in?" Don't worry, I have some answers for you!


![]() ![]() ![]() |
Q: I’m a new
![]() A: Your ![]() ![]() ![]() ![]() ![]() Basic combo is auto attack -> put ![]() ![]() ![]() |
![]() ![]() ![]() |
Q: Mid or top Heimerdinger? What is better and what you prefer?
A: In mid-lane you can minimize the impact of getting camped because the lane is much shorter and you have the range to be able to farm from off the screen with missiles. Top-laners usually have less wave-clear, so it may feel easier to harass and poke them under tower but this leaves you vulnerable to jungle pressure. Jungle pressure is everything in the top lane. Warding is KEY so you can prepare turrets and choose to run away or fight. Being a magic damage dealer in the top is also problematic because if your mid/jg is also AP -> the enemy team will stack MR early. |
![]() |
Q: So I win my lane almost every game, what should I do after laning?
A: ![]() ![]() ![]() ![]() If you are ahead your ![]() ![]() |
Q: What is
![]() A: Your job in lane is to gently apply pressure with your champion. Most solo match-ups can’t deal with your push/harass if you play it well. Force the enemy to use their ![]() In teamfights, you should stay a safe enough distance away to avoid any threat from the enemy but close enough to hit a max range ![]() ![]() ![]() ![]() |
![]()
Your
![]() |
![]() |
Q: I have trouble with CSing: my turrets just ruin every cs I try to get, what to do?
A: You need to go with the flow of the ![]() |
Q: I want to play
![]() A: For ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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