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Who am I
For my in game I would like to reach 10,000 ARAM takedowns, take down 500 towers, and win 600 ARAM games. This would give me the Diamond medal for ARAM on my profile. I will put the picture on these guides once the medals are all at a gold minimum.
I am starting to publish a series of guides that revolve around ARAM. I know I own a lot of champions and you sometimes don't know how to build everyone of them perfectly. Even if you know how to build them on Summoner Rift. Sometimes it is different on an ARAM game. I do enjoy playing a lot of ARAM's myself as they can be very casual and fun.
In the future I hope to cover every single champion in League of Legends in this series.
Just to note with Heimerdinger his ability descriptions are very very long. So I make making a section for everyone.
So lets kick this series of with the man himself Heimerdinger!
In the future I hope to cover every single champion in League of Legends in this series.
Just to note with Heimerdinger his ability descriptions are very very long. So I make making a section for everyone.
So lets kick this series of with the man himself Heimerdinger!
You have to max your turrets first so you can shove the enemy around where you want them. Maxing your Q allows the turrets to do more damage. On ARAM Heimerdinger is known for just constantly placing all 3 of his turrets and poking them down until you can kill them.
Max your W second as this is your poke tool for when they get within turret range. Essentially if the think they can dive you and your turrets to get your team all you do is fire rocket at them.
You max E final because in ARAM you don't need your slow/stun since you have 4 other people with you all the time. Once they're in your turrets if you think you can land a dead center grenade to stun them...they are pretty much a guarentee kill. If you can stun someone inside 2 turrets with 4 people beside you, it should be a kill.
With your ultimate you want to use it on your turrets most of the time if you are being offensive. If someone dives you slam down that mega turret and just run from them while keeping them in range. If you need to a defensive ult use your E. This massive aoe stun is great for running away. Also if you can land a really nice E ult while they're under your turret thats looking great! The best time to use the ultimate rockers in most situations is for a kill you can't reach or get to. If someone is hiding near their turret your ultimate rockets will reach them and definitely kill them.
Max your W second as this is your poke tool for when they get within turret range. Essentially if the think they can dive you and your turrets to get your team all you do is fire rocket at them.
You max E final because in ARAM you don't need your slow/stun since you have 4 other people with you all the time. Once they're in your turrets if you think you can land a dead center grenade to stun them...they are pretty much a guarentee kill. If you can stun someone inside 2 turrets with 4 people beside you, it should be a kill.
With your ultimate you want to use it on your turrets most of the time if you are being offensive. If someone dives you slam down that mega turret and just run from them while keeping them in range. If you need to a defensive ult use your E. This massive aoe stun is great for running away. Also if you can land a really nice E ult while they're under your turret thats looking great! The best time to use the ultimate rockers in most situations is for a kill you can't reach or get to. If someone is hiding near their turret your ultimate rockets will reach them and definitely kill them.
Pros
- Amazing zoning
- Great crowd control
- Good at shoving minion waves
- Less prone to dying unless someone dives
- Picks up a ton of assists/kill/cs on ARAM
Cons
- Turrets take damage from abilities
- Without turrets is not very useful
- Will always be squishy
- No mobility
- Bad turret placement will get everyone killed
- Amazing zoning
- Great crowd control
- Good at shoving minion waves
- Less prone to dying unless someone dives
- Picks up a ton of assists/kill/cs on ARAM
Cons
- Turrets take damage from abilities
- Without turrets is not very useful
- Will always be squishy
- No mobility
- Bad turret placement will get everyone killed

I would 100% take flash on Heimerdinger here. In a constant 5 v 5 you can bet you will need an escape. For obvious reasons this can be use to escape. Also this can be made to make som pretty funny plays. The ones I have done is ult in the bush then flash out and W someone who is low! Most of the time this is going to be used for escaping though.

I usually take heal in ARAM unless there are a few things. I don't take heal on champions like Soraka, Nami, and Sona who can self heal. I don't take heal if my team has these champions. With Heimer heal is a safe pick on this map.

If you think you are going to be spamming abilities with this guy clarity will be a great option. I found with the mana regeneration I get on him it isn't a 100% needed. If you find yourself in need or think you will need it then take it.
Mark
Please, please never take this on ARAM. I have seen it before. Some of you might know why its a horrible choice already. Simply put as Heimerdinger you DO NOT want to be that close the enemy. You want to sit back and harass them.
Passive
Techmaturgical Repair Bots
Heimerdinger's own health regeneration is exceptional and he grants nearby allied champions and H-28G Evolution Turrets 10 / 15 / 20 / 25 / 30 health regeneration per 5 seconds.
The effects of Techmaturgical Repair Bots will remain on allies for 5 seconds after leaving range and even after Heimerdinger's death.
Techmaturgical Repair Bots
Heimerdinger's own health regeneration is exceptional and he grants nearby allied champions and H-28G Evolution Turrets 10 / 15 / 20 / 25 / 30 health regeneration per 5 seconds.
The effects of Techmaturgical Repair Bots will remain on allies for 5 seconds after leaving range and even after Heimerdinger's death.
Q
H-28G Evolution Turret
Heimerdinger is able to store turrets in his Q. His Q can gain up to 3 stacks. The amount of turrets you can have stored increases as you level up [1/1/2/2/3].
This ability has a active side which is actually placing the turret. These turrets have a short attack range and will prioritize what you attack. Every time a turret basic attacks it gains a charge. At full charge his turret will shoot a laser dealing magic damage to whoever it passes through. These will also charge up passively. This means at longest a turret will charge to full within 16 seconds.
You are able to place 3 turrets at a time. If you place 1 then 2 then 3 you are not allowed anymore. Except if you place a 4th turret it will destroy turret 1.
If you move too far away from your turrets for 8 seconds they will shut down until you come close enough for them to activate.
These turrets will take damage from champions abilities, and basic attacks. Which means anyone with a long range ability can destroy your turret. Champions who are good at this are Karthus, Tristana, Kog'maw, Vel'koz and many many more.
Ult + Q
H-28Q Apex Turret
Once you use your ultimate and turrets your turret will become much much larger, dealing extra splash damage. The upgrade gives this 100% splash damage, 25% slow on hit, along with the beam being twice as wide. The 25% slow does not stack.
H-28G Evolution Turret
Heimerdinger is able to store turrets in his Q. His Q can gain up to 3 stacks. The amount of turrets you can have stored increases as you level up [1/1/2/2/3].
This ability has a active side which is actually placing the turret. These turrets have a short attack range and will prioritize what you attack. Every time a turret basic attacks it gains a charge. At full charge his turret will shoot a laser dealing magic damage to whoever it passes through. These will also charge up passively. This means at longest a turret will charge to full within 16 seconds.
You are able to place 3 turrets at a time. If you place 1 then 2 then 3 you are not allowed anymore. Except if you place a 4th turret it will destroy turret 1.
If you move too far away from your turrets for 8 seconds they will shut down until you come close enough for them to activate.
These turrets will take damage from champions abilities, and basic attacks. Which means anyone with a long range ability can destroy your turret. Champions who are good at this are Karthus, Tristana, Kog'maw, Vel'koz and many many more.
Ult + Q
H-28Q Apex Turret
Once you use your ultimate and turrets your turret will become much much larger, dealing extra splash damage. The upgrade gives this 100% splash damage, 25% slow on hit, along with the beam being twice as wide. The 25% slow does not stack.
W
Hextech Micro-Rockets
Heimer shoots 5 rockets in a cone shape. These 5 rockets meet in a central location. Rockets explode on impact. Enemy champions and monsters that are hit by more than one rocket take 20% magic damage for each rocket beyond the first one. Enemy minions take full damage from any rocket.
Ult + W
Hextech Rocket Swarm
Heimerdinger shoots 4 waves of rockets in rapid succession. The magic damage done by the rockets increases when using the ultimate form. Enemy champions and monsters that are hit by more than one rocket take 20% magic damage for each rocket beyond the first one. Enemy minions take full damage from any rocket.
Hextech Micro-Rockets
Heimer shoots 5 rockets in a cone shape. These 5 rockets meet in a central location. Rockets explode on impact. Enemy champions and monsters that are hit by more than one rocket take 20% magic damage for each rocket beyond the first one. Enemy minions take full damage from any rocket.
Ult + W
Hextech Rocket Swarm
Heimerdinger shoots 4 waves of rockets in rapid succession. The magic damage done by the rockets increases when using the ultimate form. Enemy champions and monsters that are hit by more than one rocket take 20% magic damage for each rocket beyond the first one. Enemy minions take full damage from any rocket.
E
CH-2 Electron Storm Grenade
Heimerdinger throws a grenade that does magic damage on impact. Anyone that is hurt by it is slowed by 35% for 2 seconds. If they are in the center of the grenade they are stunned for 1.25 seconds.
Ult + E
CH-3X Lightning Grenade
Heimerdinger throws a grenade that bounces 3 times dealing magic damage to everyone hit. Everyone affected by this grenade will get a 80 % slow for 2 seconds, people closer to the center receive a 1.25 second stun.
People can only take damage from this once, they can be slowed or stunned multiple times though.
CH-2 Electron Storm Grenade
Heimerdinger throws a grenade that does magic damage on impact. Anyone that is hurt by it is slowed by 35% for 2 seconds. If they are in the center of the grenade they are stunned for 1.25 seconds.
Ult + E
CH-3X Lightning Grenade
Heimerdinger throws a grenade that bounces 3 times dealing magic damage to everyone hit. Everyone affected by this grenade will get a 80 % slow for 2 seconds, people closer to the center receive a 1.25 second stun.
People can only take damage from this once, they can be slowed or stunned multiple times though.
Heimerdinger on ARAM is going to poke the enemy while helping your team sustain with your passive. You are going to want to play safe and poke them around. The enemy is going to have to use abilities to take down your turrets. This is good as they will use up their mana on your turrets.
Try and poke the enemy, push them into turret, and harass. Eventually you will all in them since they are so low.
Try and poke the enemy, push them into turret, and harass. Eventually you will all in them since they are so low.
With Heimerdinger let your team know that poking is going to work the absolute best. You can poke poke poke, then all in. The best position to poke from is in the center of the map, but a little closer to their turret.
In ARAM you always want 3 turrets up. Get your team to help you keep these turrets up. When they go in to hit your turret, hit them back harder. If you do not have turrets the enemy will dive you and kill you.
In ARAM you always want 3 turrets up. Get your team to help you keep these turrets up. When they go in to hit your turret, hit them back harder. If you do not have turrets the enemy will dive you and kill you.
Standard Combo #1
E them under turrets, ultimate + W.
To do this try and get them under 2 turrets if possible 3. Once they are in land a really good E for a stun. As you are throwing the E activate your ultimate and use the W upgrade.
If you land this combo it should be a 100% kill.
Standard Combo #2
E under turret, ultimate + Q, then W.
To do this combo you are going to stun them under turret with your E. As you throw the E hit your ultimate and place a mega turret. Once this is done just fire your W and let the team do the rest.
5 Man Dive
Ultimate E, W
If the team dives your turrets You can E ult them for the mass slow, stun. The reason I would not do this in Summoners Rift and would in ARAM is. A 5 man ultimate with your E is great for your team. Because an 80% is a guarantee for landed skill shots.
Allies
Heimerdinger works very well with champions that can poke and harass while standing under turrets. Keep in mind champions that have good all in potential also work very well! Champions like
Zed,
Talon,
Ekko, Katarine, and
Nidalee are great examples. These champions can lay back some harass then all in when the time comes down to it.
Keep in mind
Dr. Mundo's
Goes Where He Pleases will work co inside with Heimerdingers passive. Giving
Dr. Mundo even more health regen!
Champions that have to get up in the enemy face will do well with Heimerdinger, except most people don't have the patience to sit there and watch everyone else poke. Champions like
Fizz will do well, they just can't go and rush in.
NOTE
If you have a
Blitzcrank on your team that does not mean he can pull someone under turrets and you get kills. Because sometimes if Blitzcrank pulls someone under turret their entire team could dive. You have 3 turrets, 5 enemies. If your turrets die in this you, will, die. Blitzcrank will do very well once you have 3 turrets up early game. He should wait to pull when their team is getting low so they can't dive.
Enemies
Heimerdinger will do well against people with short range. Champions like like
Rek'Sai,
Fizz,
Amumu, and
Rengar will struggle against Heimerdinger's team since when the dive they will just be shut down very fast.
Certain champions are the bane of Heimerdingers existence on ARAM. Champions like
Karthus,
Tristana,
Kog'Maw,
Jayce,
Soraka,
Vel'Koz, and
Varus will just keep breaking your turrets over and over. Once Karthus builds a bit of AP he can 2 or 3 shot a turret early game. The rest of these champions will just sit back and keep blowing up your turrets. If you have no turrets, they will dive you very fast.
Heimerdinger works very well with champions that can poke and harass while standing under turrets. Keep in mind champions that have good all in potential also work very well! Champions like




Keep in mind



Champions that have to get up in the enemy face will do well with Heimerdinger, except most people don't have the patience to sit there and watch everyone else poke. Champions like

NOTE
If you have a

Enemies
Heimerdinger will do well against people with short range. Champions like like




Certain champions are the bane of Heimerdingers existence on ARAM. Champions like







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