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Recommended Items
Spells:
Flash
Teleport
Items
Ability Order
Hextech Affinity (PASSIVE)
Heimerdinger Passive Ability
Edit Notes
3/19/2013: Updated for today's patch. Added "Aegis of the Legion" to the items list and updated some of the text to be cleaner/easier to read.
4/17/2013: Small fixes to Summoner Spell section, reduced wording in entire guide. Thank you for second place Heimerdinger build so far!
4/17/2013 (later): Even more word reduction and more COLOR! Removed Abyssal Scepter and added Deathfire Grasp to Situational Items. Removed a useless chapter. Surely this will hit number one! >:D
4/24/2013: Lots of changes to Item Build. Moved things around, added some, removed some. Going to tinker with Rod of Ages, will see what that does.
Hi everyone! This is my first guide on Mobafire, or ever for that matter, so please give me as much constructive criticism as possible in regards to how to make this guide look smoother. If the coding looks a bit rocky, it's because I've never done coding before in my life. xD So, here we go!
Let's face the facts:

I am not going to stand here and tell you how


If you simply do not care about my build, skip ahead to the last two chapters, where I get into the turret positioning during the laning phase, as well as how to play with a

Pros + Strong turret push. + Longest stun in the game. + One of the longest pokes in the game. + All AOE abilities allow for maximum harassment in team fights. + Two CC abilities. + Almost always at full 40% cooldowns with ![]() + His hair. + His humor. + His mustache. + Can counter strong, often-picked champions. ( ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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Cons - If enemy team picks ![]() - Slow base movement speed. - No escapes. (See above "Slow base movement speed") - Situational poke. - Slow moving skill shot stun. - Has a hard time dealing with high HP champions. - Slower than average autoattack, occasionally making farming a hassle. - Arguably has a very weak late game. - Team must have a strong AP carry to cover his lack of damage. |
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![]() I believe ![]() ![]() |
Optional Spells





Do not use any other summoner spell. Seriously. The rest are teribad on Heimer.
Before creating

Out of all the champions in the game, Heimer starts with TEN armor, the second lowest start in the game to Sona's 8, and still ends at second to lowest again with 61 by Lvl 18, to Thresh's mega-awesome-tastic 18 armor (but we all know why Thresh's base is so low).
Like every champion,

Heimer's base HP is tied for 3rd lowest in the game, and tied for 4th worse increase per lvl, putting him at about 7th worst HP champ in the game.
As for his Movement speed, he is at the lowest tier (325) of the champions, effectively making him the slowest in the game.

So you can see there are some serious issues that need to be addressed!
Runes




How do we handle these issues? Address them with runes! I strongly suggest not worrying too much about building early damage with AP runes;





The Revered Inventor should not be built like a standard AP caster. The turrets have a 0.2 ap ratio, the missiles 0.55, his grenade at a whopping 0.6. His ratio's are not the absolute worst, but there are much more important things to be focusing on in Heimerdinger's build than stacking damage.
Starting Items
Sir Dinger has some pretty awful movement speed. Without boots you will always--I repeat, ALWAYS--be ganked successfully. Start with these and 3 health pots unless you want to give mid an early advantage.
Early Game
You're number one priority should focus on lane sustain, and






Mid Game
mercury treads
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Finish your boots, just like every champion. Heimer will need the 35 tenacity, do not choose






Late Game



Situational Items
If fighting a champion similar to









General AP Items Heimer should NOT consider



This next section will show some clever positions for your turrets.
Position One
Unless someone is jumping directly on top of you, Heimer should always, always, ALWAYS have a turret at position 1 on the map. Once a fight is over, be sure to have a turret in that position. Having a turret on the edge of the torch leading into the top river bush prevents faster characters from lunging past a pushed lane to get to you quickly, such as




This position also makes things difficult for a melee lane opponent to "creep-score". Heimer's passive will allow your lane to push no matter what, so focus on keeping the opponent busy. Most champs will "shuffle-step" with you while you hug Position H; try to stay closer to the top of the lane so they are exactly diagonal to you. Auto-attack the opponent once they are closer to your turret, and it will begin to assault them, forcing a retreat. Once I can make a video of this to show you I will.
SIDE NOTE: Some champions will require you to switch up position 1 and 2. These champions are those who have abilities that can clear waves of minions quickly, such as


Position Two
Position 2 for your turrets is also a definite must, but still second to position 1. Once again, you have defended yourself from a potential gank, as well as dealing minor free damage to whomever arrived. Never underestimate the power of position 1, people do not like to be caught near a turret they can see, as they know it is most of

Position Three
Position 3 is situational, which is why I have them labelled as "3a" and "3b." On both sides, 3a is where you want to consider placing your position 1 turrets for 2 reasons: 1) It is now mid game and either yours or your opponents' towers are gone. By placing the turret in the bush you now have better coverage for a 5 man gank in mid, as well as allowing the minions to come down closer to your inner turret if yours was lost, aka safer farming. 2) You've been ganked from top bush and need to keep a closer eye on it.
It is important to note that on either side, Blue or Purple,

Position 3b is a bit tricky. It is the least likely spot you will be placing your turrets, and yet still holds some strategic value for each side that it is worth noting. For the Blue team, 3b is a great spot to cover over Position 2 if you have

The Purple side is a bit easier for


Probably the biggest problem

The sad truth is, you could be the greatest


So what team comp works best with Heimerdinger?
In my opinion, a strong AP top with an AD jungle that does not necessarily need to gank, or vice versa, can work well. Heimer certainly cannot be the APC, no matter how much damage those rockets do. His utility with AOE blinds, stuns, and slows is far superior to just relying on rocket explosions every 6 seconds. Allow for the other solo lane to build the damage while you defend the mid turret easily. If you have an initiator such as



Some necessary points to remember:
-
-Never ever EVER place your turrets in the middle of the fight. There is far too much AOE damage going on in a normal fight for your turrets to survive for very long. At the very max the turrets have 655 HP, not enough in a late game AOE brawl, or even a mid game fight for that matter.
-If you are fighting 1v1, take a deep breath and trust the damage of your turrets. Kite in a circle, unlike how most kiting works. You can do this with your stun.
-Peel for your carry. You have a stun, use it. You are the off tank, do your job.
-Place turrets wisely. I cannot stress this enough. It's the primary focus of Heimerdinger, don't f*** it up.
-DO NOT INITIATE. Do not be the first into the fire, even with the hourglass or a Guardian Angel. Heimerdinger can fight well on his own if he allows the other players to get overconfident and strike at him first.
-Careful using your rockets too early. It only focuses the closest 3 enemies, so be sure to save your rockets for when they can truly help.
-In some cases, throwing your grenade simply for vision is the way to go. Heimer's rockets can easily reach any opponent near the grenade's destination. During the laning phase, feel free to toss a few in Position 2 on the map above if you do not have Twin Shadows or a turret placed there.
If the enemy team picks



But damn he is fun, isn't he?
Learn to play

I just beat you with Heimerdinger.
gg wp
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