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Spells:
Smite
Ghost
Ability Order
Hextech Affinity (PASSIVE)
Heimerdinger Passive Ability
Before you skip over this guide
Give this guide a chance, I have been playing Heimer ever since I started playing this game. I know a lot about the champ and how he currently plays. Give it a try before you completely dismiss it. And if you try it and do not like it please explain specifically what problems you had. Also keep in mind that this is not for competitive play. All in all it's just fun as hell to play once in a while.
Here is a video of someone who clears the jungle as Heimer.
I am not the best at this game, but I can do alright, as seen in this stretch of win streaks using this build:

Self leashing turrets
fast jungle clear time
Can gank immediately after getting red buff
Passive healing gives him sustain in jungle
Does not over push your lane
Does not get ganked in middle
Does not just get rolled over at top
Does not steal your CS
Has zone control with turrets/slow
Has blind/stun
long range missiles
Good bait for greedy champs
decent dps
Cons:
There are stronger jungler choices
Heimer always needs blue buff
His CH-1 Concussion Grenades are hard to land
He's squishy
His damage output is limited
Relies heavily on a successful first gank in mid
Relies heavily on competent teammates
He's slow
By going 21/0/9 you beef up your stats with only really losing the 6% CDR, which does actually hurt a bit. More Damage will hopefully make you a more viable ganker. Unfortunately if you want the 10% Magic penetration in Offense you cant get

I have not tried putting more points into


Standard, good early damage. Though once I learned that


Heimer is pretty mana hungry, these help a little. Hopefully you will always have the blue buff to help you out though.

You want as much CDR as possible on Heimer. These help you lay down your turrets more often and spam your abilities.

A must have item, the only way a heimer is going to be able to "gank" at all is if he has as much movement speed as possible. Not to mention it allows you to kite around your turrets and tower longer.


Since we want to gank immediately after red, this seems like the best set up.


On your first trip back buy




Standard if they have lots of CC and are worried about it.


Once your deathcap is done, the next item depends on how you are doing and what you are worried about facing. If you need Magic resist, buy a





Rylai's is a good buy next, giving you health AP and a slow to help in team fights. (Note that the slow only procs on his CH-1 Concussion Grenades and



Build


If you notice your opponents getting wise and building MR this is always a good choice.


Both could be good late game,









I do not have these in my build, because ideally you will always have blue which takes the place of these items.


Maxing

The key to any good heimer is being able to predict the movements of your opponent and landing your CH-1 Concussion Grenade more often than not. Remember to use this skill when people are meleeing you or chasing you. Another key time to use this spell is when your opponents are all clustered up in a group fight. Being able to blind 2 or 3 of them and possibly stunning one can turn the fight to your teams favor.
When using his



I love ghost, I think that this is a must have on a jungle heimer. It is a great escape tool or ganking tool and has a lower cooldown than flash. Furthermore you can use ghost to kite around your


Must have if you want to survive the jungle.



Of course summoner spells are mostly up to preference, here are some others that are pretty good.





Interestingly if you fail to gank, and start taking damage, you can now use yourself as bait, to get them to over extend. Hopefully either you or your teammate can then punish them for trying to pick on the squishy jungler.
include Butcher instead of Mental Force
Havoc is weak
I think that Heimer would be a good jungler but I doubt his ganks will be very good. The enemy would just run to the side if you come so your turrets wouldn't do a thing. It's also very reliant on the stun and you deal no damage after the initial burst.
Response:
I like mental force better than Butcher because the turrets get a benefit from Mental Force, and they are the ones that do most of the damage. I also choose Havoc because it increases all damage not just damage done to minions. That being said, you could easily tweak it to your personal preference like you said.
The reason I think that Jungledinger would not work is because of his ganks and item dependency. As for ganks, since his stun is really hard to land and his slow is situational (not to mention he would have to have his turrets in place early), I find it hard to believe that Jungledinger could land a good gank before his target gets away or kills him. Since Heimer has a low movement speed and is very squishy, the target could quite possibly take Jungledinger out while he was ganking.
Response:
All valid points, I try to mitigate heimer's speed with speed quints and getting boots early. And if you cannot reliably hit the person with your stun or blind, then you are going to have a really tough time with the gank. Ghost goes a long way to helping you catch up to your target and placing turrets down so that your opponent has to retreat in a different direction, hopefully in a way that allows your allies to punish them.
Response:
I found that IF the first gank in mid goes in my favor, I am able to get enough items to gank successfully for the rest of the laning phase. But you are right that if the ganks aren't in your favor it becomes very tough to buy the right equipment at the right time in the game.
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