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Runes:
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Flash
Teleport
Items
Ability Order
Hextech Affinity (PASSIVE)
Heimerdinger Passive Ability
Threats & Synergies
Renekton
In all of my play testing, the champion I beat the least, if ever. He is as tanky as his brother but with a frustrating amount of mobility. A pure damage renekton can dash right through all of your defenses and kill you before you can even remember which button is the hourglass. Granted - in all of my play testing, once we reach the 30 minute mark he tends to fall off while I (even if feeding him all game) balance out so the game itself isn't a complete wash. Just don't be expecting to blow him up like most enemy top lanes.
Jhin
I work alone - but when I do I prefer ranged carries like this guy at my back. Enemies dive me, he snares them under my turrets, and if they try to run he picks them off. Nuff said.
Jhin
I work alone - but when I do I prefer ranged carries like this guy at my back. Enemies dive me, he snares them under my turrets, and if they try to run he picks them off. Nuff said.
Champion Build Guide
Passive - Hextech affinity: Gain Movement Speed while near allied towers and turrets deployed by Heimerdinger.
Q - H-28 G Evolution turret: Heimerdinger lays down a rapid-fire cannon turret equipped with a secondary pass-through beam attack (turrets deal half damage to towers). Places a Turret. Turret attacks prioritize Heimerdinger's targets and enemies attacking Heimerdinger. Heimerdinger generates a Turret kit every (based on cooldown) seconds and can hold 3 Kits at once.
W- Hextech Micro-Rockets: Heimerdinger fires long-range rockets that converge on his cursor. (These rockets can do a massive sweep for small amounts of damage, or converge on one location and deal a ton, depending on your cursor location - rockets deal reduced damage if more than one hit the same target).
E- CH-2 Electron Storm Grenade: Heimerdinger lobs a grenade at a location, dealing damage to enemy units, as well as stunning anyone directly hit and slowing surrounding units. I love this ability in spite of myself. Sure the hitbox is smaller than my.... It's small, trust me, especially if you want that stun. but it is absolutely vital that you learn to hit these bad boys as best you can, a task made much easier by the rylai's crystal scepter. A lot of people overlook the secondary passive built into the grenade as well which merits some explanation. If you strike an enemy champion with this grenade - all of your nearby turrets have their "Cannon" fully charged and will fire at the champion that was struck... so even while the grenade itself deals relatively modest damage, if a champion jumps on you and get's stunned - your turrets will make them regret it.
R- UPGRADE!!! : Makes Heimerdinger's next ability free and gives it bonus effects. Reactivate to cancel.
H-28Q Apex Turret: Places a Turret for 8 seconds that deals magic damage with its cannon and magic damage with its beam. It has splash damage, immunity to disables, its attacks slow by 25% for 2 seconds and it doesn't count toward the Turret limit.
Hextech Rocket Swarm: Fires 4 waves of rockets that each deal magic damage. Champions and Monsters hit by multiple rockets take reduced damage, max (a **** ton of damage).
CH-3X Lightning Grenade: Throws a bouncing grenade that discharges three times, dealing magic damage. Both the stun and slow areas are larger and the slow is improved to 80%.
Upgrade is by far one of my favorite ultimate abilities within the league of legends. I like it so much that I can't even make a joke about it. It is simply THAT good. At first glance, it looks like a karma or Leblanc ult. You press it, you can use one of your other abilities and it does something a little better, or stronger, or has a bonus effect. Neat. But in Heimerdinger's case? It turns fantastic into phenomenal. Unlike the other two champions, I referenced, Heimerdinger's abilities are suited for a wide range of things. Seiging, team fights, duels, whatever. And Upgrade takes those abilities to a whole new level. The turret upgrade is the staple and the most used of my upgraded powers with this build for a few reasons. One - I like to let my turrets do the talking. Two, it doesn't count towards my turret limit and does a butt plug worth of damage. And three, it can HIT enemy towers like a shaco clone or tibbers. you have an empty lane and ZZ'rot set up as you approach the enemy turret? DROP your ult and turn that structure to ash. Also great for duels before you get a rylais because in addition to the range and massive damage this turret provides - it also slows enemies down so you can run around them like the track star you always wanted to be in high school. Not dueling? Or winning a duel and your enemy is flashing to get away from you? Psych! You thought! Let's try "MORE ROCKETS!" - Heimerdinger's ult infused Hextech Micro-rockets are the dubstep of league of legends. They make you feel powerful like you are the 10,000 ability power Veigar in a custom game just waiting to one pump the baron as soon as it looks at you funny. This ability WHOMPS. under the right conditions if you hit it like you should, you are looking at 1200+ damage end game, and if you tweak the build or sell the ZZ'rot end game (When your enemies turrets are smoldering ruins) you can reach 1500+ Without issue. it HURTS. Lastly - there is the upgraded grenade. I won't say this is my favorite ability to upgrade, because I would be lying. However, versatility is the name of the game and this has saved my life more times than I would care to admit. The stun radius is much better and it hits three times, with enough area to stun... oh, I don't know, a 5 man squad chasing you down the lane because they are butthurt you shattered their top turrets in record time? And even if you don't hit the stun - the outside area is an 80% slow... That's a LOT of slow. It deals a decent chunk of damage, but mostly? I use it for teamfight engages when my team refuses to pick a front line or a solid engage champ - which, in case you were wondering is pretty much all the time.
Now - to rationalize my pick order. The turret needs to be leveled first. I'm sorry, but this isn't a sniper ****er build for max rocket damage by level 6. This is a standard build with a nice twist. The turrets are easy to use, deal a great amount of sustained damage, and they hit turrets. Which, if you have been following me up to now you realize is the entire purpose of this build. To SMASH structures like the uni-bomber or whatever. I guess the only part of this that probably needs any explaination is the rockets/grenade level order. Some people prefer to go right into maxing the rockets second or taking an extra level for some burst early, and that's fine. However, I like to balance my damage. This is more a DPS build than a shatter your dreams burst type of thing. So I take a few levels while split maxing my rockets to ensure that when I land a grenade I can actually SEE the damage before level 18.
This next section is entirely debatable and I won't force my trolly thought process on anyone. there are SO many good choices for a secondary tree that I wish I could take more of them. Nimbus cloak is among my favorite - for when people jump on you and you unleash the mega turret, suddenly moving at the speed of "oh ****" for a few seconds, or scorch, which you could proct basically at all times with turrets. Manaflow band is an excellent option and fills quickly thanks again to turrets (and is also extremely viable since I don't build a lot of mana until later/if at all). And Gathering storm... This build is a little on the lower end for AP, and in testing? Gathering storm makes up for it as the game progresses very nicely. It helps scale you into a more average ****er strength level. However - HOWEVER, I did not come here to MAKE a standard ****er build. I came here to give you the C4 detonator that makes turrets cower in fear. If you like any of the above-mentioned runes, TAKE THEM. They are great. Hell, I use them when I get tired of trolling. However, in my standard, fun games - I use Demolish and overgrowth for a few reasons. First of all, I break turrets. And while I am the first to admit that demolish is never going to be as good on ****er as it is on tanks with an actual health pool - my standard item build includes multiple health items that eventually cause Demolish to be quite strong. Pair it with the 8 seconds your mega turret is pegging the enemy structure and you can whomp a turret early-mid/mid game before your lane opponent knows what the hell happened. Also worth noting is the fact that turret plating gives gold. The earlier you break those plates, the more you get paid. Overgrowth is a compliment to demolish. You are going to fly through those minions in a lane, trust me - Heimer has so much wave clear its scary. That alone will net you 360 bonus health in addition to an increase of 3.5% max health. which in turn boosts your ability to stay alive AND your demolish capability. Again though, if you like the other stones mentioned? Take them. They are fine - they work fantastically on ****er. I just like what I like and it tends to work for me.
As for my adaptive stuff - I take sheer damage over cooldown because I find I don't need it. Also some extra bonus health for the same reasons mentioned above.
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