Heimerdinger Build Guide
Why Heimey is still Viable Post-Nerfwritten by Catnarok
Table of Contents
|Masteries + Runes||3|
|Working in the team||7|
So, it was my first game ever, and I saw a bunch of free champions. "huh this guy has an afro, ill play him lol". Best decision of my life. Between spamming missles and luring squishies into turrets, I was having the time of my life. Then, around level 10, I found Amumu, and kind of gave up on Heimey for a while. I picked him up about a month ago, hearing that he got nerfed, I decided to play him. First thing I noticed was that grenades did no damage to turrets. I hardly had any mana left to grenadespam turrets anyways, so this was no different than before. Then, I found out about turrets. Taking his third turret seemed crippling at first, but when I noticed the health boost, I began to use them in different ways. They were no longer Jack in the Boxes, or shrooms, set in bushes for 5 minutes, waiting for some helpless fool to walk into them and die, no. They were essentially Mini-Towers, the kind of thing people would try to solo and die to. After adjusting my playstyle slightly to conform to this, I began getting double and triple kills again. Heimer is no longer what I would call a mage, He's definitely an Engineer now.
Keep in mind that this is DEFINITELY a Work-In-Progress.
Techmaturgical Repair Bots Health Regeneration. Lets you stay alive longer, lets you lane longer, but more importantly, keeps turrets alive. Not the best passive, but certainly not the worst. H-28G Evolution Turret ONLY TWO TURRETS?! At first, this may seem like a terrible nerf, making him unusable, but in this case, Riot traded quantity for quality. At rank 4, the turrets gain 100 health per level. Not bad, when coupled with your passive. Also allows turrets to, on average, take one more tower hit. Hextech Micro-Rockets HARRASSMENT, AHOY! These babies will suck your mana faster than you'd think, so try not to spam them unless you are certain they will somehow affect your enemies' states of mind. [spell=CH-1 Concussion Grenade] NUKE AND CC. 300 (+0.6 per ability power) damage is nothing to scoff at, when coupled with a stun and blind. In my opinion, this is the hardest skillshot in the game to aim, so practice up. try aiming either
A. Where they are going
B. In a group of enemies/minions (free farming is never bad, this and rockets at rank 3 apiece can take out a minion wave.
C. Bushes. A good inventor never facechecks, with Garen on every team nowadays, you can never be too careful.
ALSO: the path of the grenade, being an odd curve, will cause it to stay in the air for what seems like ages. It take about 1.5 seconds to land if thrown about max range, and, if need be, can be used as a Panic button. When thrown at your feet, it blinds and stuns all enemies within melee range of you, allowing to escape from silly enemy DPS chasing you.
UPGRADE!!! OH BOY! One of my favorite skills in the game, a map-wide turret heal and upgrade, causing them to slow enemies anywhere from 20 to 30%. Many, many, many uses for this.
1. Lures. "Oh, only 2 turrets, probably wont damage me enough to hurt me, this Heimer's gonna be an easy kill". Haha, nope. When they pass the turret as you are running, activate this, lob a grenade either ahead or behind them, missile, autoattack, missile again, probably dead.
2. Escapes. Drop a turret, keep running, activate this. Slows the guy chasing you long enough to escape, hopefully.
3. Soloing a tower. This is where that extra +100hp comes in handy. Stand in a bush, barely out of range of the tower, drop a turret below you,wait for cooldown, then drop a turret in range of the tower. The tower will start hitting the turret, but the turret will retaliate. If you can, drop another, if not, activate this when the turret gets low. You should be able to do anywhere from 500-1500 damage to a tower, depending on how far progressed in your build you are, and how well your timing is. Heimer is great at backdooring if you don't have a Yi/TF/ Generic autoattack champion number 3.
Masteries + Runes
9-0-21 Masteries, emphasizing Mana Regen, Picking up the Clarity and Exhaust enhanced abilities.
As for runes (All Tier 3/Greater)
9x Mark of Insight
9x Seal of Clarity
9x Glyph of Celerity
3x Quintessence of Fortitude
Doran's Ring, Health Potion
Pick up Health Pots and Mana pots whenever you can.
First Trip Back:
Tear of the Goddess, Boots of Speed, Elixir of Brilliance if you have an extra 300.
Time to start building towards Archangel's. Also, Blue Elixir never hurts.
Probably level 11 or 12 by now:
Archangel's Staff, [item=Mercenary's Treads], sell Doran's Ring
Congratulations! You have your Mana issues solved now. Time to work on that low attack power.
Next few trips back, whenever you can between Teamfights:
Not all at once, start with the Book, Then Belt, then Rod.
Health, Mana Regen, HP regen, Cooldowns, and a ghost affect. You now have an escape mechanism, as well as near-maximum cooldowns when combined with rank 3 UPGRADE!!!. Grats.
Dying too much? Thornmail or Banshee's Veil Should help.
Not doing enough damage? Grab a [item=Zhonya's Ring].
Enemies STILL ESCAPING? Pick up another [item=Rylai's Scepter].
Upgrade> Turrets> Grenades> Missiles
Working in the team
Hide in the brush while the Tank initiates. Drop a Sentry in your brush, throw a grenade into the fray, focusing on the autoattack DPS. spam missles, drop another sentry, UPGRADE!!! if they start coming at you. Remember to try to stun runners with the grenade.
Submitted by Catnarok
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