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All Guides Heimerdinger Guides Climb to Gold with The Donger (In Depth)
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Heimerdinger Statistics for

Author's performance with Heimerdinger compared to the ranked average.

Value
Average
Games Played
0
0
Win %
0
0
Kills
0.0
0.0
Assists
0.0
0.0
Deaths
0.0
0.0
KA:D Ratio
0.0
0.0
Gold Earned
0
0
Creep Score
0.0
0.0
Average

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

Heal and Barrier (as of 4.14) are almost even in the amount of protect you for the same amount but barrier is a temporary shield and heal will last forever (relatively).


The reason you may want to consider barrier in a certain matchup is if the enemy will most likely take ignite, the heal will get reduced by 50% whereas the barrier will stay the same. But the downside to this is that you can use it at the wrong time and waste it

Heal is also a very strong, it gives you a speed boost and health, so you cant waste it like you can barrier, heal is a strong summoner spell for heimerdinger because it gives him survivabilty in the form of health, and you gain some speed so it can be used for kiting around your turrets or using it offensively to get you into position.

New Runes Back to Top

Abilities Back to Top

Q
W
E
Q
Q
R
Q
W
Q
W
R
W
W
E
E
R
E
E
Passive
Q
1
4
5
7
9
W
2
8
10
12
13
E
3
14
15
17
18
R
6
11
16

Passive:

Heimerdingers passive is not the best for late game, unless you are having those mid standoffs where people are getting poked, but early game it does seem to help a lot because you will be spending a lot of time in lane. To sum it up, this passive is good early game for your sustain.

Q: Evolution Turrets

Heimers turrets are obviously his signature ability and his strongest along with that. I max this first because of the damage and survivability it gives. Ganks? No problem. Getting dived? No problem. 3 of heimers turrets do a lot of damage, being able to use your summoner spells, kiting, and making sure to use your zhonyas. Staying alive while inside of your turrets will allow your turrets to get as much damage as possible down before you die, or before you kill your enemie(s).

Placement: You need to make sure that you place your turrets in places that will prevent them from getting wiped out by an aoe mage like brand or ziggs, but close enough so your enemy will always be getting hit by multiple turrets.
In lane I like to place my turrets in a triangle shape as shown here


This placement is what I usually use for lane because it doesnt much too hard, and you can stand in the middle or behind your turretsand get a lot of protection



I use this very similar placement for dragon and baron fights, but the most important part is the 2 turrets right outside the dragon pit, and you can use your other turret to place when the fight starts, as it will most likely just get poked down before the fight.



W: Micro Rockets

Your rockets do a pretty small amount of damage at early levels, but later in the game you will have the ability to chunk carries if you can hit multiple.

Rockets allow you to make picks and finish off your enemies, but it is a pretty hard skillshot to get used too, but with enough experience you will be able to land these pretty easily. 


E: Electron Storm Grenade

This is a very good spell for heimerdinger because it is his only defensive spell (unless you want to count R-E). This means that he should use it with care, you dont want to use it at the wrong time and then get killed because you couldnt stun. This is also a very hard skillshot to land because of the travel/lob time. Just make sure that you use this with care as it is your only defensive ability, but you can also set up some sick plays if somebody wants to dive you under your turrets!


R: UPGRADE!!!

Upgrade is an amazing ult because it provides something for almost every situation that you could come across, and because of this I will divide it into 3 different sections.

Upgrade-Turrets:

This is what you will be using about 80% of the time, IN ADDITION to your other turrets you can activate a super turret, this turret does a lot of damage, and is very tanky, usually you want o put this near your frontline, but far back enough to were it wont get instakilled.

It can also completely turn around 2v1s and even 3v1s, the enemy does not expect your damage with this ult, HEIMER FEARS NO GANKS. (He really doesnt, you should be able to get a double kill 90% of the time) 

Upgrade-Rockets:

This is what you want to do for picks, it provides a ton of single target damage, but since it is the same as your rockets, it's a hard skillshot to hit which makes it quite risky. But if you can hit an enemy carry with this you have a good chance of 100-0ing them.

Upgrade-Stun Grenade:

This is what you want to use as an engage, or to catch out an enemy carry I dont use this very often but when I do I have to make sure I can get a good catch out of it, its best use is to catch somebody that is running away from your team.

Items Back to Top

Starting Items

    I always start this.
    I could see somebody starting this if they thought they where gonna be up against a tough AD lane, but I have never found the need to do so.

Core Items

    (1st) ALWAYS GET THIS ITEM. It will provide great surivability for sitting in your turrets and will make sure you dont get popped by an assassin.
    (2nd) What can I say? This item gives a good amount of AP and a great passive for late game that helps with your other items.
    (3rd) This item gives magic pen, which is a must for every AP mid.
    (4th) This will help because of the ap and the passive mostly, the cdr is nice but heimer doesnt bennefit as much from cdr as other ap mids, but the lowered ult cooldown does help a lot.

Situational Items

    (6th) Get this item if the enemy team does not have a lot of high health targets.
    (6th) Get this item if the enemy team does have a couple high health targets.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

  • Ahri
    Medium
  • Akali
    Easy
  • Brand
    Hard
  • Diana
    Easy
  • Fizz
    Medium
  • Heimerdinger
    Medium
  • Jayce
    Medium
  • Karma
    Hard
  • Karthus
    Hard
  • Kassadin
    Medium
  • Katarina
    Easy
  • LeBlanc
    Easy
  • Malzahar
    Hard
  • Mordekaiser
    Easy
  • Syndra
    Hard
  • Twisted Fate
    Medium
  • Xerath
    Medium
  • Zed
    Medium
  • Ziggs
    Hard

VS

Ahri

Medium

A Medium-Hard matchup, if she can land a charm on you after she has dfg you are most likely dead, but in lane she can easily Q your turrets for the kill on it. Dodge the charm and you should be fine.

VS

Akali

Easy

All she can do is all in your, just stun her under your turrets and it should result in a free kill for you.

VS

Brand

Hard

He is a tough matchup because of his W, he can chunk your turrets pretty easily, he also clears waves fast with his W, he also does a lot of damage with his full combo, just be careful with guy, a good brand can ruin your entire team with a good ult and combo.

VS

Diana

Easy

Very similar to Akali, almost all her damage comes from diving, just stun her before she can flash out of your turrets and realize her terrible mistake, show her who is the boss.

VS

Fizz

Medium

Easy-Medium matchup. Dat troll poll doe. Like akali and diana he needs to all in to get damage, and you can stun him, but he has that troll poll which can mess you up bad, he may try to bait your ult out with it.

VS

Heimerdinger

Medium

I havent played it because I dont play blind, but this is gonna be a really boring lane.

VS

Jayce

Medium

Since he builds AD he should be able to do a lot of damage to your turrets, and he will be poking you down at the same time, he is a champ that can actually all in you with the chance of a kill.

VS

Karma

Hard

She can poke down your turrets with a Q, she can also poke you down with a Q, shes a pretty annoying lane opponent that will make your life hard.

VS

Karthus

Hard

He can clear your turrets with a Q again and again and again... rip in peperonis

VS

Kassadin

Medium

VS

Katarina

Easy

She's gotta all in you to do anything whatsoever and she wont have an escape because she will need to shunpo in.

VS

LeBlanc

Easy

If you can predict when she is gonna distortion in on you you should be ok, dont wander too far outside of your turrets though.

VS

Malzahar

Hard

He can clear a whole wave including your turrets with his E. Make sure not to get flustered because he can easily combo you for a kill. You may do better if you just max W instead of Q because your turrets will be pretty useless.

VS

Mordekaiser

Easy

VS

Syndra

Hard

;_; She can throw your turrets onto each other and Q them, your turrets hardly do anything in this matchup, you may do better if you just max W instead of Q because your turrets will be pretty useless.

VS

Twisted Fate

Medium

He wont be able to do much besides clear waves, but he should be trying to roam on you a lot.

VS

Xerath

Medium

One of my favorite champs! He can get smart and poke you and your turrets down at the same time, he also has pretty good waveclear after athenes so watch out for that.

VS

Zed

Medium

He can poke you down and all in you just like jayce, predict the all in for a stun and your golden ponyboy.

VS

Ziggs

Hard

He can W your turrets to move them around and he also has really good waveclear which will put a lot of pressure onto your turrets.

About Me Back to Top

I started playing LoL just before PreSeason 4 started. When Season 4 started I played ranked and got placed into bronze 3, I was dissapointed because I knew I didnt belong there and I knew I could do better. So I chose to change my champ pool and to not stop playing ranked until I was happy with what I had got. 



Best of luck in solo Q! I will try to get to any questions in the comments when I get a chance too!

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