Minionmancer Heimerdinger Top
Item Build
Skill Level Order
18 Levels Planned| Ability | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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H-28G Evolution Turret
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1 | 4 | 5 | 7 | 9 | |||||||||||||
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Hextech Micro-Rockets
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3 | 8 | 10 | 12 | 13 | |||||||||||||
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CH-1 Concussion Grenade
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2 | 14 | 15 | 17 | 18 | |||||||||||||
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UPGRADE!!!
|
6 | 11 | 16 |
Spells & Runes
30 / 30 Runes · 2 SpellsSummoner Spells
Rune Page
Marks
9 / 9 Sockets-
9× Mark of Magic Penetration +1 Magic Penetration (+9 total)
Seals
9 / 9 Sockets-
9× Seal of Armor +1 Armor (+9 total)
Glyphs
9 / 9 Sockets-
4× Glyph of Magic Resist +1.4 Magic Resist (+5.6 total) -
5× Glyph of Cooldown Reduction 0.83% Cooldown Reduction (+4.15% total)
Quintessences
3 / 3 Sockets-
3× Quintessence of Ability Power +5 Ability Power (+15 total)
Total Rune Statistics
30 / 30Masteries
21 / 0 / 9Offense
21Summoner's Wrath
Exhaust Reduces target's Magic Resist and Armor by 10
Ignite Increases Ability Power and Attack Damage by 5 while on cooldown
Ghost Increases Movement Speed bonus to 35%
Garrison Allied Garrisoned turrets deal 50% splash damage.
Fury
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Sorcery
Butcher
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Deadliness
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Blast
(4.5 Ability Power at champion level 18)
(9 Ability Power at champion level 18)
(13.5 Ability Power at champion level 18)
(18 Ability Power at champion level 18)
Destruction
Havoc
Weapon Expertise
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Arcane Knowledge
Lethality
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Brute Force
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Mental Force
Spellsword
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Frenzy
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Sunder
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Archmage
Executioner
Defense
0Summoner's Resolve
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Perseverance
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Durability
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Tough Skin
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Hardiness
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Resistance
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Bladed Armor
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Unyielding
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Relentless
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Veteran's Scars
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Safeguard
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Block
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Tenacious
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Juggernaut
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Utility
9Summoner's Insight
See it on the mastery tree →
Wanderer
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Meditation
Improved Recall
Scout
See it on the mastery tree →
Mastermind
Expanded Mind
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Artificer
Greed
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Runic Affinity
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Vampirism
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Biscuiteer
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Wealth
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Awareness
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Strength of Spirit
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Explorer
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Guide & Strategy Breakdown
Don't want to interact all that much with your opposing laner? This Heimerdinger build let's your minions do all the work for you! The whole focus is on buffing and enhancing your waves and turrets to the maximum. You have insane pushing power, strong survivability and will probably never need a gank because of your self sufficiency. So why does this build work on Heimerdinger? For one: his passive. It grants all nearby mininons health regeneration, meaning our already buffed minions get even harder to kill. His turrets also get buffed buy our AoE effects and in this classic version Heimer's turrets really pack a punch. We go all in on Banner of Command and the summoner spell Promote. If you have both of these active on a wave you will shred through enemies and turrets with ease. That's why we also want the cooldown reduction on active items and summoner spells from the masteries. You can and will draw a lot of pressure towards you throughout the whole game. The enemy team will often need 2 or more than likely 3 champions to kill you, leaving your team a lot of room to gain advantages on the other side of the map. If you're getting left alone, the enemy team can say goodbye to all their structures. Another neat trick you can do, if your team is organized, is using your Promote and Banner of Command on the bottom wave while you and your team is setting up Baron or pushing top/mid lane. Setting up extra pressure without you being in that lane can give you lots of advantage points.
Don't want to interact all that much with your opposing laner? This Heimerdinger build let's your minions do all the work for you!
The whole focus is on buffing and enhancing your waves and turrets to the maximum. You have insane pushing power, strong survivability and will probably never need a gank because of your self sufficiency.
So why does this build work on Heimerdinger? For one: his passive. It grants all nearby mininons health regeneration, meaning our already buffed minions get even harder to kill. His turrets also get buffed buy our AoE effects and in this classic version Heimer's turrets really pack a punch.
We go all in on Banner of Command and the summoner spell Promote. If you have both of these active on a wave you will shred through enemies and turrets with ease. That's why we also want the cooldown reduction on active items and summoner spells from the masteries.
You can and will draw a lot of pressure towards you throughout the whole game. The enemy team will often need 2 or more than likely 3 champions to kill you, leaving your team a lot of room to gain advantages on the other side of the map. If you're getting left alone, the enemy team can say goodbye to all their structures.
Another neat trick you can do, if your team is organized, is using your Promote and Banner of Command on the bottom wave while you and your team is setting up Baron or pushing top/mid lane. Setting up extra pressure without you being in that lane can give you lots of advantage points.
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