Mais guias de Heimerdinger
Este guia é montado pelo site com dados de partidas e do próprio jogo: ninguém o escreveu à mão. Se houver guias oficiais ou da comunidade, eles aparecem ao lado.
Introdução
Heimerdinger belongs to Riot's Mage and Support classes and is played mainly as Top (100% of the public matches we measured). It attacks from range (550 units) and uses mana. Its main role is Top, but it is also played as Mid. In this guide you play it as Mid: your job is to win the central lane, roam to the side lanes and control the river.
Pontos fortes
- Crowd control: CH-2 Electron Storm Grenade applies a stun to set up kills.
- High magic damage: Riot rates it 8/10 in magic.
- Long attack range (550) for safe trades in lane.
Pontos fracos
- Off-role pick: expect less support from guides and teammates than on Top.
- No dash or blink in the kit: vulnerable to ganks without vision.
- Hard to master: Riot rates its difficulty 8/10.
Cola de builds
Escolha a build de acordo com o que você quer fazer na partida.
- Standard buildEquilibradoRecomendadaThe default path: Cryptbloom, Archangel's Staff and Blackfire Torch give the ability power, magic penetration and ability haste this class relies on. Pick it when you have no reason to adapt. Built from Riot's item tags and the champion's class; Riot publishes no build statistics.
- Standard buildEquilibradoSituacionalThe default path: Dusk and Dawn, Cosmic Drive and Morellonomicon give the health, attack speed and ability power this class relies on. Pick it when you have no reason to adapt. Built from Riot's item tags and the champion's class; Riot publishes no build statistics.
Builds
Standard build
Quando usar
The default path: Cryptbloom, Archangel's Staff and Blackfire Torch give the ability power, magic penetration and ability haste this class relies on. Pick it when you have no reason to adapt. Built from Riot's item tags and the champion's class; Riot publishes no build statistics.
Por onde se joga
É escolhida antes da partida: primeiro a rota principal e depois as alternativas.

3
2100 %
1- MeioPrincipal
- Rota SuperiorPrioridade 2100 % das partidas
- SuportePrioridade 3
Itens iniciais
Itens principais
- 1Criptoflora
- 2Cajado do Arcanjo
- 3Tocha de Chamas Negras
Botas
Situacionais
Runas
Primária· Feitiçaria












Secundária· Inspiração









Fragmentos
Feitiços de invocador
Flash
Incendiar
Standard build
Quando usar
The default path: Dusk and Dawn, Cosmic Drive and Morellonomicon give the health, attack speed and ability power this class relies on. Pick it when you have no reason to adapt. Built from Riot's item tags and the champion's class; Riot publishes no build statistics.
Por onde se joga
É escolhida antes da partida: primeiro a rota principal e depois as alternativas.

3
2
1100 %- Rota SuperiorPrincipal100 % das partidas
- MeioPrioridade 2
- SuportePrioridade 3
Itens iniciais
Itens principais
- 1Aurora e Crepúsculo
- 2Ímpeto Cósmico
- 3Morellonomicon
Botas
Situacionais
Runas
Primária· Precisão













Secundária· Determinação









Fragmentos
Feitiços de invocador
Flash
Teleporte
Habilidades
Afinidade HextecPassivaRecebe Velocidade de Movimento enquanto próxima a torres aliadas e torres posicionadas por Heimerdinger.
QTorre Evolutiva H-28G1s20 mpHeimerdinger posiciona um canhão-torre automático equipado com um ataque secundário de feixes perfurantes (canhões causam metade do dano a torres).- Tempo de recarga
- 1
- Custo
- 20
- Alcance
- 350
WMicro-Mísseis Hextec11/10/9/8/7s50/60/70/80/90 mpHeimerdinger dispara mísseis de longo alcance que convergem na direção do cursor.- Tempo de recarga
- 11·10·9·8·7
- Custo
- 50·60·70·80·90
- Alcance
- 1325
EGranada de Tempestade de Elétrons CH-211s85 mpHeimerdinger lança uma granada em um local, causando dano a unidades inimigas, atordoando todos que forem diretamente atingidos e deixando as unidades próximas lentas.- Tempo de recarga
- 11
- Custo
- 85
- Alcance
- 970
RMELHORIA!!!Suprema100/85/70s100 mpHeimerdinger inventa um aprimoramento, fazendo com que sua próxima habilidade tenha efeitos adicionais.- Tempo de recarga
- 100·85·70
- Custo
- 100
- Alcance
- 1
Estratégia
1Early game
Mid is the shortest lane: trades are fast and the enemy jungler is always close. Push the wave when you can, so you are first to the river when a skirmish starts. Trade when the enemy uses an ability on the wave: that's the moment they can't answer.
2Mid game
With Dusk and Dawn, your job is to move: push mid, then help side lanes and dragons and towers. The first team to arrive usually wins the fight.
3Late game
Late, one mistake decides the game: never walk into fog alone and let your tanks show first.
4Team fights
Use UPGRADE!!! where it changes the fight, not where it's safe, and keep your distance until the enemy uses their engage.
Dicas
- Dusk and Dawn is your first real spike: after buying it, look for a play on a side lane.
- Before you roam, push the wave: you lose less and the enemy has to choose between following or farming.
- Your level 6 with UPGRADE!!! is a big spike: look for the first kill right when you hit it.
- Push and move: a pushed wave is what gives you time to help the rest of the map.
- Ward the sides of the lane: most mid deaths are ganks from the side.
Mudanças
- Guide created for patch 16.19.1.
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