Tag: heimer (Page 2 of 2)

LoL: The push strat

Heimer doing some jungling.It can get a little boring running the same teamfight strategy over and over, so I like to switch things up. Lately I’ve been running a heavy push strat with a couple friends, and though we’ve been taking our time learning it’s still been a lot of fun. Here’s a quick run down of a few of your options.

When you’re going for a push strat you want to have at least one tower down under the five minute mark, but preferably a second if you can manage it. Your team comp focuses on early game durability and push. When four people surprise push a lane it’s very hard to counter without a lot of ports or quick action. Alistar is a must for keeping creep waves healed and his ability to rip up a turret. You should also take Sivir along for obvious reasons. Personally, we’ve been rolling with a Heimerdinger as well to keep up the push. He is great at mowing down minion waves to set things up. From there it’s pretty much your pick. Janna is great for AOE crowd control on your opponent and her AOE heal can grant you some extra push time. You can take Warwick then for his global attack speed buff or Taric for heals/aura and Radiance for pushing.

I’ve not tried a game with Taric yet, but the Warwick game does seem to work well. I’m planning to try Taric at some point this evening and I’ll drop some comments when I know a little more.

As for summoner spells, you need to have a few rally flags for the early game push. It keeps everyone healed up and gives you the extra damage you need to push. Taking Clarity and Heal can also keep a push alive. Basically you want your mid toon, in this case Heimer, to push the opponent back to turret. At level three you rush four people middle to take the first turret and the second if you have the health. Then it’s back to lane for farming and leveling until you have a minion wave prepped to take another turret.

If you can get an inhibitor down in 15 minutes you’ve done your job. The super minions are extremely difficult to manage at low levels which forces the other team to clear them, giving you the time to push at will. In the end it’s all about coordination. If you communicate well and move as a team you should be able to give your opponent a painful game.

LoL: The state of Heimerdinger

Heimerdinger.I had a nine-game winning streak going just the other day. Nine games. It was great to look at my summoner profile and see so much green. Unfortunately the tenth game I drew a 20-minute 0-6 Taric. You can imagine how things went from there. I decided to end my quest for the elusive ten-game streak and go on a Heimerdinger bender. Here’s what I found out.

As great as Heimer used to be in mid, he was always easily shut down. The old turret system required too much time to be effective and was easy to counter. You were also dead if you left those turrets for any reason. Now things are different. The ability to drop red turrets at will gives you great DPS if you’re in a pinch and allows you to set up lanes much more quickly.

I like to start off mid by alternating turrets and rockets. I’ve had a little trouble with some of the ranged DPS, but once you get to level four you can push minions back easily and place turrets as you will. I tend to bury mine in creeps to make them a little harder to target and keep them close enough to attack as many enemy creeps as possible. By level five you should be pressing your opponent to his tower with little trouble. Start watching for ganks – they’ll be coming if the other team is intelligent.

From there you’re just trying to burn down that mid turret. I can easily take a turret before the ten minute mark. If your opponent leaves you alone, keep pushing. Encourage your teammates to join you if you can. I recently had a game in which I had aegis by the eight minute mark. We were knocking down the nexus before 19. It was insane.

For teamfights you should be trying to stay out of the mix. You want to be dropping as many turrets as possible for both the damage and the MR/AR reduction and the potential slow. Whatever you do, do not underestimate that slow. It will save your ass. It will save your team. It will get you kills.

As it stands, Heimer is an excellent pusher. I think he’s a great candidate for heavy AP builds, but I really prefer to run around blowing up turrets at level 5. If you were a Heimer fan in the past, give the new version a shot. I’d be shocked if you didn’t like it.

LoL: Patch day 3/24

Sub-Zero Shen.I’ll admit, this one snuck up on me. I woke up this morning to find patch notes in the Announcements forums for the Shen release. Yes, Shen went live today, along with a Heimerdinger rework I can hopefully try at some point this afternoon.

From the looks of things (and some time on the test realm), Heimer could be quite strong. His new ultimate not only allows him to heal his turrets to full but gives those turrets a slow as well. There is still the fact that he relies on stationary targets for much of his damage output, but those targets take less time to set up and hit harder than before. I’m actually interested in trying a strange kind of support build, something potentially including Stark’s and maybe even some attack damage. It’s obviously not a high-tier build, but it could be kinda fun.

I’ve already covered my thoughts on Shen. I’ll wait to pass much more judgement than that until we’ve actually seen him in action, but for now I still think he’s underwhelming.

The rest of the patch is fairly minor – Udyr got a small mana buff, Ezreal got small buffs to each of his skills, including a much need 20% duration increase for Rising Spell Force. We also get Red Baron Corki in this batch, along with a new Mundo skin and two Shen skins that appear to be a tribute to Sub-Zero and Scorpion from Mortal Kombat.

The one thing I’m shocked to see is no further Jax nerf. He’s still far too strong at every stage of the game.

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