SupportDinger is Real!
























Quick Heimerdinger AP Support Build
Summoner Spells
Starting Items
Best Overall Build
Intro
So yeah, who am I. Im a "pisslow" EU East player, that Peaked Masters 253lp this season, while abusing supportdinger. I decided that I want to play with this pick, after seeing HappyChimeNoises video, on Hemerdinger Support player - Just an Engineer-senpai.
I also ocasionally stream on twitch, so If you're interested more in the pick, I'd be more than happy to see you follow, and jump into the chat!
Runes (Loadout)
So yeah, Runes - Pretty important stuff. The regular stuff is obviously commet for extra poke with W, Manaflow so you dont cry about being oom (E cost quite a lot of blue resource) followed by Absolute Focus that has a trick in build with it. Your Turrets (Q) stats doesnt change while your AP/LVL changes, so if You place turret while benefiting from this rune, It'll have that extra ap damage, even after you fall from 70% hp
Optional comet build swaps Absolute focus for extra CDR which is totaly fine, it might increase your damage a little in early game at cost of mid to late, but watch out for mana!
Im personaly not a HUGE fan of First Strike rune, but hey, it works and gives extra penny which is great, its just that it takes some practice to not waste it mindlessly.
- MAIN PAGE
- OPTIONAL COMET BUILD
- OPTIONAL FIRST STRIKE





































































Skill Path
There is nothing special about it. Your W is main source of poke, so it comes first, Your Q's HP scales with your character leveling, so maxing it first is not efficient, due to how easy it is to destroy it. E is just for CC to setup your burst, so it comes last. R is a bit special, so I'll explain a bit more about it, in "COMBO AND GENERAL KNOWLEDGE" section a bit further into guide.
- Skill Path

Heimerdinger
Item Builds
As you can see, regular Starting has Refilable Potion in it, which doesnt quite make sense, because it costs 550g and you only get 500 at start. Worry not, I've come with a solution to that problem! All you have to do, is type "Please walk up mid /w me" followed with 2 assist ping on midlane. Works 95% of times. Then all you have to do is place first Q in turret's range, wait for turret attack animation, throw Q auto Q and walk back. With a bit of practice you should be able to pull it off with getting hit once or twice. Sometimes if it seems safe, dying to turret is actually okay, becasue it shortens time for your recall. Just dont get hit by an enemy, or you'll get flamed for inting! And remember, its better to get supp item + 2 pots, than int 300g and get 60g for refilable!
Your 3rd item is also "tricky". I usually go with Rylai, but sometimes you just gotta make that Zhony, you gotta feel it for yourself, you might as well do better with building Zhony all the time.
Matchups and Synergies
- Works Well With
- Counters

Jhin
Champion

Ashe
Champion

Varus
Champion
Null-Magic Mantle
Item

Samira
Champion

Yasuo
Champion

Irelia
Champion
COMBOS AND GENERAL KNOWLEDGE
There is quite a few things to explain about Heimer, so I really hope I wont forget any of em' but lets go.
First and Foremost, the way your Q turrets works. They are attacking the closest enemy, unless they get "Priority Target". The way you set up Priority Targets is rather simple, Auto enemy, W enemy or E enemy. If the enemy is Champion, for the next 6ish seconds, he'll be priority target for all your turrets, that is exactly why you want to throw Auto into Q turret, instead of randomly dropping Qs. The "sneeky" thing about playing Heimer on support (and the main reason you might be flamed for that pick) is "risk" of your Qs stealing minions. Just put it into bushes, right next to the wall duh. We got damn alcoves right now, so you can easily place those damn turrets outside of wave range, provide yourself with beam-ing opportunity, hold onto bush vision, or get a bit of poke if enemy walks in to destroy your baby.
Okay, we got those stupid things out of the way, lets explain something about your W. It shoots 5 rockets, that deal decent damage and meets exactly where your cursor is placed while casting. The important thing is that First rocket hit deals regular damage, and every other deals only 20% of damage. That's exactly why each and every skilled Heimer player will cast their W halfway between themselves and enemies. That way rockets will spread beautifully, and maybe only 2-3 will hit - But that's still better than 0 dmg from missed W, and damage difference aint THAT high.
Your E is selfexplanatory, so I'll now talk about your R, because that's one hell of a confusing spell. Generaly speaking, you need another spell (W or E) on top of your R to make it work, because RW and RE shares cooldown with W and E. RQ doesnt share your turret counter with your regular Q, because if it did stuff would be too easy to understand am I right Riot? Okay, so as a general rule, you dont really want to use your RW all that much, because it actually lowers your damage output (W is your first max, and RW doesnt benefit from W maxing, so you actually lose on damage if it makes sense). RQ is really great in teamfights that are already happening, because it provides LOTS of damage, increases your total turret counter from 3 to 4 (As I said, it doesnt apply regular Q rules of max 3 turrets) and softpeels for you due to on-hit slow. BUT. Because there HAS to be a but. RE is the most beautiful thing in your kit. While your E might be real hard to hit stun with (that circle is so god damn small) your RE not only deals more damage, not only bounces twice. IT ALSO ENLARGES STUN/SLOW RADIUS MAKING IT EASIER TO HIT. Awesome tool to engage fights, Dissengage fights, Pick lone enemies or just Guarantee stun on enemy so you can hit your proper burst combo.
Oh right. Burst combo. I totaly forgot about that one huh?
It's already quite an essay so I'll try to keep it quick, so you wont tl;dr me in comments (if you even get there LMAO)
Your Q tends to shoot some random beams that does quite a lot of damage. Those beams are core of your burst combo, and you aquire them by hitting your W and E. Hitting with E gives you 100% of beam bar, Hitting with single rocket of W gives you 20% of beam bar (so if you hit all 5, you get 100% beam bar, but dont get greedy, I explained the 2-3 or 0 rockets rule above!)
Soo the general combo looks something like this. You throw E/RE, Q as close to yourself as you can (so you place it before E hits), while enemy is stunned you land all 5 W on enemy (Yes yes, I explained the split, but why the hell would you do that if you land stun huh?) and drop another Q. At this point even if there were no turrets, right now there are 2. 3 beams ruptured your enemy arse, E and W did quite a lot of damage. And if he's not dead... Then welp. YOU ARE PLAYING BOTLANE WITH YOUR ADC, SO HE CAN STEAL YOUR KILL, SIMPLE RIGHT?
Damn, that was a long sh*t to type huh. Im not gonna bother you anymore, I also took waaay too long for this. Once again, i tend to stream sometimes, so if you could jump into my chat while streaming, or drop a random follow to stay tuned - I'd be greatly honored. https://www.twitch.tv/rvanished
Have a blast of a day, go grab your free LP, and see you sometime in Master's queue!
Polish EU East Pisslow, peaking Masters 253lp as Support Heimerdinger OTP