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Heimerdinger Build Guide by SanyGame

Middle [14.12] In-Depth Heimerdinger Guide [Mid/Top/Bot/Support]

Middle [14.12] In-Depth Heimerdinger Guide [Mid/Top/Bot/Support]

Updated on June 22, 2024
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League of Legends Build Guide Author SanyGame Build Guide By SanyGame 114 54 276,946 Views 14 Comments
114 54 276,946 Views 14 Comments
League of Legends Build Guide Author SanyGame Heimerdinger Build Guide By SanyGame Updated on June 22, 2024
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Choose Champion Build:

  • LoL Champion: Heimerdinger
    MID
  • LoL Champion: Heimerdinger
    TOP
  • LoL Champion: Heimerdinger
    SUPPORT
  • LoL Champion: Heimerdinger
    BOT

Runes: POKE PRECISION // LATE

1 2 3 4 5 6
Sorcery
Arcane Comet
Manaflow Band
Absolute Focus
Gathering Storm

Precision
Presence of Mind
Legend: Haste
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health

Spells:

1 2 3 4
SAFE
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Teleport

Teleport

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[14.12] In-Depth Heimerdinger Guide [Mid/Top/Bot/Support]

By SanyGame

Pros

→ Low Ban Rate & Pick Rate
→ Flexible pick (Top, Mid, Support & Bot)
→ Low skill floor and high skill ceiling
→ Controls objectives effectively (Baron, Dragon, Herald, Towers)
→ Has one of the best wave clear in the game
→ Capable of 1v2 (or even 1v3), free kills from enemy ganks
→ One of the highest DPS outputs of all champions
→ Poke and zone enemies easily
→ High AoE and CC

Cons

→ Extremely squishy and immobile
→ Vulnerable to CC
→ Weak from behind
→ Wave clear is too strong, making it hard to freeze or slowpush
→ Hard to carry 1v9
→ Damage drops significantly without H-28G Evolution Turret, thus making him vulnerable to ranged champions.

PASSIVE
ABILITY
Hextech Affinity (Passive): Heimerdinger receives 20% bonus Movement Speed near an allied Turret, H-28G Evolution Turret or H-28Q Apex Turret.

This passive is quite powerful, as the 20% bonus movement speed allows you to kite skillshots more easily, avoid all-ins or ganks, and chase down enemies.


Q
H-28G Evolution Turret (Q): Heimerdinger can store and place up to three turrets. That's Heimerdinger's main ability, which can interact with other abilities and provides the main damage output.

Most of this applies to H-28Q Apex Turret as well.
  • Stats of the H-28G Evolution Turret are determined upon deployment and don't change (for example, with Conqueror or ability level), so level turrets before placing them. On the other hand, any temporary effects will remain even after they expire. If Heimerdinger dies and his turrets are still active, they will revert to their base stats after respawning, so it's better to purchase items on death screen. This was changed in 14.2: "Heimerdinger Q and R+Q turrets now update their stats every 1 second, reflecting level-ups, rank-ups, and AP purchases. They no longer snapshot their stats when summoned", making Conqueror a very strong option.
  • When you deploy the 4th turret, either the inactive or oldest active turret will be destroyed.
  • Enemies hit by CH-2 Electron Storm Grenade charge this ability for 100% per hit, and Hextech Micro-Rockets for 20% per missile (100% total). When the H-28G Evolution Turret (the same applies to the H-28Q Apex Turret) is fully charged, it will shoot empowered attack that deal increased damage, has larger AoE and range, and pierce through enemies. Additionally, this attack counts as AoE ability for certain runes and effects, while regular attacks from turrets are single-target pet damage.
  • H-28G Evolution Turret prioritizes enemies that you auto-attacked or hit with abilities, so be sure to auto-attack enemies in range. I won't recommend doing so pre-level 3, as you can't all-in enemies and you'll miss some minions.
  • Turrets prioritize H-28G Evolution Turrets over minions.
  • H-28G Evolution Turret provides vision even while being disabled; you can use it for anti-invade vision.
  • Omnivamp is only 33% effective for H-28G Evolution Turret, so building a Riftmaker on Heimerdinger is wasteful. In 14.1, Riftmaker's omnivamp is 100% effective for pets and AoE damage (but reduced against minions). This change still doesn't make it viable, but at the very least, it's a playable option.
  • Turret's HP scales with Heimerdinger's AP. AP scaling increases with champion level.
  • Don't deploy all of your turrets immediately after they become available. Instead, try to save them for comboing with other abilities and bursting down enemies, especially if you're playing against someone who can easily destroy them. Additionally, don't constantly push the lane. Sometimes it's beneficial to keep the turrets and freeze the lane, especially in difficult matchups, so your jungler can gank you.


W
Hextech Micro-Rockets (W): Heimerdinger launches 5 rockets that cross on the cursor and then spread out. First missile deals 60% of the total damage, while next 4 missiles deal 10% each of the total damage.
  • Since the first missile deals the most damage, it's usually more effective to spread out the missiles to increase the odds of hitting at least one rocket; after all, it's better to land one missile and deal 60% damage than to miss all of them and deal no damage at all.

  • If you kill a minion or champion with Hextech Micro-Rockets, the remaining missiles will continue to fly. This can be used to trade effectively while farming.
    • Additionally, Hextech Micro-Rockets can be used to easily farm large waves of minions by last-hitting multiple minions with a single use of the ability.
  • This ability can be used for checking bushes. Spread out the missiles to cover a wide area for maximum visibility.


E
CH-2 Electron Storm Grenade (E): Heimerdinger throws a grenade that stuns enemies at the center of impact and slows those in the surrounding area. If you hit your target, the laser beams frpm your turrets will be fully charged.
This ability is crucial for defense, as missing it can leave you vulnerable to enemy all-ins. Use it strategically, and aim carefully.
  • CH-2 Electron Storm Grenade can be difficult to land, so having teammates with CC can greatly increase your chances of hitting the target. Also, the closer you are to the target, the less time it will take for the grenade to land, making it easier to stun enemies who are close enough. Using it on top of yourself will result in an almost instant hit.
  • CH-2 Electron Storm Grenade provides a brief period of vision in the area where it lands, making it useful for checking important objectives. However, it's not recommended to check bushes due to its long cooldown.


R
UPGRADE!!! (R): Heimerdinger enhances next usage of basic abilities.
  • Damage increases with UPGRADE!!! level, not the ability level.
  • You can recast your ultimate after 3 seconds to cancel it and refund the cooldown.


RQ
H-28Q Apex Turret (RQ): Upgrades H-28G Evolution Turret to H-28Q Apex Turret. It deals splash damage and slows enemies. That is mostly a defensive AoE option.
  • H-28Q Apex Turret can be used to keep enemies away from important objectives by slowing them down and dealing significant amounts of damage if ignored.
  • If you're in danger and about to get crowd-controlled, placing an empowered turret can be helpful, as it will deal damage to the enemies, and you can easily kill them once the crowd control effect wears off if you survive the initial stun.
  • H-28Q Apex Turret is significantly more durable than the H-28G Evolution Turret, which makes it ideal for taking objectives solo in the mid-late game. By placing it first and allowing it to tank damage, you can take objectives much more easily.
  • It can be placed without any available turrets, so it can be used if everything else is on cooldown.


RW
Hextech Rocket Swarm (RW): Upgrades Hextech Micro-Rockets to Hextech Rocket Swarm. It fires four missile waves instead of one. This is a mostly single-target/aggressive option.


RE
CH-3X Lightning Grenade (RE): Upgrades CH-2 Electron Storm Grenade to CH-3X Lightning Grenade. It bounces three times and has larger area of impact. This ability is effective in team fights or when used for picks.

Starter Items


Purchasing Health Potions is pretty mandatory, as it allows you to stay longer in lane. With health advantage you can force enemies to overextend and lose Minions, Tower Plates, Teleport, etc.

Refillable Potion is more effective against poke high-ranged champions compared to Health Potions. You can either buy it with Dark Seal at the start of the game or after an early recall.

Doran's Ring is best starting item in most scenarios. It gives nice amount of AP and HP, early mana sustain, and makes last-hitting easier.


Dark Seal is somewhat similar to Doran's Ring, but has worse stats. However, you can stack it to get high amounts of AP, as well as build Mejai's Soulstealer later on if you manage to get stacks and stomp your lane opponent.
You can either get Dark Seal against free matchups at the start of the game or buy it after an early recall, as it's still pretty gold-efficient (even without stacks).

Boots


Sorcerer's Shoes are a great item for Heimerdinger because they provide Magic Penetration, which significantly increases overall damage, especially when combined with Shadowflame.

Items


Blackfire Torch is a core mana item for Heimerdinger, it provides everything he needs: Mana, Ability Haste, Burn passive, Ability Power % increase.

Rabadon's Deathcap is a core item for Heimerdinger, as he has one of the highest AP scalings in the game. It provides a huge damage increase and objective control, making it your strong power spike item. Try to purchase it as your second or third item.

Shadowflame is one of the best items for Heimerdinger. It offers good stats (120 AP and 12 Magic Penetration) and a strong passive (that is buffed for minions and DoT). Combined with Rabadon's Deathcap, you get high amounts of AP and Magic Penetration early on.

Void Staff is a must have item in most situations since players typically pick up lots of Magic Resistances against mages. Season 14 introduced or buffed anti-mage items like Wit's End, Hollow Radiance, Kaenic Rookern, and Force of Nature, making it a more common choice.

Cryptbloom is a slightly weaker counterpart to Void Staff. The trade-off for lower damage (less AP and penetration) is utility (AoE healing), lower price, and Ability Haste, which most items in Season 14 lack. Great for Heimerdinger support or against small amounts of Magic Resistances.

Liandry's Torment is still good in Season 14, but has lost a lot of its power and is no longer a must-have item for Heimerdinger. However, it's still pretty good, as you can buy it either against tanks or bruisers to melt them down in extended fights (especially good with Conqueror), or for poking enemies. It also pairs well with Shadowflame, as its passive increases DoT damage more, or with Blackfire Torch, making enemies burn twice per tick.

Zhonya's Hourglass is a very powerful defensive option, as Stasis allows you to avoid death and deal high damage to enemies with the H-28G Evolution Turret in Stasis, while giving a whopping 120 AP and 50 Armor. You should buy most games it after core items, especially when you get killed easily.

Banshee's Veil is pretty niche compared to Zhonya's Hourglass. It provides a one-time shield that prevents all forms of CC and ability damage. However, the shield is disabled for 40 seconds after it is triggered. This item is usually bought against deadly CC abilities like Crowstorm, Unstoppable Force, Hostile Takeover, etc.

Support Items

These items are mostly suitable for Heimerdinger support, but sometimes you can still buy some of these on other roles.

Zaz'Zak's Realmspike is a very powerful support mage item that deals HP% poke damage and applying items like Liandry's Torment or Morellonomicon in small area. It's also has quite short cooldown, so you can spam it with Hextech Micro-Rockets or H-28G Evolution Turret.

Rylai's Crystal Scepter is mostly a support Heimerdinger item, but sometimes it's still good for either fighting immobile, short-ranged melee champions like Garen, Darius, or providing utility for your team. Its passive slows down enemies hit by Heimerdinger's abilities (most importantly, the H-28G Evolution Turret), making it easier to kite and land the CH-2 Electron Storm Grenade.

Morellonomicon is a very cheap and decent AP item, especially against a lot of healing. It pairs well with Liandry's Torment, as it allows it to be active for a longer period of time. Not very good outside of support role.

Imperial Mandate is a bit questionable, but cheap and purely support item that needs Rylai's Crystal Scepter to work well. This combo allows you to apply decent amounts of AoE slow and damage from Mandate passive. It also provides some Base Mana Regeneration, lowering Mana requirements.
This tree is good for poking and scaling.

Arcane Comet is decent rune for poking enemies, but it's no longer best-in-slot since 13.20 (when all rune scaling got nerfed): "30-100 (based on level) (+35% bonus AD) (+20% AP) ⇒ 30-130 (based on level) (+10% bonus AD) (+5% AP)".
You can use Hextech Micro-Rockets to proc it continuously. Arcane Comet's cooldown is also reduced by dealing damage, which means the H-28G Evolution Turret can reduce its cooldown significantly.

Summon Aery is an alternative to Arcane Comet. It's better in the early game if you can consistently catch it (usually against melee champions), but it doesn't exist in the late game.

Nullifying Orb is situationally good against burst AP champions, as it provides a shield that blocks a bit of magic damage. I would only take this only in very difficult matchups, because Manaflow Band is much better.

Manaflow Band is one of the best runes, as Heimerdinger is a mana-dependent champion. All you need to do to stack it is hit your opponent with Hextech Micro-Rockets or place a H-28G Evolution Turret right on their face.

Transcendence is good for its Ability Haste. It's good against enemies who constantly destroy your turrets, like Vel'Koz, Xerath, Syndra, Taliyah, etc., so you can spam Hextech Micro-Rockets more easily and have destroyed H-28G Evolution Turret back sooner.

Absolute Focus is good for Heimerdinger, providing 3-30 AP while being above 70% HP.

Scorch is an early game rune for harassment and poke, but usually Gathering Storm is better.

Gathering Storm is a late-game rune, but I still would recommend it instead of Scorch. It gives 48 AP in 30 minutes or 80 AP in 40 minutes, almost like a whole item. If you pair it with Absolute Focus, you can easily get 110 AP in the late game (increased to 154 AP with Rabadon's Deathcap).
Phase Rush could be a funny off-meta rune, but it doesn't provide any damage and is often randomly wasted with H-28G Evolution Turret.
Nimbus Cloak has a long cooldown, and Heimerdinger cannot use it effectively.
Celerity is pretty much pointless, as Hextech Affinity with Boots provides enough movement speed to kite skill shots or escape from enemies, and rune itself is pretty garbade with few champions as exception.
Waterwalking is not useful as Heimerdinger spends most of his time sitting in lane, so Scorch and Gathering Storm are much better options. If you plan to roam, take Relentless Hunter instead.


This tree is good for snowballing and harassing squishes.

Electrocute is very situational burst, as Conqueror has similar playstyle and more strenght
Playstyle with Electrocute is slightly different from Arcane Comet, Summon Aery or some other runes. Instead of endlessly poking, play more aggressively and try to all-in and burst when possible. When playing with Electrocute, it's recommended to take either Ignite for kill pressure or Barrier for baiting enemies.
Electrocute is effective against squishy and/or melee enemies such as Katarina, Zed, Yone and others, rewards aggressive playstyle more than passive, and scales worse into late than Arcane Comet.

Dark Harvest is not really good, as it requires keeping enemies at low health in order to gain stacks early on. This results in lower kill pressure in lane compared to runes like Conqueror, Arcane Comet, Electrocute, etc. It's a high-risk, high-reward rune and should be used with caution.
To maximize its potential, consider taking Scorch and/or Absolute Focus if you're having trouble keeping enemies below 50% health, or Presence of Mind/ Manaflow Band if you have mana management issues.
From my experience, Dark Harvest is most effective on support/off-meta jungle, in low ELO or ARAM.

Cheap Shot provides a small damage boost. It's a good choice to take as your primary rune if you don't need the sustain from Taste of Blood.

Taste of Blood is a good rune that prevents you from overextending and is effective against poke champions or for aggressive playstyle.

Ghost Poro is a bit underrated rune for Heimerdinger. It grants extra vision and warning pings when giving up to 30 AP at the same time. It's usually better than Eyeball Collection, as it doesn't require takedowns to be effective. Remember to place deep wards in order to take full advantage of the extra vision.

Eyeball Collection requires takedowns for stacks, making it less or more effective in certain situations. Usually, Ghost Poro is a better option as it grants extra vision. This is especially important for Heimerdinger, who is often a gank target, so having good vision can be crucial. On the other hand, the Eyeball Collection stacks much faster, making snowballing easier.

Treasure Hunter is okay. It grants 450 gold total after killing 5 unique champions. It's better for Heimerdinger support, as he has lower gold income and can farm it from 3 champions easily (Bot, Support and Jungle).

Ultimate Hunter is probably the best hunter rune, as UPGRADE!!! is a pretty strong and important ability.

Hail of Blades is made for AD champions.
Sudden Impact can't be activated by Heimerdinger.
Zombie Ward can definitely work on support role, but Ghost Poro is a much better option.
Relentless Hunter is probably fine, but Heimerdinger is not the type of champion that roams a lot, so it's better to take something like Ultimate Hunter to skirmish and teamfight more often.

This tree is mostly getting getting more money, gaining access to power spikes much earlier

First Strike is a situationally good rune. It's most effective against melee team comps, so you can easily proc it for extra gold. The best case-scenario is a top lane matchup against tanky champion. It's a good option when you can't kill an enemy and want to scale. Inspiration tree is also one of the best, as Heimerdinger an item-dependent champion.
This rune is also quite good for Heimerdinger support, providing more gold generation.
However, this rune is pretty bad in the early game and against ranged champions, as they can easily hit you first.

Magical Footwear is a great rune for as it provides boots, giving 300 gold for free. It also gives a small movement speed boost, making it easier to kite enemies a bit. The downside is that you cannot buy boots for the first 12 minutes of the game (without takedowns).

Cash Back is just a nice rune that allows you to get items earlier, and it becomes better than Magical Footwear after spending >5000 gold or around 2 items.

Triple Tonic is a nice rune, making last-hitting easier with the 1st tonic and giving little power spikes with 2nd and 3rd tonics.

Biscuit Delivery provides extra mana and sustain in the early game, which is always nice.

Cosmic Insight is really an underrated rune, providing Summoner Spell and Item Haste. It synergizes really well with Barrier or Teleport, but works well with other spells as well. It's also good with Ingenious Hunter, significantly reducing cooldown of items.

Glacial Augment is unreliable, as it does no damage, and CH-2 Electron Storm Grenade is hard to land.
Unsealed Spellbook is bad; you're not a Bard player.
Hextech Flashtraption is only useful for engage tank supports.
Time Warp Tonic has been nerfed into the ground.

Approach Velocity is bad since Hextech Affinity already provides enough Movement Speed to engage.
Jack of all Trades isn't good, you're buying mainly (1)Ability Power, (2)Movement Speed, (3)Mana, (4)Ability Haste, (5)Magic Penetration, secondly (6)HP (Liandry), (7)Armor (Zhonya), (8)base health regeneration and (9)base mana regeneration ( Zaz'Zak's Realmspike) and it's still barely enough for 10 stacks.

This tree is good for DPS and fighting tanky enemies.

Conqueror became one of the best Heimerdinger runes after 14.2: "Heimerdinger Q and R+Q turrets now update their stats every 1 second, reflecting level-ups, rank-ups, and AP purchases. They no longer snapshot their stats when summoned." It's very OP against melee champions (but still good against ranged), as you can very easily stack it and deal absurd amounts of damage. You also become "immune" to ganks, stacking if very fast from the enemy jungler.

Presence of Mind is probably the best Precision rune for Heimerdinger, as it can be easily activated with the H-28G Evolution Turret, Hextech Micro-Rockets or auto-attacks. It really helps to maintain mana and allows you to skip mana items in some case scenarios.

Legend: Alacrity is good for last hitting minions, poking enemies, refreshing Presence of Mind and Conqueror.

Legend: Haste is similar to Transcendence and is good for its Ability Haste, which most S14 items lack.

Coup de Grace is pretty trash compared to Cut Down or Last Stand, but you can take it when you're not comfortable being low HP and there are no tanks in the enemy team.

Cut Down is better that Coup de Grace. It allows you to poke enemies down faster and is useful with Shadowflame to make use of its passive sooner.

Last Stand is pretty good if there are no tanky champions, so you don't want to take Cut Down, while Coup de Grace is pretty bad.

Press the Attack is made for auto-attack champions.
Fleet Footwork deals no damage, and its sustain is not worth it compared to other keystone runes.
Absorb Life may be useful for sustain, but Presence of Mind is much better rune.
Triumph is bad, as Presence of Mind is miles better.
Legend: Bloodline is made for AD champions.


This whole tree is very niche since Heimerdinger is all about killing enemies faster than they kill him, so other trees are superior to this one

Demolish is good, as Heimerdinger often shoves all minion waves and can easily farm Tower Plates.

Bone Plating is very strong against champions who rely on all-ins and don't have poke, such as Fizz, Yone, Pyke, etc. This rune is the only reason I would ever take Resolve.

Overgrowth is okay; you can take it for a bit of survivability along with Bone Plating if you don't need Demolish (don't take it with Cut Down).

Grasp of the Undying is tank/bruiser rune.
Aftershock is tank support rune.
Guardian can be used while playing support, but it does not offer any synergy with Heimerdinger's kit or playstyle, there are much better options.
Font of Life is kind of bad for a mage support, even with Rylai's Crystal Scepter.
Shield Bash doesn't work, as Heimerdinger has no shields from his abilities.
Conditioning is a bruiser/tank rune.
Revitalize is bad, as Heimerdinger has no sustain.
Unflinching is an awful defensive rune.


Rune Shards

Choosing rune shards for Heimerdinger is a straightforward process. Always take either Ability Haste + Adaptive Force or two Adaptive Force runes. Double Adaptive Force gives stronger early game, while Ability Haste is much more important after, as much less items have it in Season 14. In the 3rd row in most cases take Health Scaling, as it's better than Flat Health after Level 6. Sometimes you may consider flat HP for early game.
FLASH
Taking Flash is pretty necessary for Heimerdinger, as he is an immobile and squishy champion.

IGNITE
Ignite is an aggressive summoner spell that gives kill pressure. It helps to win lane early, and works as an anti-heal.

TELEPORT
Teleport is a safe option, it's good if you want to play passive and avoid using aggressive spells like Ignite or Barrier. It works best against champions who can push you out lane like Xerath, Vel'Koz, Syndra, Orianna, etc. It's also great for putting pressure on the map in the late game by split pushing, so this rune is very good when playing top lane.

BARRIER
Barrier can be used to prevent some damage, baiting enemies to all-in. It can save you a lot when you're low, and it counters Ignite.

EXHAUST
Exhaust is a great and a bit underrated summoner spell. It works best against assains or bruisers like Katarina, Yasuo, Irelia, Pantheon, Aatrox, etc., as it reduces their damage and makes it easier to stun them. However, it's not as effective against high ranged champions, in which case consider taking Barrier or Teleport.

HEAL
Heal is a great choice for the bot lane as it not only provides healing, but also a significant movement speed boost when paired with Hextech Affinity. This increased mobility makes it difficult for enemies to gank you and also allows you to catch them off guard with a double beam combo or finish them off with Hextech Micro-Rockets. However, it is still recommended to pick up an offensive spell or Teleport and let your teammate take Heal instead.

Early Game

Level 1

At the start of the game, quickly go to lane and deploy all H-28G Evolution Turrets. This allows you to get turret stacks sooner, giving you slight advantage. If you're playing top or bot lane, it's better to place them in bushes to control territory and get vision.
Be careful; don't put your turrets in front of cannon minions, as they can easily destroy them.
As Heimerdinger, your main goal is to farm as much as possible to be a threat later on, as you're pretty gold-dependent. Your second goal is to prevent your enemies from getting minions and prio. You should be able to outshove your enemies, harassing them under tower while getting CS and tower plates, sometimes even getting early kills. As you're almost always have prio, you can try to help your jungler on river skirmishes failry often, but also take into account your H-28G Evolution Turret and UPGRADE!!! cooldown.
Before mid game, focus on getting CS and plates, avoiding any skillshots or all-ins, using Movement Speed from Hextech Affinity for staying healthy.

Level 2

In mid or top lane you would usually want to get CH-2 Electron Storm Grenade at level 2, as it can punish enemies for getting too close to minions or turrets. If you want to focus solely on farming or you're playing as an APC or Support, you can upgrade Hextech Micro-Rockets second to poke and kill minions faster. I wouldn't recommend spamming it early before getting Lost Chapter.

Level 3

At Level 3, you have everything you need to harass an enemy and farm effectively. That's a small power spike, as you can easily chunk half of the enemy's HP after landing the CH-2 Electron Storm Grenade. Avoid enemy ganks, as they will start happening at this time. Know your limits and be aware that you can win most 1v2 fights or escape with a well-landed CH-2 Electron Storm Grenade.

Level 6

Level 6 is your biggest power spike. At this point, you can easily 1v2 (or 2v3 in bot lane) most champions and bait them into kill. Use this to apply a lot of pressure on the map. Push back as many waves as you can, and slowly take Tower Plates. Use UPGRADE!!!, Hextech Affinity, Barrier, Exhaust, Flash, Seeker's Armguard if the enemy jungler ganks you to kill them or escape. Keep farming until you get 1-2 items. You can also easily kill enemy laner 1v1 if they're low using CH-2 Electron Storm Grenade into Hextech Rocket Swarm.
At this point, some champions will start roaming more frequently; don't even bother following them. Instead, push waves and take free tower plates. On the other hand, don't forget to help your jungler in early skirmishes, especially on Neutral Objectives.

Mid Game

As Heimerdinger, your main objective in the mid game is to gain an advantage over your opponents by securing free resources such as minions and jungle camps. This will help you to become stronger and allow you to take important objectives like Towers, Baron, and Dragon. To achieve this, consider split pushing and drawing the enemy team's attention while your team applies pressure elsewhere on the map. Additionally, you can also camp in the enemy jungle after clearing camps, which can give you some free kills.

If you're ahead in the game (you have 3 items with Rabadon's Deathcap), you can easily take Baron at 20 minutes by using your H-28Q Apex Turret to tank the hits and placing your H-28G Evolution Turrets to deal damage. You can duo it consistently, but soloing is pretty hard.

In team fights, use your CH-3X Lightning Grenade to focus on high-priority targets such as fed assassins, the enemy jungler, or the enemy ADC. This will increase your chances of taking objectives. Additionally, use your H-28G Evolution Turrets and H-28Q Apex Turret to peel for your teammates, protecting them from enemy attacks.

Late Game

In the late game, you should focus on objectives such as Towers, Baron, and Dragon. Your turrets deal high damage at this point and can easily take down these objectives. Try to split push and draw the enemy team's attention while your team applies pressure elsewhere on the map. Use your CH-3X Lightning Grenade to focus on a massive threat in team fights, and use your turrets to peel for your teammates. Teleport is a good choice for this stage of the game, as it allows you to quickly join fights and take objectives. Remember to use your abilities effectively and make the most from the UPGRADE!!! to secure victories in teamfights for your team.

In addition to focusing on objectives, you should also be aware of the enemy's movements and try to predict their next move. If they're pushing a lane, you can use your turrets to defend and hold them off. If they're trying to take an objective, you can use your abilities to disrupt their progress and make it more difficult for them to succeed.

Proper placement of H-28G Evolution Turret is very important for Heimerdinger. If you place them incorrectly, you will run into some issues: low damage, no coverage, easy to kill and AoE, no help in farming and pushing, etc.

Mid/Top/Bot

When pushing a lane, try to place the turrets in a triangle formation, with the first turret placed behind the minions. This will ensure that the minions are in range of all three turrets, maximizing their damage output. Additionally, try to place the turrets in such a way that they are protected by your minions, making them harder for the enemy to target and destroy.

When playing against poke champions, it can be beneficial to place your turrets closer to your tower to farm under its protection. This will make it harder for the enemy to destroy your turrets, allowing you to push the lane more effectively.

When playing against champions with linear skillshots, like Ezreal's Mystic Shot, try to place your turrets inside of minion waves to make it harder for the enemy to hit them.

Finally, be aware of the Cannon minions. These minions deal more damage and can easily destroy your turrets early on. Try to keep their aggro away from your turrets, by using your abilities or by luring them away.

Normal placement

In normal matches, I prefer this placement as it allows my turrets to overlap their ranges and deal more damage, making farming easier. However, it's important to note that this setup can be vulnerable to area of effect attacks and has a smaller coverage area compared to the next option.


Anti-AOE placement

In situations where I am facing champions like Lux, Brand, or Xerath who can quickly take out multiple turrets with one ability, I opt for this placement. It also allows me to more effectively pressure enemies when they are low on health and mana. However, this setup has a larger coverage area but less overlap, resulting in less damage output. During difficult matchups, I often try to position my turrets closer to my own tower rather than the enemy's, as it makes it harder for them to destroy the turrets behind the minion wave.


Safer Placement

Actually, I use three different turret placements, but this one is less common. I choose this setup when I'm overextending and uncertain of the enemy jungler's location. It allows for easier escape using Hextech Affinity as it provides coverage for most of the lane. This placement is most effective on the top or bottom lane as these are longer and have bushes, but it can be used in the middle lane as well.


Support

When playing Heimerdinger as a support, it's important to avoid placing turrets solely in the minion waves as this can disrupt your ADC's farming, especially if you don't want to push the lane. Instead, try to position them in bushes and as close as possible to walls, as shown in the image.

As a support Heimerdinger you cannot farm, so your main focus should be on harassing the enemy and maintaining lane pressure by controlling the bushes. You can easily push minion waves, allowing you and your ADC to take tower plates fairly easy. You can prevent enemy ganks using H-28G Evolution Turret, especially when UPGRADE!!! is up. With it you can easily fight 2v3. When playing as a Heimerdinger support or bot, don't be too afraid of the jungler and try to lure them into your turret nests.

In mid to late game, your objectives should be similar to other roles described in "GAME PLAN", but you should prioritize peeling for your teammates and providing vision more.

Build on gifs: 12 level (4Q 5W 1E 2R), Luden's Tempest, Rabadon's Deathcap, Sorcerer's Shoes against 70 MR.
Also, I forgot to include [AA] in most gifs.


Beam Combo

[E]>[Q]

This is one of the most important combos to learn as Heimerdinger. To execute it, first throw the CH-2 Electron Storm Grenade at the enemy, then place the H-28G Evolution Turret while the grenade is still mid-air. This will cause the turret to fire a laser beam at the enemy after the stun is landed, dealing high damage. This combo is the foundation for many other combos, and it can be modified in various ways.

Double Beam Combo

[Q]>[E]>[Q]>[W]>[AA]

This combo is one of the most powerful combinations, dealing a total of four [Q] empowered attacks, [W], and [E] damage to the enemy. To make it more effective, wait for the turrets to fire their [E] beams before landing [W], otherwise you waste 2 beams. This combo can be modified by using [R][Q] (second turret), [R][W], or [R][E]. If you already have turrets placed or need to finish off enemies quickly, you can start the combo with [E], skipping [Q]. If you need more damage and are close enough to the enemy, finish the combo with [Q] instead of auto-attacking.

Anti-Dive (Double Apex Turret Beam Combo)

[Q]>[E]>[R][Q]>[W]>[AA]

This combo is pretty similar to the previous one and is good against all-ins or ganks. It's especially good in 1v2s, as the H-28Q Apex Turret has high AoE damage. If you are confident in landing a grenade, use the ultimate turret first instead of the second, as it has better timing.

Double Beam Rocket Swarm Combo

[Q]>[E]>[Q]>[R][W]>[AA]

This is an aggressive single-target variation of Double Beam Combo. It has the highest 1v1 DPS of any combo, but you need to land CH-2 Electron Storm Grenade so you hit all Hextech Rocket Swarm missles.

Double Beam Bounce Grenade Combo

[Q]>[R][E]>[Q]>[W]>[AA]

This combo is a bit weaker than others, but it has a long range and AoE that allows you to kill enemies from a distance and behind walls.



Flash Grenade

[E]>[Flash]

This is a strong yet simple-to-execute combo. With the CH-2 Electron Storm Grenade's travel time varying based on the distance to the target, you can cast [E] on your opponent and instantly Flash to catch them by surprise, resulting in near-instant stun. You can also apply this to the CH-3X Lightning Grenade to ensure that you either hit your target or stun multiple enemies during teamfights.


Poke

[E]>[W]>[AA]

This is a simple lane harassing combination that is only used in the early game. If the turrets are close enough to the enemy, they will fire laser beams that deal extra damage. Wait for the turrets to fire their laser beams for the first time before landing [W] for maximum damage.

Bush Camp

[Q]>[Q]>[Q]>...>[E]>[R][W]>[AA]

I would call it a trick rather than a combo. It's a great way to catch an unsuspecting enemy off-guard. It involves placing a nest of turrets in a bush and waiting for an unsuspecting victim. Once the enemy is in range, hit them with [E] and finish off with [R][W] (if the turrets were not enough to kill the enemy). It is also a good idea to use the Oracle Lens to check for enemy wards, as this will ensure that your trick is not foiled by an enemy ward.

Blocking Skillshots


You can use H-28G Evolution Turret or H-28Q Apex Turret to block various skillshots, such as hooks and stuns from Thresh's Death Sentence or Pyke's Bone Skewer, etc. With practice, you'll get better at predicting and timing your blocks.

Farming Camps


In the mid-game, you'll be able to clear jungle camps over walls using a combination of H-28G Evolution Turret, CH-2 Electron Storm Grenade, and Hextech Micro-Rockets. Remember that the turrets deactivate after 8 seconds, so you can leave them in place while you finish clearing the camp.

Destroying Turrets


You can use your turrets to effectively destroy enemy towers. Since the tower will focus on your turrets first, wait for a wave with a cannon minion, clear it, and then set up your turrets (while the cannon minion takes all the damage), then just clear the incoming minions with Hextech Micro-Rockets. Additionally, if you want to destroy a low-health enemy tower with no minions, you can use H-28G Evolution Turret to tank a few turret shots.

Teleport Camp


If you see an enemy using Teleport, Destiny or Realm Warp place H-28G Evolution Turret (and H-28Q Apex Turret if the enemy is tanky) and try to land your CH-2 Electron Storm Grenade just in time to trap them and prevent their escape.
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SanyGame Heimerdinger Guide
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[14.12] In-Depth Heimerdinger Guide [Mid/Top/Bot/Support]

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