Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
- MID
- TOP
- BOT
- SUPPORT
Recommended Items
Runes: POKE
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10-180 Bonus Health
Spells:
Flash
Teleport
Items
Threats & Synergies
Syndra
[Arcane Comet] Good candidate for banning in midlane. Try to go even early, as Syndra needs to snowball to become a real threat. Place your turrets further behind minion waves to avoid her stunning or destroying multiple turrets at once. Be cautious when placing turrets, as she can easily pick them up with her Q and E to disrupt your setup. Only place them when you really need to, and aim for a combo with E + W if you're low on turrets. Early boots are helpful for dodging her skillshot. Prioritize Ult, W, or E in fights, as Syndra can displace your Ult Q with her E. A Banshee's Veil later on can help block her burst.
Champion Build Guide
|
|
|
Hextech Affinity (Passive): Heimerdinger gains 20% bonus Movement Speed when 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. |
|
H-28G Evolution Turret (Q): Heimerdinger can store and place up to three turrets. This is his primary ability, which interacts with other abilities and is used for clearing minion waves, short and extended trades. If your turrets are down, your damage output and waveclear become significantly worse. |
Most of this applies to H-28Q Apex Turret as well.
The stats of the H-28G Evolution Turret are determined at the time of deployment and do not change with items like Conqueror or ability level. Level turrets before placing them to maximize effectiveness.In patch 14.2, Heimerdinger's turrets now update every second to reflect level-ups, rank-ups, and AP purchases, making Conqueror a strong option.- When deploying a 4th turret, either the inactive or oldest active turret will be destroyed.
- Enemies hit by CH-2 Electron Storm Grenade charge the turret for 100% per hit, and Hextech Micro-Rockets charge it for 20% per missile (100% total).
Once fully charged, the turret shoots an empowered attack that deals increased damage, has a larger AoE and range, and pierces through enemies. This attack counts as AoE for certain runes and effects, while regular turret attacks are single-target. - The H-28G Evolution Turret prioritizes enemies that you auto-attacked or hit with abilities, so be sure to auto-attack enemies in range.
- Turrets prioritize H-28G Evolution Turrets over minions.
- H-28G Evolution Turret provides vision even when disabled, which can be useful for anti-invade vision.
- The turret's HP scales with Heimerdinger's AP, and this scaling increases as Heimerdinger levels up.
Omnivamp is only 33% effective for H-28G Evolution Turret, so building a Riftmaker on Heimerdinger is wasteful.In Patch 14.1, Riftmaker's omnivamp now works 100% for pets and AoE damage, though it's reduced against minions. However, this still doesn't make Riftmaker a viable option on Heimerdinger.- Avoid deploying all your turrets immediately after they become available. It's often more beneficial to save them for combos with other abilities, especially if you're facing enemies who can easily destroy them. In difficult matchups, consider freezing the lane and keeping your turrets for potential jungle ganks instead of constantly pushing the lane.
|
Hextech Micro-Rockets (W): Heimerdinger launches 5 rockets that cross on the cursor and then spread out. First missile deals around 55% of the total damage, while next 4 missiles deal reduced damage. It's used mostly for poking enemies and charging H-28G Evolution Turret for burst damage and is pretty spammable once you have enough mana. |
- Since the first missile deals the highest damage, it's usually more effective to spread out the missiles to increase the likelihood of hitting at least one rocket. It’s better to land one missile for full damage than to miss all and deal no damage.
- If Heimerdinger kills a minion or champion with Hextech Micro-Rockets, the remaining missiles will continue to fly in their original trajectory. This can be used to effectively trade while farming.
- Hextech Micro-Rockets can be an excellent tool for clearing large waves of minions, as you can last-hit multiple minions with a single use of the ability.
- You can also use Hextech Micro-Rockets to check bushes. Spread the missiles out to cover a larger area for maximum visibility.
|
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 from your turrets will be fully charged. This ability is really important, as missing it can leave you vulnerable to enemy all-ins. Use it strategically, and aim carefully. If you can land this ability in turret nest, you're almost guaranteed to win the fight. If it's on cooldown, be careful and play more safely against engage champions. |
- CH-2 Electron Storm Grenade can be challenging to land, especially on fast-moving targets. Having teammates with crowd control (CC) can significantly improve your chances of landing the hit. Additionally, the closer you are to the target, the less time the grenade takes to land, which can make it easier to stun enemies who are near you. Using it directly on yourself can result in an almost instant hit.
- When the grenade lands, it briefly provides vision in the area where it impacts. This can be useful for checking important objectives (like dragons or baron). However, due to its long cooldown, it's not recommended to use it just for checking bushes.
|
UPGRADE!!! (R): Heimerdinger enhances the next usage of basic abilities. |
- The damage of your next basic ability increases with the level of UPGRADE!!!, not with the individual ability levels.
- You can recast UPGRADE!!! after 3 seconds to cancel its effect and refund the cooldown.
|
H-28Q Apex Turret (RQ): Upgrades H-28G Evolution Turret to H-28Q Apex Turret. Its beams are better splash damage and it slows enemies, making it primarily a defensive AoE option. |
- H-28Q Apex Turret can be used to keep enemies from important objectives, dealing significant damage and slowing them if ignored.
- If you are in danger of being crowd-controlled, placing an empowered turret can help. It deals damage and can provide opportunities to turn around the situation once the crowd control effect wears off.
- This turret is much more durable than the H-28G Evolution Turret, making it ideal for solo objectives in the mid-late game. By placing it first, you can allow it to tank damage and secure objectives more efficiently.
- H-28Q Apex Turret can be placed even when you don't have other turrets available, making it a useful tool when everything else is on cooldown.
|
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. |
- You can move while using Hextech Rocket Swarm, which allows you to reposition if you miss your target or want to cover more enemies.
- You can use Zhonya's Hourglass after casting Hextech Rocket Swarm. The rockets will continue to fire while you are in stasis.
|
CH-3X Lightning Grenade (RE): Upgrades CH-2 Electron Storm Grenade to CH-3X Lightning Grenade. It bounces three times and has a larger area of impact. This ability is effective in team fights or when used for picks. |
- CH-3X Lightning Grenade is great for shutting down mobile champions like Irelia and Akali. The multiple bounces make it harder for them to escape the stun.
- In team fights, it can lock down the entire enemy team, allowing your allies to follow up with their abilities. However, if you need more control over an objective or want to prevent enemies from diving, consider using the H-28Q Apex Turret instead.
- It can bypass spell shields like Malzahar's Void Shift, Morgana's Black Shield, and Sivir's Spell Shield if you hit them with two bounces. Additionally, it can be effective against Cleanse and Quicksilver Sash, though hitting those can be trickier.
Arcane Comet is a great rune for poking enemies in the early game. Using Hextech Micro-Rockets lets you proc it repeatedly. Arcane Comet's cooldown is also reduced when you deal damage, meaning your H-28G Evolution Turret can significantly shorten its downtime. Best used against ranged matchups, especially midlane and botlane, where you can't stack Conqueror so you need to stick to poke playstyle. |
Summon Aery is an alternative to Arcane Comet. It works better if you can reliably proc it (usually against melee champions) or in specific matchups (like against LeBlanc, who can easily dodge Arcane Comet). However, this rune is rarely useful, as Conqueror is often a better choice in these scenarios, but it still works. |
Manaflow Band is really good for Heimerdinger, as he heavily relies on mana. This is especially true if you don’t plan to buy a mana item. To stack it, simply hit enemies with Hextech Micro-Rockets or drop a H-28G Evolution Turret on them. |
Transcendence is valuable for its Ability Haste. It's especially useful against enemies who constantly destroy your turrets, such as Vel'Koz, Xerath, Syndra, and Taliyah (especially if you take it alongside Ability Haste rune shard and mana items like Blackfire Torch or Luden's Companion). This allows you to spam Hextech Micro-Rockets more frequently and quickly replace destroyed turrets. |
Absolute Focus works well for Heimerdinger, providing 3-30 Ability Power as long as you stay above 70% HP. Best against melee matchups for more burst and uptime, but is also useful for scaling combined with Absolute Focus and Rabadon's Deathcap. |
Scorch is an early-game rune for harassment and poke, but Gathering Storm is usually better (>=20 minutes). |
Gathering Storm excels in the late game, and I recommend it over Scorch. It grants 48 Ability Power at 30 minutes or 80 at 40 minutes, nearly equivalent to an entire item. Paired with Absolute Focus, you can achieve 110 Ability Power in the late game, increasing to 143 with Rabadon's Deathcap. |
Electrocute is a very niche rune, as Conqueror offers a similar playstyle but more overall strength. It’s typically chosen against champions who are hard to hit with Arcane Comet and difficult to burst with Conqueror, such as LeBlanc, Yasuo, or Akali. However, the Domination tree is generally weaker compared to Sorcery or Precision. |
Cheap Shot offers a small damage boost and is a good primary rune (don't take it in secondary tree) if you don’t need the sustain provided by Taste of Blood. |
Taste of Blood is a solid rune that helps prevent overextending. It’s especially effective against poke-heavy champions or in aggressive playstyles. |
Sixth Sense is useful for revealing wards and setting up bush ambushes, but Oracle's Lens is usually sufficient for this purpose. |
Grisly Mementos is an underwhelming rune that’s only worth considering for Heimerdinger support. |
Deep Ward is an excellent rune for deep warding, extending ward duration significantly. It’s very effective in toplane for avoiding ganks (especially against champions like Nocturne, Zac, Shaco and etc.) and can also be situationally good in midlane, or the support role due to frequent warding. |
Treasure Hunter is decent, granting up to 450 gold after killing five unique champions. It’s better suited for Heimerdinger support due to lower gold income and the ability to farm kills from three champions in botlane (Bot, Support, and Jungle). |
Ultimate Hunter is likely the best hunter rune for Heimerdinger because UPGRADE!!! is an important ability that impacts skirmishes and teamfights. |
First Strike is really niche rune. It’s most effective against melee team comps, where you can easily proc it for extra gold. The ideal scenario is a top lane matchup against a tanky champion. It’s a solid option when you can’t kill an enemy early and want to scale. The Inspiration tree is decent, as Heimerdinger is an item-dependent champion. This rune is also quite good on support, providing more gold generation. However, it’s not great in the early game or against ranged champions, as they can easily hit you first. |
Magical Footwear is a fantastic rune as it grants boots for free (300 gold) and provides a small movement speed boost, which helps with kiting enemies. The downside is that you can't buy boots for the first 12 minutes of the game unless you get takedowns. |
Cash Back is a nice rune that helps you get items earlier, becoming better than Magical Footwear once you spend over 5000 gold (around 2 items). |
Triple Tonic is a good rune for making last-hitting easier with the first tonic and provides small power spikes with the second and third tonics. |
Biscuit Delivery can be useful in hard poke matchups, as it provides sustain and helps you outsustain your enemies. |
Cosmic Insight is a somewhat underrated rune, providing cooldown reduction for Summoner Spells and items. It synergizes well with Barrier or Teleport, but it also works with other spells. |
Conqueror became one of the best runes for Heimerdinger after patch 14.2: "Heimerdinger's 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 powerful against melee champions (though still good against some ranged champions), as you can easily stack it and deal absurd amounts of damage. It also makes you "immune" to ganks, as you stack it very quickly when the enemy jungler attempts to gank. It fits burst & battlemage playstyle really well. |
Presence of Mind is probably the best Precision rune for Heimerdinger, as it can be easily activated through H-28G Evolution Turret, Hextech Micro-Rockets, or auto-attacks. It helps you maintain mana efficiently and allows you to skip mana items in certain scenarios. |
Legend: Haste is similar to Transcendence and provides useful Ability Haste, which many S14 items lack. |
Coup de Grace is alternative choice to Cut Down or Last Stand for bursting down enemies. |
Cut Down is personally more enjoyable than 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 an alternative to Cut Down and Coup de Grace and is more of a personal preference. It's more conditional, but also grants more damage. I still prefer consistency of 2 other choices. |
Demolish is effective, as Heimerdinger often pushes minion waves quickly and can easily farm Tower Plates. |
Bone Plating is very strong against champions who rely on all-ins and lack poke, such as Fizz, Yone, Pyke, etc. This rune is the only reason you might consider taking the Resolve tree. |
Overgrowth is okay for added survivability. You can take it along with Bone Plating if you don't need Demolish. |
Choosing rune shards for Heimerdinger is straightforward. Always opt for either Ability Haste + Adaptive Force or two Adaptive Force runes. Double Adaptive Force provides a stronger early game, while Ability Haste becomes much more important later on, as fewer items grant it after Season 14. For the third shard, it's generally better to go with Health Scaling, as it provides more value after Level 6. However, flat Health may be considered for the early game if you need extra heatlh. |
One of the most common rune pages for Heimerdinger, especially if you're playing midlane or botlane. Arcane Comet is best into ranged matchups for poking enemies, and the Sorcery tree is really good for stacking Ability Power with runes such as Absolute Focus (can be swapped with Transcendence for more Ability Haste in hard mage matchups, you can also take the Ability Haste shard along with that) and Gathering Storm (can be swapped with Scorch for better early game). Manaflow Band allows you to spam Hextech Micro-Rockets more often, and you likely wouldn’t want to swap that with anything else in that row. I would recommend building items such as Blackfire Torch/ Luden's Companion and Liandry's Torment as these items fit poking playstyle very well.
Precision is probably Heimerdinger's second-best tree, as Legend: Haste provides plenty of Ability Haste, and Cut Down (can be changed with Coup de Grace or Last Stand) increases your damage. If you really need mana, you can swap any of these for Presence of Mind.
Into matchups where Arcane Comet can’t land consistently and Conqueror can't be stacked, you might consider swapping it with Summon Aery, but such matchups are rare.
This is also one of the best rune pages for Heimerdinger, most commonly used in the toplane. Conqueror can be stacked quickly against melee champions, making it great for both bursting enemies and extended fights. It also excels in 1v2s against the enemy jungler.
For the Sorcery tree, take Absolute Focus and Gathering Storm to further boost your Ability Power for higher burst potential. If mana is an issue (e.g., you want to rush Rabadon's Deathcap as your first item for even more burst potential), you can swap either rune for Manaflow Band.
Combat summoner spells like Ignite or Exhaust feel better than Teleport with this rune page, but the choice still depends on the matchup.
We take Taste of Blood for additional sustain in lane (I typically wouldn’t swap it with Cheap Shot as it's inconsistent). Deep Ward is the only good rune in that row (unless you’re playing support) since it provides valuable early-game information through deep warding. For example, placing a Faker ward can give you full insight into the enemy jungle's clear path. Ultimate Hunter is the best option to maximize your powerful UPGRADE!!! (while Treasure Hunter feels underwhelming, you can opt for it if you prefer).
Sorcery is the most powerful tree, so we take it here as well.
This is another really niche tree, as First Strike is a heavily nerfed rune. However, the Inspiration tree itself is decent. We take Magical Footwear for extra gold (you can swap it with Cash Back if that’s your preference). Triple Tonic is a nice addition for its extra waveclear, Ability Power, and additional skill point (though it can be swapped with Biscuit Delivery if you’re up against heavy poke). Cosmic Insight is a solid choice for faster summoner spell cooldowns and is the only good option in that row.
Sorcery is the most powerful tree, so we take it here as well.
Resolve as a secondary tree can be situationally taken against assassins like Fizz, Zed, Pantheon, Pyke, etc., mainly for Bone Plating (this rune is the only reason to pick Resolve as a secondary). For the second rune, you can choose Demolish to take turret plates faster and improve split-pushing, or Overgrowth for survivability.
While Domination is generally a weak tree, you can consider taking it for Deep Ward, which is useful if you often struggle with ganks and need better map awareness. Ultimate Hunter is also valuable for reducing the cooldown of UPGRADE!!!, allowing you to use it more frequently. Additionally, Taste of Blood can provide some sustain in the early game. If you're playing support, you can pick other vision-focused runes in the secondary tree, but Deep Ward remains best.
Generally, Inspiration is not worth taking over Precision or Sorcery. However, Magical Footwear or Cash Back can provide a decent amount of gold, which is especially useful as support Heimerdinger. You can also opt for Biscuit Delivery against heavy poke, Triple Tonic, or Cosmic Insight.
|
FLASH |
|
IGNITE |
|
TELEPORT |
|
BARRIER |
|
EXHAUST |
Starter Items
Purchasing Health Potions is essential, as they allow you to stay in lane longer. With a health advantage, you can force enemies to overextend, which could cause them to lose minions, tower plates, Teleport, and more. |
Refillable Potion is more effective against high-range poke champions compared to Health Potion. You can buy it after an early recall if you have gold to spare. |
Doran's Ring is the best starting item in most games. It provides a solid amount of AP and HP, early mana sustain, and makes last-hitting easier. |
|
Dark Seal is similar to Doran's Ring, but with slightly worse stats. However, it can be stacked for higher Ability Power and later built into Mejai's Soulstealer if you're able to stomp your lane and accumulate stacks. You can opt for Dark Seal in easier matchups or buy it after an early recall if you can't buy anything else since it's still gold-efficient even without stacks. |
Boots
Sorcerer's Shoes are best choice for Heimerdinger as they grant Magic Penetration, amplifying your overall damage output. They become even more powerful when paired with items like Shadowflame or Void Staff, allowing you to burst down enemies quickly. |
Spellslinger's Shoes are a great upgrade to Sorcerer's Shoes, offering a raw damage boost along with an 8% magic penetration bonus. However, keep in mind that the percentage-based penetration stacks multiplicatively with Void Staff (and other Penetration% items) rather than additively (For example, your total magic penetration would be around 45%, not 48%). |
Items
Blackfire Torch is a core mana item for Heimerdinger. It provides everything he needs: Mana, Ability Haste, the Burn passive, and an increase in Ability Power %. Its gonna be your first item most of the time, unless you're playing raw Ability Power build. |
Luden's Companion is an another mana item that is an alternative to Blackfire Torch. It provides decent waveclear and poke damage. However, it scales less efficiently than its counterpart and is often wasted on minions with your H-28G Evolution Turret. It is typically better against high-range and waveclear team comps. |
Rabadon's Deathcap is a second core item for Heimerdinger, as he has some of the highest Ability Power scalings in the game. It provides a massive damage boost and enhances your objective control, making it one of your most powerful spikes. Don't delay it to 4th item or futher. |
Shadowflame is one of the best items for Heimerdinger. It offers solid stats (110 AP and 15 Magic Penetration) and a powerful passive. Combined with Rabadon's Deathcap, you'll gain high amounts of Ability Power and Magic Penetration early in the game. It's best into squishy teams and in burst builds. |
Void Staff is a must-have item in most situations since opponents often stack Magic Resist against mages. There are several strong anti-mage items, such as Wit's End, Hollow Radiance, Kaenic Rookern, and Force of Nature, which makes Void Staff a more common choice. |
Cryptbloom is a slightly weaker alternative to Void Staff. The trade-off for lower damage (less AP and penetration) is the utility (AoE healing), lower price, and Ability Haste. It's a great option for Heimerdinger support or against opponents with smaller amounts of Magic Resist. |
Bloodletter's Curse is a situational third option against Magic Resistance. Unlike Void Staff or Cryptbloom, it relies on stacking resistance shred on enemies, making it more conditional. Overall, it's a niche choice, best suited for heavy AP damage team comps where no other teammate is able to purchase it. |
Liandry's Torment is a situationally good item, but it's no longer a must-buy for Heimerdinger. You can opt for it when facing tanks & bruisers to melt them in extended fights (especially effective with Conqueror) or for poking enemies. It also pairs well with Blackfire Torch, making enemies burn twice per tick, and provides decent survivability. |
Zhonya's Hourglass is a powerful defensive option, as Stasis allows you to avoid death and continue dealing damage with your H-28G Evolution Turret while in Stasis. You should buy it after your core items if you are vulnerable to being killed, mostly against assasins. |
Banshee's Veil is a niche item 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 being triggered. This item is typically bought to counter deadly CC abilities like Crowstorm, Unstoppable Force, Hostile Takeover, etc. |
Support Items
Zaz'Zak's Realmspike is a support mage item that deals HP% poke damage while applying effects from items like Liandry's Torment or Morellonomicon in a small area. It also has a relatively short cooldown, allowing you to spam it alongside Hextech Micro-Rockets or H-28G Evolution Turret. |
Rylai's Crystal Scepter is primarily a support item for Heimerdinger, but can sometimes be effective in other roles as well. It is especially useful against immobile, short-ranged melee champions like Garen or Darius, or for providing utility to your team. Its passive slows enemies hit by Heimerdinger's abilities (most importantly, the H-28G Evolution Turret), making it easier to kite and land your CH-2 Electron Storm Grenade. |
Morellonomicon is a cheap yet effective AP item, really useful against opponents with healing. It pairs well with Liandry's Torment, as it extends the duration of its burn effect. This item is generally better suited for a support role. |
Imperial Mandate is a somewhat questionable but cheap support item that works when paired with Rylai's Crystal Scepter. This combination enables you to apply AoE slow and deal significant damage through Mandate's passive. It also provides some base mana regeneration, reducing your overall mana needs. |
Early Game
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 a slight advantage. If you're playing in the top or bot lane, it's better to place them in bushes to control territory and gain vision. Be careful not to 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 become a threat later on, as you're quite gold-dependent. Your second goal is to prevent your enemies from getting minions and priority. You should be able to outpush your enemies, harassing them under tower while securing CS and tower plates, sometimes even getting early kills. Since you almost always have priority, you can help your jungler with river skirmishes fairly often, but be mindful of your H-28G Evolution Turret and UPGRADE!!! cooldowns. Before the mid game, focus on getting CS and plates, avoiding any skillshots or all-ins, using the Movement Speed from Hextech Affinity to stay healthy. |
Prioritize CH-2 Electron Storm Grenade for its ability to punish enemies who get too close to your turrets. If you prefer a more farming-focused approach, go for Hextech Micro-Rockets to poke and clear minions quickly. Don’t overuse this ability before getting Lost Chapter to avoid running out of mana. |
By level 3, you’re ready to harass and farm efficiently. Use CH-2 Electron Storm Grenade to chunk down enemies. Be cautious of enemy ganks as they may start becoming frequent. Heimerdinger can often win 1v2s or escape using his CH-2 Electron Storm Grenade if ganked. |
At level 6, you gain your biggest power spike with the UPGRADE!!! ability. At this point, you can easily 1v2 (or 2v3 in bot lane) most champions and bait them into kills. Use this time to apply a lot of pressure on the map. Push as many waves as you can, and slowly take tower plates. Use UPGRADE!!!, Hextech Affinity, Barrier, Exhaust, Flash, and Seeker's Armguard if the enemy jungler ganks you to either kill them or escape. Keep farming until you have 1-2 items. You can also easily kill your 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 become stronger and allow you to take important objectives like Towers, Baron, Dragon and Atakhan. To achieve this, Split pushing is a strong tactic. Push waves with your turrets, then look for opportunities to roam or pressure other lanes. You can often force the enemy team to respond, giving your team an advantage in other parts of the map. Use your turrets to tank objectives like Dragon, Rift Herald, or even Baron with H-28Q Apex Turret (but sometimes you should save your ultimate for enemy threats). As you scale, you’ll become a major threat to objectives and can even secure Baron solo if you're ahead. In teamfights, CH-3X Lightning Grenade is key to locking down multiple targets, especially those with high mobility or damage. Position your turrets to protect your team and zone out the enemy. Your H-28Q Apex Turret provides additional AoE damage and slows, helping you control the area. |
Late Game
In the late game, focus on securing high-priority objectives like Baron and Dragon. Your turrets now deal massive damage, and with UPGRADE!!! up, you’ll be a threat for the enemy team. You can also split push to draw attention while your team secures other objectives. In teamfights, just as usual use CH-3X Lightning Grenade to disable major threats, especially assassins or enemy carries. Keep positioning your turrets to protect your team and disrupt the enemy’s positioning. Use Teleport to join key fights quickly or to defend objectives. 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 them and make it more difficult for them to succeed. |
Mid/Top/Bot
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 the 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, using your abilities or by luring them away.
Normal Placement
Anti-AOE Placement
Safer Placement
Support
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 easily. 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.
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 can be modified in various ways.
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 risk wasting 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.
This combo is similar to the previous one and is great against all-ins or ganks. It's especially effective in 1v2 situations, as the H-28Q Apex Turret has high AoE damage. If you are confident in landing the grenade, use the ultimate turret first instead of the second, as it has better timing.
This is an aggressive single-target variation of the Double Beam Combo. It has the highest 1v1 DPS of any combo, but you need to land the CH-2 Electron Storm Grenade to ensure all Hextech Rocket Swarm missiles hit.
This combo is a bit weaker than others but has long range and AoE, allowing you to kill enemies from a distance and behind walls.
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 a 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.
This is a simple lane-harassing combination used mainly 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.
I would call this 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's also a good idea to use the Oracle Lens to check for enemy wards, ensuring your trick isn't ruined by enemy vision.
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 improve 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 absorbs the damage). Afterward, just clear the incoming minions with Hextech Micro-Rockets. Additionally, if you need to destroy a low-health enemy tower with no minions nearby, 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.
You must be logged in to comment. Please login or register.