Season 13! - Former Pro's Guide to Heimerdinger - Toplane Compendium






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Recommended Items
Runes: 13.18
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Spells:
Flash
Teleport
Items
Ability Order Standard Ability levelling.
Hextech Affinity (PASSIVE)
Heimerdinger Passive Ability
Threats & Synergies
Irelia
Take exhaust, maybe she's bad and q's to you after the first 3 minions at which point exhaust, drop three turrets and wrench her.
Failing that, Lost Chapter, Oblivion Orb, Rylai / Zhonya and Tabis. Run full economy build.
Champion Build Guide
I've taken a break from League over the past two years and as such, this guide has completely fallen out of date. Over the next few weeks I'll be updating it. There's quite a lot of changes to the game and Heimer is still viable in Toplane. I've been back a month now and have climbed to 300LP Master tier on the EUW server, under the username 'Tom and his ****'.
I've updated the build segment at the top of the guide, I'll get round to the in detail section as soon as possible. The short version is -> Don't buy Everfrost ever. Don't buy Mejai's. Play to create opportunities and space for your team.
You'll still do absurd damage, but giving your carries an easier time to do theirs, and giving yourself the room to make mistakes (larger health pool, zhonya) has recently yielded far better results.
Alsos stopwatch rune is absolutely busted and I genuinely believe that every game it has netted me a kill or two, which leads to tempo advantage, good waves etc.... It's like playing with a safety net for pretty much no downside.
Cheers lads, I'll update more soon. I've a big spreadsheet with everything I've been working on over the past month that I'm eager to share - 19/09/2023.

![]() This combo can be added to all other combo's to increase the amount of turrets firing laser beams. To perform this combo: 1. Throw ![]() 2. Prior to ![]() ![]() |
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The double beam combo (from a single turret) is the ![]() To perform this combo: 1. Place a ![]() 2. Throw ![]() 3. Prior to grenade landing, Place a turret 4. After lasers beams fire, Use ![]() |

The Ult-Q double beam combo allows you to deploy your ult-turret and instantly fire a beam, followed up by additional beams from W. I use this combo defensively or in tower dives. To perform this combo: 1. Place any extra ![]() 2. Throw ![]() 3. Prior to grenade landing, R + Q ( ![]() 4. As lasers have fired, Use ![]() |
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The Ult-W combo is a rarer Heimerdinger combo, because it does less damage than the Ult-E combo if you have 5 points in W. Pre-level 9, use in single target burst situations. To perform this combo: 1. Place any ![]() 2. Land ![]() 3. Extra! - Prior to grenade landing, place turret 4. ![]() |

Heimerdinger's best mid-late game combo is the Ult-E combo. It is his longest range and highest AOE damage combo. It is used aggressively in teamfights or to make picks. To perform this combo: 1. Place any extra ![]() 2. ![]() 3. Prior to grenade landing, place ![]() 4. As lasers fire, use ![]() |
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![]() ![]() Simply place the turret prior to or during enemy spellcasts in order to block them. Examples include: ![]() ![]() ![]() ![]() ![]() ![]() |
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If you see someone begin to cast ![]() ![]() ![]() ![]() ![]() with a bit of practice, you can time ![]() lands as the ![]() I recommend performing the Ult + Q Double Beam combo -> see Combos |

Red side teams will attempt to drag ![]() Teams inside the pit are more vulnerable to large AOE ultimates (e.g. ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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![]() ![]() ![]() Aim your cursor over halfway across the wall, but still within cast range (otherwise you will path around) and then place the turret. It takes some practice to do it consistently and quickly. This can be done along with the Ult-E Grenade Combo for some long-range picks. |

![]() ![]() From testing, level 13 is where ![]() ![]() ![]() Prior to level 13, ![]() |
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The ![]() ![]() ![]() A ![]() ![]() ![]() ![]() ![]() ![]() This means if you place ![]() ![]() ![]() |

![]() This allows ![]() ![]() A common example is using this to place multiple turrets in the ![]() ![]() ![]() |
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Active ![]() This means that you can create some small wards in emergencies across choke-points like tri-bush. Deactivated turrets will despawn first when the 3 ![]() This trick is mostly used to spot enemy level 1 invades. |

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Hey folks - Toliam here, although most call me Tom. I'm a former national league player (UKLC, Benelux) mostly known for Heimerdinger, Illaoi, Singed and Gangplank. I finished Season 10 at 111lp in Master Tier on EUW, playing Heimerdinger toplane. (Links outdated but will fix soon). If you are interested in some individual ![]() Enough pleasantries, on with the Guide! |
If you're looking at Heimerdinger as an option purely to climb, you will not succeed at mastering this champion. You need to enjoy his playstyle, and enjoy winning and losing games with Heimerdinger. If you're not having fun, you will not be driven to improve. You will get frustrated, and that's an easy recipe for tilt and toxicity.



Heimerdinger's passive,



You can also use turrets to decrease the time taken to return to lane (by pathing next to turrets), or increasing chase/flee potential by placing a turret while running.



Heimerdinger's Q,


Some additional points:
- The basic attacks are classed as single target spell damage for effects such as
Ravenous Hunter and
Manaflow Band. The beams are classed as area spell damage.
- The basic attacks will not proc spell shields such as
Banshee's Veil or
Edge of Night - but will break malzahar shields.
- The base stats are determined on cast, and will not update when
Heimerdinger's stats change (such as when
Yuumi hops on & off, or
Absolute Focus de-activates, or when the ability is ranked up.
- The AP ratio for turret health scales with player level, not ability level.
- Beams are generated by other abilities, 20% for each individual
Hextech Micro-Rockets, 100% for
CH-2 Electron Storm Grenade. These values are the same for their respective
UPGRADE!!! versions.
H-28G Evolution Turret will target enemies hit by your abilities or auto attacks. The priority for this is champions > Minions > Structures. In most skins this is denoted by a large cog on the focussed target.
- If you place an additional turret, an inactive turret, or the oldest turret placed will be destroyed. Tracking which turret will be replaced during trading will allow you to retain control of the lane - this is discussed later.



Heimerdinger's W,

Additional Points
- Rockets that kill an enemy will travel through the enemy. If rockets land at the same time, both will travel through the enemy. If they do not kill the enemy, the rocket(s) is blocked. Use this in lane to fire to CS and trade at the same time.
- The first rocket to land on an enemy champion will deal 60% of the damage. Subsequent rockets will only deal an additional 10% damage. Spread out the rockets versus multiple targets to get higher overall damage (2 targets = 120% damage, 3 = 180% etc...). The only time you use all rockets on 1 target is to guarantee a 2nd [H-28g evolution turret] laser beam.




Point of note:
- The travel time of the grenade varies with distance. Placing a grenade directly on top of yourself is almost instant.





Some additional points:
- Damage from ultimate spells are based off ultimate rank, not ability rank.
- Recasting the ultimate will put it on a 3 second cooldown, and not refund any mana.
- Ult turret has an increased placement range in comparison to normal turrets
- Ult Grenade can break spell shields on one bounce and apply stun / damage on further bounces.
- Ult Rockets maintain the casting angle during movement / flash.
References: League of Legends Wiki
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![]() Consistent damage that scales well into the late game, and synergizes well with Heimerdinger, as ![]() ![]() |
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Buy two ![]() ![]() |
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I am not a fan of Riftmaker - It does not build out of ![]() ![]() ![]() |
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I have been having a lot of fun with ![]() |
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I tend to buy ![]() ![]() ![]() ![]() ![]() ![]() |
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Heimerdinger is predominantly a lane bully in toplane, there are very few matchups where the opposing laner can match him early. Heimerdinger will want to push the wave towards the enemy laner, harass them under tower whilst they CS. This then extends onto securing plating or diving the enemy laner.
As you arrive in lane - place turrets as per the placements described in the Turret Placement section, and secure levels 2-3, taking grenade then w respectively. Weave auto attacks on enemy champions and place singular turrets to trade with




Add more turrets followed by ability combos should the opposing laner attempt to prolong the trade. Kite to brush in order to drop minion aggro when necessary.
Early on you want to limit trading until

Maintain higher health than the opponent, and recall often after shoving in a cannon wave. Teleport as well can be used to return to lane with an item advantage. Regularly spending gold can help you stay ahead of the enemy jungler in items, and allow you to threaten a 2v1. A

As Heimerdinger pushes into pretty much any laner, he has Hard Priority for most of lane phase. This means should fights break out in topside jungle, or around topside river, you have the ability (and should definitely) be the first person to help out. This control then allows your jungler to take

The main powerspike for Heimerdinger in toplane is





Heimerdinger is the King of lane priority in every lane. Being able to abuse this and turn it into a gold and exp lead is the difference between good Heimer players, and great Heimer players. It is a straight up macro play.
The short version is this. On wave 5, 8, 11, etc... the wave just before a cannon wave. Instantly push it with spells, crash your wave into tower, and immediately recall. The theory is that you can recall and return to lane, before your opponent can hard shove the following cannon wave, giving you an item advantage, without costing you teleport.
If they recall and teleport, you have gained a teleport advantage on them. Use this to help botlane.
If they recall without teleport, you merely freeze the wave, and will deny them an entire minion wave. This gives you an exp and gold lead. Rinse and repeat step one to gradually create a lead against any opponent.
If they stay, you have an item advantage. Freeze the wave, and if they contest, you just force a fight and win by default. If they don't contest, but stick around. Maintain the freeze.
Freezing works due to the cannon wave killing your turrets whilst you are basing, and then you don't place any turrets down during the freeze, only whilst fighting.
If you are unaware of how to freeze, the short version is below, I recommend checking out solorenektononlys even and uneven minion rules for a better explanation (google search it).
Freeze quick guide: -> If there are even amounts of enemy and allied minions on their side of the map, it will push towards you. Once it is on your side of the map, you will need 4 extra enemy minions to prevent it pushing back to them. Once your wave has died, do not place turrets, but juggle the minion aggro with the brush closest to tower. Do not let minions hit tower either, and this prevents you taking a lot of minion damage. Once the follow up wave has arrived, the enemy minions will kill yours, and will leave 4 left over. Repeat.
Wave 5 recalls with perfect CS will give you 850 Gold (1000 with Futures market). Amp tome + tear if you have pots remaining. Amp tome + boots + refillable if not. If you've started amp tome (Tank lanes) then you can complete lost chapter. You can also go futures market, start sapphire crystal + refillable and then recall for a completed lost chapter at 4 minutes. Futures market will give you the lee way to miss up to 3 cs, or the cannon.
It might sound like min maxing but once you start facing opponents who do not attempt to fight you in lane, and focus on farming, it's important to force lose-lose macro decisions for your opponents.
Wave 8 recalls with perfect CS will give you 1375 Gold (1550 with Futures market). If you feel like you can kill your opponent in the near future, dark seals are an excellent option. If you started dorans ring, now is the ideal time to complete lost chapter.
You do not need to cheater recall on every available wave. Doing it for say, boots by itself is not worth. Midlane you can cheater on the cannon wave itself if you want to rush tear.
As a rule of thumb, check your gold during the wave prior to a cannon wave. If you can get a decent amount of items -> shove and reset. You can also ult - W the cannon wave if that reset is better.
Never ever ever recall on the wave following a cannon wave (i.e. wave 1, 4, 7, 10, 13, 16 etc...) You will miss gold and experience, as well as allow your opponent to make macro plays (dragging the wave / setting a slow pull) that can further punish you.
Teamfighting on


Aggressive:




Defensive: If you are behind, or have been caught out, often it is better to drop









It is also the best option to 2v1 ganks in Toplane.





After Level 9 - solely used when burst damage needs to be instant, rather than relying on follow up









The above setup is the ideal setup for ![]() The back turret needs to be placed first, as per the gif. This means should you require to place another turret with the 2nd wave, it will be the first one to get destroyed, rather than a more useful, closer turret. |
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Be careful not to dispense multiple



If you are planning on adding multiple points to






Furthermore, new to season 11 is that


With the other AP mythics - I still recommend building Mejai's in the majority of games. I highly endorse the playtsyle, and it will encourage you to think about staying alive and maintaining stacks, whilst also giving you an absurd amount of AP of which

Even if you're losing - if you buy mejai's and die, you will lose. But regardless of the Mejai's you will lose if you misplay. However - if you start a comeback, Mejai's will help you comeback harder.
Tl;dr: Start Buying


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