
Master Tier Champion Guide
Heimerdinger is the master of zone control and objective sieges. Play him if you enjoy dictating the pace of the lane, overwhelming opponents with a barrage of turrets, and single-handedly securing objectives like Dragon and Baron. His versatile ultimate allows for incredible outplay potential, turning ganks into double kills and surprising enemies with unexpected burst or crowd control. Heimerdinger thrives on strategic setup and punishes opponents unfamiliar with his unique playstyle, making him a formidable and often underestimated threat.
Objective Control: Heimerdinger is capable of taking objectives like towers, Dragons, and Baron incredibly fast due to his turret damage.
Versatile Ultimate: His ultimate (R) is highly flexible, allowing him to choose between placing a tanky, high-DPS turret (
R+
Q), dealing massive single-target burst (R+
W), or providing huge AoE CC and damage (R+
E).
Zoning Potential: His H-28G Evolution Turrets (Q) provide excellent zoning potential, especially when paired with items like Rylai's Crystal Scepter.
Vulnerable to Turret Killers: His 1v2 potential suffers severely if the enemy team can easily Smite or one-shot his turrets. Champions like Azir, Syndra, Cho'Gath, and Master Yi are noted threats because they clear turrets easily.
Requires Setup: Playing Heimerdinger at his full potential requires setting up turrets and predicting enemy movement.
Unwanted Pushing: His turrets can sometimes push the wave when you don't intend to, which can be punished by a good jungler.
Your job is to gently apply pressure. Force the enemy to use summoners or potions, and push creeps under the tower.
Mastering CSing with Heimerdinger means working in sync with your turrets, not against them. Focus on last-hitting the minions your turrets are already targeting. Avoid attacking a different minion simultaneously, as your turrets will switch targets to match yours, often causing you to miss both last hits. Never rely on turrets to secure CS for you; their attack timing can be deceptive. Follow their lead and secure the gold yourself.
Placement is crucial and matchup-dependent.
Against AoE: Spread them out if the enemy has AoE abilities (
E.g., Cho'Gath, Talon).
Against Linear Skillshots: Place them inside the minion wave (
E.g., Ezreal, Kennen).
Against Turret Killers: Place them defensively (
E.g., in bushes, like a ward).
In team fights, you should stay at a safe distance to avoid threats but close enough to hit a max range Hextech Micro-Rockets (W) on the front line or squishies.
Once you win your lane, easily poke the enemy out and take their tower.
After taking your tower, move to another lane and poke/push with teammates. Having Heimerdinger Teleport or walk to another lane to take a tower or dive is often unexpected.
Use the H-28Q Apex Turret (
R+
Q) to tank skillshots or accelerate the clearing of major objectives like Baron, Dragon, or Herald.
If playing Top Lane, try to pressure top and shove so the enemy (
E.g., Shen) cannot easily use their global ultimate to help their team.
Taking Teleport provides global presence and late-game split push potential. It is also a safe option for tough matchups, allowing you to Teleport back after being poked or ganked without falling behind in XP or CS.
In team fights, you should stay at a safe distance to avoid threats but close enough to hit a max range Hextech Micro-Rockets (W) on the front line or squishies.
Place your H-28G Evolution Turrets (Q) in hidden and safe places (over walls, in bushes) so that when you catch an enemy with a CH-3X Lightning Grenade (
R+
E), they will fire lasers, allowing you to retreat to safety.
The CH-3X Lightning Grenade (
R+
E) is considered the safest late-game ultimate because it provides more reliable damage and CC (multiple stuns with huge AoE) and is excellent for sniping overextended squishy carries.
The H-28Q Apex Turret (
R+
Q) is strong for early team fights but becomes easily killed and less efficient later on.
Consistent DPS. Arcane Comet is generally preferred over Summon Aery late game, as turret lasers and rockets reduce its cooldown. Primary Tree: Sorcery (Arcane Comet). Secondary Tree: Domination (Ravenous Hunter, Taste of Blood).
Poke. Recommended against long-range or heavy push champions, aiming to sit back and poke with W. Primary Tree: Sorcery (Summon Aery or Arcane Comet). Secondary Tree: Inspiration (Perfect Timing or Magical Footwear, Minion Dematerializer).
Burst. Use against shorter-range champions who you can reliably stun with E or who you can burst easily. Primary Tree: Domination (Electrocute). Secondary Tree: Sorcery (Gathering Storm, Transcendence).
Full Laser Initiation (Basic Combo)
Q
E
Q
Q
WWhen the grenade (E) lands, two turrets will immediately shoot lasers, and when the rockets (W) land, three additional lasers will fire. Most enemies cannot survive this perfectly executed combo.
CC Setup
E
QIt is usually best to throw the CH-2 Electron Storm Grenade (E) first, then put a turret down (Q). This will still charge the laser if done fast enough. Use E to CC the enemy to guarantee hitting all missiles from W.
Ultimate CC/Initiation
R
E
QThrow the CH-3X Lightning Grenade (R+E). Since R+E is slow, you have ample time to place turrets (Q) while it is in the air to guarantee lasers firing when it hits enemies.
R+W Burst
E
R
WPair Hextech Rocket Swarm (R+W) immediately after landing a stun from E to ensure every single rocket hits.
PHeimerdinger’s Hextech Affinity (Passive) grants 20% bonus movement speed while near allied turrets or his own, which helps you kite around your turrets and dodge skillshots.
QTurrets can be Smited and count as minions vs champions with bonus damage to minions.
Turrets will try to hit the same target and prioritizes enemies who you auto-attack or hit with your spells.
Turrets laser will try to shoot at enemy champions even if they are out of range and they are charged. Turrets also take 40% more damage from melee attacks and melee spells.
Turrets HP scale off heimerdinger’s level + his AP.
Turrets can be placed over walls and ledges and thrown using blast plants.
Place turrets in bushes for vision and control.
When diving or pushing a tower with the ultimate turret, place the H-28Q Apex Turret (
R+
Q) closer to the enemy tower than your little turrets so the tower focuses the tankier R turret.
The turret laser procs all spell effects.
Turret laser has a 90 second cool down but hitting champions with W or E rapidly reduces it.
WTo maximize poke damage with Hextech Micro-Rockets (W), spread the rockets wide. Hitting just 1 missile is often good enough, as the first missile deals the most damage. Be careful: W rockets spawn from behind Heimerdinger’s character model.
EThe CH-2 Electron Storm Grenade (E) grants vision and can be used to scout bushes or over walls. Do not spam E; always keep the threat of the stun available.
RUsing UPGRADE!!! (R) again immediately after casting it will cancel the ultimate and refund the cooldown (though it still costs 100 mana). This can be used to scare off enemies or mind game opponents.
The CH-3X Lightning Grenade (
R+
E) can break spell shields with one bounce and deal damage/stun the target with another bounce.