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Heimerdinger Build Guide by SanyGame

Middle [12.18] In-Depth Heimerdinger Season 12 Guide [Mid/Top/Bot/Support]

Middle [12.18] In-Depth Heimerdinger Season 12 Guide [Mid/Top/Bot/Support]

Updated on September 22, 2022
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League of Legends Build Guide Author SanyGame Build Guide By SanyGame 24 4 19,303 Views 8 Comments
24 4 19,303 Views 8 Comments
League of Legends Build Guide Author SanyGame Heimerdinger Build Guide By SanyGame Updated on September 22, 2022
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Choose Champion Build:

  • LoL Champion: Heimerdinger
  • LoL Champion: Heimerdinger
  • LoL Champion: Heimerdinger
  • LoL Champion: Heimerdinger


1 2 3
Arcane Comet
Manaflow Band
Gathering Storm

Perfect Timing
Cosmic Insight

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist


1 2 3 4
LoL Summoner Spell: Barrier


LoL Summoner Spell: Flash


Threats & Synergies

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

Champion Build Guide

[12.18] In-Depth Heimerdinger Season 12 Guide [Mid/Top/Bot/Support]

By SanyGame


Low ban and pick rate
Flexible, can be played in all roles (even in jungle as fun off meta pick)
Can punish enemies for roaming and has high objective control
Can easily 1v2, surprising enemiy junglers. In worst case can trade with kills.
A LOT of damage, usually I deal most of the damage even if I'm behind
Ability to poke and zone enemies
A lot of AOE damage and CC in teamfights


Extremely squishy and immobile
Bad if behind, hard to get back into the game
Pushes a wave even if you don't want to => It's hard to freeze/slowpush
Hard to carry 1v9
Damage drops dramatically if all H-28G Evolution Turret are destroyed.
Vulnerable after missing CH-2 Electron Storm Grenade

Hextech Affinity (Passive): Heimerdinger gets a 20% bonus movement speed while near an allied Turret , H-28G Evolution Turret or H-28Q Apex Turret deployed by him.

This is a really good effect. With 20% extra movement speed, you can easily kite most skill shots in the game. You also become extremely difficult to kill in a teamfight.
You can use this ability not only in defense but also for chasing enemies, placing turrets in front of you so you can catch up to them.

H-28G Evolution Turret (Q): You can store and place up to 3 turrets. This is the core ability of Heimerdinger as everything resolves around it.

Most of this applies to H-28Q Apex Turret as well.
  • The stats of H-28G Evolution Turret are determined upon deployment and do not update when stats change (upgrade ability, Conqueror, Yuumi's You and Me! etc.), so you should keep the turrets if you are about to upgrade it to the next level. On the other hand, this also means that the temporary effects remain on the turrets even after they have expired. Keep in mind that if you die and your turrets are still here, they will change their stats, so you should always buy items before respawning.
  • When you deploy the 4th turret, the first inactive turret will be destroyed, if there are none, it will destroy the oldest one.
  • When you hit an enemy with a CH-2 Electron Storm Grenade, Laser Beams are charged at 100% and at 20% per Hextech Micro-Rockets missile (so it's 100% if you hit them all). If the turret is fully charged, its next attack will be more powerful, larger, and pierce enemies through. The laser beam counts as an AoE attack for certain runes and effects (while regular attacks count as single-target attacks).
  • H-28G Evolution Turret will prioritize enemies you last auto-attacked or hit with abilities, so if enemies are within range of the turret, be sure to auto-attack them. I won't recommend doing so pre-level 3, as you can't all-in enemies and you'll miss some minions.
  • Turret will prioritize your H-28G Evolution Turrets over minions.
  • Don't deploy all of your turrets immediately after cooldown. Try to save them if possible to make plays and burst enemies with combos, especially if you're playing against someone who can easily destroy them. Also, don't push the whole time. Sometimes it's worth keeping the turrets and freezing, mostly in hard matchups, so your jungler can gank you.
  • Turrets provide vision even when deactivated. You can use this while playing on the bot or toplane by placing anti-invasion turrets at the start of the game.
  • Omnivamp is only 33% effective for H-28G Evolution Turret, so building this stat on Heimerdinger is pretty much useless.
  • The HP of turrets scales off AP, and this scaling increases with your level.
  • Laser beam range is much higher than H-28G Evolution Turret's usual range.

Hextech Micro-Rockets (W): Heimerdinger launches 5 rockets that converge at the cursor and then spread. The first missile deals 60% of the total damage, and the next 4 missiles deal 10% each.
  • Since most of the damage comes from the first missile, you can spread them out so it's easier to land at least one of them. It's better to deal 60% damage than to miss and deal 0% damage.

  • If you kill a minion or champion with missles, they will continue to fly. Using this, you can trade while farming easily.
    • You can also easily farm CS with this, as you can last hit multiple minions with a single Hextech Micro-Rockets.
  • It is very useful to check the bushes. Spread it to cover everything.

CH-2 Electron Storm Grenade (E): Heimerdinger throws a grenade that stuns enemies in the center of impact and slows them in a small area around the center. If you hit enemies, the laser beam of the turrets is charged up to 100%.
Keep in mind that this is your main defensive ability, because if you miss it, the enemy can safely go all-in under your turrets, so try to land it carefully.
  • CH-2 Electron Storm Grenade is quite difficult to land, so having teammates with CC is very useful. Also, the closer you are to the target area, the shorter the grenade's flight time, so it's pretty easy to land when an enemy is standing next to you. If you use this skill on top of yourself, it will land pretty instantly.
  • CH-2 Electron Storm Grenade gives you vision briefly on land, you can use it to check important objectives. I wouldn't recommend using it to check bushes as it has a long cooldown.

UPGRADE!!! (R): Heimerdinger upgrades the next usage of any of his basic abilities.
  • Damage increases with ultimate level, not ability level.
  • You can re-cast your ultimate 3 seconds after using it to cancel it.

H-28Q Apex Turret (RQ): H-28G Evolution Turret becomes H-28Q Apex Turret, dealing splash damage and slowing enemies. This is mostly defensive option.
  • H-28Q Apex Turret can be used to zone enemies away from important objectives. It slows them down and deals a lot of damage if ignored.
  • If you're in danger and about to get in CC, put the empowered turret down so it will deal damage to enemies and you can easily kill them if you survive the stun.
  • H-28Q Apex Turret is a lot tankier than H-28G Evolution Turret, so you can easily take objectives solo in the mid-late game if you place it first to tank all the damage.
  • It can be used even if you don't have any turret stacks, so if other skills are on cooldown and you really need to deal some damage, use this.

Hextech Rocket Swarm (RW): Hextech Micro-Rockets become Hextech Rocket Swarm, which fires 4 missile bursts instead of 1. This is a mostly single-target/aggressive option.
  • You can still walk after using it, for example, to change position if you miss or want to cover a larger area.
  • You can use Zhonya's Hourglass after you cast it, rockets will still be shot.

CH-3X Lightning Grenade (RE): CH-2 Electron Storm Grenade becomes CH-3X Lightning Grenade, which bounces 3 times and has a larger impact area. It's great in teamfights and 1v2s and 1v3s.

Starter Items

Sustain is very important in this game because it allows you to stay in lane longer, earning more gold and increasing your kill pressure. If you outsustain your enemy laner, they'll lose either CS, tower plates, teleport, or kill pressure.

Refillable Potion is superior to Health Potion against poke champions but useless against champions who cannot poke you in lane. Buy it along with Dark Seal instead of Health Potions in easy and passive matchups or after an early back if you're laning against poke.

Doran's Ring is one of the best starting items in almost any situation. It's your choice in 90% of the situations. By buying Doran's Ring you get nice bonus damage, mana sustain, easier farming, and extra survivability (HP).

Dark Seal is very similar to Doran's Ring, but has slightly lower stats and no mana sustain and easier minion farming. If you manage to stack it fully, it will be a very powerful item. You can craft Mejai's Soulstealer later, which is one of the strongest AP items in the entire game at full stacks. It synergizes very well with Rabadon's Deathcap's passive, making in more snowballing. Also, if you have at least 10 stacks, it gives you extra movement speed, so it will be easier for you to get stacks even further and stay alive.
Take Dark Seal as starter item only on easy lanes when you can snowball easily. You can also buy it just for stats if you recalled early and have no gold for other items, as it grants good stats even when not stacked. If you managed to fully stack Dark Seal (>7 stacks) and snowballed, take Mejai's Soulstealer.

Spellthief's Edge is the best support item for Heimerdinger. You can easily stack it by constantly harrasing and poking enemies using H-28G Evolution Turret and Hextech Micro-Rockets. It grants more AP than Relic Shield and suits Heimerdinger more. It can be sold in the late game if it has gone on for too long. I would recommend doing so only in low elo and/or if you're about to end the game.


Sorcerer's Shoes is your one and only boot choice, as it will nicely increase all of your damage with a flat 18 magic pen. Ionian Boots of Lucidity are not that good because Ability Haste is not as good as Magic Penetration.

Mythic Items

Liandry's Anguish is good for constantly poking your enemies, as the H-28G Evolution Turret constantly refreshes its duration, and you can easily apply it with spreaded Hextech Micro-Rockets in lane and with H-28Q Apex Turret/ CH-3X Lightning Grenade in teamfights. It performs very well against tanky team compositions as it deals HP% damage and has extra damage against enemies with higher max HP. Not to mention, it provides a valuable Ability Haste, increasing the uptime of your abilities, and therefore your survivability and strength. If there aren't too many squishes, this is your go-to.

Luden's Tempest is great against squishy teams, because if you pair it with Rabadon's Deathcap or Shadowflame, you can easily one-shot them. As I previosly said, the magic pen is a very valuable stat as Heimerdinger scales very well from AP. As a bonus, its passive provides easier wave clearing and some poke. Its passive is not as great as Liandry's Anguish because H-28G Evolution Turret will constantly proc passive while attacking minions, plus flat magic pen is bad against tanky teams.

Crown of the Shattered Queen is a very situational item, as Heimerdinger is more about dealing damage than playing defensively. This item can be good against a lot of burst champions, if you are either ahead or behind. In the first situation, you still have a lot of damage, and in the second situation you are pretty easy to kill. Also, since it gives you more survivability, you free up a slot from Zhonya's Hourglass and/or Banshee's Veil, and that allows you to buy more damage items. Its mythic passive pairs perfectly with Hextech Affinity, as it gives you even more movement speed to kite enemies and useful AP. I wouldn't recommend this item against high-ranged champions ( Viktor, Xerath, and any champions with high-range abilities) as they can easily destroy your shield, wasting your mythic for 40 seconds. In most situations, I would still prefer Liandry's Anguish or Luden's Tempest.

Everfrost is a very niche item. Heimerdinger has only one CC that is pretty hard to land and therefore quite unreliable, but this item solves that problem by sacrificing your damage by a little bit. It gives you stun that is easy to land, so you will find it easier to land CH-2 Electron Storm Grenade. This item is great against very mobile champions with a lot of dashes, like Yasuo, Irelia, Akali, etc., if you're struggling to play against them. This item is also good when you are behind, as at least it gives some utility to your team.

Legendary Items

Rabadon's Deathcap is extremely good on every mage champion, and Heimerdinger is no exception. It gives you a ton of extra damage and objective control, so it's your first power spike item, try to buy it as a second item. The only thing Heimerdinger needs most of the time is raw AP. Sometimes it's better to delay it to a 3rd item (I don't recommend delaying it to a 4th or further item unless your team is carrying and you build for peeling them and more utility) and buy Void Staff and other situational items.

Zhonya's Hourglass is very good on Heimerdinger (and any other champions who can deal a lot of damage in stasis), as he is a very squishy and vulnerable champion. It gives you more Armor against AD champions and can be used to save your life when enemies dive under your H-28G Evolution Turret. I would always buy it second when facing Zed, Talon, Fizz, Akali, and other burst champions. In other cases, I would buy it as third or fourth item, as it's still very useful. Situations where it's useless are uncommon. Every team almost always has at least one burst champion (unless you're ahead and don't care).

Shadowflame is a great item and one of the most cost-efficient items in the game. It gives you 100 AP, 10-20 magic penetration and 200 health. I always recommend buying it along with Luden's Tempest after Rabadon's Deathcap, as this will allow you to take off half the HP of squishy enemies with Hextech Micro-Rockets. I'm not even talking about abilities empowered with UPGRADE!!! as they will easily one-shot them.

Void Staff is essential against tanky champions who buy Magic resistances. If you see enemies speedrunning Force of Nature, Maw of Malmortius, etc., buy this item as a 2nd or rarely 3rd. It's bad against squishy enemies as it will only give you around 20 magic penetration, in which case Shadowflame is much better.

Morellonomicon is taken against high amounts of sustain in the enemy team, either from items ( Immortal Shieldbow, Ravenous Hydra, Blade of the Ruined King, etc.) or champions themselves ( Aphelios, Vladimir, etc.). If you're facing a healing champion in lane (most commonly Irelia, Yone or Yasuo), you can always buy Oblivion Orb earlier to reduce their sustain.

Banshee's Veil gives us a one-time shield that will prevent control of any kind from hitting us, and then it's disabled for 40 seconds. This item is usually purchased when we are ahead and heavily focused by feed mage and hard CC.

This item is very good to kite immobile short range melee champions (like Garen, Darius, etc.) as it makes it easier to kite them, land CH-2 Electron Storm Grenade and run away from them. If you pair it with Liandry's Anguish, they will literally melt in agony in your H-28G Evolution Turrets, drastically increasing the time they spend there and by that your damage. If you pair it with Cosmic Drive, you will become kite god and untouchable to melee champions.

Cosmic Drive is an item you would rarely buy because other items are more likely to fill slots in your inventory. It's good to get as a 6th item when you don't need Void Staff, Morellonomicon and other situational items. It gives you a lot of ability haste and mobility. You can also replace boots in the late game with it if you don't need a flat magic pen that much.


This tree is mainly about poking and a stronger late game.

Arcane Comet is one of the best runes for Heimerdinger. It allows you to relentlessly poke out your opponent. It's your choice in 90% of the situations, and if you don't know what to take, you'll never go wrong with it.
You can use Hextech Micro-Rockets to constantly proc comet because 1 rocket hit is enough. Not to mention that the cooldown of Arcane Comet is lowered by dealing damage, which means if the enemy is under your H-28G Evolution Turrets they'll significantly reduce its cooldown.

Nullifying Orb is good against strong AP champions, as it provides a shield that blocks a little bit of magic damage. I would only take this in very difficult matchups, because I prefer Manaflow Band much more. I'd rather take Barrier (or just take both if you're afraid of enemy laner).

Manaflow Band is an amazing rune because Heimerdinger is a mana-dependent champion, and this rune solves this problem a little. All you need to do is hit your opponent with Hextech Micro-Rockets when the rune is not on cooldown to easily stack it.

Transcendence is good for ability haste and cooldown reduction upon taking down an enemy. There is nothing to say about this rune.

Absolute Focus is a great rune to increase your damage in the early game as long as you keep your HP above 70%. This allows you to deal a lot more damage to the enemy, who can't poke you (it's horrible against heavy poke).

Scorch is fully early game rune. You'll get the full benefit from minutes 1-19, but from 20th minute Gathering Storm becomes much better.

As I said earlier Gathering Storm is a late game rune. Take it instead of Scorch if your games usually last 30 minutes or more. It scales really well with Rabadon's Deathcap and magic penetration items.

Summon Aery is just a worse version of Arcane Comet on Heimerdinger. It deals less damage, and Arcane Comet's cooldown is not that high for this champion.
Phase Rush doesn't fit Heimerdinger's gameplay, and you'll often proc it when not needed.
Nimbus Cloak has a long cooldown, and Heimerdinger can't use it really well.
Celerity can be fun, but almost pointless. Hextech Affinity with Boots gives you enough movement speed to kite skillshots or run away from the enemy. Back in the day, it was powerful, as it gave an AP bonus from your bonus movement speed.
Waterwalking is useless for Heimerdinger because he sits in lane half the time, and even if you plan on roaming a lot, Scorch and Gathering Storm are better. Just take Relentless Hunter instead (but I still wouldn't recommend it).


This tree is mostly about snowballing and harassing squishes.

Electrocute is really underrated on Heimerdinger. This rune offers high burst damage and scales much better into the late game. You can easily proc it if the enemy is hit with H-28G Evolution Turret 3 times or using [E]>[W]>[AA] combo.
Playstyle is a slightly different Arcane Comet. Instead of endlessly poking the enemy, you should play more aggressively and try to all-in them when they are at 50% HP or lower. I would recommend you to taking Ignite to get even more kill pressure in lane and Luden's Tempest to burst enemies easier. If you stun your enemy at low HP, it's almost a guaranteed kill.
It's fantastic against squishy and/or melee enemies, such as Katarina, Zed, etc.

Dark Harvest is a questionable rune but works in certain situations. It requires you to keep enemies under 50% HP for the early game in order to keep getting stacks. Compared to Electrocute or Arcane Comet, your kill pressure in lane is much lower.
It's is straight smurfing and gambling rune since you need to be sure that you can handle your enemy laner. To deal more damage than Electrocute, you must have more than 25 stacks.
I would recommend taking Scorch and/or Absolute Focus along with it if you're struggling to keep an enemy below 50% HP, or Presence of Mind / Manaflow Band if you have mana management issues.
In my experience, this rune works constantly only on Heimerdinger support/offmeta jungle, in low ELO or ARAM, for any other role and higher ELO I would definitely take Electrocute or Arcane Comet.

Cheap Shot is just a small bonus to damage that cannot be reduced by armor or magic resistances. Only take this rune as your primary rune, and you if don't need sustain from Taste of Blood.

Taste of Blood gives extra sustain in lane, which really saves you from overextending, and it's very good against poke champions such as Xerath, Ziggs, Malzahar, etc.

Ghost Poro is a pretty good. I would recommend it more than Eyeball Collection. The reason is that once ward has finished its duration, a ghost poro will spawn, granting you extra vision and a warning ping if an enemy steps over it. Remember to place wards deep in the jungle to take full advantage of the extra vision.

Eyeball Collection requires you to get kills or assists to get stacks, otherwise you will waste its potential, in which case Ghost Poro is better. This rune only works consistently if you're a smurf or have an easy matchup. I still prefer Ghost Poro because Heimerdinger is almost always the #1 gank target, so vision is very important.

Treasure Hunter grants 50 gold on the first kill, up to a maximum of 550 gold when fully stacked. This rune is fine. Take it if you want to snowball. It's also great for Heimerdinger support, as he can't farm or take early kills to get gold and has 3 enemy players in lane to get stacks (including the jungler).

Ingenious Hunter can be extremely useful if you are going to build a lot of items with cooldowns, such as Luden's Tempest, Crown of the Shattered Queen, Everfrost, Zhonya's Hourglass, Banshee's Veil. It's great with Cosmic Insight to reduce items' cooldowns even more.

Ultimate Hunter reduces the ultimate cooldown, which is very good, because it's your key ability in teamfights or dueling.

Predator is giving us movement speed, but nothing else, so it's pretty much useless.
Hail of Blades is not suitable for mages and cannot be used with H-28G Evolution Turret.
Sudden Impact is not working with Heimerdinger's abilities, so it's useless.
Zombie Ward is only really useful to support Heimerdinger, but Ghost Poro is simply better.
Relentless Hunter is bad in my opinion, as other hunter runes have more impact. Heimerdinger is more about keeping lane and map pressure than roaming other lanes frequently.


This tree is mostly about an easier early game and getting more money.

First Strike is a niche rune. It can be great against some melee matchups where you can't kill an enemy but still want to proc it and get extra gold, so it mostly works on top lane against tanky champions (I prefer it over Conqueror, except when the enemy can easily damage you from afar to put it on cooldown). Also, Inspiration tree is one of the best for this champion since Heimerdinger is quite an item-dependent champion. You should only try to go all-in an enemy when that rune is not on cooldown (except if he's low hp and you're sure he will not run away from you), and this rune is bad against ranged champions as they can easily hit you to put it on cooldown (like Viktor, Lux and others).
It also works great on Heimerdinger support as you have less gold, or in low elo as enemies will often die to your turrets.

Magical Footwear is a really great rune. Firstly, you get 300 gold boots for free, so you can buy the mythic item much earlier without worrying about boots. Secondly, you have a nice little movement speed bonus, so it will be much easier for you to kite enemies in turrets (especially with Hextech Affinity). The only downside of this rune is that you can't have boots for first 12 minutes (or less if you get some takedowns).

Perfect Timing is as good as Magical Footwear, and I like it more (but it mostly depends on personal preference). It gives 50 gold less than Magical Footwear (250 gold), but Stopwatch can often save you from death, especially in 1v2 situations. Don't take this if you're not going to build Zhonya's Hourglass in this specific game.

Future's Market is an okay rune that allows you to get items and kill pressure much faster. For example, you can buy Lost Chapter much earlier. I still would take Biscuit Delivery for sustain or Cosmic Insight for more frequent spell or item use.

Biscuit Delivery gives you extra the mana that Heimerdinger needs, and it gives you some sustain in the early game. When combined with a Refillable Potion, you can easily force your enemies to overextend, granting you kill pressure, CS advantage, and tower plates. You can also take Teleport if you want to keep pressure on the enemy laner and split-push in the late game.

Cosmic Insight is an underrated rune. It gives you summoner spell and item haste that reduces spell cooldown, works best with Barrier and Teleport, but still works well with other spells. It's also great if you're going to build a lot of cooldown-dependent items, such as Luden's Tempest, Crown of the Shattered Queen, Zhonya's Hourglass, Banshee's Veil, etc. It's great with Ingenious Hunter to reduce items' cooldowns even more.

Glacial Augment is a troll rune, as it does nothing but slow an enemies a little. Also, Heimerdinger only has one stun, so this rune is unreliable.
Unsealed Spellbook doesn't give damage, and Heimerdinger doesn't rely on his summoner spells that much. Sure you can take Exhaust and Ignite to later change to Teleport for split-pushing, but I think it's troll rather than useful.
Hextech Flashtraption is only useful on hook supports.
Minion Dematerializer doesn't work well on Heimerdinger because he clears waves fast enough already with H-28G Evolution Turret.
Approach Velocity can't find its place on Heimerdinger since Hextech Affinity gives you enough movement speed already to reposition yourself after you stun an enemy.
Time Warp Tonic is an average rune, but it was nerfed badly and there are better options, also Heimerdinger has enoungh movement speed from Hextech Affinity already.


This tree is mainly for harassing melee champions and tanks.

Conqueror is the most situational rune, in my opinion. It's only picked in top lane against melee (and mostly tanky) champions. You can harass the enemies with auto-attacks and use H-28G Evolution Turret to stack this rune, so if your opponent is trying to dive you under 3 turrets, you'll get 12 stacks for free, which is 24-54 AP (note that each turret can only give you up to 2 stacks and then it has a short cooldown for getting them, you can also get 2 stacks from Hextech Micro-Rockets this way). Turrets lock your stats, so their AP won't change with new stacks, but they still keep AP from stacks you've already lost. That means you should refresh turrets if you have a lot of Conqueror stacks. Don't forget to constantly auto attack the enemy to refresh existing stacks and get new ones.

Presence of Mind is a truly amazing rune. I always take it instead of Manaflow Band when playing against melee champions (or some ranged champions), swapping Inspiration with Precision. You can harass enemies with auto-attacks to get free mana, combine it with Legend: Alacrity or an Attack Speed shard, and your mana is almost infinite. Most of the time, you would take it with Cut Down against tanky champions, but you can still use it against squishies with Coup de Grace.

Legend: Alacrity is good for harassing enemies with auto-attacks, but I wouldn't take it as a secondary rune. The main use of this rune is refreshing Conqueror stacks and getting mana from Presence of Mind.

Legend: Tenacity is in the same spot as Legend: Alacrity: I would only it take with Conqueror. It's fine against a lot of CC, as Heimerdinger is a pretty squishy champion and this rune can sometimes save you from death.

Coup de Grace is great as Heimerdinger can poke enemies using Liandry's Anguish // Luden's Tempest with H-28G Evolution Turret and Hextech Micro-Rockets. I would take this instead of Cut Down if there are no HP stackers on the enemy team.

Cut Down works well against HP stackers. If there are two or more of them, I always take it in secondary tree (with Presence of Mind).

Last Stand is the rune you should take if playing against enemy poke like Gangplank, Malphite, etc., but I still recommend Coup de Grace since it's much safer, Heimerdinger don't want to be at low HP in the first place, but in my opinion it's more up to personal preference.

Press the Attack and Lethal Tempo are for auto attack champions; they're not working with H-28G Evolution Turret.
Fleet Footwork is useless, as you can just take Biscuit Delivery if you need sustain.
Overheal is bad as we don't have much sustain to keep it working.
Triumph may sound great, but Heimerdinger is not a "pentakill" champion, and Presence of Mind is much more valuable. It's totally an option if you get used to it, but I wouldn't recommend it.
Legend: Bloodline's Life Steal only works on auto-attackers.


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

Demolish is great as Heimerdinger always pushing, so it becomes easier to take tower plates in the early game and to split-push in the late game.

Bone Plating is great against champions that are all trying to all-in an enemy and don't have poke, like Fizz, Yasuo, Yone, Pyke, etc. This rune is the only reason I would ever take Resolve.

Overgrowth is pretty strange choice, but might be ok if you're playing top lane against someone you can't kill ( Ornn, Tahm Kench, etc.) and you're going to farm half of the game, because it gives you extra durability. Wouldn't recommend it anyway.

Grasp of the Undying is not suitable for Heimerdinger, as he does not need to stack a lot of health and already has sustain from other runes.
Aftershock is made for tanks, so it's useless for us.
Guardian surely can be used while playing support, but it just doesn't offer any synergy with our kit or playstyle, so any other runes are simply better.
Font of Life is bad. Heimerdinger's stun is not reliable, heal is small and other options are much better.
Shield Bash is not working since Heimerdinger don't have shields.
Conditioning is bad since we are not supposed to tank damage as Heimerdinger. If you lack tankiness and focused a lot, take Zhonya's Hourglass, Banshee's Veil or Crown of the Shattered Queen.
Revitalize is useless since our sustain isn't that great, plus we can't utilize the increased shield power along with it.
Unflinching is worst version of Legend: Tenacity for us.

Rune Shards

Choosing a rune shard is quite simple. Always take two adaptive forces since Heimerdinger scales very well from AP. Attack Speed is rarely used to poke melee champions and last hit minions more easily; take it only if you're learning how to play Heimerdinger and struggling to farm. For the third rune shard, take armor or magic resistances, depending on the type of enemy damage. If you are very scared of some matchups, for example, when you are playing against Zed or Akali, you can take two Armor / Magic Resistance, but I would recommend learning matchups instead.
Taking Flash is necessary in most scenarios, as it gives you outplay potential and an escape for such an immobile champion as Heimerdinger.

Barrier can be used to prevent being killed in your turrets or bursted by long-ranged mage champions. It requires good timing unless Heal, so use it precisely. It's my favorite summoner spell, as it's saved me a lot of times on low HP.

This is an aggressive spell that gives you a lot of dueling potential and, as a bonus, acts like an anti-heal (so it's great against combat sustain champions). You can easily kill an enemy when they are low on health using the Q>E>Q>IGNITE>R>W combo. It's good in almost every situation, but I would not take it in hard matchups and against tanks. If you feel like you're playing more passively, it's likely better to use a different spell as Barrier or Teleport.

Teleport is a safe option if you want to play defensively and don't want to use spells like Ignite or Barrier. It's great for applying map pressure in late game because you can split push on the opposite side of the map of the next objective and teleport to help your teammates slain it (your objective control is insane). It's good even in early game. If you were damaged a lot, simply return to base, and teleport back. You got hard matchup? Return to base after pushing the wave, buy items and teleport back; now you are stronger than an opponent. It's also great against champions who like to roam a lot ( Katarina, Talon, Zed) or those who has global ultimates ( Twisted Fate, Shen, Galio, etc.), so you can disrupt their plays easily. The only downside of this rune is that you have less 1v2-3 potential, especially if you're not ahead.

Exhaust is similar to Barrier. It's great against assasins and short ranged burst champions ( Fizz, Akali, Irelia, Talon, Katarina, Riven, etc.). You should never take it if enemies outrange you ( Lux, Viktor, Xerath, etc.), as you can't use it on them safely. Not to mention, it becomes easier to land a stun on mobile champions. Even against short-ranged champions, it's sometimes a good idea to take Barrier because some of them can kill you quickly and you won't have time to react and apply Exhaust to them or it can be simply useless against enemy jungle champion (like Karthus and others).

Heal is good on bot lane as it gives you some healing and a nice movement speed boost (pair it with Hextech Affinity and you are ungankable). This bonus MS also helps you kill enemies more easily by catching them off guard using a double beam combo or finishing them off using Hextech Micro-Rockets. I would still recommend picking up an offensive spell and letting your teammate pick Heal instead.

Early Game

Level 1

Try to deploy all your H-28G Evolution Turret right after the start of the game, go to the lane as soon as possible. This will allow you to reload three turrets much faster. If you are a top or bot you can place turrets in bushes, as enemies often don't check these. This allows you to put more pressure on the lane early on, as you can replenish any turrets that have been destroyed instead of having to wait for them to reload.
Don't place your H-28G Evolution Turret in front of cannon minions, as they can easily be destroyed.
Look for more information on turret placement in the following section.
Your main goal as Heimerdinger is to farm as much as possible, as you are gold-dependent champion, and your second goal is to prevent enemies from getting farm and harass lane. You should be able to outsustain your enemies and crashing waves into their towers getting CS and/or teleport lead, while taking tower plates if you don't need to recall.
Before mid game, try to get as much CS as possible and try to avoid any poke using Hextech Affinity so you can outsustain your enemies.

Level 2

I like to upgrade CH-2 Electron Storm Grenade at level 2, as it allows me to punish enemies for getting too close to me. The grenade also makes it easier to zone the enemy champion from farm and harass with a double beam combo.
If you want to focus solely on farming and the enemy doesn't bother you, upgrade Hextech Micro-Rockets secondarily to kill minions faster, but I wouldn't recommend spamming (or upgrading it to level 2) it before fully stacking Manaflow Band or using Presence of Mind, which you can easily proc, or before getting Lost Chapter.

Level 3

At this point, you have everything you need to harass the enemy and farm effectively. This is your little power spike, as you can easily bite off half an enemy's HP using a double beam combo. Avoid enemy ganks as they will start happening at this time. Know your limits, as you can win most 1v2 fights or just escape by properly landing one CH-2 Electron Storm Grenade into an enemy in your turret nests. If you miss with this grenade, you can still easily escape using Hextech Affinity and/or Flash.

Level 6

Level 6 is your biggest power spike. At this point, you can easily go 1v2 with most champions and bait enemies to their death. Use this to your advantage to put a lot of pressure on the map, but remember that you become the #1 priority for enemy jungles. Push back as many waves as you can and knock down the enemy tower plate by plate. Use UPGRADE!!!, Hextech Affinity, Barrier, Exhaust, Flash, Stopwatch if the enemy jungle ganks you to kill them and/or escape. Keep farming until you get 1-2 items.
At this point, some champions (such as Katarina, Zed, Talon, etc.) will start roaming more frequently. Punish them by pushing the waves into a tower and taking the tower plates. I would never recommend you counter-roam, especially before level 6, because you will most likely arrive too late. After all, you are an immobile champion (unless you use Teleport).

Mid Game

Your main goal as Heimerdinger after the early game is to get free resources like camps and minions to become even stronger, as well as take important objectives ( Tower , Baron , Dragon ) with H-28G Evolution Turret. Try to swap with bot or top if you're playing mid. Split push and draw aggro while your team applies pressure elsewhere on the map. You can also camp in the bushes in the enemy jungle after clearing the camps, this can give you some free kills.

Tip: If you're ahead, you can easily solo Baron at 20:00. You should put a H-28Q Apex Turret in front of it so it can take a few hits, then put 3 H-28G Evolution Turret and try to tank the other hits so the empowered turret doesn't die. The higher your level, the easier it is to do this, since the HP of your turrets increases with levels (as well as damage). If you're even, this is pretty hard to do, but you can still easily duo it with someone on your team. If you're behind, don't even bother to solo it, only duo/trio.

In team fights, you can use CH-3X Lightning Grenade to focus on a massive threat (fed assasin, enemy jungler, ADC), this will make you more likely to take the objective. Use your H-28G Evolution Turret and H-28Q Apex Turret to peel your teammates.

Late Game

At this point, you can easily one-shot most champions, even if they're tanky. Your goal is basically the same as in the mid game, but you should focus even more on the objectives, since in the late game you have a lot of 1v3 potential. You can single-handedly destroy Tower , Baron and Dragon using H-28G Evolution Turret as they start to deal high damage. Teleport is highly preferable if you're aiming for the late game over the early game and want to play objectively.

One properly landed CH-3X Lightning Grenade will help your carries easily win a teamfight and end the game.
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.


I usually have two different turret setups, depending on the matchup. In both cases, try to place the first turret behind the others (I've numbered the order on the pictures), as while you're pushing the minion waves, you don't need the turrets that are behind and will need to place them closer to the minions. If you want to move your towers closer to the enemy tower, always move the oldest turret forward. In some matchups, you'll want to place turrets closer to your tower, for example against poke champions, to farm under your tower behind minion waves so they can't destroy turrets so easily. Try to place turrets inside of minion waves if enemy have linear skillshots (like Ezreal's [Q]). Be aware of cannon minions, they can easily destroy your turrets early, try to keep their aggro away from your turrets.

Normal placement

I use this placement in normal matches where the enemies can't so easily attack my turrets in AoE. Their ranges overlap, providing more damage and easier farming. The only downside to this setup is that it is vulnerable to AoE and has a lower coverage area than the next one.

Anti-AOE placement

I usually use it against champions like Lux, Brand, Xerath, who can easily destroy multiple turrets with a single ability, or to pressure enemies under their tower more easily when they're low on HP and mana. It has more area of ​​coverage, but less overlap, so it deals less damage. In hard matchups, I often try to move turrets closer to my tower, not the enemy tower, because it will be difficult for enemies to destroy turrets behind the wave of minions.

Safer Placement

Actually, there are 3 turret placements that I usually use, but this one is pretty rare. This one is used when you're overextending and have no idea where the enemy jungler is. This setup will help you escape more easily using Hextech Affinity as it covers most of the lane. It works best on top or bot, as these lanes are longer and have bushes, but it can work on mid as well.


When playing as Heimerdinger support, you should almost never place your turrets in minion waves, as this will create farming problems for your ADC. Try to place them in the bushes and as close as possible to the walls, as shown in the picture.

Since you can't farm, your main goal is to harass the enemies and hold the pressure in lane by controlling the bushes. You can easily play 2v3 if your UPGRADE!!! is not on cooldown, especially if you have Zhonya's Hourglass. This also applies to the Heimerdinger bot, don't be so afraid of the jungler, and try to bait him into your turret nests.
When it's mid to late game, your main objective is pretty similar to Heimerdinger in other roles, but you should peel your teammates more often and provide vision.
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


This is one of the most important combo when playing Heimerdinger, as it makes it easy to damage an enemy with a laser beam. It's very simple, you need to throw the CH-2 Electron Storm Grenade at the enemy and place the H-28G Evolution Turret while CH-2 Electron Storm Grenade is still in the air so that the turret fires a laser beam.
Basically, mostly all other combos revolve around this one, and it can be modified in quite different ways.

Double Beam Combo


This combo probably has the highest damage until level 6, as you deal a total of 4 [Q] beams, [W] and [E] to the enemy. Wait for the turrets to fire their [E] laser beams before landing [W], as if you landed [W] before or at the same time as [E], there will be no second burst of laser beams. You can modify this combo by either using [R][Q] (second turret), [R][W], or [R][E]. If you already placed turrets or need less damage just to finish off the enemies quicker, you can start this combo with [E], skipping [Q], as the delay between them is pretty high (this applies to every double beam combo). If you need more damage and you're close enough to the enemy, finish a combo with [Q] instead of [AA].

Anti-Dive (Double Apex Turret Beam Combo)


This combo is similar to the previous one and is good if someone gets close enough to you and is trying to kill or dive you. This is effective not only in duels but also against 1v2s, as the H-28Q Apex Turret gives you good AoE damage. If you are confident that you can land stun, use the ultimate turret first instead of the second, as it has a better timing.

Double Beam Rocket Swarm Combo


An aggressive version of the Double Beam Combo. It's really great against a single target and has the highest 1v1 DPS of any combo.

Double Beam Bounce Grenade Combo


Unlike the previous two combos, it is rather weak, but this is compensated by the high range, which allows you to kill enemies from fairly long distances and behind walls. Also, this combo is easier to hit with turret nests, because the enemy may not expect this, so damage can greatly exceed other combos.



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

Bush Camp


I would call it a trick rather than a combo. You can place a nest of turrets in a bush and wait for an unsuspecting victim, after which you will need to hit it with [E] and finish off with [R][W] (if the turrets were not enough to kill). It's good to use Oracle Lens to see if there are enemy wards.

Blocking Skillshots

You can use H-28G Evolution Turret or H-28Q Apex Turret to block various skillshots, it works most effectively against hooks and stuns such as Thresh's Death Sentence, Pyke's Bone Skewer, etc. Don't try to block Blitzcrank's Rocket Grab as in video, it's very hard to do as your animation is much slower ;).
It's very hard to do at first, as the ability timings are completely different for different champions, but all you need is to get used to it.
I died 10 times recording this clip with bot in training mode.

Blast Cones

The H-28G Evolution Turret and H-28Q Apex Turret can interact with Blast Cones and are commonly used to steal the Baron and Dragon .

When you reach a certain level of strength (mid to late game), you can easily kill Dragon solo over the wall, as shown in the gif.

Farming Camps

Close to mid game you will be able to easily clear jungle camps over the walls using 1-2 H-28G Evolution Turret, CH-2 Electron Storm Grenade and Hextech Micro-Rockets. Since turrets only deactivate only after 8 seconds, you can just leave them alone when it's about time to clear the remaining monsters in the camp.

Destroying Turrets

Your H-28G Evolution Turret and H-28Q Apex Turret can be effectively used to destroy enemy towers. Since the tower focuses turrets first, you should wait for a wave with cannon. Clear it and wait for the turret to damage a cannon minion, then set up your turrets and clear incoming minions with Hextech Micro-Rockets.

Also, you can use H-28G Evolution Turret to tank a few turret shots if it's low on HP and you want to destroy it but there are no minions.

Teleport Camp

If you see someone Teleport while playing as Heimerdinger, place your H-28G Evolution Turret (and H-28Q Apex Turret if the enemy is tanky). Try to land the CH-2 Electron Storm Grenade just in time so they don't have a chance to escape.
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[12.18] In-Depth Heimerdinger Season 12 Guide [Mid/Top/Bot/Support]

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