Heimerdinger
Build Guide by RezoneVerified
🔧[ 25.S1.3 MASTER TIER 9.4 MILLION MASTERY HEIMERDINGER 🔧
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Recommended Items
Runes: High Burst / Squishy Team
1
2
Domination
Sorcery
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
1
2
Standard Summoner Set up for Electrocute
Flash
Ignite
Items
Ability Order
Hextech Affinity (PASSIVE)
Heimerdinger Passive Ability
Threats & Synergies
Extreme
Major
Even
Minor
Tiny
None
Low
Ok
Strong
Ideal
Talon
Build Zhonya early. Punish for CSing in melee range! Tabis if a full AD team. Care for early roams.
Ideal
Strong
Ok
Low
None
Table of Contents

TableofContents |
> About Me > Summoner Spells > Runes > Items > Abilities > Pros and Cons > Tips and Tricks |
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About Me
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How is it going guys! My name is Rezone and I'm a Master Tier Midlane main. I peaked at 270 LP Master Tier in Season 9 and have 7.5 Million Mastery Points on ![]() I was the BEST HEIMERDINGER EUW in Season 7 & 8 and I'm best known for inventing the Holy Trinity of Tilt build on ![]() ![]() I peaked 270 LP Master tier in Season 9 and this was due to my aggressive play style! I like to think that I bring my own unique playstyle to ![]()
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Summoner Spells
You will always want to take ![]() ![]() ![]() ![]() ![]() ![]() |
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Flash is taken as your primary escape summoner and is especially valuable on an immobile champion like ![]() ![]() |
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Ignite suits my ![]() |
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Teleport in my opinion is only beneficial for pushing sidelines and generally splitting, ![]() |
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Exhaust is beneficial to negate burst, eg versus champions like ![]() ![]() ![]() ![]() |
Items
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![]() When you’re up against teams that have multiple tanks (tank top/jungle and support), you should go for a ![]() ![]() ![]() ![]() ![]() |
Runes
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The final rune to take on ![]() ![]() For your secondary rune tree, go ![]() ![]() ![]() ![]() ![]() |
Abilities
Hextech Affinity is Heimerdinger’s Passive
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H-28G Evolution Turret is Heimerdinger’s Q
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![]() Casting his Ultimate and upgrading his turrets will deploy an Apex Turret which lasts for 8 seconds. The magic of Heimerdingers turrets is the fact they are coded as spells, this means they can proc the same things that spells would. This means that they can proc burns from Liandries and Demonic along with slows from Rylai's. This can be extremely useful when having all 3 or 4 turrets down at once, maximising damage or maximising slows! |
Hextech Micro-Rockets is Heimerdinger’s W
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![]() Casting his Ultimate launches 4 waves of rockets. Targets receive less damage the more rockets they’re hit by. Ult W should only be used when you have a large amount of AP or aggressive build, early game this should not be prioritised as the damage can be very misleading. Unless you have 3 turrets down and the target is stunned for a long period of time it's much easier and efficient to use Ult Q. |
Ch-2 Electron Storm Grenade is Heimerdinger’s E
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![]() Casting his Ultimate throws a larger grenade that bounces 3 times that deals damage, slows targets who are near it and stuns targets that are directly on top of it. |
UPGRADE!!! is Heimerdingers’ Ultimate
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![]() ![]() Each Ultimate you use will depend on many factors. For example Ult Q is great for 1v2 or even 1v1 scenarios as it asks as a barrier or extra person in a fight, landing a grenade will shoot off its beam and allow you to do a great amount of burst damage. Ult W is primarily used when you have a stable amount of AP and your target has been CC'd. You can easily 100-0 someone with this but only in the later parts of the game, don't get baited by using Ult W early! Most times Q or E will be the better choice. Ult E is a fantastic way to play Heimerdinger into teamfights, combine this with 3 turrets and you will get a tremendous amount of CC aswell as damage! |
H-28G Turrets
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Unfortunately, turrets can be deactivated if

Apex Turrets
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Apex turrets will always prioritize attacking enemy champions if they can. The basic attacks deal damage to nearby enemies and slow the target. The beam attack is a 100% charge that deals AOE damage to all enemies it passes through. They spawn with 0% charge, but charges are generated over time. |
Pros and Cons
Every champion has some pros and cons, and
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Pros ★ Lots of burst damage. ★ Is hard to gank by enemy Junglers. ★ Can land his CC on multiple enemies at once. ★ ![]() ★ He can easily turn around 1v2’s into favourable trades. ★ Flexible pick. He can be played in multiple lanes and in multiple roles. ★ Can prevent the enemy laner from roaming by keeping them pushed in. Cons ★ Turrets can easily be destroyed if you place them poorly. ★ Very low base stats which makes him easy to kill. ★ Is mana hungry, especially in the early game. ★ Lacks early game burst to be a hyper carry. |
Tips and Tricks
Here are some
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★When sieging a tower, the tower will focus your turret and quickly destroy it. It’s a good option to try and siege objectives when there is a cannon minion being focused by the enemy tower as it takes some time to kill. This allows your turrets to deal more damage to the tower before they die. ★ ![]() ★ When trying to steal the Baron from the enemy, use your turrets for vision, your empowered grenade for the steal, and your W for follow up damage. ![]() ★ Use your empowered ![]() ★ When receiving an allied gank, your empowered ![]() ★ Empowered ![]() ![]() ![]() ★ Fighting in high traffic areas and around objectives is good for ![]() ★ ![]() |
Heimerdingers playstyle has changed significantly since the durability patch along with most artillery or control mages. His playstyle is focused on poking more than ever with pressure and lane control at the core. Focusing on cs rather than early trades allows you to gain momentum in the lane and allows you to recall efficiently while having a stronger presence than your opposing laner. Playing like this pays off dividends as your turrets being buffed allows you to out sustain your enemy laner and forces them into an early recall/TP while allowing you to crash waves and get even further ahead. While doing this you must ward effectively and track the jungle the best you can as the constant pressure means that you are susceptible to ganks, especially against junglers or laners who have gap closers/dashes. You can be very mana efficient early by just using Electrocute procs, scorch and turret autos to slowly win trades.
Electrocute/Ignite is a burst heavy playstyle that works tremendously well into melee or low range matchups and team comps. I'd personally take this set up into something like a Sylas mid with a Lee Sin jungle, the reasoning being that I can burst either of them down during a gank and usually escape unharmed. This is obviously high risk high reward and takes some getting used to with champions being tankier than ever! You more than likely don't have any kill potential until level 4 or 5 so I'd focus on auto attacks to proc Electrocute and mana manage until then - I must iterate again that this is match up dependent but if pulled off allows you to snowball like an AP assassin. Never take Electrocute when playing against a tank heavy jungle like Zac or Serjuani regardless of the midlane matchup - this is when you transition to a potential poke orientated gameplay focused around comet.
Breakdowns
For more analytical breakdowns of Pro Players I'd suggest checking out these videos. They are focusing on Heimerdinger in the support role but the micro that gets focused on translates to any lane. The videos are long but breakdown every aspect of the game from start to finish.
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