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[9.21] S8/S9 Diamond - Midlane Heimerdinger - In-Depth Guide






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Recommended Items
Runes: Comet Page (VS Ranged)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health
Spells:
Barrier
Flash
Items
Ability Order Standard Max Order
Hextech Affinity (PASSIVE)
Heimerdinger Passive Ability
Threats & Synergies
Irelia
Before the nerf to Irelia's W (her damage reduction now does not reduce magic damage, where it did before) this matchup was borderline impossible against a remotely decent player. Now, its still very very hard, but a bit more manageable now that you can actually burst her early. Before shes able to one-shot your turrets with Q you have a lot of time to be able poke/harass and get an early kill, but once she gets sheen and can oneshot your turrets with Q, you have to give over lane control and play reactively unless you're already far ahead of her. During the laning phase in general, just dodge her E stun as thats a lot of her threat. When she tries to all-in you, you want RQ + Q, E (when she jumps on you for a point blank stun), Q, W for maximum burst generally. With the W not reducing AP damage now you have a good chance to burst her down and kill her or force summoners now, but there gets a point in the game where she can eventually just run you over. If you have to face Irelia top instead of mid, i would dodge the game, the longer lane makes this matchup a LOT harder than it already is.
Champion Build Guide
My name is EuphoricToaster, i am a


My Season 8 Diamond Account (Magnum Ðong) Stats

My Season 9 Diamond Account (**** Enthusiast) Stats
Note: I duoed this season because i found duoing a lot more fun,
but because of this the stats are going to be somewhat inflated
Other than that I am also a moderator of both the /r/HeimerdingerMains subreddit and the HeimerdingerMains discord, so i keep very up to date with everything that happens with the champion. I have personally talked to some of the Rioters who have worked on Heimer as well as a lot of the high elo Heimer mains.
Note: Keep in mind this is an In-Depth Guide, and NOT something to just quickly glance at for tips. There are endless amounts of those types of references out there and I wanted to do something that instead had basically all the information you could ever need, so some details and explanations will get lengthy. The only exceptions is I do not include most damages or stats for


Heimer is a champion that has a LOT of room for creativity in how you use his kit. You can do so many unique and creative things with your turrets that playing him really never gets old. You can do everything from basic things such as placing

Heimer is also a fantastic Solo Queue champion because he is pretty strong at all points of the game, can do well in both 1v1s and teamfights and there's a lot of opportunities to abuse your enemies lack of knowledge on the limitations of Heimer. In lower elos (up to Platinum) there are so many people who don't know what Heimer really does or how you're supposed to play against him, so it can lead to so many free lanes.
Lastly there's the appeal of the character himself. It always feels hilarious to be a goofy little scientist waddling around and then BMing your opponents with dance/laugh spam when you beat someone or do something impressive.
Top Lane:
So Heimerdinger a while back received a nerf to his









Bot Lane:
Bot lane, under ideal scenarios, is actually the best lane for Heimer imo because you have the peel and stun setup via a support. So ideally if you have a good support main friend you can duo with and rely on, you can do very well with bot lane Heimer. However, if you play Ranked solo, there's a lot more RNG involved in getting a competent/reliable support and one who knows how to play with Heimer and make use of his strengths. Playing bot lane solo can still be pretty good (probably second to or as good as mid) but i generally just don't like the games where its basically a 1v2 because your support is useless or auto-filled or etc and mid lane is just more independent and self-sufficient.
Mid Lane:
Finally, there's mid lane, which imo is the best lane for Heimer when playing Ranked by yourself. The lane itself has more gank paths than side lanes but it makes up for it by being much shorter than side lanes so its quicker and easier to get back to your tower. Heimer is also a champion that has lane priority (can rotate to teammates/objectives faster/easier/without losing as much or anything) in a lot of matchups, so your junglers are gonna love you for shoving the enemy in and helping them secure Scuttle Crabs. Additionally, because you shove so well you also have more roaming options midlane than you do in a side lane if you have an opportunity to roam, although sometimes it can just be better to stay and pressure the enemy turret for plates. Finally there's matchups, which mid lane imo is the most generous with. Generally there's only a couple of matchups that are incredibly hard (






Synergies:
Generally the main thing you want to have on your team as






















Top Lane Threats:
Bruisers:
Mobile bruisers such as























Tanks:
Most standard, low damage top lane tanks like






Jungle Threats:
Tanks:
Most tank junglers pose a big threat to























Assassins:
















ADC Threats:
Generally when it comes to ADCs, the biggest threats are champions with long ranges (such as





















Support Threats:
The main support threats are champions that are able to flash on you and chain crown control, namely












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Domination is the secondary tree we choose for Heimerdinger it provides us a TON of health sustain over the coarse of a game. |
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This set of runes, which takes ![]() ![]() ![]() ![]() ![]() ![]() |
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This set of runes, which instead takes ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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With the recent nerf to ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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This is the PERFECT first buy item if you're able to save up 1300g before your first back. ![]() ![]() |
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Generally always picked up after ![]() ![]() ![]() ![]() |
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A great early buy into an AD assassin lane that helps nullify some of the damage you might be taking from them. Generally, i will go this after ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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If you don't have lost chapter money, a ![]() ![]() ![]() ![]() ![]() ![]() |
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If you don't have ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
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If you have an extra 150g left after backing, getting this item will solve all our potion needs for the rest of the game. This item is often combined with ![]() |
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If you have 75g to spare on a back and don't already have a ![]() |
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Item Order
Pretty much every game you're going to want to go










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28G Evolution Turret - Tips, Tricks and Usage |

- When placed turrets will attack the closest nearby enemy unit.
- Turrets will attempt to attack the same targets as any other turrets in range.
Heimerdingers autoattacks and abilities apply a refreshing high priority mark on enemies, causing turrets to target them.
- Being attacked by enemies causes turrets in range to swap focus to them.
- Turrets have a moderate sight range to them.
- When out of range of turrets, they go on an 8 second timer, and if you do not come back within range in that time, they will deactivate. This can be used for neat tricks by being JUST out of activation range of turrets, baiting them to come clear it, and then unexpectedly combing them.
- Deactivated turrets have a reduced sight range.
- Turrets snapshot your AP/your level when you place them, and do NOT update as your AP changes or as your level changes. They DO however update their Magic Penetration values as if you gain some.
- Blinds such as
Teemos
Blinding Dart can blind
H-28G Evolution Turrets if used directly on them.
Jaxs
Counter Strike will block
H-28G Evolution Turret autoattacks.
Pantheons
Aegis Protection will not block
H-28G Evolution Turret autoattacks.
H-28G Evolution Turrets will passively charge their lasers at a rate of 1.11% per second (reduced by Cooldown Reduction), however this passive charging is largely negligible.
- Melee autoattacks (including
Sheen and similar items) do 40% increased damage to
H-28G Evolution Turrets.
- Killing a
H-28G Evolution Turret grants 5g and 0cs to the enemy that kills it.
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Turret placement in lane:
Generally you want to keep your turrets in a loose triangle, as seen in this picture below:

At the start of the game (assuming you don't invade as a team), you do NOT want to just go and place all 3 turrets immediately, instead, you want to just start by placing one, then continue to place more right before you hit the turret cap until you have all three down. You want to do this because it means you will then always have reserve turrets in case some fight or flank happens and because the less turrets that are down, the easier they are to protect from enemies attempting to clear them. How far apart you place these turrets depend on the matchup. You want to place them as close to each other as you can so that lasers from each turret are in range and have the best chance of hitting the opponent, but not close enough that the turrets can be hit along with the wave by an AoE ability. As the waves generally start crashing in-front of or behind the center point of the lane, you generally want to inch the triangle forward one turret at a time, to maximize the uptime of your turrets and keep as many in reserve as you can (as opposed to recreating an entirely new triangle forwards or backwards in the lane). An example of a triangle that's been moved forward one turret from the default center point of the lane is seen below:

Another important point to talk about is when a fresh wave is about to crash into your turret triangle which would cost you 1-2 turrets, in this case you can let these turrets fall if you have plenty in reserve OR you can save these turrets simply by tanking the wave while your minions catch up, and then guide the minions back into your minions, wherever you want the waves to crash into each other. Forcing the waves to crash further ahead in the lane saves turrets and gives you mid priority but does have the disadvantage of making you easier to gank, so use your best judgement as to when to do it. While the turret triangle is great to use you do NOT always have to use it. Sometimes you can just use 1-2 turrets forward in the lane if they're being killed easily for example, of if you want to place some further back defensively in case of a gank. If you're in a REALLY bad lane where turrets are dying almost instantly, you should try and conserve as many as you can so that you have them when they really matter (all-ins, 1v2s, 2v1s, etc) and just try and shove the wave with

Turret placement out of lane:
Out of lane, turret placement is extremely situational and open ended. I most likely will not be able to describe all situations and their related turret positioning but i will do my best to cover most of the important or frequent ones that come to mind.
- Contesting Scuttle Crabs:
When you have lane priority and are the first of the mid laners to rotate to help your jungler secure the scuttle you can use turrets differently depending on the enemy junglers current position to help secure the crab and possibly even a summoner or kill. If the enemy jungler is already between you and your jungler you can place turrets between you and him to cut off his escape and then place more turrets closer to/in range of him depending on the skirmish plays out, and 2v1 him. If the enemy jungle has not yet entered the river, you can place turrets between you, the scuttle and where the enemy jungler is coming from. This means if the enemy jungle wants try and get to scuttle he has to come through your turrets and you. In this case your turret will also auto-attack the Scuttle Crab and cause him to scuttle away towards your jungler
- Dragon taking note:
When takingDragon and there's a decent chance of it being stolen by the enemy jungler (say from a
Lee Sin, whos great at stealing
Dragon by using his
Resonating Strike +
Smite combo), do NOT place turrets in the pit. Heimerdingers
H-28G Evolution Turret take very little damage from
Dragon so they can tank its hits for quite a while and not reset its aggro, which traps
Dragon in the pit making it vulnerable to being stolen.
- Blue Side Dragon Taking:
When taking a Dragon on blue side you have 3 directions enemies can come from: blue buff, from the left (via mid lane or the back of blue), and from the right (bot lane). In this case you want to place your turrets near the lightly spaced around the front of the dragon pit (usually 2) and keep one ore more in reserve. Then if enemies begin to approach from a direction you have extra turrets in reserve to place away from the Dragon to help zone them away from your team.
Blue Side Dragon Taking
- Red Side Dragon Taking:
When taking a Dragon on red side you have 3 directions enemies can come from: over the back of the pit, from the left side (mid lane/raptors) or from the right(bot lane/tri brush). If you're starting a fresh dragon with no enemies nearby, i usually ward over the back wall (or turret over the back wall as turrets grant vision, but you should only do that as a last resort for vision as it gives away you're doing the objective) and place a turret directly at the back of the pit. Putting the turret here means i can combo or poke anyone who comes close to ward the pit. Then as we continue to take the dragon i place more turrets towards any side enemies seem to be approaching from. If they are playing back and hesitant i will place the turret inside the pit near near he edge from where they're approaching so i can combo them if they approach, or if they're playing closer and trying to come in early i place turret(s) directly in the river to zone them away from my team.
Red Side Dragon Taking
- Blue Side Baron Taking:
When taking baron from on blue side you want to place your turrets along the right side of the pit spread out towards red buff and ward over the back wall. This placement means you're able to combo anyone who approaches from the topside of red or the botside of red. If enemies try and move in through the right in the river, you can rotate turrets down the edge to the right lip, so you can combo anyone approaching from the river but near the topside walls. If they approach along the center or bottom of the river you should rotate your turrets down towards the center front of the pit, or possibly in the river itself to zone depending on the situations. In this last scenario youre often faced with the decision of either continue to DPS the baron down, or turn and fight, so you will have to use your best judgement in these cases.
Blue Side Baron Taking
- Red Side Baron Taking:
When taking baron from on the red side you want to place your turrets spread out along the front side of the pit. A proper spread should be enough to cover enemies approaching from all blue side direction.
Red Side Baron Taking
- General Placement Out of Lane:
Outside of the scenarios i Have discussed, how you position yourH-28G Evolution Turret out of lane is EXTREMELY situational. Generally you want to focus on putting your turrets in offensive or defensive positions/arrangements depending on the situation while trying to keep all of the other things i mentioned about your turrets in mind. This is something that will take time and a lot of games to get the game knowledge about, but if you really put the effort in a lot of the placement simply becomes second nature and you don't actively think about it as much.
NEVER sit on all 3 of your reserved turrets unless they are ALL in they're optimal locations. Even then, refreshing these turrets can be helpful as they will now have max HP and updated stats (since Heimer's turrets snapshot his stats when the are initially placed, and do NOT update as your stats change).
Turrets can be placed over most walls:



Some good uses of this trick are:
- Placing a turret over a wall to get vision (since active turrets have a moderate vision radius to them).
- Placing turrets over walls to combo. The closer a turret is to the enemy the more likely you are to hit lasers on them as the less distance the laser has to travel, so placing turrets over walls to combo over the wall is optimal.
- Simply dropping turrets over a wall to add damage to a fight you can't otherwise get to.
- You can place a turret over a wall that an enemy flashes over such that it grants vision of said target and can possibly target them and finish them off if they are on low health.
- Doing objectives over walls. Camps and even Dragon/Baron can be done completely over walls as Heimer. For things like basic buffs or camps you can just place 1 turret over to grant visions, then more turrets to tank and DPS and then use your other abilities to burst the camp. Doing Dragon/Baron over the back of the walls is a bit more involved so i will cover them in the next section instead.
You can place turrets around blastcone plants and pop them all over the wall at once, which can be useful in a few situations:
- Popping a turret over the wall towards Baron to grant vision of the area (as popping the turret over this way instead of just placing it over will send the turret further/closer to the pit.
- You can place and pop a few turrets over walls to surprise and burst unsuspecting down from over the walls. Bursting them this way basically instantly places all 3 turrets near them.
- Popping turrets over walls to combo a team on Dragon/Baron. You can pop a blastcone and send 3 turrets over a wall against a team trying to take one of these objectives. You should either do it right when they start it to get them off, or right near the end and combine the turrets popping over with the objective stealing combo which i will discuss later in the guide (although its simply
CH-3X Lightning Grenade +
Hextech Micro-Rockets in quick succession).
Our









Note about csing when using turrets:
When it comes to csing minions that are in range of your turrets, you sometimes kind of have to go with the flow of what the turrets are doing rather than try and dictate their targeting. What i mean by this is that by forcing a turret to swap aggro from a low minion to another low minion may cause you to just miss both CS, so its sometimes better to just go about it one CS at a time, following what your turrets are focusing.
Wave management when using turrets:
Due to the nature of



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Hextech Micro-Rockets - Tips, Tricks and Usage |
Rockets start BEHIND your model:


Rockets can be "fanned":
By placing the cursor close to Heimerdinger, you can fan out the rockets over a very large area. This is VERY useful because the initial rocket damage does about half of the total damage of the ability.

There are quite a few situations this trick can be useful in:
- It can be used to deal near-guaranteed poke damage against an enemy champion. Against champions that can be slippery and hard to hit with a full
Hextech Micro-Rockets, its really nice to be able to just fan it out and make sure you get consistent poke in.
- It is also useful in situations where multiple enemies are spread out in front of you, as hitting both enemies with 1 rocket each effectively deals the abilities full damage overall despite only hitting 2/5 rockets on enemies.
- If a low HP target flashes over a wall into fog of war, and there are multiple directions they could go once they are over, you can fan your rockets to make sure you don't miss and that you secure the kill.
If there an enemy champion hiding behind a enemy minion, you can use your rockets to both kill the creep with the first few rockets, and hit the final rockets on the enemy champions. This is exceptionally easy because rockets deal a ton of damage to minions and can be even easier when you get more points in you rockets and if the enemy minions is low.

Rockets are an excellent fog of war check:

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CH-2 Electron Storm Grenade - Tips, Tricks and Usage |
Fishing for stuns:


Note: Be VERY careful when stun fishing against certain champions, like assassins, as they can HEAVILY punish you for wasting your grenade cooldown.
Target distance = stun delay:
Due to



Grenades grants vision:


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H-28Q Apex Turret - Tips, Tricks and Usage |
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Heimerdingers


- When getting 2v1ed and the enemies aren't lining up to stun both, you can put your
H-28Q Apex Turret down and kite back away from enemies, since its autoattacks slow, or you can use it to burst someone who jumps on top of you.
2v1
- When fighting, or about to fight a very spaced out teamfight away from chokepoints, when it will be difficult or unlikely to hit multiple people. Just placing
H-28Q Apex Turret down will slow people coming from dangerous flank directions and might deter a disadvantageous fight in general.
Spread Out Teamfight
H-28Q Apex Turret can be very useful for zoning When doing an objective and most of the enemy team tries to approach from one area/direction. Dropping
H-28Q Apex Turret means they would have to pass through or focus it down while they're constantly being slowed, damaged and at risk of being engaged on if they try to continue to approach the objective.
Zoning An Objective
- If you know you're about to be CCed and you're unable to avoid it, its often a good idea to just put down
H-28Q Apex Turret to to get some damage and slows out and possibly set up for a turn or combo if you manage to survive.
Using RQ Before Being CCED
The autoattacks of

RQ is great at tanking objectives:






RQ can be used when lacking other cooldowns:
If you need damage to finish someone off right now, and have no other cooldowns, you can just place

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Hextech Rocket Swarm - Tips, Tricks and Usage |
RW moves with you:
Heimers

- You can walk while firing the
Hextech Rocket Swarm, dragging the rockets out over a larger area:
Rocket Walking
- You can flash mid-
Hextech Rocket Swarm and hit multiple targets with seperate waves:
RW + Flash
- You can use
Zhonya's Hourglass mid-
Hextech Rocket Swarm (RW -> Zhonyas in quick succession as the Zhonyas will be buffered in as soon as the
Hextech Rocket Swarm cast time ends) to stasis while the bulk of the rockets are being fired out:
RW + Zhonyas


- Your enemy laner backs while the waves are crashing in the middle of the lane, so you can ult the enemy minions and shove the wave in, denying him gold and exp to creeps that die to tower.
- You want to back right NOW for some reason (low hp, lots of gold, etc), so you can instantly clear the wave and guarantee yourself a good back, missing minimum minions.
- The enemy backs while your already at their tower (presumable by you chunking them out) so you can ult the next incoming wave, causing a massive wave of your own minions to build up on the tower, doing a lot of damage to it and forcing someone to come respond to it.
Similar to




RW fanning is a great option for executes in fog:
If a low HP (but not low enough to die to



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CH-3X Lightning Grenade - Tips, Tricks and Usage |
Use RE vs funnels and chokes:
In any situation where enemies funnel into corridors/chokes or just group/huddle together in general, this should be your go to ability in every one of those scenarios. Generally the only times you should use



RE vs spellshields and cleanses:
As stated previously in the guide,










Landing the stun isn't 100% necessary:
Even if you do not stun a target, they are still slowed by 80% for 2 seconds, which is still a pretty strong CC.
Do NOT underestimate the range of the ability:
I don't have an exact measurement of the maximum range of the final bounce of this ability, but I have estimated it at about 1450-1550 units, which is massive. You can even to


Do NOT underestimate the width/area of this ability:
As seen in some of the pictures above, the hitbox of all of the

- Due to a bug introduced in patch 8.24, using
H-28Q Apex Turret into
H-28G Evolution Turret is nearly instant. There's supposed to be an internal cooldown between placing any type of turret, but RQ into Q is merely cast time with no internal cooldown. This little bug is taken advantage of in a lot of out combos. Note that i HAVE contacted Riot multiple times, in multiple different ways trying to get this and some of Heimer's remaining bugs fixed, but they still have not been fixed.
RQ + Q
- Heimer can REALLY abuse cannon waves because of how turret aggro works. When a cannon wave hits the enemy tower, and the aggro switches to the cannon minion, you can drop multiple
H-28G Evolution Turret or even
H-28Q Apex Turret too and do some serious damage. This also works without a cannon minion, but you have to lead with
H-28Q Apex Turret after the aggro switches to a healthy melee minion because melee minions can only tank 3 shots.
- If someone uses
Teleport nearby (ex: on a minion, tower, ward for a flank) Heimer is EXTREMELY good at bursting people that TP near him because you have time to setup your turrets and do an ideal full combo. This trick is even MORE useful nowadays since they made
Teleport unable to be cancelled.
Bursting a Target Using Teleport
- Heimer is very good at counter-sieging because your
CH-3X Lightning Grenade and
H-28G Evolution Turret will both clear a wave and damage enemy champions, which often allows you to follow up with a clean shot of
Hextech Micro-Rockets as well. People rarely expect this and even if you don't get a kill, you often still deter the siege and possibly get summoners.
Countersiege Oneshot
- Heimer is an excellent champion at stealing
Baron and
Dragon but there's a common misconception that
Hextech Rocket Swarm is the best ability for it.
Hextech Rocket Swarm Deals a lot of damage but its somewhat staggered and it able to be blocked by enemies. In my opinion, the best way to steal baron is through timing the hit of your
CH-3X Lightning Grenade and
Hextech Micro-Rockets. Since we max
Hextech Micro-Rockets first i find its better to upgrade our stun and combo that with our rockets and if done correctly should easily out-damage smite. Not only that but each bounce of
CH-3X Lightning Grenade damages monsters again, giving more opportunities to steal if you miss the initial timing. On top of that, you can use combo your
CH-3X Lightning Grenade with
H-28G Evolution Turret beams for even MORE AoE damage that can steal the objective, or at least even pick up some kills on the champions doing the objective.
- Heimer can very easily solo objectives, without any help form his team whatsoever.
Dragon is honestly a joke to take, and
Baron while being a lot harder is feasible with enough AP from snowballing or just having a game to late.
- Soloing Dragon: You can pretty much solo
Dragon after 1-2 items VERY easily. If you're doing dragon from the front you can just spread your
H-28G Evolution Turrets out so they don't get hit by its attacks and just DPS it down with turrets and abilities. If you notice your turrets not lasting that long (early in the game/low AP), you can just tank the
Dragon to keep your turrets alive, otherwise your
H-28G Evolution Turrets can just tank everything with no issues. You are also able to do the
Dragon from behind the pit, completely outside of it. You just need to be far enough along in the game so that your turrets have decent health, then just spread them out over the back of the pit to avoid AoE attacks from the dragon. This can be a very useful trick if you have the appropriate vision control or lane priorities/towers taken to be able to do it without the enemy jungler just walking up and smiting it.
Dragon over the Back Wall
- Soloing Baron: Taking baron on your own is a bit more tricky. Generally, if its still early into the game (20-25m) you're going to want 450-500 ability power at least to be able to do it. The amount of AP you need, or how comfortably you can do it gets lower and lower for each
Mountain Dragon you have.
Infernal Dragon also helps by boosting your Ability Power. When you want to solo
Baron post spawn from the front, you're going to want to drop
H-28Q Apex Turret close to
Baron to take aggro and tank, then quickly place your
H-28G Evolution Turrets spread out behind your
H-28Q Apex Turret, while staggering your other abilities in between internal cooldowns of your
H-28G Evolution Turret to maximize your DPS.
Soloing Baron
Baron is also able to be taken over the back wall solo, HOWEVER this is significantly harder than it used to be because our
H-28Q Apex Turret placement range currently is bugged to 350 units instead of 450, so we can't easily place it out in front of our
H-28G Evolution Turrets to tank the barons hits. You can still do it if you have really high Ability power or if you manage to get your
H-28Q Apex Turret out further than your
H-28G Evolution Turrets so it tanks all the barons hits, but since the bug appeared I've generally moved away from doing this unless i'm in a game with absurd amounts of Ability Power.
Soloing Baron Over the Back Wall
If you don't want to/can't soloBaron, then if you have someone to tank the damage for you then it makes taking
Baron ridiculously easy. Additionally if you set up your turrets before
Baron even spawns, it can make taking it slightly easier because you don't lose some time having to setup at the objective (you always have all 3 turrets DPSing from the start).
- Soloing Dragon: You can pretty much solo
- Brush camping is another important trick of Heimers. Basically, you setup in a brush where someone is likely to walk to/through/check, then blow them up with a combo. You want to setup 3 of your
H-28G Evolution Turret and then either do
CH-2 Electron Storm Grenade +
Hextech Rocket Swarm against a singular person who is walking in a predictable fashion (like auto-pathing) or
CH-3X Lightning Grenade +
Hextech Micro-Rockets vs a group or someone who is walking somewhat erratically. The former is harder to land, but potentially saves your ultimate if you miss, the latter is more reliable but wastes its cooldown if you miss. When looking to brushcamp, here are some things you should keep in mind:
- If placing near an active camp (Raptors, Red Buff, etc) you should make sure to place them in the brush, but out of range of targeting the camp, so you don't aggro it.
Red Brushcamp
- Setting up at the edge of the brush closest to where the enemy might approach from will mean you can hit them as soon as possible/at the max distance away from the brush. This also however makes them harder to hit since they are furthest away.
Front Brushcamp
- Setting up on the end of the brush furthest away from where the enemy might approach from means you are more likely to land a stun if they walk towards it (as your stun has to travel less of a distance/the enemy has less time to react) but risks them checking/warding the brush more easily.
Back Brushcamp
- You can camp in the top/bot lane brushes without aggroing moving lane minions but placing turrets into the wall as far as you can.
Botlane Brushcamp
- Don't be afraid to get creative! Some of the most common areas to camp can get predictable so feel free to experiment and find new and interesting places to setup and camp.
Brushcmap Examples
- If placing near an active camp (Raptors, Red Buff, etc) you should make sure to place them in the brush, but out of range of targeting the camp, so you don't aggro it.
- Frontloaded Damage: Is when you do the most damage, in the shortest amount of time, giving the enemy the least amount of time to respond to your burst.
- Backloaded Damage: Is when you do more damage than frontloaded damage, but its over a longer period of time, giving the enemy a longer time to be able to react.
- Ability Buffering: When you use an ability, in the middle of the cast animation of another ability. This "buffers" in this next ability to be cast as soon as physically possible.
- "X + Y": Symbolizes using X ability and buffering in Y ability immediately afterwards.
- "X → Y": Symbolizes a brief pause after using X ability/before using Y ability.



Note: In the

Combo limiting factors:
- There is a short delay after a turret charges and begins firing a laser before we are able to charge it again. If you go to early you will either not charge or only partially charge the laser depending on the ability.
- There is an internal cooldown between placing our normal
H-28G Evolution Turrets, so we have to both add in abilities during these cooldowns for combos and sometimes wait for this internal cooldown to end so we can finish our combos (mainly needs to be done for the backloaded combos using our
Hextech Micro-Rockets).
E → Q
Damage: Frontloaded
Description: The most basic of Heimer's combos. Its the "bread and butter" combo for Heimer that we build off of for pretty much every combo that we do. Now, you might be asking "Why do you do E → Q instead of Q → E?". The answer to this is that E → Q allows us to throw the stun and visually hit-confirm the stun before it lands, meaning only place a


E → Q + W
Damage: Frontloaded
Description: Same as the previous combo except we buffer in our


E → Q → W
Damage: Backloaded
Description: Our first backloaded combo. The timing for these can be tricky to do, especially considering it varies based on enemy distance, but it will eventually become second nature. After you place a turret, there is a short period of time you have to wait before you can place another one, so we have to wait a short time after we land our


E → Q → W + Q
Damage: Backloaded
Description: The same as the previous combo, except if the enemy is far enough away we can fit in an extra turret laser.

E → Q + RW
Damage: Frontloaded
Description: A standard frontloaded Ult combo you can do if you land a surprising stun on a medium/low HP target. Most of the time when you do this combo you will also be able to do the next combo so long as you weren't too late on placing your first


E → Q + RW + Q
Damage: Frontloaded
Description: Same as the previous combo, you just put down an extra


RE → Q
Damage: Frontloaded
Description: The most basic




RE → Q + W
Damage: Frontloaded
Description: The same as the previous combo, you just add in your


RE → Q → W
Damage: Backloaded
Description: A backloaded version of the previous combo. In teamfight situations you wont need to do this because your RE will be hitting targets with multiple bounces anyway, procing multiple laser volleys, so it actually actively hinders you to backload your damage there. When using this vs a single target however, you may not get multiple volleys just with RE so this may be worth using in those situations.

RE → Q → W + Q
Damage: Backloaded
Description: Similar to the previous combo, except we add another


RQ + Q + E
Damage: Frontloaded
Description: As i mentioned in the previous section, since RQ + Q is pretty much instant, we should always try and add this into our



RQ + Q + E + W
Damage: Frontloaded
Description: The same as the previous combo, we just buffer in our


RQ + Q + E -> W
Damage: Backloaded
Description: A backloaded version of the previous combo that gives us a second volley of turret lasers. This is the most frequent


RQ + Q + E → W + Q |OR| RQ + Q + E → Q + W
Damage: Backloaded
Description: An even more backloaded version of the previous combo which allows us to squeeze one final laser out. If the enemy is far enough away you can finish with W + Q but if they are close you have to Q + W.















Guide Changelist:
TBD 2019:
- Updating some matchups (the mordekaiser, ekko, sylas and akali matchups have changed) (WIP).
- Adding/editing the item/rune sections a bit (WIP).
- Caught up with the updates from all of the patches since this guide was last updated.
- Fixed the images to reflect the new turret 0.35 AP values.
- Added new "Early Buys" section to "Itemization".
- Added new
Sorcery +
Inspiration rune build centered around taking
Transcendence over
Absolute Focus due to the recent nerf to
Absolute Focus. With the buff, theres not as much of an incentive to go
Domination secondary because we don't need the sustain to keep our
Absolute Focus up. The
Domination secondary build I think is still the way to go, but this may change soon.
Diana moved to "Minor Threat".
- Some minor additions to the ability sections, such as the notes of
H-28G Evolution Turret procing
Taste of Blood and
H-28G Evolution Turret checking your current Magic Penetration, and not snapshotting it when you place the turret.
- Fixed input error in the ability leveling section.
- Full guide launched.
Patch Changelist:
















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