This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page
It's gone mad! Off Tank Heimerdinger Top [6.15]
Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Threats & Synergies
His passive revive can be a pain since you usually have to commit your ultimate to killing him, but otherwise this isn't a horrendous lane.
He wins this lane at level 3. He has good CC and his spikes innately clear your turrets. Rough lane but try to stay even on farm. Max REQW and all-in him at level 6.
Mundo can axe your turrets but that's about it. Focus on out-CSing him and don't expect to kill him. His passive lets him outsustain you, and he can tank your turret damage.
Don't get caught in Apprehend range and you'll be fine. He will win trades, however, so harass him from a safe distance. Otherwise, he will regret opposing you.
Fiora... really isn't that bad. Keep your turrets behind the melee minions (you should be doing this anyway), and stay safe.
Corki is more of a mid-lane concern, but he can poke your turrets down. However, he's squishy, so max RWQE and all-in him at 6.
Don't let her all in you. Push to tower early game, respect that she can blink to your turrets and take them down, and punish her for doing so with E-W. Don't die at 6 and you'll be fine. Start Banner so she can't roam.
Gnar pokes your turrets, he pokes you... Mega Gnar out-trades you, so keep an eye on his rage bar. Not unwinnable, but not a fun matchup.
This one is rock solid for you. He's melee. His Q costs lots of mana, his E has relatively short range.
Malzahar top is rare, but it's the counter to Heimerdinger. He can E your turrets to regain mana, his poke is dangerous and his level 6 all-in is strong.
He can Alpha Strike your turrets. Otherwise, he's essentially the same as the Malphite matchup but even easier for you.
He needs to farm. You need to deny him farm. It's not difficult, but his Wither makes you vulnerable to ganks. Accept that you won't kill him and that the moment you leave lane he'll take your tower - find advantages elsewhere.
She's tanky, but nothing to worry about.
Renekton will get on top of you, and you'll die. Play this lane safe and back for an early Seeker's.
Harass him after he jumps, harass him when he's not in a bush. He has a little sustain but you can outpoke him.
He can E your turrets down but he's still melee. Just harass him and watch out for grabs.
Poke. Poke. Poke. Abuse his need to run into minions to farm, all-in him at 6, and win lane. If he wants to proxy, let him, your turrets won't make you lose CS anyway.
He has range, but his blind isn't the worst thing. Keep a pink in your inventory and consider a Corruption Potion.
Everyone says this is a worse matchup than it actually is. Harass him to your heart's content pre-6, and if he goes in on you at level 6, stay near your turrets, and save your stun. You have slain an enemy.
Veigar top is a rare sight, but he can match your early harass, and he has a strong all-in.
His ghouls make laning hard, and he can output surprising damage early on - but he's still a melee champion at heart.
Everything he does counters you. His bouncing bomb clears your turrets, he zones you with his mini-bombs, and his ult hurts. Fortunately you'll almost never encounter him in top lane
A rare top lane matchup, he can get in and out very quickly so you won't get much chance to harass him. His windwall cooldown is longer than your W however.
This matchup takes practice, but build RoA FIRST and you'll be fine.
If you lane this correctly, Fizz should have no CS. Shove him into tower at every opportunity, keep river warded, and make his life hell. Here you rush Abyssal -> Zhonya and have an easy life.
Incredible harass against melee top-laners.
Powerful all-in at level 6 with ERW.
Highest base health regeneration stat in the game so building health regen on him is efficient.
One of few champions able to turn a gank into a double kill.
A big target for ganks.
Can fall off late game.
Deprives your team of a tanky top laner, forcing a tanky jungler/support instead.
Try to keep the bush by the river warded as you're almost always pushed forwards, and if you overextend too far it's easy to be ganked. Of course, when you're up to their turret, that's the most vulnerable time. Heimer boasts the highest health regeneration in the game, but otherwise you're still squishy early-game. Even if you don't die to a gank, it's easy enough to lose one or both of your summoners.
Split push where you can, and aim to take objectives (Dragon is straightforward and Rift Herald is a big benefit early on. Take their top tower asap).
In terms of teamfights I'm usually there to try and delete the carry with stun + RW, or to break up their team with RQ. Bbuilding Zz'Rot Portal on Heimer helps you further to splitpush. The defensive stats are nice and the active helps to split their team up to force fights in your advantage, or even to allow your team to sneak Baron.
If you're being ganked, and you have a feeling you can turn it into a double kill (ie mini-turrets down and the lane opponent is low) opt for ult-Q. It provides high dps with the little towers, and combined with the stun on E and the damage from W, you can output a lot of damage. It's also a very safe choice in teamfights against tankier comps.
If you want to push for a level 6 all-in, ult-W without a doubt. Position yourself so there are no minions between you and them, stun them with your E, then ult your rockets. If you hit them with every rocket, it's 500 magic damage plus 216% AP ratio at level 6. In teamfights, if there's someone in particular you want to focus on, ult-W gives the best damage output, especially in the mid-late game where if you catch their ADC out of position in a teamfight you can get serious damage on them with ERW.
Ult-E... is a little underwhelming. It's useful if you're chasing someone with the rest of your team to let them close the gap with its huge range. However, ult-E is a good engage if your team has no real frontline, with an AOE stun/heavy slow strong enough to let your team engage.