🔧[NEW] [Season 13.23 MIDLANE] MASTER TIER 8 MILLION MASTERY HEIMERDINGER 🔧
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Runes: High Burst / Squishy Team
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+8 Magic Resist
Threats & Synergies
Build Zhonya early. Punish for CSing in melee range! Tabis if a full AD team. Dont underestimate high burst.
Care his Hexdrinker rush. Laning phase will be hard but try to land a grenade when he engages with his Hammer + Q. Without MR he is quite squishy. Pre level 6 you should win the lane.
Build Zhonya early. Punish for CSing in melee range! Tabis if a full AD team. Care for early roams.
Dont place turrets close together due to her having strong AoE. Prioritise Ult W or E against her due to her being able to throw away your Ult Q. Banshees as a 5th or 6th item can work well.
Close distance when trading - you will never out range him! Place turrets right beside him/land an easy grenade to proc multiple beams. Use your passive to dodge his ultimate.
Easily proc his shield with missile spread. Space turrets out well so he cant easily AoE them.
Space out turrets so she can't AoE them. Poke from afar with Luden/Missile procs.
Punish early game with constant auto attack and double beam from easy grenades. With him being melee you should win the lane pre 6 easily. Build aggressive.
Care his Ult/Zhonya combo. Bait him in and try and land your stun before he lands his.
Easily harrassed and beaten in lane pre level 6. Rush magic pen after your Ludens.
Early morellos should be built to counter his life steal. Ludens > Morellos > Sorc Boots.
Strong top and mid at the moment!..beware her hyper mobility on your turrets! Try and combo her down once she engages in melee range ( try not to get stunned )
Easy to proc electrocute on with simply auto attacks/turret autos. I rarely lose to Fiora unless she builds a Maw of Malmortis! Beware her parry when going all in with engages!
Ez has a low health pool with no CC! He is easily harassed and nuked down with accurate skillshots.
Land a grenade as soon as she Ults or comes into melee distance. Unless Kata gets fed early she should be easy to deal with due to being a melee AP assassin.
Ryze has strong AoE/Mana sustain, spread your turrets out well! Poke him down with W and beware his snare.
Teemo is easy to deal with in regards to the laning phase! You can out range him with W/Luden procs while punishing him with a Grenade if he comes into melee range
Low health pool and easily nuked. Beware early level 2 gank from Twitch Jungle though.
Dodge full combo and you should be fine. Care AoE on turrets and dodge the snare. Poke down constantly with W and try to land a triple beam combo
Viktor used to be very weak until the Klepto build became popular! He can be menacing to deal with but if you try yo keep him at a distance/nullify his Klepto stacks you should be fine!
Beware his long range and close the distance when harassing. Use turrets to block skill shots.
Doesnt have a high enough burst to kill you and will constantly split push! Try and poke him down pre 6 with electro/auto attack procs.
Easily beaten in lane due to him not having high burst until mid game. Constantly autoattack and harass him early in turn forcing him to recall. Care for enemy jungler synergy.
She has low health pool. Play aggressive/build aggressive while being aware of plant combo.
Zilean can be annoying due to his double bomb stun but the champion itself is VERY squishy! You should have no problem bursting him down.
Renekton has a very unstable burst! Beware of his gap closer/early cleave as it can be alot to deal with! If you dont give him early kills then the laning phase should be fine.
Can be annoying due to constant harass on turrets! Build a Banshees/Zhonya to counter Karthas ult.
Bard in general isn't that much of a threat but the annoying thing he can do is use your turrets to apply stun!
Use your turrets to block Gragas E and punish him if he over commits
Kogmaw has quite a high range but is squishy! Try and only place turrets down when you are going to combo him with grenade/beams.
Easily beaten with a Rylais/Grenade when he engages. Skarner will never be able to 1v1 you...but will kidnap you in teamfights!
Nasus can be annoying due to his E AoE on your turrets. Punish him early with auto/electro procs. Try and get first turret blood and roam! You will not be able to kill Nasus once he hits level 8+
Annoying to deal with due to being able to pump out high damage while remaining tanky. Try and punish early with auto attacks/get first turret blood.
Easily harassed with auto attacks/electrocute procs! Stay at range and try to poke down with W/Beam combos.
Hard to lane against due to high burst. Use turrets to block skill shots and time your grenade on her portal.
Beware her pool/AoE on turrets. Try not to grenade on her spellshield as it nullifies the stun.
Voli is annoying because he can fear your turrets! Building a Rylais against him can shut his ganks down and nullify his threat.
When she uses her Ult make sure you use ULT Q, most of the time her Ultimate will make you miss a stun/skillshot. Once she has overcommited with the Ult then slap down your skillshots. Beware her long gap closer!
Wukong can be deadly in the jungle if he builds full lethality! Land a grenade when he engages with E before he can use the knockup!
Aatrox is easily beaten due being melee and easily to predict. I only ever lose to Aatrox OTPs and even then its quite even.
Akali is ridiculous due to her shroud and late game burst. Personally for me I'll always win prelevel 6 but after 15minutes its absolute hell! Priority Ban
Annies main damage comes from her Tibbers, Q, W combo! Avoid Tibbers and you should be fine in the laning phase. You can outrange and slowly poke her down!
Yas can be a menace if he gets fed early. Beware he can use your turrets as a gap close/dash. Never grenade before the windwall. Bait out a windwall and he should be easy to nuke down.
Trundle is heavily melee and easily kited. Beware his pillar as it can be a menace to deal with when he ganks...but you should most of the time be able to burst him down pre 10minutes if he ganks
Annoying to lane against due to constant clearing of turrets with his W! Make sure to ping if he roams bot etc. Counter him by closing the distance.
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 Heimerdinger! I upload gameplays, guides, tips and pretty much any other League of Legends related content you could ever ask for!
I was the BEST HEIMERDINGER EUW in Season 7 & 8 and I'm best known for inventing the Holy Trinity of Tilt build on Heimerdinger a couple of seasons ago (Banner of Command, ZZ'Rot Portal and Rylai's)! I've also recently competed in TWITCH RIVALS where I played Heimerdinger ADC and came joint first against other streamers such as TFBlade.
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 Heimerdinger! He's a very fun champion to play, and brings adaptability to his builds - and potentially changing every time you use his ultimate.
|You will always want to take Flash when playing as Heimerdinger. Without Flash, you are highly immobile and most likely going to get camped. Flash and Ignite are my preferred Summoners because they allow me to get early kills pre-6. This in turn gives me an early power spike, which can lead to first blood and a potential snowball. Ignite also increases your kill pressure in the worse of matchups.|
|Flash is taken as your primary escape summoner and is especially valuable on an immobile champion like Heimerdinger. Flash allows you to make clutch escapes, or to get in range for that last auto or ability of a dying enemy.|
|Ignite suits my Heimerdinger playstyle. It offers additional kill pressure, turn around potential and will help me win lane.|
|Teleport in my opinion is only beneficial for pushing sidelines and generally splitting, Heimerdinger lacks severe gank potential due to him needing to set down his turrets in order to do any significant damage.|
|Exhaust is beneficial to negate burst, eg versus champions like Zed and Talon - but you can always buy an early Stopwatch to protect you versus their burst. Ignite will offer you turnaround potential and additional kill pressure. Plus, in these particular matchups, you can always throw your E to CC them and reposition.|
Heimerdinger’s build depends on multiple variables. I’ll break down what I build on Heimer, but let it be known that he is really versatile so you can build a lot of different items on him. There are few different approaches to builds for Heimerdinger especially in Season 13: Ludens/Liandries - Ludens and Liandries will be your main Mythics most of the time! We'll start off looking at a Ludens build which is a very aggressive build that I only go when focusing a very squishy team comp or laning vs someone with very low mobility. Generally my go to Mythic will be Liandry's Anguish but Luden's Tempest is definitely not a mythic to overlook!
|Arcane Comet is a viable rune for toplane or support. This is due to the nature of the champions you will be against - Fiora, Camille, Tahm Kench, Malphite, Irelia etc...These champions are mostly melee and having Arcane Comet allows you to consistently punish them for trying to get into range! With Heimerdinger having a high range auto-attack, there is no reason for you to not have a crazy early game lead/early kills! The only downside is that Arcane Comet is that it falls off drastically in team fights/late game. This is one of the main reasons I prefer to play Electrocute midlane, it's a high risk high reward playstyle but it allows Heimerdinger to thrive and scale into the late game.|
|Electrocute is a great keystone on Heimerdinger in the early game. Your turrets count towards the 3 hits needed, so you can proc it quite easily with an auto or two. Electrocute offers a lot of additional burst damage, while Summon Aery or Arcane Comet only offer poke. Electrocute is great throughout the game.|
|Taste of Blood is a standard rune for Heimerdinger. It offers him extra sustain in lane which increases his survivability. Out of this line of runes, there are not many options that would highly benefit Heimerdinger.|
|Eyeball Collection is a good rune for Heimerdinger as it gives him additional AP. Heimerdinger can get these stacks easily as he has a lot of poke, and quite good kill pressure.|
The final rune to take on Heimerdinger is Treasure Hunter. This works tremendously well with Heimerdinger when playing super aggressive with constant pressure, you get rewarded early for gaining kills therefore allowing you to snowball. Heimerdinger is a strange champion where he falls behind quite fast when losing lane but can gain a huge lead with a small amount of gold. He thrives on itemization and power spikes.
For your secondary rune tree, go Sorcery with Scorch and Manaflow Band. Scorch helps with early game trading, while Manaflow Band offers you more mana which helps you throughout the game.
|Heimerdinger gains bonus movement speed when he is near an allied tower, or near one of his pre-placed Turrets. This extra speed can be especially helpful when combined with the movement speed buff of Ludens or movement speed reduction of Rylai's! Dodging skillshots can be extremely easy when utilising this correctly! Some people think that this is a lack lustre passive but its most definitely not, this is one of Heimerdingers hidden strengths.|
Heimerdinger periodically stocks up on turret kits, which he can have a maximum of 3. He can deploy one of these turrets at a target location that lasts until it is destroyed. If he places more than 3, the oldest one will be destroyed.
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!
Heimerdinger unleashes a wave of rockets that deals damage to the first target hit. For each rocket that hits a champion, the beam charge is increased for all his nearby turrets. Enemies can be hit by multiple rockets, but they will take less damage the more they’re hit.
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.
Heimerdinger throws a grenade that stuns targets who it directly lands on. If the target is near the grenade, they will be slowed. If the grenade hits an enemy champion, all the turrets will gain 100% beam charge. Heimerdingers grenade takes some time to get used to as it isn't instant, it stays in the air for a short while. Mastering this allows you to flash, grenade or grenade then turret to instantly charge a beam.
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.
Heimerdinger will empower his next ability. The empowered abilities damage is modified and has no cost. Heimerdinger’s Ultimate can also be used while he is CC’d.
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!
|Heimerdinger’s turrets have a priority list on who to focus. Heimerdinger’s basic attacks apply a high priority mark which the turrets will focus. They will otherwise focus on champions who have recently attacked Heimerdinger. If none of those 2 instances exist, they will focus the closest 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.|
Unfortunately, turrets can be deactivated if Heimerdinger leaves their range. After 8 seconds, they will lose all their charge, lose sight and be easy to kill. They can be revived or reactivated if he moves back into range.
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.
Every champion has some pros and cons, and Heimerdinger is no exception.
★ Lots of burst damage.
★ Is hard to gank by enemy Junglers.
★ Can land his CC on multiple enemies at once.
★ Heimerdinger has a lot of early game pressure.
★ 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.
★ 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.
Here are some Heimerdinger Tips and Tricks to help you get started!
★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.
★ Heimerdinger has great objective control in the early game. Make sure you team up with your Jungler to take early Dragons and secure the Rift Herald.
★ 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. Heimerdinger’s damage output, especially when trying to steal objectives is heavily underestimated.
★ Use your empowered H-28G Evolution Turret when the enemy tries to gank your lane. It will help turn around the exchange.
★ When receiving an allied gank, your empowered CH-2 Electron Storm Grenade will be useful as it can CC the target and help you take them down.
★ Empowered Hextech Micro-Rockets shouldn’t really be used in team fights. You will find more use from your empowered CH-2 Electron Storm Grenade or H-28G Evolution Turret.
★ Fighting in high traffic areas and around objectives is good for Heimerdinger, as long as he can place some of his turrets down beforehand.
★ Heimerdinger can cheese very easily thanks to his turrets. Don’t be afraid to camp inside a high traffic bush and wait for the enemy to walk past before trying to execute them.
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.