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Runes: Comet
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Tenacity/Slow Resist
Spells:
Flash
Teleport
Items
Ability Order
Hextech Affinity (PASSIVE)
Heimerdinger Passive Ability
Threats & Synergies
Talon
Incredibly bursty and hard to hit.
Alistar
Chain CC makes it easy to land your grenade and rockets.
Alistar
Chain CC makes it easy to land your grenade and rockets.
Introduction
I keep my guides short and sweet and stick to the major talking points - Runes, build paths, counters, and tip and tricks. In the end, the only way to get better is by practicing - no guide can teach you every aspect of the game and predict every situation you might be in.
Overall the passive is fairly weak compared to most in the game - but it can come in handy in lane to give you an advantage in dodging skill shots from your enemy laner.
H-28G Evolution Turret Q Ability - Heimerdinger lays down a rapid-fire cannon turret equipped with a secondary pass-through beam attack (turrets deal half damage to towers).
Places a Turret. Turret attacks prioritize Heimerdinger's targets and enemies attacking Heimerdinger. Turrets shut down if Heimerdinger moves far away. Heimerdinger generates a Turret Kit every 19 seconds (12 seconds at max level) and can hold 3 Kits at once.
H-28G Evolution Turret Stats:
Attack - Cannon: 6/9/12/15/18 (+30% Ability Power) Magic Damage.
Attack - Beam: 40/60/80/100/120 (+55% Ability Power) Magic Damage every 90 seconds.
Maximum Turrets Placed: 3
Hextech Micro-Rockets W Ability - Heimerdinger fires long-range rockets that converge on his cursor.
Unleashes a barrage of 5 rockets that converge towards the cursor and fan out past it. Rockets deal 60/90/120/150/180 (+45% Ability Power) Magic Damage.
Additional rocket hits deal reduced damage.
Champions and Monsters:
12/18/24/30/36 (+12% Ability Power) Magic Damage, max 108/162/216/270/324 total damage
Minions: 60% of base damage.
Rocket hits against champions charge nearby turret beam attacks.
CH-2 Electron Storm Grenade E Ability - Heimerdinger lobs a grenade at a location, dealing damage to enemy units, as well as stunning anyone directly hit and slowing surrounding units.
Hurls a grenade that deals 60/100/140/180/220 (+60% Ability Power) Magic Damage to enemies and slows their Movement Speed by 35% for 2 seconds. Enemies in the center of the blast are also stunned for 1.25 seconds.
Hitting a champion fully charges nearby turret beams.
UPGRADE!!! R Ability - Ultimate - Heimerdinger invents an upgrade, causing his next spell to have increased effects.
Makes Heimerdinger's next ability free and gives it bonus effects. Reactivate to cancel.
H-28Q Apex Turret: Places a Turret for 8 seconds that deals 80/100/120 (+30% Ability Power) Magic Damage with its cannon and 100/140/180 (+70% Ability Power) Magic Damage with its beam. It has splash damage, immunity to disables, its attacks slow by 25% for 2 seconds and it doesn't count toward the Turret limit.
Hextech Rocket Swarm: Fires 4 waves of rockets that each deal 135/180/225 (+45% Ability Power) Magic Damage. Champions and Monsters hit by multiple rockets take reduced damage, max 500/690/865.
CH-3X Lightning Grenade: Throws a bouncing grenade that discharges three times, dealing 150/250/350 (+75%) Magic Damage. Both the stun and slow areas are larger and the slow is improved to 80%.
When sieging a tower, the first thing the tower will prioritize is your cannons. It's always good to sieging with a cannon wave because it will allow your turrets to survive much longer. Wait until the turret aggros the cannon minion, then place your turrets down. Because of the cannon minion's health, he's able to tank multiple hits before the turret switches aggro to your turrets.
E + Q combo for unexpected damage. While your E is in mid-air, you can quickly place a turret which will get an instant beam charge if your E connects.
Spread your W out to deal consistent and easier damage. Multiple rocket hits don't deal THAT much extra damage. Only aim to hit an enemy with all your rockets if they are stunned.
R + E can clear out a massive minion wave with ease.
Keep an eye on YOUR minions health and utilize this to land easy stuns with your grenade when your opponent goes in for a last hit.
R + W to steal dragons/baron from the enemy.
Use your ultimate wisely. Rarely do team fight situations call for ultimate turret. If you have a couple of regular turrets down before a fight breaks out, use R + E to stun multiple enemies and charge your turrets, the CC you can provide for your team is no joke.
Be aware of your match up for your turret placements. Avoid setting them up in a way that the enemy can damage multiple turrets with a single ability.
When getting ganked from an enemy: With Heimer, you will often being pushing a lane pretty quickly. Because of this you'll be attracting a lot of attention - which means getting ganked. Always try to have at least two turrets out in your lane in case ganks happen. Right when you're about to be engaged on, use your R + Q. As soon as that is down, land an E on an enemy to stun them and charge your turrets to dish out nasty amounts of damage.
When receiving a gank from an ally: When receiving a gank from an ally, it's usually best to R + E for your empowered stun. This gives you a much better chance to stun the enemy, or slow them significantly and allows your jungler to land their abilities.
1v1 an enemy: Most lane opponents you face in the mid-lane have some sort of engage. When they use it to engage on you, utilize your R + Q to deal consistent damage. This is generally only the case if THEY engage on you with their gap closers - otherwise they will escape and wait for your turret to die before engaging on you again.
Clearing large waves: While Heimer is great at wave control, sometimes a large wave will pile up that you need to deal with. The easiest way to get rid of it is using R + E on it to clear it out instantly.
Teamfights: In a perfect world, your teammates would know to always fight around your turrets or wait for you to have some available to place before starting a team fight. Unfortunately that's not the case. Always try to have AT LEAST one turret stored to place down for any team fights that might break out. With team fights I usually R + E to provide CC for my team and charge my turrets beam. This is especially effective if you're fighting in the jungle - As the small choke points allow for easy hits.
In most games people will ignore your R + Q turret in team fights. What a lot of people don't realize it's still very squishy (and can be smited by the jungler) to be taken down quickly. If it looks like a team fight is going to be contained to one area, use your R + Q. Keep in mind, your empowered Q does splash damage.
- Eg. of E + Q & ulti E
- EG. of R + W
- Another EG of R + E
- Such a versatile ulti. R + Q example
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