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Patch 16.2.1
Dominate the top lane to draw jungle pressure, then use [[Heimerdinger:RQ]] to win 1v2 or 2v2 skirmishes. Transition into objective control by setting up turrets around Grubs or Dragon 30 seconds before they spawn to force the enemy to walk into your fire.
Zone-control lane bully who dominates melee top laners by turning his side of the map into a deathtrap. You win by forcing the enemy to choose between losing CS or taking turret fire while using your passive speed to dodge skillshots.
Gives you a speed boost near your towers or turrets. Use this to kite around your 'nest'—it makes you much harder to hit with skillshots while your turrets do the work.
Your bread and butter. Place these in a triangle formation to maximize coverage. Crucial: Hitting an enemy with or instantly charges the turrets' beam attack for massive burst.
A fan of rockets that converge at your cursor. If you hit all rockets on one target, you deal high burst and instantly charge your beams. Use it for poke or to finish off someone stunned by .
A lobbed grenade. The center stuns, the outer ring slows. This is your only self-peel. If you miss this, you're likely dead. Landing it guarantees a beam proc from all nearby turrets.
Empowers your next spell. [[Heimerdinger:RQ]] is for zoning/teamfights, [[Heimerdinger:RW]] is for pure single-target burst, and [[Heimerdinger:RE]] is for long-range catch or multi-man CC.
Set up a perimeter with turrets around your backline. Use to peel for your ADC or [[Heimerdinger:RE]] to disrupt the enemy's formation. You aren't an assassin; you're a wall.
If an enemy carry is CC'd by a teammate, you can use [[Heimerdinger:RW]] to instantly delete them from range.
Land the stun with , then follow up with . Both abilities charge your beams, resulting in two consecutive laser blasts that shred the enemy's HP.
When the jungler jumps on you, drop an [[Heimerdinger:RQ]] turret immediately. Land on the closest target to trigger the big turret's beam. Fight inside your turret nest.
Use [[Heimerdinger:RE]] to bounce a giant grenade through the enemy team. Once someone is stunned or slowed, follow up with and move your turrets forward.
Set up three turrets in a bush. When an enemy walks in, stun them with . The triple beam proc combined with will 100-0 most non-tanks.
| Spike | Why |
|---|---|
| Level 1 | With 3 turrets set up, no melee champion can contest the wave. You get immediate lane priority. |
| Level 3 | With access to and , you can now trigger beam procs on your turrets for kill pressure. |
| Level 6 | gives you massive versatility. Your [[Heimerdinger:RQ]] makes you nearly impossible to gank in a 1v2 scenario. |
| Level 9 | Maxed increases your base turret damage and health significantly, making them harder for enemies to clear. |
| Level 11 | Rank 2 increases the damage of your upgraded spells, keeping your burst relevant in mid-game skirmishes. |