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Heimerdinger
the Revered Inventor

Heimerdinger

Passive · Hextech Affinity

Heimerdinger gains bonus movement speed when near his turrets or allied structures.

DamageDurabilityMagicDifficultyMobilityCC
Champion profile (Riot)
  • Damage2
  • Durability6
  • Magic8
  • Difficulty8
  • Mobility3
  • CC8
Counters by laneEach lane has counters + tips
Top

How to play as Heimerdinger

Top: hold CS, run TP or Ghost depending on the matchup.

How to beat Heimerdinger

Top: punish wave-states and ward river/jungle to dodge ganks.

Jungle

How to play as Heimerdinger

Jungle: track Scuttle, gank weak lanes, scale to objectives.

How to beat Heimerdinger

Jungle: ward objectives, never walk blind into brush.

Strong against

No data yet

Weak against

No data yet

Mid
Primary

How to play as Heimerdinger

Mid: shove wave fast and roam to side lanes.

How to beat Heimerdinger

Mid: watch for roams and save Flash for the next gank.

ADC

How to play as Heimerdinger

ADC: kite the frontline, hit the closest tank then the carries.

How to beat Heimerdinger

ADC: stay behind minions and focus the enemy ADC in fights.

Support

How to play as Heimerdinger

Support: keep vision + peel for ADC, build Locket Enchant + Knight's Vow.

How to beat Heimerdinger

Support: dodge hooks/engages, buy Mikael's into heavy CC.

Abilities

Hextech Affinity

PC
Passive

Innate: Heimerdinger gains 20% bonus movement speed while near an allied turret or a H-28G Evolution Turret or H-28Q Apex Turret deployed by him.

H-28G Evolution Turret

PC
Q

Active: Heimerdinger deploys a H-28G Evolution Turret at the target location, which lasts until destroyed.

Heimerdinger periodically stocks a Turret Kit charge, up to a maximum of 3.

Up to 3 H-28G Evolution Turrets can be deployed at a time, with those deployed beyond the maximum destroying the oldest one.

Cooldown1

Hextech Micro-Rockets

PC
W

Active: Heimerdinger unleashes a wave of 5 rockets that converge to the target location and fan beyond it up to a maximum range, with each one dealing magic damage to the first enemy it hits. Every rocket hitting an enemy champion grants 20% beam charge to all H-28G Evolution Turret H-28Q Apex Turret within 1000 range, up to a maximum of 100% beam charge when hitting 5 rockets on an enemy champion.

Enemies can be hit by multiple rockets, with each one beyond the first dealing 20% damage, increased to 40% against minions.

Cooldown11 to 7

CH-2 Electron Storm Grenade

PC
E

Active: Heimerdinger hurls a grenade at the target location that detonates upon impact, dealing magic damage to nearby enemies and slow them by 35% for 2 seconds. If the grenade hits an enemy champion, all H-28G Evolution Turret H-28Q Apex Turret within 1000 range of the impact gain 100% beam charge.

Enemies hit at the center of the grenade's impact are also stun for 1.5 seconds.

Cooldown11

UPGRADE!!!

PC
Ultimate

Active: Heimerdinger empowers his next basic ability for an additional effect, consuming the empowerment upon cast and placing UPGRADE!!! on full cooldown. These empowered abilities have the same cooldowns as their basic forms, deal modified damage, and do not have a mana cost. UPGRADE!!! can be recast after 3 seconds while the empowerment is available.

Recast: Heimerdinger ends UPGRADE!!! and puts it on a 3-second cooldown.

UPGRADE!!! can be used while affected by cast-inhibiting crowd control.

Cooldown100 to 70