Heimerdinger

The Revered Inventor

How this differs from the live game

  • The abilities may look similar but are very different
  • UPGRADE!!! (R) is a buff that lasts a set time not a single ability
  • H-28G Evolution Turrets (Q) are active globally but die when Heimerdinger does

Build

Mid lane
Summoners
FlashIgnite
Start435g
Doran's RingHealth PotionYellow Trinket
Core9,500g
Sorcerer's Shoes1Morellonomicon2Liandry's Torment3Rabadon's Deathcap4
Full build15,055g
Sorcerer's ShoesMorellonomiconLiandry's TormentRabadon's DeathcapZhonya's HourglassVoid Staff
Situational
Rylai's Crystal ScepterDeathfire GraspAbyssal ScepterMercury's TreadsZhonya's Hourglass

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of Ability PowerQuint
  • Ability Power +15.00
  • Magic Penetration +9.00
  • Armor +9.00
  • Magic Resist +12.60

Magic penetration marks are for W Hextech Micro-Rockets and E CH-1 Concussion Grenade poke, both of which deal magic damage and scale with AP. Armor seals protect the weak early lane body, flat MR glyphs cover common AP mids, and AP quints strengthen all three damaging spells.

Rune page

Mid lane

Statistics

  • Ability Power+15.00
  • Magic Penetration+9.00
  • Armor+9.00
  • Magic Resist+12.60
Masteries30 points21 / 0 / 9
Offense21
1/1
0/4
4/4
0/2
0/4
4/4
0/1
3/3
0/1
1/1
0/2
0/2
3/3
0/1
0/1
0/3
4/4
1/1
Defense0
0/1
0/3
0/4
0/2
0/3
0/3
0/1
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility9
1/1
0/3
3/3
0/1
0/1
3/3
1/3
0/2
0/4
1/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

This is the corrected 21/0/9 AP mid page: the extra point was removed by dropping Spellsword, leaving exactly 30 points. Offense gives CDR, AP, magic penetration and Executioner, while Utility reaches Runic Affinity for longer blue buff.

Skill order

ultimate at 6, 11 and 16

Techmaturgical Repair Bots

H-28G Evolution TurretQ
Hextech Micro-RocketsW
CH-1 Concussion GrenadeE
UPGRADE!!!R
  • H-28G Evolution Turret (Q) takes points at levels 1, 8, 10, 12, 13.
  • Hextech Micro-Rockets (W) takes points at levels 2, 3, 5, 7, 9.
  • CH-1 Concussion Grenade (E) takes points at levels 4, 14, 15, 17, 18.
  • UPGRADE!!! (R) takes points at levels 6, 11, 16.

Max W first for reliable long-range Season 3 poke, then Q for stronger turret control, with E left mostly for the stun/blind utility until late. Start Q to establish lane control, add W quickly for harass, and take one E point by level 4 for gank setup and self-peel.

Alternative — Max Q before W when the lane is purely about permanent wave control and defending a siege, but W max was the default mid-lane damage order.

Why these items

Openingsall within the 475 starting gold

  • Doran's RingHealth PotionYellow Trinket

    Doran's Ring startDefault into most mid lanes; the AP, health, mana regen and last-hit mana refund support early turret and rocket trading.

  • Crystalline FlaskSight WardHealth PotionYellow Trinket

    Flask ward startUse into heavy poke or gank pressure where repeat sustain and an early ward are worth giving up Doran's combat stats.

  • Boots of SpeedHealth Potion4Yellow Trinket

    Boots sustain startUse when dodging key skillshots matters more than raw lane power, especially against long-range control mages.

Corein buy order

  • 1

    Sorcerer's Shoes1,100gSorcerer's Shoes add early magic penetration for W and E poke.

  • 2

    Morellonomicon2,200gMorellonomicon supplies AP, mana regeneration, 20% cooldown reduction and anti-healing on low-health targets.

  • 3

    Liandry's Torment2,900gLiandry's Torment pairs health, AP and magic penetration with damage-over-time that rewards repeated spell hits and turret-zone control.

  • 4

    Rabadon's Deathcap3,300gRabadon's Deathcap is the major AP multiplier once Heimer has mana and CDR covered.

Situationalonly when the game asks for it

  • Rylai's Crystal Scepter2,900gBuy Rylai's Crystal Scepter when your team needs more kiting and catch power from repeated spell hits.

  • Deathfire Grasp3,100gBuy Deathfire Grasp when you are snowballing and can safely burst a priority target before fights spread out.

  • Abyssal Scepter2,560gBuy Abyssal Scepter against double AP or short-range enemy teams where you can stand close enough to apply the aura.

  • Mercury's Treads1,200gSwap to Mercury's Treads when crowd control or magic burst prevents you from setting up turrets and casting.

  • Zhonya's Hourglass3,260gPrioritize Zhonya's Hourglass earlier against AD assassins or hard dive compositions.

Build

Mid lane
Summoners
FlashIgnite
Start470g
Doran's RingHealth Potion2Yellow Trinket
Core10,060g
Rod of Ages1Sorcerer's Shoes2Rylai's Crystal Scepter3Zhonya's Hourglass4
Full build15,655g
Rod of AgesSorcerer's ShoesRylai's Crystal ScepterZhonya's HourglassVoid StaffRabadon's Deathcap
Situational
Abyssal ScepterSpirit VisageFrozen HeartBanshee's VeilMorellonomicon

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of HealthQuint
  • Magic Penetration +9.00
  • Health +78.00
  • Armor +9.00
  • Magic Resist +12.60

Magic penetration marks are still the damage marks because W Hextech Micro-Rockets and E CH-1 Concussion Grenade both deal magic damage with AP ratios, while AD does nothing for these formulas. Armor seals, MR glyphs, and health quints make the Rod of Ages plan sturdier, but this costs early AP compared to the ordinary flat AP quint/glyph burst page.

Rune page

Mid lane

Statistics

  • Magic Penetration+9.00
  • Health+78.00
  • Armor+9.00
  • Magic Resist+12.60
Masteries30 points9 / 21 / 0
Offense9
0/1
0/4
4/4
0/2
0/4
4/4
0/1
0/3
0/1
1/1
0/2
0/2
0/3
0/1
0/1
0/3
0/4
0/1
Defense21
0/1
0/3
4/4
0/2
3/3
1/3
0/1
2/2
1/2
1/1
0/1
1/1
0/3
3/3
1/1
3/3
0/1
0/1
1/1
Utility0
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

This is a 9/21/0 bruiser mage page: enough offense for CDR, scaling AP, and magic penetration, then deep defense for health, resistances, reduced champion damage, and Honor Guard. Compared to the ordinary 21/0/9 mid page, it gives up Executioner, Archmage depth, summoner cooldown utility, and Runic Affinity, so blue buff control is less efficient but dives are much harder to finish.

Skill order

ultimate at 6, 11 and 16

Techmaturgical Repair Bots

H-28G Evolution TurretQ
Hextech Micro-RocketsW
CH-1 Concussion GrenadeE
UPGRADE!!!R
  • H-28G Evolution Turret (Q) takes points at levels 1, 14, 15, 17, 18.
  • Hextech Micro-Rockets (W) takes points at levels 2, 4, 5, 7, 9.
  • CH-1 Concussion Grenade (E) takes points at levels 3, 8, 10, 12, 13.
  • UPGRADE!!! (R) takes points at levels 6, 11, 16.

Max W first for reliable long-range mid-lane poke and wave pressure, then E for stronger grenade burst and lower cooldown, with Q delayed after the early turret point. Level 1 Q gives lane setup before minions meet, then W/E define trades while R is taken at 6, 11, and 16.

Alternative — Max Q before E when the matchup cannot easily clear turrets and the game plan is to permanently hold a turret nest around mid instead of fishing for grenade burst.

Why these items

Openingsall within the 475 starting gold

  • Doran's RingHealth Potion2Yellow Trinket

    Doran's Ring startDefault start into most mid lanes: AP, health, mana regen, and last-hit mana restore all support early wave control before Catalyst.

  • Crystalline FlaskHealth Potion3Yellow Trinket

    Flask sustain startUse into poke lanes or matchups where you expect to be forced off turret positions repeatedly before first recall.

  • Cloth ArmorHealth Potion5Yellow Trinket

    Cloth Armor startUse into AD mids or heavy early physical jungle pressure when surviving the first levels matters more than AP.

Corein buy order

  • 1

    Rod of Ages2,800gRod of Ages is the build's center: health, mana, and AP let Heimerdinger stay near his turrets and survive dives while scaling.

  • 2

    Sorcerer's Shoes1,100gSorcerer's Shoes keep his W, E, and turret damage threatening despite the defensive rune and mastery investment.

  • 3

    Rylai's Crystal Scepter2,900gRylai's Crystal Scepter adds another large health/AP item and makes repeated spell hits help control space around the turret nest.

  • 4

    Zhonya's Hourglass3,260gZhonya's Hourglass gives high AP, armor, and a stasis button for the dive attempts this build is designed to bait and survive.

Situationalonly when the game asks for it

  • Abyssal Scepter2,560gBuy Abyssal Scepter instead of a greedier AP slot when the enemy mid and jungle are both magic damage and fights happen in close turret zones.

  • Spirit Visage2,750gBuy Spirit Visage when you need heavy magic resistance and CDR more than raw damage, especially against poke or double AP comps.

  • Frozen Heart2,900gBuy Frozen Heart into fed auto-attack carries or AD dive compositions; the armor, mana, and CDR fit the ground-holding plan.

  • Banshee's Veil2,750gBuy Banshee's Veil when one hook, stun, or long-range engage is what lets the enemy start fights on you.

  • Morellonomicon2,200gBuy Morellonomicon when enemy healing is deciding fights and you still need AP, mana regen, and CDR.

One build, written by a player. Newest first.

Write a Heimerdinger build
Minionmancer Heimerdingerby ZemquWritten by a player, not generated · its own page

Build

Top lane
Summoners
FlashPromote
Start435g
Doran's RingHealth Potion
Core9,670g
Sorcerer's Shoes1Banner of Command2Runic Bulwark3Zhonya's Hourglass4
Full build9,670g
Sorcerer's ShoesBanner of CommandRunic BulwarkZhonya's Hourglass
Situational
Rylai's Crystal ScepterAbyssal ScepterBanshee's VeilVoid StaffMorellonomicon

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x4Glyph of Magic ResistGlyph
  • x3Quintessence of Ability PowerQuint
  • Ability Power +15.00
  • Magic Penetration +9.00
  • Armor +9.00
  • Magic Resist +5.60

Rune page

Top lane

Statistics

  • Ability Power+15.00
  • Magic Penetration+9.00
  • Armor+9.00
  • Magic Resist+5.60
Masteries30 points21 / 0 / 9
Offense21
1/1
0/4
3/4
0/2
0/4
4/4
1/1
3/3
0/1
1/1
0/2
0/2
3/3
0/1
0/1
0/3
4/4
1/1
Defense0
0/1
0/3
0/4
0/2
0/3
0/3
0/1
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility9
0/1
0/3
3/3
1/1
0/1
3/3
0/3
2/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

As published: the "Tough Lane Start Items" group costs more than 475g, so Cloth Armor moved to the first back. Left as the author set it.

Skill order

ultimate at 6, 11 and 16

Techmaturgical Repair Bots

H-28G Evolution TurretQ
Hextech Micro-RocketsW
CH-1 Concussion GrenadeE
UPGRADE!!!R
  • H-28G Evolution Turret (Q) takes points at levels 1, 4, 5, 7, 9.
  • Hextech Micro-Rockets (W) takes points at levels 3, 8, 10, 12, 13.
  • CH-1 Concussion Grenade (E) takes points at levels 2, 14, 15, 17, 18.
  • UPGRADE!!! (R) takes points at levels 6, 11, 16.

Why these items

Openingsall within the 475 starting gold

  • Doran's RingHealth Potion

    Standard Start ItemsThe opening as the guide publishes it.

  • Crystalline FlaskHealth PotionMana Potion

    Tough Lane Start ItemsThe opening as the guide publishes it, minus what does not fit in 475g.

Corein buy order

  • 1

    Sorcerer's Shoes1,100g

  • 2

    Banner of Command2,360g

  • 3

    Runic Bulwark2,950g

  • 4

    Zhonya's Hourglass3,260g

Situationalonly when the game asks for it

  • Rylai's Crystal Scepter2,900g

  • Abyssal Scepter2,560g

  • Banshee's Veil2,750g

  • Void Staff2,295g

  • Morellonomicon2,200g

Notes

the author's own words

Don't want to interact all that much with your opposing laner? This Heimerdinger build lets your minions do all the work for you. The whole focus is on buffing and enhancing your waves and turrets to the maximum. You have insane pushing power, strong survivability and will probably never need a gank because of your self sufficiency.

Build by Zemqu, transcribed from the League Classic Wiki archive.

Abilities

per rank
P

Techmaturgical Repair Bots

Heimerdinger gives nearby allied Turrets and Champions increased Health Regeneration.

Q

H-28G Evolution Turret5 ranks

Heimerdinger lays down a machine gun turret. Turrets gain abilities as this skill is increased. (Turrets deal half damage to towers).

Bonus Damage
28 / 36 / 44 / 52 / 60 + 20% AP
Cooldown
1s
Cost
70 / 80 / 90 / 100 / 110 Mana
Range
350
W

Hextech Micro-Rockets5 ranks

Heimerdinger fires long-range rockets that hit the enemies closest to Heimerdinger.

Damage
70 / 120 / 170 / 220 / 270 + 55% AP
Cooldown
10s
Cost
65 / 85 / 105 / 125 / 145 Mana
Range
1100
E

CH-1 Concussion Grenade5 ranks

Heimerdinger lobs a grenade at a location, dealing damage to enemy units as well as stunning anyone directly hit and blinding surrounding units.

Damage
80 / 135 / 190 / 245 / 300 + 60% AP
Cooldown
14 / 13 / 12 / 11 / 10s
Cost
80 / 90 / 100 / 110 / 120 Mana
Range
920
R

UPGRADE!!!3 ranks

Passive / Active: Passively increases Cooldown Reduction. Activate to heal all active Evolution Turrets and cause them to fire frost shots, which reduce Movement Speed, for a short time.

Cooldown
120 / 105 / 90s
Cost
90 Mana
Range
1

Matchup against

62 champions, one-on-one
  • Ahri

    AhriUnfavoured

    Ahri wins if she keeps the fight moving, because Spirit Rush lets her dodge grenade, leave turret range, and re-enter for Charm burst.

    Watch for Spirit Rush: three dashes let Ahri dodge CH-1 Concussion Grenade and choose when the duel actually starts.

    How to beat

    Hold behind your turrets at 550-700 range and make Ahri spend Orb of Deception or Charm into the wave before you step up. Do not throw grenade first unless she has already dashed or is pinned by turret pathing; if Spirit Rush is down, stun into rockets and turret focus is your kill window.

    Later Finished Ahri is better at side-lane picks and flanks, while Heimerdinger is stronger when set up around a tower or objective. Group early to build a turret nest and force Ahri to enter from visible angles instead of matching her in open river.

    • Place turrets slightly spread so one Spirit Rush does not move her out of all their range.
    • If Charm is available, stand behind a turret or minion before casting rockets.
    • Ahri's return Q true damage punishes walking straight backward; sidestep after the first pass.
    BuyBanshee's VeilMercury's TreadsTwin Shadows
  • Akali

    AkaliEven

    Heimerdinger can punish Akali before level 6 and inside turret zones, but Shadow Dance plus Twilight Shroud gives her real all-in control once she has charges.

    Watch for Shadow Dance: it closes every gap and lets Akali stick through rockets and turret kiting.

    How to beat

    Keep turrets between you and Akali and do not stand close enough for her to Q-mark then instantly R. When she uses Twilight Shroud, back out of the cloud edge and save grenade for the moment she exits or commits with Shadow Dance.

    Later Akali wins isolated side-lane duels if she reaches you away from turrets, but she struggles to dive prepared Heimerdinger positions in teamfights. Buy time with vision and grouped setup rather than chasing her through fog.

    • Do not waste rockets while she is hidden in Twilight Shroud unless no other enemy units are nearby.
    • Grenade her landing spot after Shadow Dance, not her starting spot.
    • A turret placed just outside shroud keeps pressure when she leaves it.
    BuyBanshee's VeilMercury's TreadsZhonya's Hourglass
  • Alistar

    AlistarFavoured

    Alistar has trouble killing Heimerdinger alone unless he gets a clean Headbutt-Pulverize into tower or allies, and turrets punish his slow melee approach.

    Watch for Headbutt: it knocks you out of your turret nest or into a wall before Pulverize can follow.

    How to beat

    Hold outside Headbutt range and let turrets chip him while he walks in. Save grenade until after he commits, because Unbreakable Will can cleanse the setup and reduce the damage if you fire too early.

    Later Alistar is far more relevant as a teamfight engager than as a duelist. Heimerdinger should set turrets behind the front line and avoid being the target Alistar displaces into his team.

    • Do not stand between Alistar and his tower; Headbutt changes the lane geometry instantly.
    • Blind from grenade matters less than the stun because Alistar's damage is mostly spell-based.
    • If Unbreakable Will is active, kite and wait instead of dumping rockets.
    BuyMercury's TreadsKindlegem
  • Amumu

    AmumuFavoured

    Amumu is dangerous only if Bandage Toss lands, because otherwise he must walk through turrets while Heimerdinger pokes him down.

    Watch for Bandage Toss: it pulls Amumu onto you and starts his full Despair, Tantrum, Curse chain.

    How to beat

    Keep a turret or minion line between you and Amumu so Bandage Toss has to be aimed through clutter. If he misses Q, step forward for rockets and grenade, then retreat before he can close by walking.

    Later Amumu becomes a teamfight threat with Curse of the Sad Mummy, not a side-lane duelist. Space turrets wide enough that his engage does not stun you and your whole setup at once.

    • A missed Bandage Toss is your best punish window.
    • Do not chase into Despair range after Curse is available.
    • Grenade can stop his follow-up if you stun him right after the Q arrival.
    BuyMercury's TreadsBanshee's VeilMikael's Crucible
  • Anivia

    AniviaUnfavoured

    Anivia outranges and controls Heimerdinger with Flash Frost, Crystallize, and Glacial Storm, and Rebirth makes one clean kill harder to finish.

    Watch for Crystallize: the wall traps Heimerdinger outside turret safety or forces him to eat Flash Frost and Frostbite.

    How to beat

    Play just outside Flash Frost centerline and do not let Anivia wall you away from your turrets. Your real commit is after Flash Frost is spent; then move in for grenade and rockets before she can reset the zone with Glacial Storm.

    Later Anivia controls sieges and choke points better once finished, while Heimerdinger is better only when already set up first. In teamfights, avoid narrow ramps and use turrets to pressure her egg rather than chasing through storm.

    • Do not use all damage to trigger Rebirth unless turrets can keep hitting the egg.
    • Spread turrets so Glacial Storm does not clear the whole nest for free.
    • If she walls behind you, move sideways immediately instead of retreating in a straight line.
    BuyBanshee's VeilMercury's TreadsShushei's Mana Jug
  • Annie

    AnnieUnfavoured

    Annie's longer attack range and instant Pyromania burst let her kill Heimerdinger before turrets fully decide the fight.

    Watch for Pyromania Summon: Tibbers: instant area stun and burst can delete you before grenade comes out.

    How to beat

    Track her stun count and give up space when Pyromania is ready. Bait Disintegrate on minions or force her to spend stun defensively, then trade with grenade, rockets, and turret fire while Tibbers is unavailable.

    Later Annie's flash-stun teamfight threat is much higher than her side-lane pressure. Heimerdinger should play behind vision and turrets, forcing Annie to engage through a prepared front instead of finding a clean Tibbers angle.

    • Her 625 range means she can tag you before your autos matter; fight around turret range, not basic attacks.
    • Never clump with your turrets when Tibbers is ready.
    • If Molten Shield is up, let turrets work instead of trading autos into return damage.
    BuyBanshee's VeilMercury's TreadsZhonya's Hourglass
  • Ashe

    AsheEven

    Ashe can kite Heimerdinger outside turret setups with Frost Shot and Volley, but she loses hard if stunned inside turret range.

    Watch for Enchanted Crystal Arrow: it starts the duel from outside your setup and gives Ashe time to chain slows.

    How to beat

    Do not chase Ashe in open lane; hold a turret line and make her walk into grenade range to damage you. If Crystal Arrow is down or misses, step forward through your turrets and use grenade to stop her Frost Shot kite.

    Later Ashe is stronger in coordinated teamfights because her arrow starts fights globally, while Heimerdinger is better at defending towers and fixed objectives. In side lane, he can hold ground but should not pursue her beyond turret coverage.

    • Turrets break her clean kite pattern if she has to path around them.
    • Volley poke is widest up close; sidestep at max range rather than backing straight away.
    • Save grenade for after she commits to autos, not just for Volley harass.
    BuyNinja TabiZhonya's HourglassRanduin's Omen
  • Blitzcrank

    BlitzcrankFavoured

    Blitzcrank cannot reliably duel through turrets unless Rocket Grab lands first, and missed hook gives Heimerdinger complete control.

    Watch for Rocket Grab: it removes you from your turret nest and puts you in Power Fist and Static Field range.

    How to beat

    Stand behind turrets or minions and make Blitzcrank hook through the setup. Once Rocket Grab is down, punish with rockets and grenade while he has to walk at you with only Overdrive.

    Later Blitzcrank matters through picks, not side-lane duels. Keep turrets between you and fog-of-war angles so his team cannot convert one hook into an objective.

    • A turret can body-block Rocket Grab if placed on the hook line.
    • Do not throw grenade while he is still outside hook range; he wants you locked in cast timing.
    • Mana Barrier makes the last hit deceptive, so keep turret focus instead of diving.
    BuyBanshee's VeilMercury's TreadsSightstone
  • Brand

    BrandUnfavoured

    Brand's spell range and percentage burn let him clear turrets and out-burst Heimerdinger if he lands a stun setup.

    Watch for Sear: when Brand has Blaze applied, Sear stuns you long enough for Pillar of Flame and Pyroclasm to land.

    How to beat

    Avoid standing near your turrets when Pyroclasm is available, because bounces turn your setup against you. Bait Pillar of Flame first, then trade while it is down; grenade must be saved to interrupt his follow-up, not thrown randomly at max range.

    Later Brand is the stronger teamfight damage champion if enemies clump, while Heimerdinger is stronger at controlling a prepared area. Set turrets spread out and force Brand to spend cooldowns clearing them before your team commits.

    • Do not let Brand bounce Pyroclasm between you and turrets.
    • If Blaze is on you, respect Sear even when Brand is backing away.
    • Turrets should be staggered, not stacked, against Pillar of Flame.
    BuyBanshee's VeilMercury's TreadsShushei's Mana Jug
  • Cho'Gath

    Cho'GathEven

    Cho'Gath is kiteable before he reaches melee, but Rupture into Feral Scream and Feast gives him a lethal window if he connects.

    Watch for Feral Scream: the silence stops grenade and rockets, letting Cho'Gath walk into Feast range.

    How to beat

    Keep moving laterally so Rupture has to predict you, and do not stand where a wall or minion wave traps your sidestep. If Rupture misses, punish with turret fire; if Feral Scream is down, grenade him before he reaches Feast range.

    Later Cho'Gath becomes harder to kill in side lane and brings better front-line control to teamfights. Heimerdinger should burn him with sustained turret damage and avoid being the first target silenced in a choke.

    • Rupture is easier to dodge if you are already moving sideways before the cast appears.
    • Do not hold grenade too long once he is inside silence range.
    • Feast ignores your remaining health math; leave earlier than you would against normal burst.
    BuyBanshee's VeilMercury's TreadsLiandry's Torment
  • Corki

    CorkiUnfavoured

    Corki can clear turrets, poke from range with Missile Barrage, and use Valkyrie to escape Heimerdinger's stun zone.

    Watch for Valkyrie: it dodges grenade or crosses your turret line while leaving damage under your feet.

    How to beat

    Fight from behind turrets but do not stack them where Phosphorus Bomb and missiles clear everything at once. Your best window is after Valkyrie is used aggressively or defensively; then grenade his landing area and force turret focus before he can kite with Gatling Gun.

    Later Corki scales into a stronger mobile damage threat in side lanes and teamfights. Heimerdinger should defend fixed ground and make Corki spend rockets on turrets instead of champions before contesting objectives.

    • Aim grenade at Valkyrie's endpoint, not Corki's starting position.
    • Avoid standing in the Valkyrie trail while trying to finish him.
    • Missile Barrage can clear low turrets safely, so refresh them before committing.
    BuyNinja TabiZhonya's HourglassRanduin's Omen
  • Dr. Mundo

    Dr. MundoUnfavoured

    Dr. Mundo shrugs off poke with regeneration and Sadism while Infected Cleaver lets him run Heimerdinger down if it lands repeatedly.

    Watch for Sadism: the huge heal and movement speed let Mundo ignore turret chip and force a long chase.

    How to beat

    Stand behind minions to block Infected Cleaver and use turrets to make Mundo pay health before he presses Sadism. Do not all-in through his ultimate unless you have Grievous Wounds; kite until it expires, then commit with grenade and rockets.

    Later Mundo wins long side-lane duels once finished unless Heimerdinger has anti-heal and strong setup time. In teamfights, focus on zoning his backline while applying Grievous Wounds when he dives through your turrets.

    • A single cleaver hit usually means you must retreat before the next one lands.
    • Grenade stun is best used after Sadism's speed has carried him deep into turret range.
    • Do not chase Mundo after he disengages; he wants the fight stretched out.
    BuyMorellonomiconLiandry's TormentRylai's Crystal Scepter
  • Evelynn

    EvelynnEven

    Evelynn can choose the opening from Camouflage, but if Heimerdinger survives the first Ravage burst she has to fight inside turrets.

    Watch for Shadow Walk: Evelynn starts the duel from an angle Heimerdinger did not get to turret for.

    How to beat

    Play near your turrets and keep vision coverage where possible so Evelynn cannot begin behind you for free. When she appears, drop grenade at your own feet or her Ravage path, then kite through turret range instead of running into open space.

    Later Evelynn is stronger at picks and flanks, while Heimerdinger is stronger in a visible setup. In teamfights, put turrets where Evelynn must cross to reach carries and hold grenade for her reveal.

    • Do not spend grenade on minions when Evelynn is missing.
    • Turrets near your retreat path matter more than turrets pushed forward.
    • Agony's Embrace slows your escape, so turn into turret cover rather than fleeing straight away.
    BuySightstoneBanshee's VeilMercury's Treads
  • Ezreal

    EzrealUnfavoured

    Ezreal can poke turrets down with Mystic Shot and Arcane Shift away from grenade, making it hard for Heimerdinger to force a fair stun trade.

    Watch for Arcane Shift: it dodges CH-1 Concussion Grenade and keeps Ezreal out of turret focus.

    How to beat

    Stand behind minions so Mystic Shot cannot freely hit you or reset his cooldowns. Save grenade until Arcane Shift is down; if he shifts forward, punish the landing spot immediately with stun, rockets, and turret fire.

    Later Ezreal is better in mobile side-lane skirmishes and long poke fights, while Heimerdinger is better defending towers. Force him to spend Mystic Shot on turrets and avoid chasing beyond your setup.

    • Do not throw grenade at max range while Arcane Shift is ready.
    • Minions are your shield against his cooldown cycling.
    • If Trueshot Barrage starts while he is visible, sidestep instead of trying to burst through the channel.
    BuyNinja TabiZhonya's HourglassRanduin's Omen
  • Fiddlesticks

    FiddlesticksEven

    Fiddlesticks can win with fear into Drain or Crowstorm, but Heimerdinger's grenade and turrets punish his channels if saved correctly.

    Watch for Terrify: it stops Heimerdinger from interrupting Drain or escaping Crowstorm's first seconds.

    How to beat

    Keep enough distance that Fiddlesticks must walk past turret fire before Terrify range. Hold grenade for Drain or Crowstorm channel follow-up; if he uses fear without a channel to protect, back away until it ends and then stun him.

    Later Fiddlesticks is much more dangerous from fog in teamfights than in honest side-lane duels. Heimerdinger should ward flanks, spread turrets around objective entrances, and save crowd control for Crowstorm arrival.

    • Do not let Dark Wind bounce between you and nearby turrets or minions for free silence value.
    • Grenade cancels Drain if you are not feared first.
    • Crowstorm from fog is the matchup; visible Fiddlesticks is much easier to zone.
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  • Gangplank

    GangplankEven

    Gangplank can poke and cleanse grenade with Remove Scurvy, but Heimerdinger's blind and turrets make extended melee trades awkward for him.

    Watch for Remove Scurvy: it clears your grenade stun and erases the normal punish window.

    How to beat

    Do not rely on the first grenade to kill him; use it to force Remove Scurvy, then trade once the cleanse is down. Stay near turrets so Parrrley poke does not become a free all-in, and blind him when he commits to autos after Raise Morale.

    Later Gangplank brings global area control and stronger physical burst in messy fights, while Heimerdinger controls fixed ground better. In side lane, Heimerdinger can hold if he respects Cannon Barrage and does not chase after the cleanse.

    • Bait Remove Scurvy before committing rockets and turret focus.
    • Grenade blind cuts his follow-up autos after Parrrley pressure.
    • Cannon Barrage can force you out of your own turret nest, so replace turrets after it ends.
    BuyNinja TabiZhonya's HourglassRanduin's Omen
  • Garen

    GarenFavoured

    Heimerdinger wins if he keeps Garen walking through turrets, but loses the moment Decisive Strike gets Garen into silence range before the grenade lands.

    Watch for Decisive Strike breaks slows and closes the gap, taking away the spacing Heimerdinger needs to kite.

    How to beat

    Hold outside melee range and make Garen enter through a turret line instead of meeting him in open ground. Save CH-1 Concussion Grenade for the Decisive Strike run-in, then back up while rockets and turrets keep Perseverance from restarting.

    Later Garen becomes too durable to casually burst in a side lane, but he still struggles to force a clean duel through prepared turrets. In teamfights, Heimerdinger should play behind the front line and use grenade to stop Garen's entry rather than trying to chase him down.

    • Tap Garen with rockets or turret shots whenever he backs off so Perseverance cannot reset the lane.
    • Do not throw grenade just because he is nearby; he is waiting for it before using Decisive Strike.
    • If he starts Judgment inside your turrets, step away instead of trading autos into the spin.
    • Respect Demacian Justice once you are low; winning the setup does not matter if you stay for the execute.
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  • Gragas

    GragasUnfavoured

    Gragas can out-sustain poke, displace Heimerdinger out of turret cover, and punish immobile setups with Body Slam into Explosive Cask.

    Watch for Explosive Cask knocks Heimerdinger out of his turret nest and can deliver him into Gragas's follow-up.

    How to beat

    Stay far enough back that Body Slam cannot start the trade unless Gragas spends it through turrets. Spread turrets so one Barrel Roll or Cask does not erase the whole zone, and commit only after Body Slam is down or Gragas has used Cask defensively.

    Later Gragas has stronger pick and displacement value, while Heimerdinger is better at holding ground around objectives. Do not side-lane without vision of Gragas's angle; in fights, anchor behind turrets and avoid standing where Cask can throw you into his team.

    • Place turrets off the minion line so Barrel Roll cannot hit wave, turret, and Heimerdinger together.
    • If Gragas channels Drunken Rage in your zone, punish with rockets but keep grenade for Body Slam.
    • Stand slightly behind your turrets, not between them, so Explosive Cask does not ruin the whole setup.
    • Body Slam stopping on the first unit means turrets and minions can block his clean engage path.
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  • Janna

    JannaFavoured

    Janna can disengage and shield poke, but she lacks the damage to win a straight duel against Heimerdinger's turrets.

    Watch for Monsoon resets the fight by knocking Heimerdinger away and healing through his turret pressure.

    How to beat

    Do not chase her through open space; force her to fight inside your turret area or let her leave. Bait Eye Of The Storm with rockets, then use grenade when she steps up for Zephyr or a charged Howling Gale.

    Later Janna is not trying to side-lane against Heimerdinger, and he wins the isolated push. In teamfights she is much more valuable at denying dives, so Heimerdinger should use turrets to control space and avoid spending everything into her shielded target.

    • Grenade is easiest when Janna walks forward for Zephyr rather than when she is charging Howling Gale from safety.
    • Her shield can protect turrets, so do not assume a low structure dies to one rocket cast.
    • If Monsoon is available, stand where the knockback does not push you out of your own turret zone.
    • She can leave most duels; winning often means taking the area, not killing her.
  • Jarvan IV

    Jarvan IVUnfavoured

    Jarvan IV's flag-drag and Cataclysm force Heimerdinger into melee before turret damage can decide the fight.

    Watch for Cataclysm traps Heimerdinger in melee range, taking away his ability to kite through turrets.

    How to beat

    Keep turrets between you and Jarvan so Demacian Standard into Dragon Strike has to cross your damage zone. Hold CH-1 Concussion Grenade for his arrival, and if Cataclysm is up, avoid standing away from your turrets where the arena isolates you.

    Later Jarvan remains a better side-lane all-in threat if he catches Heimerdinger without setup, but Heimerdinger defends waves and objectives well when prepared. In teamfights, save grenade for Jarvan's engage target area and do not clump where Cataclysm sets up his team.

    • A turret can make his flag-drag path costly, but it will not stop the knock-up if you stand in line.
    • Do not spend grenade on Golden Aegis; he wants your stun gone before committing.
    • If Cataclysm traps you away from turrets, drop a turret immediately and kite around the wall edge.
    • Jarvan's Martial Cadence hurts most at the start, so avoid giving him the first melee hit for free.
    BuySeeker's ArmguardZhonya's HourglassGlacial Shroud
  • Jax

    JaxUnfavoured

    Jax can leap past the turret line, reduce area damage with Counter Strike, and outscale Heimerdinger in a committed melee duel.

    Watch for Leap Strike puts Jax directly on Heimerdinger, bypassing the spacing that normally protects the turret nest.

    How to beat

    Stay outside Leap Strike range unless Jax must jump into multiple turrets to reach you. Do not panic-stun into Counter Strike; back away during it, then grenade as the dodge ends and burst with rockets while he is stuck in turret fire.

    Later Jax wins the side lane if he reaches Heimerdinger without a prepared nest, especially with finished items. Heimerdinger should avoid isolated long lanes and instead make Jax enter objective zones where blind and stun can interrupt his cleanup.

    • Counter Strike reduces area damage, so turret and grenade damage are worse during that window.
    • CH-1 Concussion Grenade's blind matters after Counter Strike, when Jax wants repeated attacks.
    • Place turrets far enough apart that Jax cannot clear and fight you in one Empower swing.
    • If he saves Leap Strike, do not walk up for rockets; make him spend it first.
    BuySeeker's ArmguardZhonya's HourglassNinja Tabi
  • Karthus

    KarthusEven

    Heimerdinger controls space better, but Karthus can outrange turret positions with Lay Waste and still punish after death.

    Watch for Death Defied lets Karthus keep casting after dying, taking away Heimerdinger's clean finish window.

    How to beat

    Fight near turrets but keep moving between Lay Waste casts instead of standing still to protect them. Use grenade when Karthus walks into Defile range, then step out after the kill so Death Defied does not turn the duel back.

    Later Karthus scales harder in full teamfights because Requiem and Death Defied always matter, while Heimerdinger is stronger at stalling sieges and controlling entrances. In side lanes, Heimerdinger can push him in, but must leave enough health to survive Requiem after the trade.

    • Do not stand on your own turret just to defend it; Lay Waste punishes fixed positions.
    • Wall of Pain makes it hard to exit Defile, so cross it only if grenade is ready.
    • After killing Karthus, immediately leave his casting radius before checking the wave.
    • Keep enough health after winning the duel that Requiem cannot finish you during the reset.
    BuyBanshee's VeilSpirit VisageShushei's Mana Jug
  • Kassadin

    KassadinUnfavoured

    Kassadin's magic reduction, silence, and Riftwalk mobility let him choose short trades that Heimerdinger cannot reliably pin down.

    Watch for Null Sphere silences Heimerdinger, taking away grenade or turret placement during Kassadin's burst window.

    How to beat

    Before level 6, punish Kassadin whenever he walks up with rockets and turrets, but do not let him trade Q for free without minion or turret damage. After Riftwalk, keep a turret behind you and save grenade for where he lands, not where he starts.

    Later Kassadin wins most side-lane duels once Riftwalk is stacked and cooldowns are low. Heimerdinger should group around objectives, force Kassadin to enter through controlled zones, and avoid being the isolated silence target.

    • His passive makes pure magic poke less decisive than it looks on other melee champions.
    • If Null Sphere is available, do not walk forward planning to grenade first; you may be silenced before casting.
    • Riftwalk can dodge the grenade travel time, so aim for his landing path after he commits.
    • Turrets behind Heimerdinger are better than turrets only in front once Kassadin has R.
    BuyBanshee's VeilSpirit VisageShushei's Mana Jug
  • Katarina

    KatarinaFavoured

    Heimerdinger's stun, blind, and persistent turret damage make it difficult for Katarina to channel Death Lotus or reset cleanly in a true duel.

    Watch for Death Lotus deals lethal damage if Heimerdinger has already spent CH-1 Concussion Grenade.

    How to beat

    Keep grenade until Katarina uses Shunpo or starts Death Lotus; do not waste it on poke. Stand inside turret coverage so her Shunpo puts her in sustained damage, then interrupt the ultimate and finish while she has no escape target.

    Later Katarina is more dangerous in teamfights because resets from other kills can bypass the duel pattern. In side lane Heimerdinger can deny her engages with setup, but in fights he must hold grenade specifically for Death Lotus or her reset entry.

    • Do not place all turrets where Bouncing Blade and Sinister Steel clear them while hitting you.
    • Katarina wants you to panic-cast grenade before Death Lotus; wait for the channel if possible.
    • If she Shunpos to a minion instead of you, punish the exit path with rockets rather than chasing.
    • Her damage reduction after Shunpo is temporary, so let turrets keep firing while you kite.
    BuyZhonya's HourglassSeeker's Armguard
  • Kayle

    KayleUnfavoured

    Kayle outranges Heimerdinger during Righteous Fury, sustains through poke, and can deny his burst window with Intervention.

    Watch for Intervention makes Kayle immune during Heimerdinger's kill window, wasting grenade, rockets, and turret focus.

    How to beat

    Do not duel Kayle in open ground while Righteous Fury is active; kite backward through turrets and wait out the ranged attacks. Bait Intervention with rockets or grenade pressure, then re-engage only after it ends and Reckoning is not available to keep you slowed.

    Later Kayle is the stronger side-lane duelist when fully built because she can hit from range and ignore the burst turn. Heimerdinger should clear waves, avoid extended autos, and save grenade in teamfights for Kayle after Intervention or for the carry she is protecting.

    • Righteous Fury lets Kayle hit turrets without entering normal melee punishment.
    • If you stun into Intervention, back away instead of continuing to dump damage.
    • Reckoning's slow sets up her sustained attacks, so Boots of Swiftness have real value here.
    • Her heal and speed boost make short poke less sticky; fight when she has to stay for the wave.
    BuyBoots of SwiftnessRylai's Crystal ScepterZhonya's Hourglass
  • Kennen

    KennenEven

    Both champions fight at similar range, with Heimerdinger owning prepared ground and Kennen winning if he finds a Mark of the Storm chain into Slicing Maelstrom.

    Watch for Slicing Maelstrom stacks Marks of the Storm and can stun Heimerdinger inside his own turret zone.

    How to beat

    Use turrets to block Thundering Shuriken angles and keep enough distance that Lightning Rush cannot start the all-in for free. If Kennen rushes in with Mark setup, grenade him before the third mark lands, then step out of Slicing Maelstrom rather than standing still for turret damage.

    Later Kennen has the stronger teamfight engage, while Heimerdinger is better at controlling static objectives before the fight starts. In side lanes, the duel stays playable if Heimerdinger is set up, but Kennen can force him off with flash-style engage angles and stun threat.

    • Turrets can body-block Thundering Shuriken, so place them between you and common poke lines.
    • Do not let Kennen hold two marks on you while you stand in rocket range.
    • Lightning Rush through your turrets is his commit signal; save grenade for that path.
    • If Slicing Maelstrom starts, leaving the storm is more important than protecting turret DPS.
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  • Kog'Maw

    Kog'MawUnfavoured

    Kog'Maw outranges the turret nest with Bio-Arcane Barrage and Living Artillery, making Heimerdinger struggle to force a clean engage.

    Watch for Bio-Arcane Barrage gives Kog'Maw the range to kill turrets and Heimerdinger without entering grenade range.

    How to beat

    Do not trade autos or stand still while Bio-Arcane Barrage is active; back up and let it expire. Use grenade only when Kog'Maw steps forward past his range advantage or after Void Ooze is down, then burst quickly and walk away from Icathian Surprise if he dies.

    Later Kog'Maw is much stronger in front-to-back teamfights if protected, and he can shred Heimerdinger's setup from outside normal threat range. Heimerdinger should control flanks and objective choke points, not walk into artillery range trying to duel him directly.

    • Count Bio-Arcane Barrage as the real fight timer; when it is down, Kog'Maw is much more punishable.
    • Living Artillery reveals and chips you when you hide behind turrets, so keep moving after each cast.
    • Void Ooze makes retreating through your own setup awkward; avoid placing turrets only in a straight line behind you.
    • After killing Kog'Maw, immediately leave the corpse path before Icathian Surprise explodes.
    BuyZhonya's HourglassSeeker's ArmguardFrozen Heart
  • Lee Sin

    Lee SinUnfavoured

    Lee Sin can pick the fight with Sonic Wave, jump past turret spacing, and kick Heimerdinger out of his defensive zone.

    Watch for Dragon's Rage kicks Heimerdinger out of turret coverage and gives Lee Sin the finishing angle.

    How to beat

    Keep turrets or minions between you and Lee Sin so Sonic Wave cannot land cleanly. If he connects Q, save grenade for the Resonating Strike arrival, then kite back into turrets and avoid standing where Dragon's Rage sends you away from them.

    Later Lee Sin is less oppressive in long scaling fights, but he still wins isolated catches and can displace Heimerdinger before turrets matter. Heimerdinger should side-lane only with vision and use teamfight turrets to punish Lee's entry rather than chasing him.

    • A turret between you and Lee can eat Sonic Wave and completely stop his best engage.
    • Do not grenade the first Tempest unless he has no Q follow-up; the real danger is his second dash.
    • Position so Dragon's Rage kicks you along your turret line, not out of it.
    • Lee Sin can Safeguard to wards or allies, so do not assume a missed Q means he cannot still close.
    BuySeeker's ArmguardZhonya's HourglassGlacial Shroud
  • Leona

    LeonaFavoured

    Leona has strong crowd control but too little solo damage to beat Heimerdinger unless he stands in her full engage away from turrets.

    Watch for Zenith Blade pulls Leona to Heimerdinger and starts her crowd-control chain.

    How to beat

    Stand behind minions or turrets so Zenith Blade is harder to line up, and punish her after it misses. If she lands it, grenade after Shield of Daybreak or Solar Flare begins the lockup, then kite through turret fire because her defensive Eclipse does not give enough damage to win alone.

    Later Leona is not a side-lane duelist; Heimerdinger clears and zones her easily alone. In teamfights, her value is engage, so Heimerdinger should spread turrets before objectives and save grenade for whoever follows her initiation.

    • Do not waste rockets into Eclipse if she is only posturing; punish when the resistances fall.
    • Zenith Blade can pass through units, but minion positioning still affects how safely she can aim it.
    • If Solar Flare is down, Leona usually cannot keep you locked long enough to kill you alone.
    • Her Sunlight needs allies to cash out, so the 1v1 is far less scary than the teamfight version.
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  • Lulu

    LuluEven

    Lulu can neutralize Heimerdinger's burst and kite his turret zone, but she usually lacks the damage to force a kill if he does not overextend.

    Watch for Wild Growth interrupts Heimerdinger's commit and gives Lulu enough health to survive the turret burst.

    How to beat

    Hold a stable turret line and trade rockets when Lulu uses Help, Pix! defensively rather than trying to burst through the shield. Bait Whimsy before stepping forward; if she polymorphs or speeds herself, wait it out, then grenade when she has fewer tools to disengage.

    Later Lulu is much stronger beside a carry than in an isolated duel, where Heimerdinger can usually push her away. In teamfights, do not spend all damage into a target she can Wild Growth; use turrets to control space and force her cooldowns first.

    • Glitterlance from Pix changes angles after Help, Pix!, so track where Pix is before sidestepping.
    • Whimsy can deny your cast window; do not walk up with grenade as your only escape plan.
    • Wild Growth's knock-up can interrupt a close-range commit, so burst from max range when possible.
    • Her shields make chip trades look worse than they are if you are also killing the wave.
    BuyMercury's TreadsBanshee's Veil
  • Lux

    LuxEven

    Lux can outrange and burst Heimerdinger if Light Binding lands, but she is vulnerable when forced to walk into turret-controlled ground.

    Watch for Light Binding roots Heimerdinger long enough for Lucent Singularity and Finales Funkeln to land.

    How to beat

    Keep minions or turrets between you and Lux so Light Binding has to spend its first hit before reaching you. If she misses binding, move forward with rockets and grenade; if it is up, do not stand still near your turrets where her full combo can hit both you and the setup.

    Later Lux has better long-range pick and burst, while Heimerdinger has stronger area denial once established. In side lanes the matchup is playable around binding cooldown; in teamfights Heimerdinger should avoid clumping turrets and allies in Lux's laser line.

    • Light Binding can hit two targets, so one turret in front is not always enough if you stand directly behind it.
    • Lucent Singularity threatens your fixed turret positions; vary turret placement instead of stacking them.
    • When Lux misses Q, she has very little way to stop you from taking space.
    • Finales Funkeln can finish from outside your retaliation range, so leave after low-health trades.
    BuyBanshee's VeilMercury's TreadsSpirit Visage
  • Malphite

    MalphiteEven

    Heimerdinger can kite and poke Malphite before level 6 setups, but Unstoppable Force gives Malphite a reliable way to start the all-in.

    Watch for Unstoppable Force ignores Heimerdinger's zoning and knocks him up before he can grenade.

    How to beat

    Chip Granite Shield off with rockets or turret shots before committing, and keep enough distance that Seismic Shard alone does not let Malphite walk you down. When Unstoppable Force is available, stand inside turret coverage and save grenade for after the knock-up rather than trying to preempt it.

    Later Malphite becomes more valuable in teamfights because one ultimate can start the whole fight, while Heimerdinger still wins wave control and objective stall when set up early. In side lane, Heimerdinger can hold him off but should not overextend without flash or turret coverage.

    • Do not let Granite Shield refresh for free; one turret shot or rocket keeps your poke meaningful.
    • Seismic Shard stealing movement speed makes open-ground kiting unreliable.
    • After Unstoppable Force lands, grenade immediately as control returns to stop the follow-up Ground Slam and autos.
    • Malphite's Ground Slam attack-speed slow matters less to you than to marksmen, so respect the engage more than the debuff.
    BuyBanshee's VeilSpirit VisageRylai's Crystal Scepter
  • Malzahar

    MalzaharUnfavoured

    Malzahar can clear around your turret nest and his suppress gives him a clean kill window if you do not break or avoid it.

    Watch for Nether Grasp suppresses you in Null Zone and stops you from casting Grenade or repositioning.

    How to beat

    Hold max rocket range and keep a turret between you and his Voidling so Malefic Visions does not freely bounce through the wave into you. Bait Call of the Void before stepping up, then punish with Grenade plus rockets while his silence is down. Do not commit inside Null Zone unless Nether Grasp is unavailable or you have Quicksilver Sash ready.

    Later Malzahar is better at forcing one target to die in teamfights, while Heimerdinger is better at defending space and sieging. In side lane, respect his flash-suppress pick; group around turrets and make him use Nether Grasp into your team's cleanse or interrupt plan.

    • Voidlings will chew through isolated turrets if Malefic Visions is on them or nearby.
    • Save Grenade for after Call of the Void, not before it.
    • Quicksilver Sash changes the duel more than raw damage does.
    • If he drops Null Zone under your turrets, move the fight instead of defending that spot.
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  • Master Yi

    Master YiEven

    Heimerdinger wins if Yi has to enter a prepared turret field, but Yi can dodge the key grenade with Alpha Strike and run you down if the nest is broken.

    Watch for Alpha Strike dodges CH-1 Concussion Grenade and puts Yi on top of you without walking through turret fire.

    How to beat

    Fight only where at least two turrets are already firing, and hold Grenade until Alpha Strike has been used. Blind or stun him as he exits Alpha, then kite around your turrets instead of running in a straight line. If he channels Meditate, use the pause to reset spacing or line up the direct Grenade hit.

    Later Yi outscales isolated side-lane mistakes, especially if he catches you without setup. Heimerdinger contributes more to clustered objective fights by making Yi enter blind, stun, and turret damage before he can finish a target.

    • Do not throw Grenade at Yi while Alpha Strike is available.
    • Turret shots keep working while Yi is in your face, so circle the nest instead of abandoning it.
    • Highlander ignores slows, not your stun or blind.
    • Meditate is a reset window for you unless you are already in melee range with no cooldowns.
    BuyZhonya's HourglassSeeker's ArmguardNinja Tabi
  • Miss Fortune

    Miss FortuneFavoured

    Miss Fortune has strong frontal damage, but Heimerdinger outranges her poke and can interrupt or sidestep her channel from a prepared position.

    Watch for Bullet Time punishes you if you stand still inside its cone and try to trade through it.

    How to beat

    Stay outside Double Up angles by not lining up behind minions or turrets, and poke with rockets from max range. When she starts Bullet Time, move sideways first; if she is in Grenade range, direct-hit her to cancel the channel. Commit after Make It Rain is down, because that is her best way to slow you long enough for the full cone.

    Later Miss Fortune is more dangerous in 5v5s if she gets a protected Bullet Time, but Heimerdinger is stronger at controlling the ground she wants to channel through. In side lane, your turret nest forces her to spend spells clearing instead of walking at you.

    • Do not let Double Up bounce from a turret or low minion into you.
    • Grenade cancels Bullet Time if you can direct-hit her.
    • Make It Rain is her setup spell; once it is down she has trouble forcing you to stay.
    • Turrets remove Strut before she can freely choose the angle.
    BuyZhonya's HourglassSeeker's ArmguardNinja Tabi
  • Morgana

    MorganaEven

    Morgana blocks your stun with Black Shield and sustains through poke, but she struggles to force a kill unless Dark Binding lands.

    Watch for Black Shield denies CH-1 Concussion Grenade's stun and lets Morgana walk through your normal punish window.

    How to beat

    Keep enough distance that Dark Binding must travel through your turret line or minions before reaching you. Use rockets to chip Black Shield before committing Grenade, or wait until she shields early and then disengage until it expires. If she starts Soul Shackles, move out immediately unless you can break the tether with Zhonya's or a direct stun after shield is gone.

    Later Morgana is better at protecting carries and starting picks, while Heimerdinger is better at siege and anti-engage zones. In side lane the matchup stays slow; neither should die unless Binding or Grenade is wasted badly.

    • Do not spend Grenade into a fresh Black Shield unless you only need damage.
    • Turrets make Dark Binding harder for her to thread cleanly.
    • Tormented Soil clears turret nests over time, so replace them outside the pool.
    • Zhonya's can deny the second hit of Soul Shackles.
    BuyZhonya's HourglassBanshee's VeilMercury's Treads
  • Nasus

    NasusEven

    Heimerdinger can kite and punish Nasus before he reaches him, but Wither plus Fury of the Sands lets Nasus force a brutal melee check if he gets close.

    Watch for Wither removes your ability to keep distance while Nasus walks through turrets with Fury of the Sands active.

    How to beat

    Hold 550 range or more and make Nasus spend health walking through turret fire before he can cast Wither. Save Grenade for after Wither starts, because the stun is your real escape window. If he uses Fury of the Sands, kite backward through fresh turret placements instead of trying to burst through the ultimate.

    Later Nasus eventually wins many long side-lane chases if he has farmed Siphoning Strike, but Heimerdinger is still better at defending towers and forcing him to walk through zones. In teamfights, blind and stun Nasus as he enters rather than chasing his backline.

    • Do not stand inside Spirit Fire while trading; it is where his damage becomes real.
    • Grenade after Wither buys more space than Grenade before Wither.
    • Turrets help punish Siphoning Strike attempts on waves.
    • If Fury is active, the goal is to survive the duration, not win the DPS race.
    BuyRylai's Crystal ScepterLiandry's TormentBoots of Swiftness
  • Nidalee

    NidaleeUnfavoured

    Nidalee can outrange your setup with Javelin Toss, sustain your poke, and only commit in cougar form when you are already low.

    Watch for Javelin Toss forces you off turret positions before Nidalee ever has to enter Grenade range.

    How to beat

    Do not stand behind your own turrets in a straight spear lane; keep minions or terrain between you and the long-range angle. Push with turrets, but move laterally after every rocket cast so she cannot line up max-range Javelin Toss. Commit only after a missed spear or used heal, and keep Grenade for the cougar Pounce/Takedown entry.

    Later Nidalee is better in poke standoffs and side-lane rotations, while Heimerdinger is better when teams must fight into a fixed objective. Force her to clear turrets and traps around towers instead of playing an open-field spear war.

    • A long spear before the duel starts is usually the duel already lost.
    • Bushwhack's resist shred makes her cougar all-in much more dangerous.
    • Grenade should meet cougar form, not human form poke.
    • Turrets can reveal her pathing pressure, but they do not block Javelin Toss reliably.
    BuyBanshee's VeilSpectre's CowlMercury's Treads
  • Nunu & Willump

    Nunu & WillumpFavoured

    Nunu is durable and annoying, but he lacks the burst or reach to kill Heimerdinger through turrets unless you let him channel Absolute Zero on top of you.

    Watch for Absolute Zero zones you out and can kill you if Ice Blast has already slowed you inside the channel.

    How to beat

    Keep him at rocket range and let turrets punish every Ice Blast walk-up. When he starts Absolute Zero, leave the circle first; if you are close enough and not locked by slow, direct Grenade can interrupt the channel. Do not waste spells into Consume sustain when there are better champion hit angles.

    Later Nunu is mostly a teamfight utility champion, so the duel remains favorable but rarely decisive. Heimerdinger should use turrets to control objectives while saving Grenade to interrupt Absolute Zero or peel the carry Blood Boil enables.

    • Ice Blast is his only reliable way to force you to stay near him.
    • Absolute Zero is much weaker if you hold Grenade for the channel.
    • Consume does not work on your champion, so make him fight away from minion sustain.
    • Blood Boil means he may close faster than his base kit suggests.
    BuyMercury's TreadsBoots of SwiftnessBanshee's Veil
  • Olaf

    OlafUnfavoured

    Olaf ignores your crowd control during Ragnarok and can keep landing Undertow until he reaches true-damage range.

    Watch for Ragnarok makes Olaf immune to your Grenade stun and blind while he runs through the turret nest.

    How to beat

    Before level six, punish missed Undertow throws with rockets and turret fire, but do not chase toward the axe pickup. After Ragnarok, your plan is spacing: pre-place turrets behind you and kite away from the axe line rather than relying on Grenade to stop him. Commit only when Ragnarok is down or he is too low to survive the turret path.

    Later Olaf is stronger in side-lane all-ins because he removes the exact control Heimerdinger depends on. In teamfights, force him to spend Ragnarok crossing turret zones early, then peel backward and let your team punish him after the immunity ends.

    • Grenade does not save you during Ragnarok.
    • Never kite toward a thrown Undertow axe.
    • His low-health attack speed makes close finishes dangerous.
    • Liandry's is valuable because Olaf must walk through repeated spell damage.
    BuyRylai's Crystal ScepterLiandry's TormentBoots of Swiftness
  • Pantheon

    PantheonUnfavoured

    Pantheon's targeted stun and early burst let him start the fight before Heimerdinger can fully use range or turret spacing.

    Watch for Aegis of Zeonia jumps onto you and stuns, setting up Heartseeker Strike before you can reposition.

    How to beat

    Stay outside his jump range unless a turret nest is already active and Grenade is ready. Bait Spear Shot trades from max range, then punish the cooldown with rockets rather than walking into Aegis of Zeonia. If he jumps, drop Grenade at your feet as the stun ends and move sideways out of Heartseeker Strike's cone.

    Later Pantheon falls off compared with true carries, but he remains a pick threat against isolated Heimerdinger. In teamfights, stand behind your turret line so Grand Skyfall or Aegis of Zeonia lands him in blind, stun, and allied damage.

    • His passive can block a turret shot or basic attack, not your spell plan.
    • Grenade at your own feet is often better than throwing it forward.
    • Do not stand still in Heartseeker Strike after the stun ends.
    • Armor is more important than extra damage in the first all-in.
    BuySeeker's ArmguardZhonya's HourglassNinja Tabi
  • Rammus

    RammusFavoured

    Rammus can start contact, but his armor-heavy kit does little against Heimerdinger's magic damage and he cannot stay in the turret nest forever.

    Watch for Powerball into Puncturing Taunt drags you into Defensive Ball Curl and Tremors before you can kite.

    How to beat

    Set turrets slightly spread so Powerball cannot knock you into all of them at once. When he rolls in, step sideways and hold Grenade for the taunt follow-up or the moment Defensive Ball Curl ends. Do not auto him during Defensive Ball Curl; let spells and turrets do the work.

    Later Rammus is more relevant as a teamfight engager than as a duelist into Heimerdinger. Heimerdinger should anchor behind turrets and punish his engage path, while watching for Tremors damage on structures during sieges.

    • Stop attacking during Defensive Ball Curl if you are in return-damage range.
    • Powerball is easier to dodge when your turrets are not stacked directly on you.
    • Grenade after the taunt is more reliable than trying to pre-hit the roll.
    • His armor stacking does not protect well against your magic damage.
    BuyMercury's TreadsRylai's Crystal Scepter
  • Ryze

    RyzeUnfavoured

    Ryze matches your range, roots you on demand, and wins sustained spell trades once he gets into his rotation.

    Watch for Rune Prison roots you long enough for Spell Flux and Overload to land while Desperate Power sustains him through return damage.

    How to beat

    Trade at the edge of rocket range and avoid standing close to your turrets when Spell Flux can bounce between you and them. Bait Rune Prison before committing Grenade; if it is up, he controls the spacing. When Desperate Power is active, disengage unless he is already stunned in turret fire.

    Later Ryze becomes a stronger side-lane duelist because his cooldown loop and spell vamp beat isolated poke. Heimerdinger is better in structured sieges where Ryze must walk into turrets before rooting a priority target.

    • Do not let Spell Flux bounce between you and nearby units.
    • Rune Prison is the cooldown that decides whether you can kite.
    • Desperate Power turns close trades in his favor.
    • Magic resistance is more valuable here than trying to race his damage.
    BuyBanshee's VeilShushei's Mana JugMercury's Treads
  • Shaco

    ShacoEven

    Shaco can bypass your front line with Deceive, but Heimerdinger's turrets and point-blank Grenade make assassinating him risky if the nest is prepared.

    Watch for Deceive lets Shaco appear behind you and trigger Backstab before your turrets have screened him.

    How to beat

    Keep turrets around your retreat path, not only in front of the wave, so Deceive has no clean back angle. When he disappears, stop advancing and prepare Grenade on yourself rather than guessing where he will land. Clear Jack In The Box with rockets or turret fire before fighting, because fear gives him the burst window.

    Later Shaco is better at picks and split pressure, while Heimerdinger is better when grouped around visible objectives. In side lane, ward flanks and make him reveal first; in teamfights, do not chase the clone away from your turret zone.

    • Place turrets behind and beside you to punish Deceive exits.
    • Jack In The Box fear can interrupt your clean kite path.
    • Grenade the real Shaco after he commits, not the first clone movement you see.
    • If Hallucinate clone walks into turrets first, back up and identify the real one.
    BuySightstoneZhonya's HourglassSeeker's Armguard
  • Shen

    ShenFavoured

    Shen is hard to kill quickly, but he has limited damage and must land Shadow Dash through your turret field to force anything.

    Watch for Shadow Dash taunts you out of position and gives Shen time to stick with Vorpal Blade and Ki Strike.

    How to beat

    Stand behind minions or turrets so Shadow Dash has to cross predictable ground. If he misses dash, punish with rockets and a turret advance; if he lands it, Grenade as taunt ends and kite back. Do not overcommit when Stand United is available, because the real danger is the ally arriving, not Shen alone.

    Later Shen is more valuable globally with Stand United, while Heimerdinger is better at holding the lane he is already in. In teamfights, save Grenade for Shen's taunt path and use turrets to make his engage cost health before his team follows.

    • The duel is favorable, but Stand United can make it stop being a duel.
    • Shadow Dash is his only real way to start on you.
    • Feint absorbs poke, so wait it out before spending rockets if possible.
    • Turrets punish him when he last-hits with Vorpal Blade in range.
    BuyRylai's Crystal ScepterLiandry's Torment
  • Singed

    SingedEven

    Singed can ignore poke during Insanity Potion and fling you out of your turret nest, but he takes heavy damage if he has to run through it repeatedly.

    Watch for Fling removes you from your turret setup and drops you into Poison Trail.

    How to beat

    Do not stand close enough for Fling unless Grenade is ready and turrets are already attacking him. Kite sideways out of Poison Trail rather than following his path, and save your stun for after Mega Adhesive or Insanity Potion starts. Commit when Fling is down; before that, chip him and keep replacing turrets behind you.

    Later Singed is stronger at disrupting side lanes and dragging fights apart, while Heimerdinger is stronger at forcing a stand around towers or objectives. In teamfights, do not chase him; make him run through turrets to reach your backline.

    • Never chase directly through Poison Trail.
    • Fling is strongest when it pulls you away from turrets, so place some behind you.
    • Mega Adhesive makes your Grenade timing harder; wait for his path to become predictable.
    • Liandry's punishes his long, repeated walks through your spells.
    BuyLiandry's TormentRylai's Crystal ScepterBoots of Swiftness
  • Sion

    SionEven

    Sion's targeted stun and shield burst threaten Heimerdinger, but he is slow enough to be kited if the shield is broken before he reaches melee.

    Watch for Cryptic Gaze stuns you long enough for Death's Caress to detonate and start his melee lifesteal pattern.

    How to beat

    Keep him at rocket range and break Death's Caress before he can walk it into you. If Cryptic Gaze is available, do not step up just to place a turret; make him spend the stun while already taking turret fire. Once Cannibalism is active, kite and blind him instead of trading autos into his lifesteal.

    Later Attack-damage Sion can win side-lane melee checks if he ever sticks, while Heimerdinger is better at sieging and controlling narrow entrances. In teamfights, blind his Cannibalism attacks and force him to spend Cryptic Gaze on a target protected by your turret zone.

    • Breaking Death's Caress before detonation removes much of his burst.
    • Cryptic Gaze is targeted, so spacing matters more than dodging.
    • Blind is valuable during Cannibalism because his healing depends on attacks.
    • Do not place turrets within stun range unless he is already committed.
    BuyZhonya's HourglassSeeker's ArmguardMercury's Treads
  • Sivir

    SivirFavoured

    Sivir can block one spell and clear waves, but her short range makes it hard to fight Heimerdinger without walking into turrets.

    Watch for Spell Shield blocks CH-1 Concussion Grenade and can turn your commit into her Boomerang Blade trade.

    How to beat

    Pop Spell Shield with rockets or a low-commit turret shot setup before throwing Grenade. Stay outside her 425 attack range and avoid standing in the return path of Boomerang Blade. Commit after Spell Shield is down, because she has no hard crowd control to stop you from kiting.

    Later Sivir brings stronger teamwide engage and sustained marksman damage, but Heimerdinger controls the ground she wants to run through. In side lane, your turrets slow her push enough that she must use spells on the wave instead of on you.

    • Do not open with Grenade into Spell Shield.
    • Boomerang Blade hurts most when both passes hit, so step perpendicular to it.
    • Her short attack range lets turrets punish every real trade.
    • On The Hunt is a disengage signal unless she has already wasted Spell Shield.
    BuyZhonya's HourglassSeeker's Armguard
  • Skarner

    SkarnerUnfavoured

    Skarner loses health walking through turrets, but if Crystalline Exoskeleton gets him into Impale range Heimerdinger cannot keep the duel at his preferred distance.

    Watch for Impale: suppresses Heimerdinger and drags him out of turret cover or into Skarner's follow-up damage.

    How to beat

    Keep the fight around pre-placed H-28G Evolution Turrets and hold CH-1 Concussion Grenade until Crystalline Exoskeleton is active. Kite backward as the shield breaks; commit only after Skarner has spent Impale or failed to reach you through the stun zone.

    Later Skarner is stronger in picks and side-lane catches because Impale punishes any isolated setup. Heimerdinger contributes more in sieges and objective standoffs by making Skarner walk through turrets before he can engage.

    • Do not throw grenade just because Skarner is walking forward; save it for Crystalline Exoskeleton speed.
    • Place turrets behind you, not on Skarner, so Impale has to pull you away from damage.
    • If Skarner's shield breaks before he reaches you, the trade usually flips.
    • Quicksilver Sash is specifically valuable because it removes Impale.
    BuyQuicksilver SashZhonya's HourglassRylai's Crystal Scepter
  • Sona

    SonaFavoured

    Sona can poke and sustain, but she lacks the sustained damage or durability to stand inside Heimerdinger's turret field in a true duel.

    Watch for Crescendo: locks Heimerdinger in place long enough for Sona to land Power Chord and escape the turret nest.

    How to beat

    Hold 550-plus range and make her choose between tagging you with Hymn of Valor or walking into turret fire. Bait Crescendo by standing near the edge of its range, then punish while it is down with rockets and a direct grenade.

    Later Sona is far more valuable in grouped teamfights, where Crescendo and auras can decide the engage. Heimerdinger should avoid judging the game by the 1v1 and instead set up turrets before objectives so Sona's team cannot freely walk in behind her ultimate.

    • Her Power Chord damage-reduction hit matters; wait it out before committing burst.
    • Turrets make her sustain inefficient because she cannot heal through repeated zone damage forever.
    • If Crescendo misses, she has no second hard stop for your chase.
    • Do not clump with allies in real fights; Crescendo is the whole matchup.
    BuyMercury's TreadsBanshee's Veil
  • Soraka

    SorakaFavoured

    Soraka can silence and heal through some poke, but she has no reliable way to force Heimerdinger out of turret control or finish him alone.

    Watch for Infuse: silences Heimerdinger during the moment he wants to grenade or rocket, breaking his trade timing.

    How to beat

    Fight from outside repeated Starcall range and let turrets tax her whenever she steps up to cast. Wait out Infuse before using CH-1 Concussion Grenade, then burst her while her silence and self-heal window are unavailable.

    Later Soraka matters more as a teamfight sustain engine than as a duelist. Heimerdinger should use poke to force Wish or Astral Blessing early, then reset the turret line before the next objective fight.

    • Do not stand in close Starcall range just to auto; it gives her the only trade pattern she wants.
    • Infuse cannot stop turrets already firing, so set them before the fight starts.
    • Morellonomicon is useful because her heals are the point of the matchup.
    • If Wish is available, plan for a second damage cycle instead of all-in greed.
    BuyMorellonomiconChalice of Harmony
  • Taric

    TaricFavoured

    Taric's stun is dangerous, but as a melee support he takes too much turret and spell damage trying to stay on Heimerdinger by himself.

    Watch for Dazzle: targeted stun lets Taric close the gap and get his high-value close-range damage window.

    How to beat

    Respect Dazzle range and place turrets so Taric has to cross them before he can stun you. If he uses Dazzle from max range, the damage is lower and you can answer with grenade as he walks in; if he holds it, kite and rocket him down.

    Later Taric is better beside a carry, where Shatter armor and Dazzle set up someone else's damage. Heimerdinger should not waste cooldowns trying to kill him first unless he is isolated inside turret range.

    • Max-range Dazzle is annoying but not a kill threat by itself.
    • Shatter's armor aura does little against your magic-heavy damage pattern.
    • Do not let Radiance and Gemcraft autos happen for free after the stun.
    • Turrets punish Taric harder than most supports because he must walk into them.
    BuyMercury's Treads
  • Teemo

    TeemoEven

    Heimerdinger controls space better, but Teemo's poison, blind, stealth openings, and mushroom field make the duel swing hard on vision and positioning.

    Watch for Noxious Trap: turns the paths around Heimerdinger's turret nest into poison zones that break his kite and let Teemo choose the trade.

    How to beat

    Do not chase through unscouted ground; make Teemo fight into your turret area instead of through his mushrooms. Use rockets to reveal trade intent and save grenade for when Move Quick is down or he steps up for Toxic Shot autos.

    Later Teemo is more annoying in side lanes because mushrooms punish rotations and turret setup paths. Heimerdinger is stronger in direct sieges if his team clears traps first and lets him establish turrets before Teemo can flank.

    • Your E blind is mostly wasted into Teemo's spell-and-poison trades; value the direct stun instead.
    • Teemo's 500 range means he must step inside your threat range to auto you.
    • Camouflage makes face-checking turret spots dangerous; lead with rockets or minions.
    • Sweeping mushroom paths matters more than buying raw MR.
    BuySightstoneRuby SightstoneSpectre's Cowl
  • Tristana

    TristanaUnfavoured

    Tristana can outrange Heimerdinger as levels rise and can use Rocket Jump plus Buster Shot to disrupt his turret setup or escape the grenade punish.

    Watch for Rocket Jump: lets Tristana either jump over the turret line to burst Heimerdinger or reset out after forcing cooldowns.

    How to beat

    Stand behind your turrets and make Rocket Jump land in grenade range rather than directly on top of you. If she saves jump, do not overchase; if she jumps aggressively and Buster Shot is down, stun the landing zone and commit your full burst.

    Later Tristana wins the finished-item side lane if she has space to kite and outrange turrets. Heimerdinger is still useful in teamfights by forcing her to spend Rocket Jump defensively before she can free-hit objectives.

    • Her range scaling changes the matchup; what is playable early becomes harder later.
    • Grenade the Rocket Jump landing spot, not where she started.
    • Buster Shot can knock you out of your turret nest, so avoid fighting with turrets only in front of you.
    • Armor buys are specifically valuable if she is the isolated duel threat.
    BuyZhonya's HourglassNinja TabiWarden's MailChain Vest
  • Tryndamere

    TryndamereUnfavoured

    Heimerdinger can delay Tryndamere, but Spinning Slash and Undying Rage let Tryndamere force through turret damage and finish the fight if grenade misses.

    Watch for Undying Rage: denies Heimerdinger's burst finish and gives Tryndamere several seconds to kill him through turrets.

    How to beat

    Keep maximum distance and save CH-1 Concussion Grenade for after Spinning Slash, not before. Your goal is to force Undying Rage with rockets and turret damage, then kite backward until it ends before using the last damage spell.

    Later Tryndamere is much stronger in the side lane and will eventually ignore static turret zones if Heimerdinger is alone. Heimerdinger should group for sieges and bring crowd control or Zhonya's timing rather than trying to match him indefinitely.

    • Do not spend grenade while Spinning Slash is still available.
    • Your blind from grenade is valuable during his crit window, even if the stun misses.
    • When Undying Rage starts, stop trying to kill him and create distance.
    • Zhonya's can burn most of his ultimate if he has already committed.
    BuyZhonya's HourglassNinja TabiWarden's MailRanduin's Omen
  • Twisted Fate

    Twisted FateEven

    Twisted Fate can stun and poke from awkward angles, but he is fragile enough that Heimerdinger wins if the fight happens inside prepared turrets.

    Watch for Gold Card: targeted stun gives Twisted Fate a guaranteed Wild Cards setup and interrupts Heimerdinger's spacing.

    How to beat

    Watch Pick A Card and back away when Gold Card is locked rather than trading into it. Once the card is spent, step forward with rockets and grenade because Twisted Fate has no real escape in the straight duel.

    Later Twisted Fate wins the map with Gate and Destiny rather than by dueling Heimerdinger. Heimerdinger should keep waves shoved with turrets, ping Destiny windows, and avoid being the isolated target of a teleport flank.

    • Do not stand in a straight minion line where Wild Cards hits both you and the wave.
    • Gold Card is the trade; after it is gone, he is punishable.
    • Destiny's slow can ruin a retreat even if Gate is not used on top of you.
    • Banshee's Veil can block the card that starts the pick.
    BuyBanshee's VeilMercury's TreadsTwin Shadows
  • Twitch

    TwitchUnfavoured

    Twitch's Ambush opener and Spray and Pray burst can kill Heimerdinger before turret damage finishes him unless Heimerdinger already controls the space.

    Watch for Ambush: lets Twitch choose the first hit, stack Deadly Venom safely, and start Expunge before Heimerdinger has clean spacing.

    How to beat

    Do not stand away from your turrets when Twitch is missing; make the first reveal happen inside your prepared zone. If he opens with Spray and Pray, move perpendicular to the bolt line, grenade his commit path, and only turn once Ambush speed and Venom Cask slow are spent.

    Later Twitch is a stronger late-game teamfight carry if he gets an unseen angle. Heimerdinger's job is to make flank routes expensive with turrets and force Twitch to reveal before the fight starts.

    • A turret nest near you is your detection plan; being alone in open lane is losing.
    • Move sideways during Spray and Pray instead of simply running straight back.
    • Venom Cask slow sets up max-stack Expunge, so respect it even before your health looks low.
    • Zhonya's is strong when Twitch has already committed his ultimate line.
    BuyZhonya's HourglassNinja TabiWarden's MailSightstone
  • Vayne

    VayneUnfavoured

    Vayne's mobility, true damage, and Final Hour stealth let her dodge grenade and burn through Heimerdinger if she reaches sustained auto range.

    Watch for Final Hour: gives Vayne stealth on Tumble and enough damage to reset the duel around missed grenade timing.

    How to beat

    Fight only where turrets cover multiple angles, because Vayne wants to Tumble sideways out of the direct stun. Hold grenade until after a visible Tumble or Condemn attempt, then burst while she cannot immediately reposition.

    Later Vayne wins most finished-item side-lane duels and shreds any health Heimerdinger buys. Heimerdinger should force grouped objective fights where turrets restrict her tumble angles and teammates can punish Condemn commitments.

    • Do not stand near walls; Condemn turns an even trade into a lost duel.
    • Turret placement should cover flanks, not just the minion wave in front of you.
    • Silver Bolts means health alone is not the answer.
    • Frozen Heart's attack-speed aura is one of the best specific answers to her.
    BuyFrozen HeartZhonya's HourglassNinja TabiWarden's Mail
  • Veigar

    VeigarUnfavoured

    Veigar's cage and AP-scaling burst punish Heimerdinger's low mobility, especially because Primordial Burst scales off Heimerdinger's own Ability Power.

    Watch for Event Horizon: traps Heimerdinger long enough for Dark Matter and Primordial Burst to land or forces him to stop moving inside a dangerous zone.

    How to beat

    Stay outside Event Horizon cast range whenever possible and poke with rockets rather than walking up for autos. If Veigar misses cage, you have a short window to place turrets forward and threaten grenade before his burst pattern returns.

    Later Veigar becomes more threatening as both champions finish AP items because Primordial Burst punishes Heimerdinger's own scaling. Heimerdinger should build a spell-shield or stasis answer and use turrets to siege from outside cage range instead of taking clean mid-range duels.

    • Do not panic-walk through the Event Horizon wall; the stun is what confirms the kill.
    • Your AP makes Primordial Burst hit harder, so MR is unusually valuable here.
    • Banshee's Veil can block the spell that starts his one-shot pattern.
    • If cage is down, Veigar is fragile enough to punish immediately.
    BuyBanshee's VeilZhonya's HourglassMercury's TreadsSpectre's Cowl
  • Warwick

    WarwickUnfavoured

    Warwick can sustain through poke and Infinite Duress gives him a reliable way to pin Heimerdinger once he reaches range.

    Watch for Infinite Duress: suppresses Heimerdinger and applies enough damage and on-hit pressure to swing the duel before he can kite.

    How to beat

    Harass him before he is low enough for Blood Scent to help him chase, and keep turrets between you and his path in. Save grenade for after Infinite Duress ends unless you can stop him before he reaches ultimate range; the duel is about surviving the suppression and re-establishing distance.

    Later Warwick is stronger in isolated catches and sustained side-lane fights, especially if Heimerdinger cannot burst through his healing. Heimerdinger should play around grouped zones and buy suppression cleanup if Warwick is using ultimate only on him.

    • Poking Warwick halfway down can backfire if Blood Scent lets him force the last gap.
    • Hungering Strike makes slow, low-damage trades poor for you.
    • Quicksilver Sash is specifically for Infinite Duress, not for his normal damage.
    • Do not place all turrets in melee range where Warwick heals while clearing them.
    BuyQuicksilver SashMorellonomiconRylai's Crystal Scepter
  • Wukong

    WukongUnfavoured

    Wukong's dash, stealth, and knockup let him reach Heimerdinger through turret fire and dodge the key grenade timing.

    Watch for Decoy: lets Wukong drop target focus, waste Heimerdinger's grenade, and reappear close enough to finish the combo.

    How to beat

    Do not throw grenade at the first Wukong body after Nimbus Strike unless you have confirmed Decoy is down. Back through your turret line, wait for the real reappearance, then stun as he exits stealth or starts Cyclone.

    Later Wukong is better in teamfight engages because Cyclone can knock up Heimerdinger and his backline together. Heimerdinger should spread away from allies and set turrets before objectives so Wukong has to spend Decoy defensively after engaging.

    • Nimbus Strike to a turret or minion can be his bridge to you; watch nearby units.
    • A Decoy clone eating grenade usually loses the duel for you.
    • Cyclone's knockup interrupts your ability to reposition, so save Zhonya's for the spin if needed.
    • Armor matters more than health because his combo is physical and front-loaded.
    BuyZhonya's HourglassNinja TabiWarden's MailGlacial Shroud
  • Zilean

    ZileanEven

    Zilean outranges and controls tempo with bombs and slows, but he struggles to actually kill Heimerdinger through turrets unless he lands repeated clean bomb cycles.

    Watch for Time Warp: slows Heimerdinger enough for repeated Time Bomb setups or speeds Zilean out of turret punishment.

    How to beat

    Respect Zilean's 600 range and avoid standing near your own minions or turrets when Time Bomb is about to expire. Bait Time Warp, then step forward with rockets and grenade while he cannot easily disengage or set up another bomb chain.

    Later Zilean is much stronger in coordinated teamfights because Chronoshift can erase a pick and Time Warp controls engages. Heimerdinger should use sustained zone damage to force Chronoshift early, then reset instead of dumping everything into the revived target.

    • Bombs placed on your turrets or nearby minions can still zone you; move before the timer ends.
    • Do not all-in the Chronoshift target unless you can also control the revive spot.
    • His range advantage is real, but he is fragile when Time Warp is down.
    • Mercury's Treads help against the slow-heavy trading pattern.
    BuyMercury's TreadsBanshee's VeilTwin Shadows
18
Attack damage
103.24
Ability power
647.01
Armor
124
Magic resist
42.6
Attack speed
0.754
Cooldown reduction
24%
Critical strike chance
0%
Move speed
370
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
2,000
Health regen
13.85 / 5s
Mana
1,482
Resource regen
33.7 / 5s

Offense

Attack range
550
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
24
Magic pen, percent
43%

Ability damage

at this build's ranks
  • Q

    H-28G Evolution Turretrank 5/5

    Bonus Damage
    193
  • W

    Hextech Micro-Rocketsrank 5/5

    Damage
    638
  • E

    CH-1 Concussion Grenaderank 5/5

    Damage
    702

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second79.4
Attacks per second
0.754
Average hit
105.3
Normal hit
105.3
Critical hit
210.6
Armor after penetration
0
Magic resist after penetration
0
Damage increase
+2%
Time to kill
12.6s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
103.24
Ability power
608.4
Armor
133.9
Magic resist
45.48
Attack speed
0.754
Cooldown reduction
4%
Critical strike chance
0%
Move speed
370
Yellow Trinket
18

Click an item to leave it out of the numbers.

Resources

Health
2,980.64
Health regen
13.85 / 5s
Mana
1,860
Resource regen
18.7 / 5s

Offense

Attack range
550
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
24
Magic pen, percent
43%

Ability damage

at this build's ranks
  • Q

    H-28G Evolution Turretrank 5/5

    Bonus Damage
    182
  • W

    Hextech Micro-Rocketsrank 5/5

    Damage
    605
  • E

    CH-1 Concussion Grenaderank 5/5

    Damage
    665

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second77.8
Attacks per second
0.754
Average hit
103.2
Normal hit
103.2
Critical hit
206.5
Armor after penetration
0
Magic resist after penetration
0
Time to kill
12.9s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
103.24
Ability power
0
Armor
65
Magic resist
30
Attack speed
0.754
Cooldown reduction
0%
Critical strike chance
0%
Move speed
325
18

Resources

Health
1,700
Health regen
13.85 / 5s
Mana
1,410
Resource regen
18.7 / 5s

Offense

Attack range
550
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
0
Magic pen, percent
0%

Ability damage

at max rank
  • Q

    H-28G Evolution Turretrank 5/5

    Bonus Damage
    60
  • W

    Hextech Micro-Rocketsrank 5/5

    Damage
    270
  • E

    CH-1 Concussion Grenaderank 5/5

    Damage
    300

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second77.8
Attacks per second
0.754
Average hit
103.2
Normal hit
103.2
Critical hit
206.5
Armor after penetration
0
Magic resist after penetration
0
Time to kill
12.9s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

18
Attack damage
103.24
Ability power
208.95
Armor
174
Magic resist
65.6
Attack speed
0.754
Cooldown reduction
13%
Critical strike chance
0%
Move speed
370
18

Click an item to leave it out of the numbers.

Resources

Health
2,000
Health regen
13.85 / 5s
Mana
1,410
Resource regen
21.7 / 5s

Offense

Attack range
550
Crit chance
0%
Crit damage
200%
Life steal
0%
Spell vamp
0%

Penetration

Armor pen, flat
0
Armor pen, percent
0%
Lethality
0
Magic pen, flat
24
Magic pen, percent
8%

Ability damage

at this build's ranks
  • Q

    H-28G Evolution Turretrank 5/5

    Bonus Damage
    104
  • W

    Hextech Micro-Rocketsrank 5/5

    Damage
    393
  • E

    CH-1 Concussion Grenaderank 5/5

    Damage
    434

Before the target's resistances — Classic ships no damage type on these formulas.

Auto-attack DPS

at level 18
scales with level
Damage per second79.4
Attacks per second
0.754
Average hit
105.3
Normal hit
105.3
Critical hit
210.6
Armor after penetration
0
Magic resist after penetration
0
Damage increase
+2%
Time to kill
12.6s

Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.