Heimerdinger Top Build & Guide — Patch 26.18

Tactical Dashboard
Core Abilities
Skill Order
Primary Combo
Core Items
Situational Items
Runes

Arcane Comet procs off E (slow pins the target) and W multi-hit. Scorch over Gathering Storm: top Heimer wins or loses in lane, and Scorch adds real damage at levels 1-6 vs juggernauts. Transcendence shortens E and W cooldowns for continuous turret uptime.
Biscuit Delivery covers the mana of repeated Q placements early and adds HP sustain against auto harassment. Cosmic Insight gives 18 summoner spell haste and 10 item haste: it shortens Flash and Teleport, not UPGRADE, whose cooldown only moves with ability haste.
Against a heavy AD top (Darius, Renekton, Garen), swap Inspiration to Resolve secondary with Conditioning (armor and MR after minute 12) and Overgrowth (HP scaling). The trade-off: less early-game sustain, more survivability into all-in trades.
Win Condition
Starve melee tops with a three-turret wall in lane, then use UPGRADE+Q mega-turret to anchor baron and dragon fights. Force 1v1 trades only inside your nest.
Weakness
Mobile bruisers and divers with multiple dashes collapse the turret nest before it deals damage. No escapes beyond Flash and Passive speed boost.
Overview
Heimerdinger top is a lane bully who turns melee-heavy matchups into a sustained war of attrition. His identity in the top lane differs from mid: here the goal is not to roam but to create an impenetrable turret nest — a zone covered by all three H-28 G Evolution Turrets that forces any melee champion to choose between taking constant magic damage or surrendering control of the wave (wave control = deciding whether the minion line pushes toward you or toward the enemy). The passive Hextech Affinity (bonus movement speed near allied structures and his own turrets) rewards him for fighting inside that nest rather than kiting away from it.
His game plan is to plant turrets against the enemy's tower, poke with W (Hextech Micro-Rockets) and E (CH-2 Electron Storm Grenade) to keep the opponent below all-in threshold (all-in threshold = the HP level below which they no longer have enough HP to win a full commit fight against you), and then deploy the UPGRADE+Q mega-turret at level 6 to lock the lane down entirely. His macro plan — what wins the game on the map, not in a duel — is the splitpush: he pushes a side lane on his own while the team takes objectives elsewhere. A Heimerdinger turret nest in a side lane is dangerous enough that the enemy has to send two players to clear it, and that buys the rest of his team the time it needs.
Recommended Build
Starting items:
Doran's Ring + 2 Health Potions. The mana helps sustain repeated Q placements in the early levels, where each turret costs 20 mana and you want to replace them instantly after they are destroyed.
Core items (in order):
Luden's Echo — burst spike and mana sustain. The passive echoes off turret attacks against champions and strengthens W poke trades (poke trades = brief long-range exchanges that chip HP without starting a full fight).
Sorcerer's Shoes — 12 flat magic penetration (subtracted from the target's magic resist before your damage is calculated) and 45 move speed. Flat penetration is worth most in the laning phase, when top laners still sit on their 30-ish base magic resist.
Cosmic Drive — AP plus a movement speed bonus that activates when you deal damage with spells. Lets you kite (kite: move backward while attacking to maintain distance from a pursuer — auto-attack, then step away, repeat) across the lane to reposition turrets without losing range on W.
Shadowflame — extra burst, especially strong for finishing opponents under 40% HP with a charged turret beam or a W volley.
Rabadon's Deathcap — late-game AP multiplier. With four items online, turret beams and W rockets scale to damage that justifies splitting a side lane even against two defenders.
Situational items:
Zhonya's Hourglass — mandatory into mobile divers (divers = champions who dash through your turret zone to kill you at close range — Irelia, Camille, Fiora). Stasis wastes their dash window and lets the mega-turret continue dealing damage while you are invulnerable.
Morellonomicon — into heavy sustain tops (Darius passive, Nasus, Dr. Mundo). Grievous Wounds (a debuff that cuts the target's healing and health regeneration by 40% for 3 seconds) triggers whenever you deal magic damage to them. Land it with W or E yourself rather than relying on turret hits to apply it.
Malignance — into tankier compositions where the UPGRADE+Q mega-turret is your primary teamfight tool. Reduces R cooldown so the mega-turret recharges between objectives.
Void Staff — swap in when any priority target buys a Magic Resist item (Mercury's Treads, Force of Nature, Spirit Visage).
Boots: Sorcerer's Shoes is the default. Swap to
Ionian Boots of Lucidity if you are ahead and want more frequent UPGRADE casts.
Skill order: Max Q first for turret damage and recharge speed. Max W second to scale the rocket barrage. Max E last — it is primarily utility (stun + charge) rather than a primary damage source. Take R at levels 6, 11, 16.
Runes: Primary Sorcery with Arcane Comet, Manaflow Band, Transcendence, Scorch. Secondary Inspiration with Biscuit Delivery and Cosmic Insight. Against a heavy AD top, swap Inspiration to Resolve with Conditioning and Overgrowth.
Pick into / Counterpicks
Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.
Champions Heimerdinger beats
Immobile scaler with no dash
Nasus has no dash to dodge the turret nest setup; Siphoning Strike (Q) stacking requires standing in melee at minion line — every step inside H-28 G Evolution Turret (Q) range racks beam damage. Wither (W) is useless on stationary turrets and Heimer kites freely.
NasusImmobile tank with telegraphed engage
Seismic Shard (Q) telegraphs the commit; Unstoppable Force (R) is point-and-click but requires walking through the turret coverage to reach Heimer. CH-2 Electron Storm Grenade (E) stun pre-empts the R animation and Hextech Micro-Rockets (W) chip cracks Granite Shield (P).
MalphiteSlow scaler with telegraphed wind-up
Decimating Smash (Q) windup telegraphs his commit; Soul Furnace (W) shield is broken before the engage reaches Heimer. CH-2 Electron Storm Grenade (E) stun interrupts the Q charge; Unstoppable Onslaught (R) is hard to aim, so stepping aside sends him into the turrets.
SionShort-range melee fighter that Heimerdinger outranges
Realm of Death (R) requires closing to melee against three turrets firing simultaneously; Death's Grasp (E) pull runs into CH-2 Electron Storm Grenade (E) stun in the approach zone. Obliterate (Q) lands on turrets, not Heimer who kites at 1325 W range.
MordekaiserDash-in melee fighter that has to cross the turret nest
Soul Unbound (E) dash runs into CH-2 Electron Storm Grenade (E) stun in the approach zone, and Mortal Steel (Q) third-hit knockup is wasted on turrets. Fate Sealed (R) is interrupted by stun grenade plus Hextech Affinity (P) movement-speed kite.
Yone
Champions that beat Heimerdinger
Mobile diver with multi-dash chain
Bladesurge (Q) chain-resets reach Heimerdinger before he can reposition, and Flawless Duet (E) stun locks him while the turrets are still charging. Defiant Dance (W) only cuts physical damage, so keep poking with Hextech Micro-Rockets (W) through the charge.
IreliaRanged top that pokes from outside grenade range
Shock Blast (Q) is 1050 range on its own, but through Acceleration Gate (E) it becomes 1600 and outranges both Hextech Micro-Rockets (W) at 1325 and CH-2 Electron Storm Grenade (E) at 970. Melee Mercury Hammer (R) form then punishes the turret-replacement window.
JayceAP bruiser engager with displacement
Explosive Cask (R) scatters the turret cluster and Body Slam (E) stun interrupts UPGRADE!!! (R) plus Q cast; Drunken Rage (W) damage reduction soaks Hextech Micro-Rockets (W) chip while he runs Heimer down inside the broken nest. Barrel Roll (Q) chips turrets to detonation.
GragasStealth-burst ranged top with blind
Blinding Dart (Q) cancels turret beam windups and Toxic Shot (E) DOT chips Heimer outside Hextech Micro-Rockets (W) range. Guerrilla Warfare (P) lets him vanish in bushes; Noxious Trap (R) mushrooms deny safe turret repositioning.
TeemoPull-engage juggernaut with execute
Apprehend (E) pull bypasses turret defense range by yanking Heimer out of the nest, and Noxian Guillotine (R) executes him through Hemorrhage (P) bleed stacks. Decimate (Q) outer ring clears turret clusters during the trade window.
Darius
Key matchups
- Nasus: Farm-oriented juggernaut with no dash. Place all three turrets in a diagonal line between him and the wave at level 1. He cannot trade back without walking through beams. His W (Wither) is up from the first levels and it slows both your movement and your attack speed, so never let him start it while you are inside his Q range. What actually changes at level 6 is his R (Fury of the Sands): extra health, extra attack range and a much faster Q. Kite that window out and re-establish the nest afterwards.
- Darius: Dangerous at level 3 when his Apprehend (E) pull is online. Do not stand next to your turrets without minions blocking his pull angle. Kite backward as he approaches, land E center-stun to interrupt the pull, then immediately W. His passive bleed (Hemorrhage) stops when you break contact with movement, so kiting is more effective here than staying to trade.
- Irelia: Hard matchup. Bladesurge (Q) refreshes its cooldown on any Marked target or minion it kills, so she can chain-dash through the wave and reach you even inside three turrets. Keep Zhonya's Hourglass as your third item. At level 6 stun her in the approach with E and immediately drop the R+Q mega-turret: its AOE slow holds her inside beam range.
- Garen: Straightforward matchup. He has no ranged poke and no dash; his only escape is Perseverance (passive HP regen). Deny his regen window by constantly staggering poke between turret beams and W rockets. When he goes for a last-hit, drop E for the center stun and follow with W for the full burst cycle. His Judgment (E spin) deals damage in a circle, so do not stand close when he activates it — stay at W range.
- Jayce: Plain Shock Blast is 1050 range, shorter than your 1325 W, so an un-supercharged poke does not zone you. The danger is the gated version: through Acceleration Gate the bolt reaches 1600 and hits 40% harder. Watch for the gate on the ground, and when he swaps to melee for empowered autos, that is your window: triple-turret zone plus E stun into W.
Power spikes & win conditions
- Levels 1-3: the third turret comes online at level 3, but even a single turret at level 1 chips the opponent on their first approach to the wave. Place Q just inside the range where you still collect experience from the wave, so the enemy has to walk into turret range to last-hit.
- Level 6 (UPGRADE+Q): The mega-turret is 8 seconds of CC-immune AOE damage that no melee champion can ignore. Drop it in the center of the lane to create a zone the enemy cannot cross without taking a full beam + slow sequence. This is your strongest splitpush tool.
- Cosmic Drive completion (around minute 14-16): With three items (Luden's + Boots + Cosmic Drive), turret damage begins to meaningfully chunk even tanks. The movement speed from Cosmic Drive lets you kite and replace fallen turrets without losing fight positioning.
- Rabadon's Deathcap online (around minute 24-28): Late-game Heimerdinger turrets deal damage comparable to a focused carry attack. Force a baron or dragon fight with a pre-placed mega-turret in the pit entrance for maximum value.
Common mistakes
- Not maintaining three turrets at all times. If a turret is destroyed or deactivates, replace it immediately. A two-turret setup deals 33% less area damage and lets opponents walk through the gap. Put Q on a key you can press without thinking, and rebuild the missing turret the moment you walk back within its 350-unit range.
- Using UPGRADE+E (R+E) instead of UPGRADE+Q (R+Q) against melee juggernauts. The R+E stun is impressive, but the R+Q mega-turret deals far more total damage over 8 seconds against slow targets who cannot escape the radius. Save R+E for clearing jungle waves or punishing overextending mages — not as the primary tool against melee tops.
- Standing inside turret range during the opponent's all-in. Turrets give cover, not invulnerability, and none of them stuns: the only stun you own is E. If they commit at full health with a gap-close up, walk backwards while the turrets chip and hold E for the moment their dash lands.
- Skipping Zhonya's Hourglass into dash-heavy matchups. Against Irelia, Camille, or Fiora, Zhonya's is not a situational purchase — it is core. Build it as your third item, before Shadowflame, whenever the matchup demands it.
- Over-extending for turret placement in the enemy jungle. A turret placed in the enemy river or tri-bush (tri-bush = the three-bush cluster in the river near Dragon/Baron pit — a common ganking chokepoint) is strong vision, but only if you are fast enough to get out when someone collapses on you. Establish your nest safely first, then extend turret coverage toward objectives once you have Cosmic Drive.
Advanced tip
Drop the mega-turret one step behind them along their retreat path, not on top of them: as they back off they walk into the beam instead of out of it. The Apex turret builds 12.5% charge per second plus 20% per attack it makes, so with a stunned target you get its first charged beam off inside the 8-second lifetime, and a second one only if it never stops attacking. Everything else is basic-attack damage plus the 25% slow, which is what actually holds them in place.
Past patches
No previous versions available.