Heimerdinger Top Build & Guide — Patch 16.12

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 mana costs of repeated Q placements in early levels and grants HP sustain against auto-attack harassment. Cosmic Insight reduces Flash and UPGRADE cooldowns, giving you more frequent mega-turret windows.
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. Splitpush pressure (splitpush = pushing a side lane solo while your team takes objectives elsewhere) is the macro win condition (macro win condition = the big-picture map strategy that wins you the game even without a 1v1 kill): a Heimerdinger turret nest in a side lane is dangerous enough that enemies must commit two people to clear it, buying the rest of the team time to take objectives.
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 — flat magic penetration to cut through early armor runes (armor runes = defensive runes some players pick in the third shard slot to reduce physical damage in early levels).
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 halves healing received) applied by turret hits and W shuts down their health regeneration loop.
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, and Unstoppable Onslaught (R) is steered into turrets via Heimer repositioning.
SionShort-range melee fighter Heimer 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.
MordekaiserShort-range melee fighter Heimer outranges
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) dashes through the turret zone, resets on minions and reaches Heimerdinger before he repositions; Flawless Duet (E) stun setup locks him during turret repair. Defiant Dance (W) damage reduction tanks Hextech Micro-Rockets (W) poke.
IreliaLong-range ranged top that pokes from outside 970
Shock Blast (Q) ranged form zones Heimerdinger off the minion wave from 1450 range where CH-2 Electron Storm Grenade (E) cannot reliably reach. Acceleration Gate (E) speed boost plus melee Mercury Hammer (R) form punishes turret repair windows.
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) stealth bushes plus Noxious Trap (R) shrooms deny turret zone repositioning between rotations.
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. Use E to stun him whenever he tries to last-hit under pressure, then W to reinforce. Respect his level 6 empowered W (reduces your attack speed, but your turrets are unaffected — the slow debuff does not apply to deployed structures).
- 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. She resets her dash (Ionian Fervor E) on minions and can reach you even through three turrets if she plans the path. Keep Zhonya's Hourglass as your third item. At level 6, use E to stun her in the approach and immediately cast UPGRADE+Q to drop the mega-turret; the AOE (area of effect — damage hitting a zone rather than a single target) slow from the mega-turret locks her in place for full beam damage.
- 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: Ranged form (Shock Blast) outranges your W at 1050 versus your 1325, but in practice he will swap to melee for empowered autos. When he commits to melee form, that is your window: triple-turret zone plus E stun into W. If he stays in ranged form all lane, hold turrets closer to your own tower and focus on matching his push — do not chase him into the open lane.
Power spikes & win conditions
- Level 1: Three turrets are online by level 3, but even one turret at level 1 chips the opponent on their first approach to the wave. Place Q near the experience-range boundary so the enemy must enter 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 expired, replace it immediately. A two-turret setup deals 33% less area damage and lets opponents walk through the gap. Bind Q to a quick key and refresh automatically whenever you move within 350 range of a dead slot.
- Using UPGRADE+E (R+E) instead of UPGRADE+Q (R+Q) against melee juggernauts. The R+E knockup 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 provide cover but do not grant invulnerability. If the opponent commits (goes all-in with no escape plan) with full HP and an active gap-close, stepping backward while the turrets deal damage is correct; do not stand still waiting for stun procs (the moment the turret's stun fires on an enemy hit).
- 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 tribrush (tribrush = the three-bush cluster in the river near Dragon/Baron pit — a common ganking chokepoint) is strong vision, but only if you have the movement speed advantage to escape a pinch (in a pinch = when you are in immediate danger and need an instant solution). Establish your nest safely first, then extend turret coverage toward objectives once you have Cosmic Drive.
Advanced tip
When using UPGRADE+Q (mega-turret), the placement angle determines AOE coverage. Drop the mega-turret not on top of the opponent but one step behind their current position along their retreat path. As they back off from the initial placement zone, they walk into the beam range rather than out of it. Combined with E stun in the approach, this forces the opponent to absorb two to three full beam cycles (each lasting roughly 1.5 seconds) before they can leave the area — which is nearly the entire duration of the 8-second mega-turret at slow target movement speed.
Past patches
No previous versions available.