Heimerdinger
Support Pure memeTurret Support Heimer
How to play this build
Place turrets (H) to zone the whole bot lane and make it impassable; poke with rockets (Q) and use the Stun Grenade (E) to lock the ADC's all-in. Defend towers and objectives with your turret army.
Strengths
- The turrets (Q) zone the whole bot lane: they make the lane impossible to play for the enemy.
- The CH-2 Grenade (E) stuns and blinds, very reliable CC for the all-in.
- Relentless poke between turrets and missiles: you chip non-stop.
- With Upgrade (R) you empower an ability for a burst of damage or control.
Weaknesses
- No mobility: dives and flanks punish you.
- Turrets take time to set up: away from lane, your setup is slower.
- Relies on landing the Grenade for the CC.
- If pushed off your turrets, you lose most of your value.
Key combos
- Place turrets (Q) to zone → Missiles (W) for poke → CH-2 Grenade (E) to stun and open the all-in; Upgrade (R) on the Grenade for longer CC.
Matchups
You beat
- Melee bot lanes that can't approach your turrets.
- Comps that rely on a frontal clash (your zone stops them).
Trouble vs
- Mobile dives that jump over the turrets.
- Ranged poke that destroys your turrets from afar.
Game plan
Build a turret nest in the bot lane and make it unplayable with constant poke. Save the Grenade for the all-in or to stop an engage. At objectives (Dragon), place turrets around to control the area. Position carefully: away from your turrets you're much weaker.
Quick tips
- Place turrets before objective fights to dominate the area.
- Save Upgrade for a longer-CC Grenade at the key moment.
Skill order
Max priority:
The ultimate (R) is always leveled at 6, 11 and 16.
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Q | Q | Q | Q | Q | Q | |||||||||||||
| W | W | W | W | W | W | |||||||||||||
| E | E | E | E | E | E | |||||||||||||
| R | R | R | R |
- Why this order
- Turrets (Q) first for the zone control that dominates bot lane; Grenade (E) second for the stun. W at 1 point.
Items and what they do
-
Sightstone Support item granting free ward charges to control vision. -
Athene's Unholy Grail AP, MR and mana regen; refunds mana on kills or assists. -
Rylai's Crystal Scepter AP and health; your spells slow enemies (helps land everything). -
Sorcerer's Shoes Boots with magic penetration. -
Liandry's Torment AP and pen; your spells burn % health over time (double vs. CC'd targets).
Runes
In classic LoL, runes were a system SEPARATE from masteries: bought with IP (Influence Points) and slotted into 4 tiers — Marks (red), Seals (yellow), Glyphs (blue) and Quintessences (purple, the strongest). They gave flat stats: damage, armor, penetration, etc.
Magic pen, mana regen, AP quints
Masteries: how they work
In classic LoL you have up to 30 points (at level 30) to split across three trees: Offense (damage), Defense (durability) and Utility (mana, cooldown reduction and mobility). The notation 21/0/9 means 21 points in Offense, 0 in Defense and 9 in Utility.
- Masteries
- 9/0/21 — Utility
- Why this page
- 9/0/21 gives mana and utility to place turrets nonstop.
Summoner spells
- Lane
- Support
- Original role
- Mid/Top Zone