Heimerdinger

Heimerdinger

Support Pure meme

Turret 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:

Q Torretas H-28G E Granada CH-2 W Misiles Cabeza Hidra

The ultimate (R) is always leveled at 6, 11 and 16.

Level 123456789101112131415161718
Q QQQQQ
W WWWWW
E EEEEE
R RRR
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

  1. Sightstone
    Sightstone Support item granting free ward charges to control vision.
  2. Athene's Unholy Grail
    Athene's Unholy Grail AP, MR and mana regen; refunds mana on kills or assists.
  3. Rylai's Crystal Scepter
    Rylai's Crystal Scepter AP and health; your spells slow enemies (helps land everything).
  4. Sorcerer's Shoes
    Sorcerer's Shoes Boots with magic penetration.
  5. Liandry's Torment
    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.

Marks (red) Magic penetration ×9
Seals (yellow) Armor ×9
Glyphs (blue) Magic resist per level ×9
Quintessences (purple) Gold per 10 (GP10) ×3

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

Flash Flash Exhaust Exhaust
Lane
Support
Original role
Mid/Top Zone

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