Wild Rift Guides
Heimerdinger Mid Lane Wild Rift Guide
Heimerdinger mid lane counters include Zed, Kassadin, and Yasuo. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.
How to play
- Fight near your turrets Place turrets with your 1st ability and fight close to them, making enemies walk into their fire instead of chasing them away.
- Save your stun for an enemy approach Hit the center of your 3rd ability to stun an approaching enemy, making it easier to land your 2nd ability and turret shots.
- Set up before an objective fight Place turrets with your 1st ability before enemies arrive, and fight near them with an escape route open.
Strengths
- Turret crossfire holds tight spaces: near a tower, a choke, or the Dragon pit, the enemy simply cannot stand there.
- Forgiving, low-mechanics damage, since the turrets aim themselves and the rockets fan out wide.
- Electron Storm Grenade (3rd) can arc over walls and minions, but its stun requires landing the center of the explosion; outer hits only slow.
Weaknesses
- He has no mobility, so a diver who crosses the turret zone can keep him from creating distance.
- Awful roamer, since his power sits in placed turrets and leaving lane abandons his whole kit.
- Turrets take time to charge and can be cleared or ignored, so patient enemies poke them down or path around them.
Build Snapshot
Rune Setup
Summoner Spells
Heimerdinger Mid Lane Counters
Who counters Heimerdinger Mid Lane in Wild Rift (WR)? These champions beat Heimerdinger in the mid lane matchup, with how each one wins. Learn to play around them or ban them in ranked.
- Zed: His shadows and dashes skip your crossfire and land him on top of you, where your immobility has no answer to his burst or Death Mark (Ult) repeating part of the damage he dealt while it was active.
- Kassadin: Kassadin blinks past your turrets, and his passive shrugs off your magic poke while he stacks up. After his spike he lands on you faster than you can react, and you have no answer.
- Yasuo: Yasuo dashes through your minions and past the turrets, and his wind wall (2nd) blocks your rockets and grenade outright, so once he reaches you there is no kiting him off.
- Irelia: Irelia dashes off your minions straight onto you, healing through the turret damage with her resets, and your immobility means you cannot peel her off once her stun lands.
Champions Heimerdinger Is Strong Against
Heimerdinger's best matchups in Wild Rift. Heimerdinger holds an edge against these picks in the mid lane role, so look to press the advantage and contest objectives.
- Annie: Annie has to walk into turret range to land her combo, and that step up is where the crossfire punishes her, while your grenade stun beats her to the flash all-in.
- Brand: Brand has no escape and melts to sustained turret damage the moment he commits, and your grenade stun shuts down his combo before he gets a full rotation off.
- Twisted Fate: Twisted Fate is squishy and immobile until his stun card is loaded, so the nest keeps him from ever stepping up to trade, and your shove pins him to his tower instead of roaming.
- Ahri: Ahri can only kill you by diving straight into your crossfire, and a whiffed charm leaves her standing in the turrets with nothing, while your wave clear keeps pace with her roams.
Early Game
Early on, claim the wave and build your nest somewhere you can defend, usually tucked toward your side so the enemy has to overextend to trade. You push hard with rockets and turrets, so crash waves into tower and zone the enemy off the bounce-back. Hold the grenade for when they step up to last-hit under your turrets, and aim its center for the stun that instantly charges nearby turret beams; an edge hit gives only the slow. Respect any jungler with a gap-closer, since you have no way out of a gank.
Mid Game
Mid game is where Heimerdinger decides games by setting up on objectives. Place turrets in and around the Dragon pit before the fight starts, and the enemy has to either give up the objective or fight inside your crossfire. In lane, keep shoving so you can drop turrets under their tower and chip it down, since siege is one of your cleanest win conditions. Do not roam far. Instead, ping your team to come to you and the ground you already control rather than chasing fights across the map.
Late Game
Late game you are either a zoning wall in front of your carries or a siege tool, depending on the map. With your ultimate up you can drop a heavy turret to lock a chokepoint or fire the wide grenade for a long stun on a clumped team. The danger is that one assassin reaching your back line ends your fight instantly, so never walk through fog alone and always keep a peeler or a wall between you and their threats. Position around terrain so divers come at you one at a time, into your turrets instead of onto your body.
Teamfights
Heimerdinger wants the fight to come to a spot he already prepared. Lay turrets in the chokepoint your team will defend or contest, then use the upgraded grenade's three large bounces to threaten repeated center stuns as enemies funnel in; touching only an explosion's outer area slows instead. Your job is sustained area damage and lockdown, not chasing, so anchor near your front line and let the enemy eat crossfire trying to reach you. Against heavy dive, save the grenade center as self-peel for whoever jumps you.