Wild Rift Guides
Heimerdinger Mid Lane Wild Rift Guide
Who counters Heimerdinger in Wild Rift? The toughest Heimerdinger mid lane counters are Zed, Kassadin, and Yasuo. Full Heimerdinger Mid Lane counters and matchups, plus the best build, runes, and game plan for Patch 7.2c.
Overview
Heimerdinger is the mid laner you pick to own a piece of the map and dare the enemy to walk into it. He drops automated turrets that wear down anyone who lingers, throws a grenade that stuns through walls and minions, and sprays rockets to clear waves or poke from range. None of it needs clean skillshots under pressure, so a steady player can fight above their reaction speed. The trade-off is that he is one of the most immobile champions in the game: no dash, no blink, no escape button. Everything good about Heimerdinger happens when he can stand on his nest near a tower or an objective, and everything bad happens when something fast gets past the turrets and onto him. He is a siege and zone-control specialist, not a duelist. Mid suits him because the short lane lets him set up, deny the enemy farm, and turn the area around Dragon and the mid tower into ground the enemy cannot stand on.
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.
- His grenade is a long, reliable stun that arcs over walls and minions, real lockdown despite zero mobility.
Weaknesses
- No mobility at all, so anything that dashes or blinks onto him gets a free kill.
- 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 entirely and land him on top of you, where your immobility has no answer to his burst or the execute mark that follows.
- 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 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, because a stun into full crossfire is how you draw first blood. 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 wide-grenade ultimate to stun a group as they funnel in. 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, hug your tankiest ally and save the grenade as a self-peel stun for whoever jumps you.