Heimerdinger Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Heimerdinger Mid Lane

Heimerdinger Mid Lane Guide

Updated for Patch 7.3E
A Tier

Heimerdinger Mid Lane Wild Rift overview and best build snapshot

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.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

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.
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Heimerdinger Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Heimerdinger Mid Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Amplifying Tome

Early ability power, which feeds his turrets as well as his own casts.

BOOTS

Spellslinger's Shoes

Magic penetration applies to his turret damage as well as his rockets, so it does more on him than raw stats.

CORE BUILD

Blackfire Torch

His turrets and rockets keep the burn applied on several enemies at once, so the stacking bonus stays near its cap.

Liandry's Torment

His turrets never stop dealing damage, so the max health burn stays applied to whoever stands in his zone.

Rylai's Crystal Scepter

The slow keeps enemies inside turret range, which is the main problem with a setup they can walk out of.

Void Staff

Cuts the magic resist that lets a frontline stand in his turret fire. Choose it over Cryptbloom when enemies are stacking magic resist and maximum personal damage matters more than ability haste and team healing.

Rabadon's Deathcap

Multiplies his ability power, and his turrets scale with it, so the whole setup gets stronger.

SITUATIONAL ITEMS

Malignance

Ultimate haste means more upgraded abilities, since his ultimate is what upgrades them.

Cryptbloom

The alternative to Void Staff. Less penetration, but the ability haste and healing on takedown help when he holds a fight around his turrets. Choose it when enemies have not built much magic resist, so trading Void Staff's extra damage for more ability haste and an area heal after takedowns is worthwhile.

Morellonomicon

Build this when the enemy heals through his turret damage. Buy Oblivion Orb early, since the anti-heal works from the component and the full item can wait.

Oceanid's Trident

Build this when shields absorb Heimerdinger's turret pressure. Repeated turret shots refresh the reduction, making defensive shields less effective throughout a fight in his setup zone.

Zhonya's Hourglass

Build this against assassins, since stasis buys time for his placed turrets to keep firing. Buy Seeker's Armguard early for the armor and ability power.

Banshee's Veil

Build this when one hook or engage spell bypasses Heimerdinger's turret zone. The spell shield preserves his prepared position long enough for grenade, rockets, and turrets to punish the diver.

RUNES

KEYSTONE

Arcane Comet

Turret shots, rockets, and the grenade give Heimerdinger repeated chances to trigger Comet, while his grenade stun and Rylai's slow make it harder to avoid.

PRIMARY

Axiom Arcanist

His ultimate is what upgrades his abilities, so takedowns cutting its cooldown means more upgraded casts per fight.

Transcendence

Ability haste means more turrets and more grenades, which is how much space he controls.

Scorch

His poke is a rocket volley and back off, and Scorch adds damage to that trade.

SECONDARY

Battle Zeal

All his damage is basic abilities and the turrets they place, so the amplification builds through a long siege.

SITUATIONAL RUNES

First Strike

Take this instead of Arcane Comet when Heimerdinger can reliably open trades from his turret zone without being hit first, trading consistent poke damage for extra gold and burst during the opening window.

Bone Plating

Take this over Battle Zeal against assassins who can cross his turret zone and burst him before he can reposition.

Legend: Haste

Take this over Battle Zeal for repeated poke and control around objectives. Shorter Hextech Micro-Rockets (2nd) and CH-2 Electron Storm Grenade (3rd) cooldowns let Heimerdinger contest the next approach to his turret setup.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. He is immobile and stands next to his turrets, so Flash is the only way he leaves a gank alive.

Ignite

Ignite

Take this for early kill pressure in lane and on roams, since kills are what turn a mid lead into pressure on the rest of the map. The Grievous Wounds also makes it strong into champions with a lot of healing.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    W Ability
    2nd Ability
  3. 3
    E Ability
    3rd Ability
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Heimerdinger Mid Lane Wild Rift matchups and counters

Wild Rift matchup guide for Heimerdinger Mid Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Heimerdinger Mid Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Heimerdinger Mid Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
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 / Late Game

Levels 9+
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 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

5v5 Combat
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.
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