Arrr, VRC.LOL

Game patch, matey 26.21Data Dragon 16.21.1

Arrr, reference patch 16.20.1

Heimerdinger Arrr, top · Normal Draft

Heimerdinger has a reviewed secondary role here. It be less common aboard than th' primary roles, but it has a recognisable role-specific course.

Arrr, reviewed secondaryArrr, standard Summoner's Rift preparation
Arrr, champion overview
Old chart, mateyRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
16.16 Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Top

Arrr, evidence-supported Heimerdinger Top

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, reviewed secondary
S
Draft / Ranked opening · separate from gear 1

Doran's Ring

400 doubloons

This be th' most-supported Draft/Ranked starting gear in th' frozen prior-patch public role snapshot. Compare its durability, sustain and damage trade-off afore leaving base.

1
First aboard gear

Blackfire Torch

2,800 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

2
Boots

Sorcerer's Shoes

1,100 doubloons

These be the most-supported Boots in the frozen prior-patch public role log; change them when enemy damage or crowd control calls for another defence.

3
Core

Liandry's Torment

3,000 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

4
Late

Zhonya's Hourglass

3,250 doubloons

This cargo be part of the most-supported sound core in the frozen prior-patch public role log. Use the sample as context, then adjust only for a clearly named matchup trouble.

5
Flexible

Rabadon's Deathcap

3,500 doubloons

Keep this reviewed late cargo after the prior-patch cross-check; move or trade it only when its named match trouble is aboard.

6
Arrr, repeated spell rotations

Cosmic Drive

3,000 doubloons

Completes th' six-gear inventory wit' movement speed and trick haste fer repeated late-battle spell rotations.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingMorellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.Spy full course

Arrr, best when: Morellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.

  1. First aboard gearBlackfire Torch
  2. BootsSorcerer's Shoes
  3. Morellonomicon
  4. LateZhonya's Hourglass
  5. FlexibleRabadon's Deathcap
  6. Arrr, repeated spell rotationsCosmic Drive
AlternativeArrr, one spell stops meBanshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.Spy full course

Arrr, best when: Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.

  1. First aboard gearBlackfire Torch
  2. BootsSorcerer's Shoes
  3. CoreLiandry's Torment
  4. Banshee's Veil
  5. FlexibleRabadon's Deathcap
  6. Arrr, repeated spell rotationsCosmic Drive
AlternativeArrr, they stack magic resistVoid Staff becomes valuable when th' target has bought meaningful magic resistance.Spy full course

Arrr, best when: Void Staff becomes valuable when th' target has bought meaningful magic resistance.

  1. First aboard gearBlackfire Torch
  2. BootsSorcerer's Shoes
  3. CoreLiandry's Torment
  4. Void Staff
  5. FlexibleRabadon's Deathcap
  6. Arrr, repeated spell rotationsCosmic Drive

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingMorellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.Spy full course

Arrr, best when: Morellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.

  1. First aboard gearBlackfire Torch
  2. BootsSorcerer's Shoes
  3. Morellonomicon
  4. LateZhonya's Hourglass
  5. FlexibleRabadon's Deathcap
  6. Arrr, repeated spell rotationsCosmic Drive
AlternativeArrr, one spell stops meBanshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.Spy full course

Arrr, best when: Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.

  1. First aboard gearBlackfire Torch
  2. BootsSorcerer's Shoes
  3. CoreLiandry's Torment
  4. Banshee's Veil
  5. FlexibleRabadon's Deathcap
  6. Arrr, repeated spell rotationsCosmic Drive
AlternativeArrr, they stack magic resistVoid Staff becomes valuable when th' target has bought meaningful magic resistance.Spy full course

Arrr, best when: Void Staff becomes valuable when th' target has bought meaningful magic resistance.

  1. First aboard gearBlackfire Torch
  2. BootsSorcerer's Shoes
  3. CoreLiandry's Torment
  4. Void Staff
  5. FlexibleRabadon's Deathcap
  6. Arrr, repeated spell rotationsCosmic Drive

Arrr, runes and summoner spells

Arrr, runes and summoner spellsHeimerdingerTop

Use range to manage th' wave and take measured trades without surrendering th' escape course. Teleport supports th' long solo course.

Normal Draft, matey
Arrr, primary tree

Sorcery

Arcane CometManaflow BandTranscendenceScorch
Arrr, secondary tree

Resolve

Second WindOvergrowth
Arrr, summoner spells
FlashTeleport
Long-course safe harbour

Teleport preserves recalls and side-course access. Ignite be a deliberate pressure trade-off, nay a universal upgrade.

Respect th' matchup

Keep th' defensive secondary runes when repeated poke or one committed trade can decide th' course.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, Only when enemy healing is deciding fights

Oblivion Orb

Arrr, Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.

Arrr, Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.
Arrr, one spell stops me

Banshee's Veil

Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.

Arrr, they stack magic resist

Void Staff

Void Staff becomes valuable when th' target has bought meaningful magic resistance.

Arrr, Situational AP purchase

Arrr, When should you buy anti-heal?

Arrr, Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Arrr, Start with the component

Arrr, Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Arrr, Finish when it fits the fight

Arrr, Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Arrr, Coordinate coverage

Arrr, Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Arrr, Repeated spell damage and damage over time can maintain coverage more reliably than a single hit. Match the purchase to your actual spell access, enemy sustain and the teammates who can apply the debuff.

Arrr, Will the fight last long enough?

Arrr, If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Arrr, Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

Arrr, See the Arrr, oblivion Orb and Arrr, Morellonomicon Arrr, references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Arrr, kit reference

Heimerdinger tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

Tricks Data Dragon 16.20.1Wait fer reload (s) / Cost / Charted reach (units) Data Dragon 16.20.1
P
Passive

Hextech Affinity

Arrr, what it doesEnglishGain Move Speed while near allied towers and turrets deployed by Heimerdinger.

Q
Q trick

H-28 G Evolution Turret

Arrr, what it doesEnglishHeimerdinger lays down a rapid-fire cannon turret equipped with a secondary pass-through beam attack (turrets deal half damage to towers).

Cost20Charted reach (units)350
W
W trick

Hextech Micro-Rockets

Arrr, what it doesEnglishHeimerdinger fires long-range rockets that converge on his cursor.

Wait fer reload (s)11/10/9/8/7Cost50/60/70/80/90Charted reach (units)1325
E
E trick

CH-2 Electron Storm Grenade

Arrr, what it doesEnglishHeimerdinger lobs a grenade at a location, dealing damage to enemy units, as well as stunning anyone directly hit and slowing surrounding units.

Wait fer reload (s)11Cost85Charted reach (units)970
R
Ultimate

UPGRADE!!!

Arrr, what it doesEnglishHeimerdinger invents an upgrade, causing his next spell to have increased effects.

Wait fer reload (s)100/85/70Cost100

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Trade 'round th' wave and yer strongest cooldowns

1
Course

Keep hull and minions balanced so one poor trade does nay decide th' course.

2
Sea chart play

Move after th' wave be handled and communicate if th' opposing Top laner leaves first aboard.

3
Fights

Pick betwixt front-line duty, side pressure and carry access according to th' champion kit.

Pings, movement and prizes

Heimerdinger Top sea chart course

Manage th' long course afore leaving it. A useful move begins wit' a handled wave, a visible course and a teammate who knows ye be coming.

Ahead

Use th' side-course lead without donating it

Ping
Ping Foe Lost overboard when th' opposing Top leaves, then On Me Way afore a flank or prize move.
Arrr, stay or move
Push th' wave afore moving. Stay if leaving would hand several minions or yer tower back aboard to th' foe.
Prize
Arrive through a known course and mark whether ye be front-lining, flanking or protecting a carry. Do nay enter alone afore th' crew can follow.
Even

Make th' wave create th' first aboard move

Ping
Use Foe Lost overboard early, Peril on th' course they may take, and On Me Way only after yer own wave be handled.
Arrr, stay or move
Move after pushing or on a shared recall. Do nay follow through unwarded river merely because th' foe left first aboard.
Prize
Tell th' crew whether ye can move afore th' prize starts. Approach wit' vision and save th' cooldown needed fer th' first aboard real commitment.
Behind

Protect experience and communicate th' pressure

Ping
Ping Foe Lost overboard immediately and Retreat if teammates be about to meet th' stronger Top laner without ye.
Arrr, stay or move
Do nay clash a stronger foe through darkness. Clear th' deck th' seaworthy wave, then group by th' shortest controlled course.
Prize
State early if ye cannae contest. If th' crew still fights, provide control or protection instead o' attempting an isolated flank.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Handle th' wave

    Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.

  2. 2
    Signal th' course

    Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.

  3. 3
    Arrr, enter together

    Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.

  4. 4
    Pick th' job

    Decide whether ye be engaging, front-lining, flanking or protecting a carry afore th' fight begins.

Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.

Use th' chart

Put Heimerdinger into a real matchup

Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.

Arrr, prepare a matchupArrr, champion overviewArrr, browse champions