Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Heimerdinger

the Revered Inventor

Heimerdinger be a spell-focused champion who plays 'round range, cooldowns and controlled areas. This overview keeps th' explanation practical and leaves patch-sensitive numbers to Riot's structured data and th' present in-battle tooltip.

MidArrr, mostly magic damageArrr, ranged attacks
Arrr, usual roleMid
ClassArrr, mage · Support
DifficultyArrr, high · 8/10
Arrr, basic attacksRangedArrr, ranged basic attacks · 550 range.
Arrr, damage profileArrr, mostly magic damageMost normal kit pressure be magic. Magic resistance may lend a hand, but control, penetration and true damage still matter.
Arrr, reference patch16.20.1

Arrr, strengths and limits

What Heimerdinger does well, and what can go wrong

These be kit-level patterns, nay a promise that every course or matchup plays th' same way.

Arrr, good patterns

  • Arrr, uses spells to shape space, punish predictable movement or control an approach.
  • Can create value through control, protection, setup or pressure that does nay depend only on personal doubloons.
  • Ranged basic attacks can contribute without entering melee distance when spacing be preserved.

Arrr, limits to respect

  • Fit fer th' captain's eye pressure falls while key spells be overboard or miss their intended area.
  • Reduced income makes gear timing and seaworthy cooperation more booty fit fer th' captain's eye than on a solo-course carry.

Arrr, riot ally tips

Use these while learning th' champion
1

Turret placement can be a deciding factor in a battle. Against most enemies turrets be best when they can support each other, but if th' foe has a lot o' area o' effect damage yer turrets can be destroyed quickly. Placing turrets in brush can lead to a surprise attack in yer favor.

2

Th' success o' Electron Storm Grenade be very fit fer th' captain's eye to Heimerdinger's survival. Th' slow and stun both be capable o' keeping enemies in place long enough to punish them, but it be also th' first aboard line o' defense agin' a surprise attack.

3

Spreading out Hextech Micro-Rockets leads to more booty reliable damage and more booty efficiency agin' multiple targets, but focusing it creates th' biggest impact.

Riot foe tips

What an foe be told to watch fer
1

It's better to destroy all o' Heimerdinger's turrets at once wit' th' lend a hand o' creeps than to fight them one at a time.

2

Be wary o' Heimerdinger's Upgrade!!!, as he can use it to seek an captain's answer to most trouble he gets into. Once his ultimate be down, go in fer th' kill!

Arrr, source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries be independently written.

Arrr, practical champion reading

Arrr, how to read Heimerdinger in a real fight

Use these patterns to ask better questions afore choosing an gear, target or commitment. They describe th' kit, nay a promised result.

Arrr, damage delivery

Arrr, primarily magic pressure

Magic resistance can reduce th' broad spell profile, but positioning and cooldown tracking still decide whether th' fit fer th' captain's eye tricks connect.

Arrr, fight rhythm

Track th' shipshape trick cycle

Do nay judge th' champion from one control. Watch which setup, payoff and escape tools be available afore choosing a trade or commitment.

Arrr, range and access

Arrr, spacing protects repeated output

Ranged attacks be useful only while a seaworthy line to th' target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.

Typical crew job

Enable crewmates and control access

Protection, setup and ship's intelligence can matter more booty than personal damage. Position so th' next aboard useful spell can reach th' ally or target that needs it.

Control inspect

Identify th' exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement captain's answer.

Arrr, protection and sustain

Do nay buy a counter that has no target

Reserve anti-heal and anti-shielding fer a visible problem in th' full crew composition; they be nay default answers to every champion.

Arrr, resource pattern

Arrr, mana and cooldowns both matter

A spell being available does nay mean th' shipshape sequence be sustainable. Watch th' resource bar as well as th' setup and escape cooldowns.

Read th' whole crewTh' same champion can create a different problem after changing role, gear or crewmates. Re-inspect th' visible clash afore committing to a defensive captain's answer.

Defensive gear reference

What can help against Heimerdinger?

Set sail wit' th' threat that be actually affecting th' clash. These be conditional comparisons, nay an automatic counter loadout.

Pre-battle choices
Arrr, dEFENSIVE BOOTS

Mercury's Treads most often fit better

Magic resistance addresses his turret and spell pressure, while Tenacity can shorten th' grenade's reducible stun and slow. Plated Steelcaps do nay broadly reduce trick or turret spell damage.

Use Plated Steelcaps only when physical basic attacks elsewhere in th' opposing crew be th' larger peril.
Arrr, reducible controlSlows
Arrr, mAGIC DEFENCE

Arrr, magic defence

Kaenic Rookern · Force o' Nature

Magic resistance can reduce th' broad spell profile.

Pick a role-appropriate option only when repeated or burst magic damage be th' problem.
Arrr, cONTROL AND ONE KEY SPELL

Arrr, control and one key spell

Arrr, Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can lend a hand agin' th' relevant disabling effects.

Inspect th' present tooltip and whether th' exact effect can be shortened, removed or blocked.
Arrr, rEPEATED SLOWS

Arrr, repeated slows

Arrr, Boots of Swiftness

Slow resistance can be more booty useful than Tenacity when repeated slowing strength be th' main problem.

It gives no armour or magic resistance, so compare th' rest o' th' opposing crew.
Sailor decidesChampion identity be a starting point, nay an automatic purchase. Compare th' full opposing crew, present gear tooltips and th' problem that be actually deciding fights. Ne'er buy two completed pairs o' Boots.

Normal Draft and Ranked role sea chart

Where Heimerdinger fits on Summoner's Rift

Each course be assessed separately. Unfurl a role to reach its queue-specific loadout and matchup preparation.

TopSecond berth

Old chart, matey. Recommendations await inspection. Heimerdinger has a secondary station in this historical log, matey. It be less common than the main stations, but has a recognisable plan for that station.

Inspect this roleUnfurl matchup
JungleUnestablished course

Old chart, matey. Recommendations await inspection. Heimerdinger be normally played Mid and does nay currently have a reviewed Jungle course. Jungle most often needs repeatable monster clear th' deck, seaworthy pathing and prize control without course income. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
BotUnestablished course

Old chart, matey. Recommendations await inspection. Heimerdinger be normally played Mid and does nay currently have a reviewed Bot course. Bot most often needs dependable duo-course scaling and sustained damage wit' shared early pressure. Treat this as a deliberate experiment, nay a standard recommendation.

Inspect this role
SupportSecond berth

Old chart, matey. Recommendations await inspection. Heimerdinger has a secondary station in this historical log, matey. It be less common than the main stations, but has a recognisable plan for that station.

Inspect this roleUnfurl matchup

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 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Hextech Affinity

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

Arrr, practical readHextech Affinity be th' always-on rule shaping Heimerdinger's normal trading and fight pattern. Watch its in-battle state afore committing.

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).

Arrr, practical readH-28 G Evolution Turret creates setup or area pressure. Place it where th' foe must choose betwixt entering its space, changing course or giving up th' immediate contest.

Cost20Arrr, listed rangeArrr, 350 units
W
W trick

Hextech Micro-Rockets

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

Arrr, practical readHextech Micro-Rockets be a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.

CooldownArrr, 11/10/9/8/7 secCost50/60/70/80/90Arrr, listed rangeArrr, 1325 units
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.

Arrr, practical readCH-2 Electron Storm Grenade be a ranged cast involving a slowing effect and damage. Respect its line or target area, and avoid spending it when th' foe can simply step astern afore th' fit fer th' captain's eye exchange.

CooldownArrr, 11 secCost85Arrr, listed rangeArrr, 970 units
R
Ultimate

UPGRADE!!!

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

Arrr, practical readUPGRADE!!! changes a following cast rather than acting as an isolated control. Pick th' version needed afore committing, then inspect th' present tooltip fer each upgraded effect.

CooldownArrr, 100/85/70 secCost100

Arrr, levels 1–18

Heimerdinger · Health, arr / Mana, arr · Tricks

Base values exclude gear, runes, temporary buffs and mode-specific modifiers. Cooldowns be th' listed base cooldown afore trick haste.

Arrr, level 1558 Health, arr385 Mana, arr
Arrr, level 3713 Health, arr415 Mana, arr
Arrr, level 6973 Health, arr464 Mana, arr
Arrr, level 111,479 Health, arr561 Mana, arr
Arrr, level 162,078 Health, arr675 Mana, arr
Arrr, level 182,343 Health, arr725 Mana, arr

Cooldown Data Dragon 16.20.1

Q
Basic trickH-28 G Evolution Turret

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

CooldownRead present tooltip
W
Basic trickHextech Micro-Rockets

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, rank 1Arrr, 11 secArrr, rank 2Arrr, 10 secArrr, rank 3Arrr, 9 secArrr, rank 4Arrr, 8 secArrr, rank 5Arrr, 7 sec
E
Basic trickCH-2 Electron Storm Grenade

Can receive its first aboard point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

Arrr, all ranksArrr, 11 sec
R
UltimateUPGRADE!!!

First aboard rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

Arrr, rank 1Arrr, 100 secArrr, rank 2Arrr, 85 secArrr, rank 3Arrr, 70 sec
Unfurl every levelHull and mana from level 1 to 18
RankHealth, arrMana, arrTrick milestone
1558385 Mana, arrPick th' first aboard basic trick
2634399 Mana, arrStow another basic trick or rank
3713415 Mana, arrStow another basic trick or rank
4796430 Mana, arrSpend one trick point
5882447 Mana, arrSpend one trick point
6973464 Mana, arrFirst aboard ultimate rank normally available
71,067482 Mana, arrSpend one trick point
81,164501 Mana, arrSpend one trick point
91,266520 Mana, arrSpend one trick point
101,371540 Mana, arrSpend one trick point
111,479561 Mana, arrArrr, second ultimate rank normally available
121,592582 Mana, arrSpend one trick point
131,708604 Mana, arrSpend one trick point
141,827627 Mana, arrSpend one trick point
151,951650 Mana, arrSpend one trick point
162,078675 Mana, arrArrr, final ultimate rank normally available
172,209699 Mana, arrSpend one trick point
182,343725 Mana, arrSpend one trick point
How th' numbers be calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics wit' League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Pick th' next aboard query

Turn th' profile into a pre-battle course

Pick a queue-aware loadout, compare a course foe, or return to th' full champion library.

Unfurl Heimerdinger buildsArrr, prepare a matchupArrr, browse champions