Arrr, VRC.LOL

Support · Normal DraftMatchup chartPatch 16.20.1

Heimerdinger vs Vex

Loadout, runes, tricks and practical pre-battle checks in one queue-aware reference.

HeimerdingerVSVex

Matchup chart

Pick th' matchup

Scan th' horizon every champion, choose th' assigned role, then open th' exact queue chart.

VS
Role
Picked courseSupport

Pick two champions from th' list.

Arrr, role fit

SupportHeimerdinger

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 secondary
Review patch be unknownRecommendations 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
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Support

Arrr, poke support baseline

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

World Atlas

400 doubloons

Starts support income and progresses into wards fer th' crew.

1
Arrr, quest upgrade

Zaz'Zak's Realmspike

400 doubloons

Turns seaworthy champion damage into extra poke after th' support quest completes.

2
First aboard damage

Luden's Echo

2,750 doubloons

Adds mana and burst fer repeated ranged pressure.

3
Boots

Sorcerer's Shoes

1,100 doubloons

Adds penetration agin' targets without meaningful magic resistance.

4
Arrr, long-range utility

Horizon Focus

2,700 doubloons

Rewards landing long-range tricks afore th' rest o' th' spell rotation.

5
Arrr, vs resistance

Cryptbloom

3,000 doubloons

Arrr, adds percentage magic penetration once enemies buy resistance.

6
Arrr, anti-heal

Morellonomicon

2,850 doubloons

Applies anti-heal only when repeated healing be materially changing fights.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, dive reaches meArrr, zhonya's stasis can absorb a committed dive after Lux has used her binding or shield.Spy full course

Arrr, best when: Arrr, zhonya's stasis can absorb a committed dive after Lux has used her binding or shield.

  1. Arrr, quest upgradeZaz'Zak's Realmspike
  2. First aboard damageLuden's Echo
  3. BootsSorcerer's Shoes
  4. Zhonya's Hourglass
  5. Arrr, vs resistanceCryptbloom
  6. Arrr, anti-healMorellonomicon
AlternativeArrr, one spell catches meBanshee's spell shield can protect Lux from th' first aboard decisive hostile trick.Spy full course

Arrr, best when: Banshee's spell shield can protect Lux from th' first aboard decisive hostile trick.

  1. Arrr, quest upgradeZaz'Zak's Realmspike
  2. First aboard damageLuden's Echo
  3. BootsSorcerer's Shoes
  4. Arrr, long-range utilityHorizon Focus
  5. Banshee's Veil
  6. Arrr, anti-healMorellonomicon

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, dive reaches meArrr, zhonya's stasis can absorb a committed dive after Lux has used her binding or shield.Spy full course

Arrr, best when: Arrr, zhonya's stasis can absorb a committed dive after Lux has used her binding or shield.

  1. Arrr, quest upgradeZaz'Zak's Realmspike
  2. First aboard damageLuden's Echo
  3. BootsSorcerer's Shoes
  4. Zhonya's Hourglass
  5. Arrr, vs resistanceCryptbloom
  6. Arrr, anti-healMorellonomicon
AlternativeArrr, one spell catches meBanshee's spell shield can protect Lux from th' first aboard decisive hostile trick.Spy full course

Arrr, best when: Banshee's spell shield can protect Lux from th' first aboard decisive hostile trick.

  1. Arrr, quest upgradeZaz'Zak's Realmspike
  2. First aboard damageLuden's Echo
  3. BootsSorcerer's Shoes
  4. Arrr, long-range utilityHorizon Focus
  5. Banshee's Veil
  6. Arrr, anti-healMorellonomicon

Arrr, runes and summoner spells

Arrr, runes and summoner spellsHeimerdingerSupport

Use controlled poke and preserve th' cooldown that makes th' next aboard catch seaworthy.

Normal Draft, matey
Arrr, primary tree

Sorcery

Arcane CometManaflow BandTranscendenceScorch
Arrr, secondary tree

Inspiration

Biscuit DeliveryCosmic Insight
Arrr, summoner spells
FlashIgnite
Coordinate th' Bot pair

Inspect which defensive spell th' Bot partner picked afore duplicating Heal, Barrier or Exhaust.

Clash th' course threat

Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nigh th' ship partners.

Arrr, matchup notes

What changes when Vex is opposite you?

Pre-battle kit comparison
Arrr, kit comparison

Respect th' foe's reliable threat

Track th' cooldown and range o' th' trick that starts their safest trade. Do nay treat this chart as a statistical counter claim.

Yer course

Use th' course ye prepared

Keep Vex visible afore committing. Th' second Bot-course champion and nigh th' ship Jungler can change whether th' same engage be seaworthy.

Trick reminders

Heimerdinger reminders

  • 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.
  • 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.
  • 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.

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, dive reaches me

Zhonya's Hourglass

Arrr, zhonya's stasis can absorb a committed dive after Lux has used her binding or shield.

Arrr, one spell catches me

Banshee's Veil

Banshee's spell shield can protect Lux from th' first aboard decisive hostile trick.

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.

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

Cooldown / Cost / Range Data Dragon 16.20.1

Heimerdinger

  1. P
    Hextech Affinity

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

  2. Q
    H-28 G Evolution Turret

    H-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.

    Cost 20 · Arrr, listed range 350
  3. W
    Hextech Micro-Rockets

    Hextech 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.

    Cooldown 11/10/9/8/7 · Cost 50/60/70/80/90 · Arrr, listed range 1325
  4. E
    CH-2 Electron Storm Grenade

    CH-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.

    Cooldown 11 · Cost 85 · Arrr, listed range 970
  5. R
    UPGRADE!!!

    UPGRADE!!! 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.

    Cooldown 100/85/70 · Cost 100 · Arrr, listed range 1

Vex

  1. P
    Doom 'n Gloom

    Doom 'n Gloom be an automatic part o' th' kit involving hard crowd control and damage. Track when its condition be active instead o' treating every fight th' same way.

  2. Q
    Mistral Bolt

    Mistral Bolt 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.

    Cooldown 8/7/6/5/4 · Cost 45/50/55/60/65 · Arrr, listed range 1200
  3. W
    Personal Space

    Personal Space contributes protection or sustain and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

    Cooldown 16/15/14/13/12 · Cost 75 · Arrr, listed range 475
  4. E
    Looming Darkness

    Looming Darkness creates setup or area pressure. Place it where th' foe must choose betwixt entering its space, changing course or giving up th' immediate contest.

    Cooldown 12 · Cost 70/80/90/100/110 · Arrr, listed range 800
  5. R
    Shadow Surge

    Shadow Surge be a ranged cast involving movement or repositioning 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.

    Cooldown 140/120/100 · Cost 100 · Arrr, listed range 2000/2500/3000

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

Balance course pressure wit' protection fer th' carry

1
Course

Hold th' trick that makes foes respect yer course and trade when both Bot-course partners be shipshape.

2
Sea chart play

Recall and move on seaworthy wave timings; an unsupported roam can cost th' carry an entire wave or a dive.

3
Fights

Control one approach and keep enough protection fer th' foe's most likely engage.

Pings, movement and prizes

Heimerdinger Support sea chart course

Turn ship's intelligence into a shared decision. Move wit' an ally and preserve th' tool that makes th' next aboard fight seaworthy.

Ahead

Make th' lead open th' sea chart

Ping
Use On Me Way afore changing angle, then Assist Me on Dragon after Bot be seaworthy to move. Use Peril if th' carry starts following through an unsafe course.
Sea chart movement
Roam after a pushed wave, shared recall or when th' carry can collect safely. Deep wards still require th' Jungler or another nigh th' ship ally.
Prize
Arrive early, clear th' deck th' foe entrance and hold th' key engage or peel spell. Do nay chase astern from Dragon and hand th' foe a free course back aboard in.
Even

Create one clear th' deck numbers advantage

Ping
Use On Me Way afore an engage or roam, Foe Lost overboard as soon as a course foe disappears, and Peril when yer carry cannae follow.
Sea chart movement
Leave only on a seaworthy wave or recall timing. If th' carry would meet defeat a full wave or face a dive, stay Bot and communicate that ye be nay moving.
Prize
Lend a hand Bot finish th' wave, then enter river wit' th' Jungler. Set vision afore starting and avoid turning an even prize into an unseen gamble.
Behind

Stop th' next aboard defeat afore seeking a play

Ping
Use Retreat or Peril afore an ally enters darkness, Foe Lost overboard immediately, and Assist Me when ye need company to restore defensive vision.
Sea chart movement
Do nay abandon a crashing wave or vulnerable carry. Move after th' wave be stable and use th' nearest seaworthy ward line rather than forcing deep vision.
Prize
If yer crew cannae enter river safely, ping Retreat and trade fer farm, vision or another sea chart resource. Contest only after creating a seaworthy course together.
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
    Afore th' move

    'Round a minute afore Dragon, ping th' course, spend doubloons if needed and make sure Bot and Mid know whether they can move.

  2. 2
    Arrr, enter together

    Walk wit' th' Jungler or another ally. Sweep one course, place useful entrance vision and ne'er face-inspect alone.

  3. 3
    Afore starting

    Inspect nigh th' ship waves and foe positions. Hold th' spell that either starts a reachable fight or protects yer main damage dealer.

  4. 4
    During th' contest

    Keep enemies astern from th' seaworthy entrance, mark th' reachable threat and avoid chasing so far across th' waters that Dragon be left unprotected.

Later prizes: Use th' same pattern fer Rift Herald or Baron: communicate first aboard, move through controlled vision wit' an ally, then choose engage or peel afore th' fight begins.

Arrr, keep preparing

Use th' champion chart or choose another foe

Th' matchup chart be a pre-battle reference. It does nay predict th' result or alter its recommendation from changing live clash data.

Unfurl full loadoutArrr, compare counter options