Arrr, VRC.LOL

Top · 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 courseTopside

Pick two champions from th' list.

Arrr, role fit

TopHeimerdinger

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
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, 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

Treat Vex as one part o' th' sea chart state. Their Jungler, nigh th' ship waves and which teammates can move determine whether th' same trade or rotation 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, 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.

Trick reference

Arrr, compare both kits

Trick reference Data Dragon 16.20.1

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

Heimerdinger

  1. P
    Hextech AffinityEnglish

    Gain Move Speed while near allied towers and turrets deployed by Heimerdinger.

  2. Q
    H-28 G Evolution TurretEnglish

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

    Cost 20 · Charted reach (units) 350
  3. W
    Hextech Micro-RocketsEnglish

    Heimerdinger fires long-range rockets that converge on his cursor.

    Wait fer reload (s) 11/10/9/8/7 · Cost 50/60/70/80/90 · Charted reach (units) 1325
  4. E
    CH-2 Electron Storm GrenadeEnglish

    Heimerdinger 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) 11 · Cost 85 · Charted reach (units) 970
  5. R
    UPGRADE!!!English

    Heimerdinger invents an upgrade, causing his next spell to have increased effects.

    Wait fer reload (s) 100/85/70 · Cost 100

Vex

  1. P
    Doom 'n GloomEnglish

    Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.

  2. Q
    Mistral BoltEnglish

    Launch a damaging missile that accelerates mid-flight.

    Wait fer reload (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Charted reach (units) 1200
  3. W
    Personal SpaceEnglish

    Gain a shield and damage nearby enemies.

    Wait fer reload (s) 16/15/14/13/12 · Cost 75 · Charted reach (units) 475
  4. E
    Looming DarknessEnglish

    Summon a damaging and slowing zone that applies Gloom to enemies.

    Wait fer reload (s) 12 · Cost 70/80/90/100/110 · Charted reach (units) 800
  5. R
    Shadow SurgeEnglish

    Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.

    Wait fer reload (s) 140/120/100 · Cost 100 · Charted reach (units) 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

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.

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