Üst
ÜstHeimer top is mostly about changing the shape of your turret line so the dash path, river gank, or brush walk-up crosses beams before it reaches you, not about auto-drawing the same triangle and poking on repeat .
A real hand fix on Heimer is to throw E on the last-hit or commit and, if it is landing, place the extra turret during grenade travel so that turret also joins the beam burst instead of arriving late to the combo .
In top-side 2v1s and objective fights, R+Q is usually the real ult because Heimer is strongest when enemies are entering ground you already built, and recent data fits that identity by showing his early-ahead games lose more bite once fights drag into open 30+ minute setups `
When you know the lane is being played through top, stop using turrets like waveclear tax and start treating them like a trap budget. Keep at least one charge ready, lean your structure line toward the river or brush they are most likely to use, and only push as far as you can still fight inside your own setup. If the gank starts before grenade is spent, you can often turn it or at least force a bad trade back. If E is already gone, back off earlier than your damage instincts want. Against repeat pressure, the goal is not proving you can 1v2 every time; it is making each visit cost them enough tempo that camping you stops feeling efficient.
Gain Move Speed while near allied towers and turrets deployed by Heimerdinger.
Heimerdinger lays down a rapid-fire cannon turret equipped with a secondary pass-through beam attack (turrets deal half damage to towers).
Heimerdinger fires long-range rockets that converge on his cursor.
Heimerdinger lobs a grenade at a location, dealing damage to enemy units, as well as stunning anyone directly hit and slowing surrounding units.
Heimerdinger invents an upgrade, causing his next spell to have increased effects.