Heimerdinger

Heimerdinger Support Build 16.11

Heimerdinger Support build in patch 16.11 has a 33.3% win rate over 3 games. This setup focuses on boots are an early movement purchase built to improve baseline mobility and reduce how punishing bad positioning feels. they are mainly bought to help with spacing, lane movement, and getting to fights or objectives faster.

Heimerdinger Roles
Patch: 16.11
3 Matches
Win Rate: 33.33% / Pick Rate: 11.11%
Health Potion
Health Potion
Rylai's Crystal Scepter
Sorcerer's Shoes
Liandry's Torment
Zaz'Zak's Realmspike
Rylai's Crystal Scepter
Liandry's Torment
Sorcerer's Shoes
Imperial Mandate
Oblivion Orb
Flash
Ignite

Heimerdinger Build Guide & Strategy (Patch 16.11)

About Heimerdinger

Heimerdinger is a zone-control mage who turns static areas into hostile territory with turrets, grenade setup, and empowered abilities that punish anyone fighting him on his terms. He is excellent at defending space and forcing awkward approaches, but he is far less threatening when displaced from his setup or when opponents refuse to fight inside his prepared ground.

Heimerdinger Build Strategy & Items

Boots support a tempo-oriented style where movement matters as much as raw stats, letting you weave in and out of trades, dodge skillshots, and reach waves or skirmishes sooner. They fit gameplans built around cleaner rotations, safer lane resets, and better control over distance in fights. This item supports lane patterns where you trade, disengage, and then restore enough health to keep contesting the wave. It fits almost any opening that values flexibility, because potions let you absorb mistakes, chip damage, or incidental poke without instantly losing lane control. This item supports controlled early games where you expect several small exchanges and want your sustain to reset every time you return to base. It fits laners trying to weather repeated chip damage and junglers who want cost-efficient healing while staying on their route. Boots are an early movement purchase built to improve baseline mobility and reduce how punishing bad positioning feels. They are mainly bought to help with spacing, lane movement, and getting to fights or objectives faster. Health Potion is a consumable sustain tool used to recover health over time during lane or after small fights. It is mainly for extending early map presence without needing an immediate recall. Refillable Potion is a reusable sustain item designed to support multiple lane phases or jungle clears without repeatedly buying consumables. It is mainly for players who want long-term efficiency and steady health recovery across recalls. Blackfire Torch is an AP damage item focused on sustained spell pressure rather than one-and-done burst. It is mainly for champions that repeatedly apply magic damage, control space over time, or wear opponents down through ongoing burn-oriented combat. Sorcerer's Shoes are magic-penetration boots built to make early and mid-game spell damage bite harder against lightly protected targets. They are mainly for AP champions that want a sharper offensive spike from their boots slot instead of a purely movement-focused upgrade.

Heimerdinger Key Strengths

Their value shows up everywhere because early movement speed changes how quickly you can reposition, chase, retreat, and respond to map plays. Boots also make trading more reliable for champions that need better angles, tighter spacing, or faster entry into range. Health Potion is valuable because it turns gold into reliable early endurance, which matters most when the first few waves decide pressure and recall timing. It also works across many matchups, making it one of the simplest ways to stay active after a rough exchange. Refillable Potion is valuable because it stretches gold across multiple uses, making it one of the cleanest sustain investments for slower openings. It also rewards disciplined recall patterns, since every trip back restores its usefulness without needing another purchase. Blackfire Torch is attractive because it gives AP champions a stronger way to punish targets over time instead of relying entirely on a single combo to decide the fight. It is especially useful on champions that can keep reapplying magic damage through repeated casts, zones, or lingering effects, making extended skirmishes much more favorable. Sorcerer's Shoes are strong because magic penetration often creates a more noticeable real-damage increase than small amounts of AP, especially against low-resistance targets. They are particularly useful when your champion's job is to threaten carries, control lane through spell damage, or make mid-game picks feel lethal. Rylai's Crystal Scepter is valuable because it adds practical crowd control to kits that are already trying to keep enemies inside damage range. It is especially strong on champions with persistent or repeatable spell application, since they can turn a single connection into a long, awkward retreat for the opponent. Haunting Guise is useful because it gives AP champions a more practical fighting profile, adding real offensive progress while also making it easier to survive the first return trade. It is especially strong on battlemages and short-range AP picks that need to stand near the fight long enough for sustained damage to matter. Zaz'Zak's Realmspike is attractive because it gives support gold income paths a much sharper offensive identity, letting a poke support stay relevant as a real damage source. It is especially strong on champions that connect spells reliably, since the item rewards consistency and turns lane control into actual health-bar pressure. Oblivion Orb is valuable because it gives AP champions a quick and efficient way to respond when one healing source starts warping the game. It is especially good in lanes and mid-game fights against drain tanks, healing supports, or sustain-heavy carries that would otherwise recover through normal poke patterns. Imperial Mandate is valuable because it rewards utility play with immediate offensive payoff, helping supports convert good timing into something the rest of the team can cash in on. It is especially strong on champions that apply slows or crowd control repeatedly, since they can keep presenting marked targets for allies throughout a fight. Liandry's Torment is valuable because it gives AP champions a better way to stay threatening against healthier targets and long front-to-back fights. It is especially strong on picks that can keep reapplying damage, since the item rewards constant spell presence instead of asking for one perfect combo.

Best Heimerdinger Runes & Spells

Ultimate Hunter is a cooldown-focused rune built for champions whose strongest play pattern begins with their ultimate. It mainly exists to shorten the downtime between those defining windows so key engage, pick, or burst tools come online more often. Dark Harvest is a scaling burst rune that feeds on damaged targets and becomes more threatening as takedowns and soul collection build up. It is mainly used to turn low-health access into heavier execution damage later in the game. Treasure Hunter is an economy rune built to accelerate item timing through unique takedowns rather than through direct combat stats. Its main purpose is to convert early map activity into faster spikes that arrive before opponents are ready for them. Taste of Blood is a lane sustain rune that restores health when the user damages an enemy champion. Its main purpose is to make short trades more forgiving by attaching recovery to the same poke or combo the player already wants to land. Deep Ward is a vision rune aimed at extending map control into enemy territory rather than simply defending your own side. Its main purpose is to reward players who place proactive wards that reveal rotations, jungle paths, and setup windows before a fight starts. Transcendence is a haste-focused rune built to make a champion's kit cycle more smoothly across the game. Its core purpose is to shorten downtime between meaningful casts so spell-based champions can pressure more often and recover faster after using key abilities. Summon Aery is a flexible poke and shielding rune that adds small, repeatable value to both offensive and supportive spell patterns. Its purpose is to reward steady interaction, whether that means wearing an enemy down through repeated hits or reinforcing allies through frequent protection. Manaflow Band is a resource rune meant to stabilize mana usage so spellcasters can keep trading and pushing without running dry too early. Its main purpose is to support frequent casting and smoother lane control rather than direct combat spikes. Arcane Comet is a poke rune designed to add real punishment to repeated spell hits, especially when the target is slowed, controlled, or forced into predictable movement. Its purpose is to turn lane harassment and ranged pressure into more meaningful chip damage over time. Absolute Focus is a damage rune that rewards entering fights from a healthy state and preserving that health long enough to leverage stronger spell or attack output. It is mainly chosen by champions that prefer clean openings and want their first rounds of damage to hit harder before the fight gets messy. Scorch is a lane pressure rune that adds extra burn damage to spell poke and early harassment. Its main purpose is to make each clean ability hit sting more in the opening stages of the game, where repeated chip can decide who controls the lane. Magical Footwear is an economy rune that delays early boot purchases in exchange for a later movement and gold-efficiency spike. Its purpose is to free up early spending for combat stats or lane tools while still securing stronger baseline mobility once the boots arrive. Cosmic Insight is a cooldown utility rune that increases how often a player can leverage summoner spells and item actives. Its purpose is to create more frequent access to high-impact tools like Flash, Smite, and active items that often decide whether a play works at all. Exhaust is a combat control spell that cuts an enemy's speed and damage during the most important seconds of a trade or engage. It is mainly used to blunt burst, stop dives from snowballing, and make one target far less threatening at the moment they commit. Flash is an instant repositioning spell built around solving range, angle, and danger in a single moment. It is mainly used to create or escape decisive situations that normal movement cannot cover in time. Ignite is an offensive finishing spell that adds immediate kill pressure and punishes healing during an all-in. It is mainly chosen to turn close trades lethal and to force respect from opponents who survive on narrow health margins.

How to Play Heimerdinger (Early, Mid & Late Game)

Heimerdinger Laning Phase (Early Game)

In the early game as Heimerdinger in the Support lane, prioritize consistent farming and map awareness. Aim to secure your Rylai's Crystal Scepter as quickly as possible to establish a lane advantage and create opening opportunities.

Heimerdinger Mid Game Strategy

During the mid game, utilize your 3 item power spikes to control lane transitions and objective contested zones. As Support Heimerdinger, your roaming potential and skirmishing power are at their peak.

Heimerdinger Late Game Strategy

In the late game, focus on teamfighting effectiveness and critical positioning. As Heimerdinger, your role is to maintain utility and pressure in final sieges, coordinated and protecting objectives with your full item build.

Heimerdinger Mechanics & Gameplay Tips

Good Heimerdinger players place H-28G turrets with overlapping coverage and safe spacing, using them to shape movement rather than stacking them where one sweep of damage removes everything. Weak Heimerdinger play wastes CH-2 Electron Storm Grenade without turret follow-up, overcommits with UPGRADE!!! from bad positions, or chases too far away from the zone that makes his kit dangerous.