Heimerdinger

Minionmancer Heimerdinger Top

For Heimerdinger · By Zemqu Off-meta · 2026-08-10

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Item Build

Total stats from Core Build
160 Ability Power100 Armor10% Cooldown Reduction300 Health15 Magic Penetration30 Magic Resist45 Movement Speed

Skill Level Order

18 Levels Planned
Ability 123456789101112131415161718
H-28G Evolution Turret Q
H-28G Evolution Turret
14579
Hextech Micro-Rockets W
Hextech Micro-Rockets
38101213
CH-1 Concussion Grenade E
CH-1 Concussion Grenade
214151718
UPGRADE!!! R
UPGRADE!!!
61116

Spells & Runes

30 / 30 Runes · 2 Spells

Summoner Spells

Flash Promote

Rune Page

Marks

9 / 9 Sockets
  • Mark of Magic Penetration +1 Magic Penetration (+9 total)

Seals

9 / 9 Sockets
  • Seal of Armor +1 Armor (+9 total)

Glyphs

9 / 9 Sockets
  • Glyph of Magic Resist +1.4 Magic Resist (+5.6 total)
  • Glyph of Cooldown Reduction 0.83% Cooldown Reduction (+4.15% total)

Quintessences

3 / 3 Sockets
  • Quintessence of Ability Power +5 Ability Power (+15 total)

Total Rune Statistics

30 / 30
Armor +9
Magic Resist +5.6
Magic Penetration +9
Cooldown Reduction +4.15%
Ability Power +15

Masteries

21 / 0 / 9

Offense

21
1/1

Summoner's Wrath

1 of 1 ranks taken
1: Improves the following Summoner Spells:

Exhaust Reduces target's Magic Resist and Armor by 10
Ignite Increases Ability Power and Attack Damage by 5 while on cooldown
Ghost Increases Movement Speed bonus to 35%
Garrison Allied Garrisoned turrets deal 50% splash damage.
0/4

Fury

Not taken · 4 max ranks

See it on the mastery tree →

3/4

Sorcery

3 of 4 ranks taken
1: +1% Cooldown Reduction
2: +2% Cooldown Reduction
3: +3% Cooldown Reduction
4: +4% Cooldown Reduction
0/2

Butcher

Not taken · 2 max ranks

See it on the mastery tree →

0/4

Deadliness

Not taken · 4 max ranks

See it on the mastery tree →

4/4

Blast

4 of 4 ranks taken
1: +0.25 Ability Power per level
(4.5 Ability Power at champion level 18)
2: +0.5 Ability Power per level
(9 Ability Power at champion level 18)
3: +0.75 Ability Power per level
(13.5 Ability Power at champion level 18)
4: +1 Ability Power per level
(18 Ability Power at champion level 18)
1/1

Destruction

1 of 1 ranks taken
1: Increase damage to turrets by 5%
3/3

Havoc

3 of 3 ranks taken
1: Increases damage dealt by 0.67%
2: Increases damage dealt by 1.33%
3: Increases damage dealt by 2%
0/1

Weapon Expertise

Not taken · 1 max ranks

See it on the mastery tree →

1/1

Arcane Knowledge

1 of 1 ranks taken
1: +8% Magic Penetration
0/1

Frenzy

Not taken · 1 max ranks

See it on the mastery tree →

0/3

Sunder

Not taken · 3 max ranks

See it on the mastery tree →

4/4

Archmage

4 of 4 ranks taken
1: Increases Ability Power by 1.25%
2: Increases Ability Power by 2.5%
3: Increases Ability Power by 3.75%
4: Increases Ability Power by 5%
1/1

Executioner

1 of 1 ranks taken
1: Increases damage dealt by 5% to targets below 50% Health

Utility

9
0/1

Summoner's Insight

Not taken · 1 max ranks

See it on the mastery tree →

0/3

Wanderer

Not taken · 3 max ranks

See it on the mastery tree →

3/3

Meditation

3 of 3 ranks taken
1: +1 Mana Regen per 5 seconds
2: +2 Mana Regen per 5 seconds
3: +3 Mana Regen per 5 seconds
1/1

Improved Recall

1 of 1 ranks taken
1: Reduces the cast time of Recall by 1 second and Enhanced Recall by 0.5 seconds
0/1

Scout

Not taken · 1 max ranks

See it on the mastery tree →

3/3

Mastermind

3 of 3 ranks taken
1: Reduces the cooldown of Summoner Spells by 4%
2: Reduces the cooldown of Summoner Spells by 7%
3: Reduces the cooldown of Summoner Spells by 10%
0/3

Expanded Mind

Not taken · 3 max ranks

See it on the mastery tree →

2/2

Artificer

2 of 2 ranks taken
1: Reduces the cooldown of activated items by 7.5%
2: Reduces the cooldown of activated items by 15%

Guide & Strategy Breakdown

Don't want to interact all that much with your opposing laner? This Heimerdinger build let's your minions do all the work for you! The whole focus is on buffing and enhancing your waves and turrets to the maximum. You have insane pushing power, strong survivability and will probably never need a gank because of your self sufficiency. So why does this build work on Heimerdinger? For one: his passive. It grants all nearby mininons health regeneration, meaning our already buffed minions get even harder to kill. His turrets also get buffed buy our AoE effects and in this classic version Heimer's turrets really pack a punch. We go all in on Banner of Command and the summoner spell Promote. If you have both of these active on a wave you will shred through enemies and turrets with ease. That's why we also want the cooldown reduction on active items and summoner spells from the masteries. You can and will draw a lot of pressure towards you throughout the whole game. The enemy team will often need 2 or more than likely 3 champions to kill you, leaving your team a lot of room to gain advantages on the other side of the map. If you're getting left alone, the enemy team can say goodbye to all their structures. Another neat trick you can do, if your team is organized, is using your Promote and Banner of Command on the bottom wave while you and your team is setting up Baron or pushing top/mid lane. Setting up extra pressure without you being in that lane can give you lots of advantage points.

Don't want to interact all that much with your opposing laner? This Heimerdinger build let's your minions do all the work for you!
The whole focus is on buffing and enhancing your waves and turrets to the maximum. You have insane pushing power, strong survivability and will probably never need a gank because of your self sufficiency.
So why does this build work on Heimerdinger? For one: his passive. It grants all nearby mininons health regeneration, meaning our already buffed minions get even harder to kill. His turrets also get buffed buy our AoE effects and in this classic version Heimer's turrets really pack a punch.
We go all in on Banner of Command and the summoner spell Promote. If you have both of these active on a wave you will shred through enemies and turrets with ease. That's why we also want the cooldown reduction on active items and summoner spells from the masteries.
You can and will draw a lot of pressure towards you throughout the whole game. The enemy team will often need 2 or more than likely 3 champions to kill you, leaving your team a lot of room to gain advantages on the other side of the map. If you're getting left alone, the enemy team can say goodbye to all their structures.
Another neat trick you can do, if your team is organized, is using your Promote and Banner of Command on the bottom wave while you and your team is setting up Baron or pushing top/mid lane. Setting up extra pressure without you being in that lane can give you lots of advantage points.

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