- เทียร์
- T2
- อันดับ
- #50
- อัตราชนะ
- 51.87%
- อัตราเลือก
- 0.71%
Maokai ถูกจัดอยู่ในระดับ T2 ตามข้อมูล ARAM Mayhem ปัจจุบัน ดูไกด์แชมเปี้ยน

Heimerdinger ถูกจัดอยู่ในระดับ T2 ตามข้อมูล ARAM Mayhem ปัจจุบัน
Heimerdinger the Revered Inventor
Yes, if your team can play around space instead of forcing every fight on sight. Heimerdinger is strongest when he sets up a zone first, then punishes enemies who walk through turrets, rockets, and grenade threat. The tradeoff is that he feels much worse when your team constantly retreats past your setup or dives so far forward that your damage field gets ignored.
Start by claiming a safe section of the lane with turrets and make the enemy pay for stepping up to clear. Place them where they can hit minions and champions, but not so far forward that one engage deletes everything for free. If the enemy has heavy poke, keep your setup slightly behind the wave and use it as a fallback point instead of a frontline wall.
Place turrets where the enemy must choose between walking into damage or giving up space. Corners, behind minions, and just behind your frontline are usually better than dropping every turret directly in front of the enemy. If assassins are waiting, keep at least part of your setup near your own feet so they get punished when they commit.
Spend them when a fight is about to happen, but do not empty everything into a dead wave if the enemy engage tools are still ready. A fresh turret during a dive can matter more than a perfect-looking turret line that gets cleared before combat starts. If your setup is wiped, back up, stall with spells, and rebuild instead of walking forward with no zone.
Set up behind your frontline and make the engage path expensive before the enemy starts it. If they dive through your turrets, answer with grenade and burst on the first target that overcommits, not the safest backliner. The tradeoff is positioning: stand too close and you get caught with your own zone, stand too far and your turrets will not protect you.
Do not try to win by placing turrets in open ground where they are cleared for free. Use minion waves, terrain, and your team’s threat to make the enemy spend spells on either you, the wave, or the turrets, but not all three at once. If they outrange you heavily, your job shifts toward wave control and punishing their cooldown windows after they miss key poke.
Use Snowball mainly as a follow-up or reposition tool, not as a blind engage button. If your team lands crowd control and the target is already inside your damage zone, taking Snowball can help finish the kill. The risk is obvious: if you fly past your turrets into the enemy team, you lose the one thing Heimerdinger is best at, which is making enemies fight on his terms.
He likes augments that help him control space, cast more often, survive dives, or convert repeated spell hits into real pressure. If your team lacks damage, lean toward offensive choices that reward sustained fighting around your turrets. If the enemy has assassins or hard engage, a defensive or mobility-leaning choice can be better than greed because staying alive keeps your zone active.
Build toward the job your team needs. Burst is better when your allies can lock someone down and you need to delete the first target before they escape. Sustained damage is better when fights drag through your turret field, but it asks you to protect your setup and avoid wasting spells on targets that are already leaving.
Fight in layers. Put turrets where your team can retreat through them, hold grenade for the champion who commits too far, and use rockets when the enemy is forced to move predictably. If you throw every spell at max range before the fight starts, the enemy gets a clean punish window to engage while your best answer is down.
Hit the target that is trapped in your zone or forced to walk through it, even if that target is a tank. Heimerdinger loses damage when he chases the perfect backline angle and abandons his turrets. If a carry steps into grenade range, punish them hard, but do not tunnel so badly that a diver gets a free path to you.
Back up immediately and play like a normal fragile mage until you can rebuild. Use the wave and allied crowd control to buy time, then place your next turret line closer to your team instead of repeating the same exposed setup. The tradeoff is giving ground, but giving ground is better than dying while trying to defend empty space.
The biggest mistake is treating turrets like decorations instead of a fight plan. If you place them randomly, the enemy clears them and engages when you have no threat left. Every turret should either protect you, control a path, support wave pressure, or punish the next champion who steps forward.
Your team should fight near your setup, not twenty steps past it. Frontliners can bait enemies into your turret range, while poke champions can use your zone to make the enemy choose between taking damage or losing lane space. If everyone keeps chasing beyond your turrets, Heimerdinger becomes much less valuable because his best damage is tied to prepared ground.
He is harder to play when your team has no frontline, no peel, and no way to stop enemies from instantly reaching you. He can also struggle if the enemy clears turrets safely from long range before fights begin. In those games, play more defensively, build for survival when needed, and focus on punishing dives rather than trying to permanently own the lane.