He can keep the enemy pushed into their tower in the early game which allows him and his ADC to get early tower plates.
Heimerdinger can often prevent ganks alone by having 3 turrets Q up as it is quite hard for a Jungler to gank when he is surrounded by them.
Heimer has tons of poke throughout the laning phase with his Q and W. He also has good trading setup with his E too.
Can mess up his ADC’s farm with his turrets Q.
As he will be pretty much constantly pushing, the enemy might be able to freeze or zone him and his ADC away from farm.
If the enemy team focuses on destroying his Q turrets before all-in’ing him, he will have to play defensively till he can bring his Q turrets back up.
0 - 15 min
Use the lane brushes to get an edge on the enemy laners. You can easily CC and poke them with your basic abilities as you will be hidden.
If the enemy laner roams, don’t bother trying to contest their roam. Instead, push the minion wave and start earning turret plate gold.
You’re going to naturally push the minion wave with your Q. While you’re pushing, keep a constant eye on the map. Heimer is vulnerable to ganks if he doesn’t have his Q turrets up, so keep this in mind.
15 - 25 min
In team fights, use your empowered E to get picks to start the fight. Catching someone out and subsequently getting a kill could provide your team with enough time to take the Baron or Dragon.
As an unorthodox Support, you may be having more kills than your ADC after the laning phase. You may indulge in split pushing or farming in a side lane if the allied ADC isn't being too effective and won't scale up.
Peel for your team in team fights. Use your Q on the nearest champion to protect yourself and your ADC.
Continue to peel for your allies to keep them alive in fights. You’re good at peeling, so you should do so in the late game.
Look for picks with your E to start the fight. If you’re able to CC the whole enemy team, you will give your team a good chance of winning the game.
Heimerdinger can take objectives really fast in the late game thanks to his Q. Be prepared to make the call for them as you can often cheese them for free.
level 3 is a decent powerspike as Heimerdinger will have access to all his abilities. He can easily CC immobile ADC and burst them down with his turrets and rockets. He may also use the lane brushes to catch enemies off guard with his W or E.
Level 6 is arguably a massive power spike for Heimerdinger. He can now bait enemies to their deaths with ease. He can also take towers very quickly or slow multiple enemies with his E.
The first mythic item will allow Heimerdinger to dish out a ton of poke damage in the lane with his turrets. His burst damage will be pretty potent as well, and he can one-shot enemies with utmost ease.
At level 9, Heimerdinger will max out his Q. The damage these Turrets will deal to the enemy in the lane and in team fights will be quite high.
Level 11 is also a great power spike for Heimerdinger because all of his basic abilities will be a lot stronger when they become empowered by his Ultimate R.
He excels in team fights and can control large parts of the maps: depending on which Ultimate R he uses in the team fight.
His E allows him to CC key targets but has a long cooldown early on. Fortunately, he will not have this problem during the late game and will now take down many enemies with his E.
Adding another point to his Ultimate R will give his empowerments more overall strength. It can be convenient when taking neutral objectives and fighting enemies who rely on diving and locking Heimerdinger down.
Heimerdinger will have many items now, and his abilities can easily one-shot enemies if they are not careful or if Heimerdinger sets a death brush somewhere. He can also take on the Baron singlehandedly.