TheH-28G Evolution Turret can act as a ward, although it is not recommended since the turrets are not invisible, have a fairly high mana cost, and you can only place 2 of them at a time.
Use them as such only if you find yourself repeatedly ganked.
Good H-28G Evolution Turret placement is crucial to their effectiveness. For example, placing one at the back end of your minion wave would make the turrets near useless (as the enemy minions are far away from the turret).
H-28G Evolution Turret, when set up before minions appear, can be used to disrupt the enemy jungler, forcing an earlier recall, and giving info on where the jungler has been. Note that setting a new turret in your lane before H-28G Evolution Turret is at rank 3 will remove the old turret.
The amount of damage dealt by your turrets is based on when you place them. Make sure you use all your elixirs, or if you have an ally such as Sona to have them boost your ability power before placing them.
Keeping turrets clustered is good against non-AoE based champions. Keeping them away from the minion path cuts down the AoE's effectiveness even more. A tight cluster can block skillshots such as Dark Binding or Mystic Shot, but are susceptible to AoE spells such as Tormented Soil.
Hextech Micro-Rockets will hit the 3 closest enemy units, so a smart opponent will try to keep at least 3 minions in between you and him. To ensure a hit against a smart opponent, fire off your rockets right after the 3rd minion dies before they have the chance to back out.
CH-1 Concussion Grenade stun is difficult to land by itself; throwing it after allied disables have been placed guarantees success. Being closer to the target area is also helpful as it lessens the travel time.
Holding the lane is highly recommended as it is where Heimerdinger shines, being able to regenerate the turrets' health and himself.
Since Heimerdinger can heal the turrets (not just his own), he can stand guard at the turret to regen its health when damaged, and also push the wave of minions with his turrets so they can weaken the enemies turret.
If your lane partner is Heimerdinger, try to maximize your health regen by staying in his aura, which persists after he dies, at his body's resting place.
CH-1 Concussion Grenade can be used to reveal a large area. This combined with its long range make it excel at scouting brush or jungle areas.
Leaving a lane to buy items can be more beneficial to your lane if you have the summoner spell Teleport. By placing your turrets in a bush out of sight and recalling within the sight of your enemies then buying items and using Teleport back to the hidden turret can cause your lane enemies to over extend trying to kill your partner when you come out of the bush and kill them.
Before leaving a lane, place both turrets and then Teleport back to one of your turrets being attacked since it will be invulnerable during the teleport time.
Heimerdinger has very strong lane sustain thanks to his passive making him more prone to shorter cooldown pokes, instead of long cooldown bursts, as he will be able to regenerate during their cooldowns.
CH-1 Concussion Grenade will only stun when you are in the center of the AoE. Avoid the spell missile to avoid the stun.
Avoid Heimerdinger when UPGRADE!!! is active as it strengthen all of his spells. CH-1 Concussion Grenade, in particular, can be dangerous during the spell as it solves its main problem, the projectile's slow speed. This turns it into something really fast like Resolute Smite and that is hard to avoid
If Heimerdinger throws a CH-1 Concussion Grenade into a bush he gains vision of you, so it is useless to continue hiding, either leave the bush or attack him.
Heimerdinger is an incredibly squishy champion if caught out. Take any and all opportunities to attack him if he separates from his turrets or attempts to roam.
Additionally, Heimerdinger is weak in team fights if he has no chance to set up turrets. If a team fight begins and he is without his weaponry, have your team stick on him and melt him as quickly as possible.
If he is able , the splash damage + stacking -magic resist buff will bring down you while team quickly , a fed Heimerdinger who is able to set up turrets is one of the most powerful opponents in the game.
If all your abilities are on cooldown, don't chase him around his turrets, as the turret damage and resistance shred will quickly add up.
Unlike most mages Heimerdinger can bring down Fighters alone thanks to his turrets , if you engage him , it can be even more effective to attack the turrets instead oh him if he can't replace them ( watch for a debuff that says that Heim has turrets , if the debuff has a 0 on it he has no weaponly).
If you fight Heimerdinger for too long the turrets will destroy your resistances if they dont kill you first , he is known for finishing escaping opponents with Hextech Micro-Rockets , as the ability will deal massive damage , as your MR is likely to be under 0 if you haven't build on it.
Try not to push Heimerdinger to his turret, as his passive allow him to hold it for an extremely long period of time while farming easily.
His turrets will also be hard to take down when near a (real) turret.
Heimerdinger turrets have very high mana costs; continuously destroying them will bring his mana down very quickly. However, this may come at the cost of damage to yourself as he will be able to punish you with CH-1 Concussion Grenade, Hextech Micro-Rockets, auto attacks, and the turret itself.
Hextech Micro-Rockets will hit the 3 closest enemy units. Keeping a few minions in between you and Heimerdinger will negate most of his harass ability.
A good Heimerdinger will fire the missiles in the instant only 2 minions are left( it can be done half a second after the third minion dies , if the Heim is really good) , so who have to be extremely keen about it.