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[Champion Rework] Heimerdinger the Revered Inventor

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Zeta

Senior Member

12-24-2009

I made another topic about this, but based on the feedback given there, here is the current build I have come up with:

Alright, from what people have said, how about this set-up.

Q: Hextech Microrockets

Heimerdinger fires a number of Champion seeking missiles. Hitting random champions within its super long range.

Heimerdinger fires a rocket at up to 1/1/2/2/3 random visible enemy champion(s) If he's near his H-28G Evolution Turret when this ability is cast, the Turret also fires 1/1/2/2/3 rockets at random visible enemy champions.

Cooldown: 20 Seconds
Mana Cost: 70/90/110/130/150
Range: 500


W: CH-1 Concussion Grenade:
Heimerdinger tosses a grenade, dealing 80 / 135 / 190 / 245 / 300 (+0.7 per ability power) magic damage to enemy units and buildings, and blinding non-turrets for 1 / 1.5 / 2 / 2.5 / 3 seconds. Enemies who are directly hit are stunned for 1.5 seconds.

If he is near his H-28G Evolution Turret when this ability is cast, any enemies near the turret are repelled by a force field and silenced for .5 / 1 / 1.5 / 2 / 3 seconds.

Cooldown: 12 seconds
Cost: 70/85/100/115/130 Mana
Range: 500

E: Heal-N-Go 5000
Heimerdinger constructs a single stationary healing device that has (240 + 14 x Lvl) health and gives nearby allied units 5 / 10 / 15 / 20 / 25 (+0.2 per ability power) HP and 5 / 10 / 15 / 20 / 25 mana every five seconds. Only one Heal-N-Go can be placed at a time. If Heimerdinger dies, this building becomes inactive until he spawns again. Press Alt + click to demolish a built Heal-N-Go and regain 100 mana.

Heimerdinger's defensive item inventory is applied to the Heal-N-Go at 50% effectiveness at time of creation (so if Heimerdinger is wearing 60 Armor and 40 Magic Resist in items, the Heal-N-Go will be created with an additional 30 armor and 20 Magic Resist).

The Heal and Go can be upgraded twice by casting this spell and targeting an already-built Heal-N-Go.
Lv 2: Adds 1200 health, 60 armor, 60 magic resist and dispenses 2 gold per 5 seconds to Heimerdinger
Lv 3: Adds 1200 health, 60 armor, 60 magic resist and dispenses 5 gold per 5 seconds to Heimerdinger.

Cooldown: 32/28/24/20/16 seconds
Cost: 120/125/130/135/140 Mana
Range: 500

R: H-28G Evolution Turret (Ultimate):
Heimerdinger constructs a single Machine Gun Turret with (150 / 300 / 450 + 0.25 per ability power) health and 80 / 160 / 240 (+0.25 per ability power) damage. Only one turret can be placed at a time. If Heimerdinger dies, this building becomes inactive until he is alive again. Press Alt + click to demolish a built turret and regain 100 mana.

Heimerdinger's offensive item inventory is applied to the Heal-N-Go at 50% effectiveness at time of creation (so if Heimerdinger is wearing an item that has 20% lifesteal, the Turret will spawn with 10% lifesteal. If Hiemerdinger has 80 Attack and 20% attack speed in items the turret will be built with 40 additional attack and 10% additional attack speed).


Heimerdinger can cast this spell on an already active turret to upgrade it twice.
Lvl 2: Adds 1000 health, 60 damage, 60 armor and its basic attacks reduces armor & magic resist by 1.

Lvl 3: Adds 1000 health, 60 damage, 60 armor and its basic attacks deal AOE damage.

Cooldown: 60/45/30 seconds
Mana Cost: 120/130/140 Mana
Range: 500

Passive: Efficiency
Every time Heimerdinger uses an ability, he and nearby allies have their cooldowns reduced by 1 / 3 / 5 seconds. Will only apply to one ability per every 5 seconds.


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