Some love for the donger

Bârd··3 votes·680 views

A while ago, heimerdingerHeimerdinger , received a reboot of his kit. Upon this rework, the donger was fairly strong, with a great lane phase and, if you were ahead, a strong team fight. However, if you fast forward a few months, things changed. Damage and Health of his turrets were blown to bits, leaving his core spell useless, besides guaranteeing the enemy +9 gold when the enemy laner kills them in one spell. As of right now, there really isn't any reason to pick him, as he is essentially a shit version of Azir . Heimerdingers niche was Zone control and baiting. The buffs heim needs are not game breaking by any means, but would immensley improve his gameplay. First, change the passive. Originally, it was a neat little thing that let him heal the Lane turrets. Now, it is a health regen aura on a solo laner. Possibly a little mobility while in range of a turret (Hextech magnetron boots). Second, his turrets need to be able to do something early game. Half the reason heim exists is to zone people, so it would help to have his main damage source able to do damage. Ideas include buffing the turrets base health at early levels, Giving them a BT-like healing/shield effect (no idea how that would work thematically), AOE damage reduction (like the spiderlings), or if heim had a way to make them untargetable (say, 10s when he casts an upgraded turret, 10s when the basic turrets are spawned, or allowing heim to target them with wrenches for a 1.5 s invuln for all turrets). Some buffs to the damage would also be nice (Bullets and missiles currently hurt less than a fat man throwing beer in your face), but are nowhere near as needed as survivability for the turrets, and a passive that... you know... does shit.

FOR GREAT SCIENCE!!!!!!!!

EDIT: To clarify, My issue here is that the passive is invisible stat boost that is not useful in his role, and that his turrets die to anything and everything.

3 Comments

WDTOD1 votes

I agree his passive doesn't really do much. He also got a stealth nerf when they removed the 15% increased minion damage aura fromitem 3060.

thinking man1 votes

He has like a 54% winrate already.

He really doesn't need anything.

Pryotra1 votes

As a donger main, NO.

Second, his turrets need to be able to do something early game.

Heimer is in a good spot right now. I've done the math on his turrets they are actually fairly powerful lategame. If they were that good ALL GAME, they would be OP.

{quoted}

I dunno man, My turrets tend to last long enough in fights for a couple beams, and their autos are still around 100 per shot late game. This isn't counting things like on-hits or the ult turret.

To show some math for this, lvl 18 at 600 AP

Considering that this is at an Attack speed of 1.75, and lets say 1 team fight lasts 6 seconds, your turret, if left alone, should get a total of 9 attacks off, for a total of 1125 potential damage. That isn't shabby, and that is just 1 regular turret without the lazar.

As far as squishiness goes the math is as follows. Let's again assume lvl 18 with 600 AP

Keep in mind this is 775 HP with 80 Armor and 65 Magic Resistance on 1 regular turret. Again, Not shabby if you place them smartly.


I get that they feel weaker early on, and they kinda are. That said, they now scale far better into late game, if they are ignored in the chaos of a teamfight, they really bring a decent amount of damage to the table, and that is just the turrets. If you can role with the early game, the late game means you become a psuedo raid boss. Not as tanky, but still quite capable of dealing with unfair odds.

That said early game they do well at zone control, just not enough to warrant them as your first skill IMO. Lvl 1 I start rockets and when I get turrets I actually can defend them. Thing is that if people do actually know how to counter Heimer they tend to be very predictable in their treatment of Heimer's turrets. This allows you to extract a health toll every time they come into farm turrets, and if they ever stop the lane is yours. If you are placing them in positions where they die too quickly, then you are not placing them right. If they are dieing to focus fire because they make it a point to farm them, make them pay a health toll for every turret.

Early game your turrets are more something you need to protect in order to stay safe. Late game, they are way better at protecting you.

First, change the passive. Originally, it was a neat little thing that let him heal the Lane turrets. Now, it is a health regen aura on a solo laner.

Except that passive is litterally the ONLY way to heal turrets anymore. Seriously. If Heimer loses that then his turrets will be very fragile at ALL points of the game. If the Turrets gain Hp5 in exchange then Heimer loses out on both his skill floor and ceiling. I don't support this change in any way.

More from Gameplay

More by Bârd