How is heimerdinger bad late game?
I say a champ is always situational. For example if you DO end up fighting in his turrets (objectives like baron or drag) your team WILL eat up a lot.
I say a champ is always situational. For example if you DO end up fighting in his turrets (objectives like baron or drag) your team WILL eat up a lot.
I think the reason he falls off a bit late game is because he's squishy and as he levels his turrets don't level too much in health. As your opponent levels they will most likely build some MR and will be able to sustain more damage than early game. If they can survive through heimer's turrets enough to clear them then heimer is fairly helpless unless he can set up his turrets quickly again. Although he still fairs well late game it's just not as strong as his early game.
The problem is that his squishy, squishy, very squishy turrets don't last...at all, during team fights, which tend to define the late game. Unless the enemy team is made almost exclusively out of single target effects, your setup zones tend to explode right away (usually on accident) when fights begin to kick off.
If not for his turrets then, Heimedinger is burst based, not DPS based. Burst's strengths are in the mid game, not the late game. This is largely because by this point in time, a tank's health tends to greatly exceed most burst based champion's burst.
He doesn't really fall off much.. His ult rockets do 1180+216% AP. It's arguably a good bit stronger than Veigar's ult at the price of being a skillshot. His ult grenades are a 2425 range initiation. His turrets obviously are very strong as well. It's mainly just hard to position well as him late-game. Your team will often want to kite back, but you don't have the tools to leave so you are stuck trying to 1v5. However, often you can score a 1v5 double kill allowing a re-engage from your team, but its still iffy.