Suggestion for new Himerdinger passive.

WDTOD·10/25/2014, 4:32:57 PM·1 votes·1,059 views

Scrap Collecting. Every time a enemy minion, monster, or enemy champion dies they drop scrap that Heimerdinger can collect.(like threshes souls). When visiting the store Heimer has access to his workbench where he can use this scrap to invent upgrades for his base spells.(Because Heimer's Ultimate is just a super powered basic spell these upgrades apply to ulted spells as well). Heimer loses 1/3 of unused scrap upon death. Heimer's spells have (2/3/4/5/6) slots for upgrades. Heimer can only invent one of each upgrade. I imagine each upgrade would cost some where between 20-40 scrap)

Turret Upgrades: More room: Heimer can no have five turrets on the field.(This does not effect the amount he can carry nor the cool down). Friend in need: Turrets will now activate/remain active if there is a friendly champion nearby even if Heimer is not. Second Barrel: Adds a second barrel that fires half way through the main barrels cool down.(This does not add another phaser beam, and the second barrel does not charge the phaser beam). Faster reload: +0.25 Attack speed. Long range: Increase range of turrets by 1/4 of current range. Just like the big ones: Turrets do increased damage the longer the attack the same target.(Max 5% increased damage). Hextech infusion: Turrets now apply on spell-hit effects. Demelition: Turrets do full damage to structures. Revenge: Turrets explode when destroyed.(This one is only available if Ziggs is on your team).

Rocket Upgrades: Larger salvo: Heimer fires two extra rockets. Better fuel: Rockets fly faster. Dead man walking: Enemys hit bleed for 1%(+.5% per additional rocket) of there current health over 4 seconds. APR: The reduced damage per rocket hit is reduced. Secondary discharge: On hit rockets do a small AOE damage. Pass through: If a Rocket kills a minion but the minions health was less than the rockets damage the rocket keeps on flying bat has reduced damage equal to the minions health. Bigger payload: Rockets deal a slightly bigger percentage of Heimer's ap.

Grenade Upgrades: Shrapnel: When the grenade lands in launches five pieces of shrapnel in random directions. Bigger discharge: Increases the slow radius (not the stun's radius). Anti tank Grenades: Reduces Armor and Magic resist for a short duration. Fast ball: Grenade travels faster. Static residue: Enemy's hit slightly attract projectiles to them-selves. Flash bang: Cases a white flash on players screens and a loud noise for .25 seconds. Dead Center: If hit in the exact center of the grenade the enemy is stunned for longer.

Final notes: I know this kinda sound like Vicotr's passive, however Victor also evolves himself(Bones ap and mana). There is purposely more than six upgrades per spell so that the player has to choose which ones to get. If you have any suggestions for upgrades let me know in the comments, and I might add them.

3 Comments

MeesterMoo10/25/2014, 5:43:24 PM1 votes

This sounds wayyyyy too OP. He is already a bit OP in lower level games but I don't think he is supposed to be this powerful. Plus this is more like a small remake and I would never be able to remember all of these upgrades.

noteventhatgood10/25/2014, 9:46:27 PM1 votes

idea sounds cool but i dont want anything that will make the donger any more op