Heimerdinger Re-imagining

Stacona··3 votes·349 views

Disclaimer! This is not anything official nor is anything being talked in the main discussion means anything will happen, but can be used as feedback for Heimerdinger's eventual remake (because let's face it, he is not in the best spot right now). Feel free to post your own ideas for Heimerdinger down in the comment section, this is mainly a fun and creative post.


Basic Attack Range: 550 units Movement: 340 units per second


Orbital Turret (Passive): Static Creation Cooldown: 6 seconds; Range: 550 units Heimerdinger periodically creates a turret that orbits him and attacks once per full rotation, dealing 10(+10%AP) magic damage to the closest enemy near Heimerdinger.

Heimerdinger's bonus attack speed increases the speed at which the turret orbits Heimerdinger.

Turret Deployment (Q): Cost: 50/60/70/80/90 mana; Explosion Radius: 300 units Passive: Heimerdinger can have 2/3/4/5/6 turrets orbiting him at a time.

1st Cast: Heimerdinger deploys all of his currently active turrets 550 range out for 6 seconds, firing 2/2.25/2.5/2.75/3 attacks per second and slowing by 25% for 0.5 second.

2nd Cast: Heimerdinger detonates the deployed turrets or after 6 seconds the turrets will explode, dealing 50/75/100/125/150(+100%AP) magic damage.

Rocketing Turret (W): Cooldown: 2 seconds; Cost: 30 mana; Range: 1050 units Passive: Heimerdinger creates an Orbital Turret every 5.6/5.2/4.8/4.4/4 seconds.

Active: Heimerdinger launches a turret in the target direction, dealing 60/80/100/120/140(+50%AP) magic damage to enemies in a small area, the turret is destroyed afterwards.

E.M.P. (E): Cooldown: 16/15/14/13/12 seconds; Cost: 70/80/90/100/110 mana; Range: 900 units Passive: Orbital Turrets heal Heimderdinger for 1/2/3/4/5(+3%AP) health on-hit, doubled against champions and epic monsters.

Active: Heimerdinger hurls a stun grenade to the target location, stunning enemies for 1.5/1.75/2/2.25/2.5 seconds. If Heimerdinger strikes himself then he gains a surge of 100% bonus movement speed for 1.5 seconds.

Hyper Engineering Intuitive Machine (R): Cooldown: 180/160/140 seconds; Cost: 100 mana Heimerdinger creates and enters inside of a mech that protects him granting him 100 bonus range to his attacks, his attacks fire all orbiting turrets at his target, and his abilities are changed:

~ Turret Deployment immobilizes the mech, extending the range of attacks by an additional 150/200/250 range. ~ Rocketing Turret causes the mech to dash forward 250/325/400 units. Cannot go past terrain. ~ E.M.P. causes the mech to send an electric pulse around it, dealing 8/10/12%(+1% per 100AP) max health as magic damage and silence for 1.75/2/2.25 seconds.

Hyper Engineering Intuitive Machine has 400/600/800(+200%AP) health.


NOTE: The ultimate abilities here use the same mana costs and cooldowns, normal W consumes a turret on use and needs at least one turret orbiting active to use (normal Q has no cooldown, but that is because it is reliant on turrets to even use). Passive range stays the same. Q placement of the turrets is based on where the turrets were when the ability was cast, travelling around 500 units (or 550 units away from Heimerdinger, the turrets orbit just a little bit away from Heimerdinger).

4 Comments

Mãmbã2 votes

These are REALLY cool sounding abilities. I would play the shit out of this, also kind of keeps the overall feel of the dinger intact, while giving him clear counter play and being far more useful than just an extreme lane bully / split pusher.

I think perhaps some of the ratios/base damage on them are over the top and would need to be toned down. The general idea of orbital turrets and entering a mech that can become like an artillery unit is really cool though.

Stacona1 votes

I wanted low base values and high ratios, keeps the donger squishy and as a mage. My focus was just making him like a mechanic and one that fits within League of Legends better, still left in stationary deployable turrets between a duration based element with his Q or while in ultimate form Heimerdinger himself becomes a super turret with long range attacks, uses mana every time he deploys while the mech is still alive to avoid abuse of constantly relocating and deploying.

Mech rules are as follow: It has no duration and cooldown begins right away (that is why it is so long) and cannot heal or gain ally shields so all damage against it will stick, basically acts like a glorified shield for Heimerdinger while it is active that also makes him a super soldier, gives him a proper moment of power ultimate.

Tèrminus1 votes

This just sounds like a stronger version of Aurelion Sol, honestly.

Stacona1 votes

The turrets are still ranged attacks, they just fire their attack whenever they reach the same point again, gives the opponent a visual indicator of when the turrets fire their attacks. Once he maxes his Q out and did not spend any of his turrets to have all 6 out at once will end up looking more like a gattling gun, with attack speed speeding up the firing rate (so Nashor's Tooth synergy here, hoping someone tries a version of heimer like this to replace marksmen, debating on whether or not the turrets can hit structures for pushing power).

I would not say stronger version than anyone, but it would seem more like Aurelion Sol if you seen that first E idea I had, it was different, but at the same time far too similar to Aurelion Sol's W.

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