Heimerdinger Re-imagining
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).