Heimerdinger problems

Ganks For Days·1/12/2015, 1:43:23 AM·1 votes·1,069 views

So I really like the Heimerdinger rework however he is pretty broken right now; specifically Turret-heimers maxing Q first and rushing a zhonya's. First problem is the cost of heimer turrets, most champions pay 60-100 resources for an ability, typically ranged-poking abilities or AOE abilities go even higher than that; Heimer's turrets cost 20 mana at level 1 (and even with base regens he can recover that faster than he builds kits essentially making his turrets free). The problem is the turrets have no counter play- you can't ignore them (even tanks get shredded) - You can't pick them off as the regen on heimer kits + the lack of cost to making them makes them extremely expendable (and killing them will either take HP or resource) - they also add another element, they are automated; he can push and poke at the same time, or attack and move at the same time. Heimer also scales extremely well into late game so he dominates at level 1 while zoning you out of your lane for the remainder. I have been seeing heimerdinger in bot lane as a "support" placing his turrets just outside enemy tower range while focusing on poking with his W or stunning enemies in his turret range; I played heimerdinger support a few times (one game finishing with over 50k damage to champions, highest in game) - I can say with confidence there is almost no counterplay unless you have just the right team. High mobility, AOE, Range; that is the only chance. Most jungles are half HP before they get past turrets and manage to hit me and in most cases me or my ADC secure a retaliation kill and typically force the remaining enemies to back. Only time this has not worked is when you have a jungle and mid gank or jungle has an AOE big enough and strong enough to kill all 3 turrets at once and even that is a stretch. There is also jungle; Heimerdinger can make Shaco Jib traps but BETTER! Stacking all 3 turrets in a blind bush with a stun grenade is a guaranteed kill mid-late game on anything but a tank (and that tank will walk away limping). TLDR: Heimer turrets are a problem, please consider a fix as counterplay is extremely limited.

3 Comments

Inarasara1/12/2015, 1:50:50 AM1 votes

I was on a team that got destroyed by a heimer, and 4 of us had ranged abilities that we could have been using to destroy his turrets. Instead, the tank kept face plowing all three turrets, heimer, and his team. Not to mention that none of them built any MR and kept regurgitating the "mr don't do nothin homo, stfu". Once change I might like to see is all of the turrets immediately die if Heimer dies.

HitsFromTheBomb1/12/2015, 2:08:44 AM1 votes

just ... no.