[ Champion Rework Suggestion ] feat. Heimerdinger
"For too long my enemies have only frowned upon my sight. They shall see my inventions!
I shall let those apes FEEL the power of INNOVATION!"
As the title suggests, this is my idea of how to make Heimerdinger a more reactive champion instead of the kind of champion that is "oh look, it's him/her again uh oh hmm .... yeah ok fine sitting on the lane, ungankable, mediocre teamfight potential, nothing really exciting... But with these changes, Heimerdinger will become a MONSTER that demands high control capabilities from enemies as the summoner him- /herself to use his potential to the fullest. By introducing a completely new UI concept merged with champion design, I present to you: Heimerdinger, the Revered Inventor.
[PAS] Techmaturgical Breakthrough Upon casting a basic ability, Heimerdinger gains 1.65% ability power, stacking up to 12 times and lasting for 7 seconds.
When using basic abilities, they open a choice panel above the ability icon(s), with which the 'Q'-, 'W'-, 'E', or 'R'-Button can be used to cast any of the spells in the panel. Pressing the 'Q'-Button uses the first ability in the panel, 'W'-Button the second ability, 'E' the third ability and pressing the 'R'-Button cancels the panel frame. The abilities of the same panel share the cooldown timers.
How can you imagine this? Let me try to explain it to you. You have your abilities like every other "normal" champion on the screen. When you first click a basic ability, instead of actually casting the ability, a UI panel opens just on top of the ability bar, enabling you to use another set of ability commands (although 'R' will always result in closing the panel). After using an ability, the panel automatically closes and the cooldown starts. Each ability in the panel has its own cooldown time, and when casting, the cooldown of the just used ability is used as the global cooldown for every other ability in the panel. That means, if you use Q - Q (so you open the panel on Q, and then use the first ability of that panel) and that first ability has a cooldown of 12 seconds, then all your Q abilities will go on a 12 seconds cooldown time.
[Q] Turret Kit Deploys a turret, that aids Heimerdinger and his allies. Turrets have 120 (+5% of Heimerdinger's max HP) HP, 1.09 attackspeed and deal 15/20/25/30/35 (+0.08xAP) magic damage per attack. The charged attack deals 45/60/75/90/105 (+0.25xAP) magic damage. Turrets have a range of 350. Heimerdinger can only have 3 turrets at once.
- [Q]* Enduring Turret Mana cost: 45 Cooldown: 12 seconds Deploys a small turret that lasts for 20 seconds. This turret charges up (by 15% per attack) when attacking and, upon reaching max charge, can shoot a laser beam that inflicts greater damage in a line.
- [W]* Frostshock Turret
Mana cost: 55/60/65/70/75 Cooldown: 14 seconds Deploys a freezing turret that lasts for 8 seconds. This turret's basic attacks slow enemies hit by 6%, stacking up to 3 times. Basic attacks charge up the turret (by 28% per attack) and, upon reaching max charge, fires a freezing ball, that slows enemies in a small AoE (125) by 40% for 3 seconds. The charge attack deals only half damage. - [E]* "The Experiment" Turret Mana cost: 130 Cooldown: 24 seconds Deploys a large turret that lasts for 1 attack or 2 seconds. This one attack, however, is a greater charged beam attack that inflicts 100% more damage in a farther range (+175) than the other turrets.
At first, it might seem to be quite odd to remove the stacking turret army, which is one of the (if not the best) known features of Heimerdinger. He can still build up plenty of them! Just wait a little longer. Also, just like with the turrets, every other of his abilities will have a neat feature.
[W] Rocket Kit Heimerdinger can pick from a variety of rockets. Rockets converge to the target location and fan beyond it up to a maximum range (normally).
- [Q]* Stinger Rockets Mana cost: 60/65/70/75/80 Cooldown: 13 seconds Launches 6 Rockets that deal 30/37/45/52/60 (+0.25xAP) magic damage to the first target hit per rocket. Subsequent hits deal 25% damage.
- [W]* Shrapnel Rockets Mana cost: 80 Cooldown: 17 seconds Launches 4 Rockets, each rocket deals 13/16/19/22/25 (+0.1xAP) magic damage to the first target hit. Additionally, targets hit by Shrapnel Rockets have their armor and magic resistance reduced by 1.0/1.2/1.4/1.6/1.8/2.0 (+0.01xAP). Can stack up to 4 times and lasts for 6 seconds.
- [E]* Targeting Rocket(s) Mana cost: 50/60/70/80/90 Cooldown: 20 seconds Launches 1 Rocket that automatically homes the first enemy champion in range (200). Once a target is locked, it will not change the target, but can be intercepted by other enemy champions. Deals 70/95/120/145/170 (+0.35xAP) magic damage upon impact. Lasts up to 7 seconds and its missile speed starts at 1050 and rapidly decays over 1 second down to 725.
Rockets require some aim to take full effect, and having them deal little damage individually makes it so that perfect aim brings disastrous results (at least regarding the enemies). The homing missile is also something that hasn't been seen like this before, has it? Putting something like inevitable death into Heimer's kit will make his message heard.
[E] Grenade Kit Heimerdinger can choose from an arsenal of explosives. Grenades are thrown to a target area and deal half damage to minions.
- [Q]* Electrocution Grenade Mana cost: 90 Cooldown: 19 seconds AoE: 250 (centre: 100) Upon impact, this grenade emanates an electric pulse, shocking nearby enemies and slows their movement speed by 15% for 3 seconds. Deals 45/65/85/105/125 (+0.25xAP) magic damage. Enemies standing in the centre receive double damage and are stunned for 1.2 seconds.
- [W]* Splinter Grenade Mana cost: 70/80/90/100/110 Cooldown: 17 seconds Splinter spread range: 400 Splinter width: 65 Upon impact, this grenade splits itself into four pieces and hits enemies in four lines (like Lucian's W). Each splinter deals 90/130/170/210/250 (+0.5xAP) magic damage to the first target hit. Enemies standing in the impact zone can be hit by multiple splinters which then deal 12% damage.
- [E]* Gaseous Grenade Mana cost: 100 Cooldown: 26 seconds AoE: 200 - 300 Upon impact, the grenade releases poisonous gas that spreads even further. The gas darkens the sight of enemies within slightly (vision range reduced to 650 and nullifies ward sight) and causes poison damage. The poison deals 12/16/20/24/28 (+0.05xAP) magic damage per second and lasts 2 seconds.
Grenades have along the inventions the most impactful effects (or am I mistaken?). Reducing vision range can be horribly game changing (like Graves), but it shouldn't be the absolute best there is. Heimerdinger's kit is loaded with annoying features, so I kept this very balanced imho.
[R] HEUREKA!!! Mana cost: 125/200/300 Cooldown: 0 seconds Channel time: 1.8/1.2/0.6 seconds
Passive: Gains 10%/15%/20% Cooldown reduction
Active: Upon finishing the channeling, Heimerdinger resets the global cooldown on his ability panels thus enabling him to cast the still unused abilities.
The pinnacle of inventions: Void Materialization! Having 9 aggressive abilities makes it so incredibly deadly to be able to use them all in quick succession! So here it is, the answer to the problem of "how can I empty my arsenal?"
I am quite uncertain as to how the damage output would be, but I assume (for the fact that you still have to actually aim well) that it will be balanced in a way that it needs skill to land skillshots and also to dodge them. I have missed some numbers like missile speed or hitbox width on some abilities, but I think that here the old values fit just niceley.
With this, Heimerdinger would make keyboards explode and also make enemies disappear just as his manapool. Following the changes on mana in the Preseason 2016 patch, Heimerdinger would face a horrible early game with just so limited ways to defend himself from bullies. Late game, however, will be the moment he tramples upon the bodyies of the enemies and get the appreciation he deserves.
P.S. I am not a Heimerdinger fanatic, I just find that his playing style is horribly boring and could need some UPGRADE!!!. The same goes for Malzahar and Fiddlesticks if you ask me, I have some ideas for them as well, but Heimerdinger's rework would bring a whole lot more fun.