Introduction
Abrilliant yet eccentric yordle scientist, Professor Cecil B. Heimerdinger is one of the most innovative and esteemed inventors Piltover has ever known. Relentless in his work to the point of neurotic obsession, he thrives on answering the universe’s most impenetrable questions. Though his theories often appear opaque and esoteric, Heimerdinger has crafted some of Piltover’s most miraculous—not to mention lethal—machinery, and constantly tinkers with his inventions to make them even more efficient.
“Impossible, you say? Nonsense. Just wait till you see my calculations!”
Abilities
Range: 300
Heimerdinger gains 20% movement speed when within 300 range of allied turrets and turrets he creates.
Range: 250
Cooldown: 1
Mana Cost: 20
Heimerdinger constructs a turret at the target location. Heimerdinger stores the parts for a new turret every 20 seconds and can keep 3 in reserve. The storage time is affected by cooldown reduction.
Turrets feature a short-ranged basic attack which deals 6 / 9 / 12 / 15 / 18 (+35% of ability power) magic damage and a long-ranged laser beam which deals 40 / 60 / 80 / 100 / 120 (+55% of ability power) magic damage in a line. The laser beam is a piercing linear skillshot that fires upon reaching 100% charge. The passive recharge time of the beam is 16 seconds (not affected by cooldown reduction), but this is lowered whenever the turret attacks an enemy as its basic attacks restore 1 / 2 / 3 / 4 / 5 % of the beam's charge. Nearby turrets gain 20% charge for each Hextech Micro-Rocket (W) that hits a champion and 100% charge if CH-1 Electron Storm Grenade (E) hits a champion (same bonuses apply to ult-empowered W and E casts). Turrets go offline if Heimerdinger is more than 1000 units away. Heimerdinger can have up to 3 turrets constructed at a time.
H-28G Evolution Turret Stats:
Health: 150 (+25 per champion level)(+5% of ability power from levels 1-8, after which the ratio goes up by 3.5% per level up to 40% of ability power at level 18)
Places a Turret that deals 70 / 90 / 110 (+35% of ability power) magic damage with its cannon and 100 / 140 / 180 (+70% of ability power) magic damage with its beam for 8 seconds. Each time this turret attacks, the beam is recharged for 20%.
Range: 1000
Cooldown: 11 / 10 / 9 / 8 / 7
Mana Cost: 50 / 60 / 70 / 80 / 90
Heimerdinger unleashes a barrage of 5 rockets that converge on the target location and fan beyond it up to a maximum range, each rocket dealing 60 / 90 / 120 / 150 / 180 (+45% of ability power) magic damage to the first enemy it hits.
Enemy champions and neutral monsters that are hit by more than one rocket take 20% magic damage for each rocket beyond the first, up to a maximum of 108 / 162 / 216 / 270 / 324 (+81% of ability power). Enemy minions take 36 / 54 / 72 / 90 / 108 (+45% of ability power) damage from each rocket.
Each rocket that hits an enemy champion grants 20% beam charge to all turrets within 1000 range of the damage (max 100% if all five rockets hit).
Range: 1325
Fires 4 waves that deal 135 / 180 / 225 (+45% of ability power) magic damage each. Champions and monsters hit by multiple rockets take reduced damage (max 503 / 697.5 / 892 (+183% of ability power)).
Each rocket that hits an enemy champion grants 20% beam charge to all turrets within 1000 range of the damage (max 100% if all five rockets hit).
Range: 925
Cooldown: 12
Mana Cost: 85
Heimerdinger hurls a grenade at a targeted location, dealing 60 / 100 / 140 / 180 / 220 (+60% of ability power) magic damage and slowing enemies hit by 35% for 2 seconds. Enemies struck directly by the grenade are also stunned for 1.5 seconds.
If the grenade hits a champion, all turrets within 1000 range of the damage gain 100% beam charge.
Throws a grenade that discharges three times, dealing 150 / 250 / 350 (+75% of ability power) magic damage and exploding in a larger area each time. Enemies hit are slowed by 80%.
If the grenade hits a champion, all turrets within 1000 range of the damage gain 100% beam charge.
Cooldown: 120 / 105 / 90
Mana Cost: 90
Heimerdinger empowers his next basic ability, also making it free to cast. Empowered abilities share the same cooldown as their basic form. Heimerdinger can activate UPGRADE!!! again after 3 seconds of activating it to cancel its effects. Canceling UPGRADE!!! puts it on a 3 second static cooldown. UPGRADE!!! will only go on cooldown if Heimerdinger used an empowered ability.