0.151.2 → 16.2.1
| armor | 7 | → | 19 | Toughness |
| armor/lvl | 3 | → | 4.2 | Toughness |
| attack damage | 49.24 | → | 56 | Damage |
| attack damage/lvl | 3 | → | 2.7 | Damage |
| attack speed | 0.625 | → | 0.658 | Damage |
| attack_speed.growth_percent | 1.21 | → | 1.36 | Damage |
| health | 350 | → | 558 | Toughness |
| health/lvl | 75 | → | 101 | Toughness |
| hp regen | 4.5 | → | 7 | Toughness |
| magic resist/lvl | 0 | → | 1.3 | Toughness |
| mana | 240 | → | 385 | Tempo |
| mana/lvl | 65 | → | 20 | Tempo |
| mp regen | 7 | → | 8 | Tempo |
| mp regen/lvl | 0.65 | → | 0.8 | Tempo |
| move speed | 300 | → | 340 | Mobility |
Passive
− Heimerdinger gives nearby allied Turrets and Champions increased Health Regeneration.
+ Gain Move Speed while near allied towers and turrets deployed by Heimerdinger.
Q
− Heimerdinger lays down a machine gun turret. Turrets gain abilities as this skill is increased. (Turrets deal half damage to towers).
+ Heimerdinger lays down a rapid-fire cannon turret equipped with a secondary pass-through beam attack (turrets deal half damage to towers).
− Heimerdinger constructs a Machine Gun Turret with 275/290/305/320/335 health and 30/38/46/54/62 (+0.20 AP) magic damage (half damage to turrets). Max: 1/1/2/2/2 turret(s). Heimerdinger stores enough parts for a new turret every 25 seconds.Each rank of this skill grants a further enhancement:Rank 2: Turret attacks reduce the target's armor and magic resist by 1 (max 50)Rank 3: Maximum turrets increased to 2Rank 4: Turrets gain an additional 125 HealthRank 5: Turret attacks deal area damage
+ Heimerdinger constructs a Turret that attacks nearby enemies. Heimerdinger can have 0/3/3/3/3 turrets active at once. Turrets slowly build up charge. At max charge, they fire a stronger attack.If Heimerdinger gets too far away, his Turrets will deactivate after 8 seconds.This Ability has 0/3/3/3/3 charges.{{ spellmodifierdescriptionappend }}
W
− Heimerdinger fires long-range rockets that hit the enemies closest to Heimerdinger.
+ Heimerdinger fires long-range rockets that converge on his cursor.
− Heimerdinger fires 3 enemy seeking Micro-Rocket(s), hitting targets nearest to him. Each rocket deals 85/135/185/235/285 (+0.55 AP) magic damage.
+ Heimerdinger unleashes a barrage of 5 rockets that deal 15/40/65/90/115 (+0.55 AP) magic damage to the first enemy hit. Additional rocket hits deal reduced damage.Max Damage: 35/80/125/170/215 (+1.030 AP) magic damage.Nearby Turrets gain 20% charge per rocket that hits a champion.{{ spellmodifierdescriptionappend }}
E
− Heimerdinger lobs a grenade at a location, dealing damage to enemy units as well as stunning anyone directly hit and blinding surrounding units.
+ Heimerdinger lobs a grenade at a location, dealing damage to enemy units, as well as stunning anyone directly hit and slowing surrounding units.
− Heimerdinger tosses a grenade, dealing 80/135/190/245/300 (+0.60 AP) magic damage to enemy units and blinding them for 1/1.5/2/2.5/3 seconds. Enemies who are directly hit are stunned for 1.5 seconds.
+ Heimerdinger hurls a grenade that deals 20/60/100/140/180 (+0.6 AP) magic damage in an area and Slows by 35% for 2 seconds. Enemies in the center are also Stunned for 1.5 seconds.Hitting a champion fully charges nearby Turrets.{{ spellmodifierdescriptionappend }}
R
− Passive / Active: Passively increases Cooldown Reduction. Activate to heal all active Evolution Turrets and cause them to fire frost shots, which reduce Movement Speed, for a short time.
+ Heimerdinger invents an upgrade, causing his next spell to have increased effects.
− Passive: 10/15/20% Cooldown Reduction.Active: All active Evolution Turrets are healed for 100% of their maximum health and also fire 20/25/30% movement-slowing frost shots. Additionally, your Hextech Micro-Rockets fire 5 rockets instead of 3 and your CH-1 Concussion Grenade travels faster.
+ Heimerdinger upgrades his next non-ultimate Ability.H-28Q Apex Turret: Place an upgraded Turret for 8 seconds that doesn't count towards Heimerdinger's max turrets, deals 60/80/100 (+0.350 AP) magic damage per shot and 60/100/140 (+0.700 AP) magic damage per charged shot. Its attacks deal damage in an area, Slow by 25% for 2 seconds, and it is immune to crowd control.Hextech Rocket Swarm: Fires 4 waves of rockets that each deal 90/135/180 (+0.450 AP) magic damage. Champions and jungle monsters hit by additional rockets take reduced damage, and minions take increased damage. Max Damage: 0/503/697.5 (+1.83 AP) magic damage. CH-3X Lightning Grenade: Throws a bouncing grenade that discharges three times, dealing 0/100/200 (+0.6 AP) magic damage. The Stun and Slow areas are larger.Recast: Cancel this Ability.{{ spellmodifierdescriptionappend }}
Heimerdinger