Guide Heimerdinger League of Legends S6

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Heimerdinger offers a regeneration of 10 / 15 / 20 / 25 HP every 5 seconds, around him as well as to himself, to his turrets and allied champions.

Tips :

 

This lets Heimerdinger keep his turrets for longer.

The regeneration is very interesting in the early because it lets Heimerdinger heal himself in trades and also gather HP from his opponent. This gives him a very good lane phase and let him play aggressively.


H-28G Evolution Turret (Q)

(Active): Heimerdinger constructs a Turret with 260 + (15 × level) health that fires at nearby enemies, dealing magic damage (half damage to towers and inhibitors). Heimerdinger stores enough parts for a new turret every 25 seconds (affected by cooldown reduction). Turrets attack 50% faster for the first 6 seconds after placement. Turrets disappear automatically when Heimerdinger dies. Turrets receive upgrades and transform with every ability rank.

  • Cooldown: 1 second
  • Range: 250
  • Turret range: 525
  • Turret attack speed: 1.25
  • Sight Radius: 625
Tips :

 

Heimerdinger can push quickly because of his turrets, but also farm and takes experience from a distance if the turrents kill a minion or a monster.

The turrets can also let you control the zone, particularly around the dragon. They can not only let you kill the dragon quickly, but can also act as a defence if the enemy team tries to fight.

Preferably always try to have one or two turrets ready to use as well as those that you already have, because the enemy jungler could always smit one of them.

The turrets are also interesting to kite, because with the ultimate they will slow your opponents.


    Cost: 70 / 80 / 90 / 100 / 110 mana

    Magic Damage: 30 / 38 / 46 / 54 / 62 (+0.2 per ability power)

    Rank 1: Yellow turret.
    Rank 2: Green turret: reduces armor & magic resist by 1 for two seconds every hit (max. 50).
    Rank 3: Green turrets: max turrets increased to 2.
    Rank 4: Green turrets: gain an additional 125 health.
    Rank 5: Red turrets: now apply 50% splash damage

Hextech Micro-Rockets (W)

(Active): Heimerdinger fires 3 long range rockets that hit the enemies closest to him.

  • Cooldown: 10 seconds
  • Range: 1000
Tips :

This is a very good harass spell that is quite easy to place if you are used to it. It will let you harass and push at the same time, so that you can move to do a gank or the wraiths.


    Cost: 65 / 85 / 105 / 125 / 145 mana

    Magic Damage: 85 / 135 / 185 / 235 / 285 (+0.55 per ability power)

CH-1 Concussion Grenade (E)

(Active): Heimerdinger lobs a grenade at a targeted location, dealing magic damage to enemy units and blinding them. Enemies who are directly hit are stunned for 1.5 seconds.

  • Range: 925
  • Radius: 250
  • Stun radius: 100 (approximate)
  • Projectile speed: 750
Tips :

 

It is not easy to place the stun, but if you are able to master this spell, at least in short range, then it will let you stun your target in the middle of your turrets, which will hurt. It is a lot easier to use it at short range, otherwise try to use it when your target is under the effect of a control, but you will have to be very quick.

This spell also gives vision.

 

    Cost: 80 / 90 / 100 / 110 / 120 mana

    Cooldown: 13 / 12 / 11 / 10 / 9 seconds

    Magic Damage: 80 / 135 / 190 / 245 / 300 (+0.6 per ability power)

    Blind Duration: 1 / 1.5 / 2 / 2.5 / 3 seconds

UPGRADE!!! (R)

(Passive): Heimerdinger gains cooldown reduction.

(Active): All active Evolution Turrets are healed for 100% of their maximum health. Also for the next 6 seconds all of his abilities are improved. His turrets turn blue and start to fire slowing frost shots. Newly created turrets also have this property. He now fires 5 Hextech Micro-Rockets instead of 3 and the missile speed on CH-1 Concussion Grenade is increased from 750 to 1000.

  • Cost: 90 mana
Tips :

The ultimate lets your turrets slow targets but it also adds effects to your other spells. This also reduces your cooldown so you can easily reach the 40%.


    Cooldown Reduction: 10 / 15 / 20 %

    Innate Cooldown: 120 / 105 / 90 seconds

    Cooldown: 108 / 89 / 72 seconds

    Turret Slow: 20 / 25 / 30 %

Pros

Strong in the lane phase, with a lot of sustain thanks to the passive

The turrets let you take gold and experience if they kill minions while you are moving.

Some interesting controls

A lot of DoT, especially for the dragon and for teamfights.

Best haircut EU

Cons

No escape, making him vulnerable to CC and ganks

No a lot of burst

Very weak

The grenade is difficult to use

You could be flamed for picking Heimerdinger because its a ballzy choice since a bad Heimerdinger can often be no use.