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A problem with a lot of Heimers is that they get so focused in pushing a lane that don't always participate in team fights. An early focus on grenades and rockets might not seem to push lanes as easily as a couple turrets, but consider this: over the past few months, his turret damage vs. towers was halfed, his grenades no longer damage turrets and he can only put down a maximum of two (rather than three). His sit-back-and-relax/trench warfare lane pushing abilities have been seriously nerfed. The damage and reliability of the rockets, on the other hand, is invaluable (especially in team fights) and a good blind grenade can shut down any melee/ranged carry even without a direct hit (and quite possibly several at a time). +1
But, Heimerdinger's not very viable without his turret-creep advantage. You don't really give a suitable justification to not taking any turrets at all.
^_^
heimer needs the cd reduction.
And btw, extra HP on Heimerdinger is always viable, in fact...EVERY BUILD GETS HP FOR HIM, don't say you know how to play Heimerdinger and yet you disagree with every build there is for him :)
playing him as a nuker, and not a pusher as your suggesting is a waste of time, you might as well play someone thats meant to be a nuker
yes, it means your less mobile, but once you hit level 9 and get golem buff you become very mobile.
1. turrets.... the thing makes heimer worth playing! the ultimate push tool and u dont get? it what makes heimer so deadly and OP
2. leave the hardcore magic to veiger and so on.. we are support not carry???
3. i see you getting alot of HP - hp is only worth massing if you have the armor/resistance to back it up.
i aplaud the effort but you got heimer all wrong bud :(