Team Guide by Exas4000
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Welcome to summuner rift!
Whit the new heim you got to be Able to change how you think! He's similar but not the same.
So Start building now! becose heimer will need it!
Before and after
Passive : Techmaturgical Repair Bots
Before, this spell was healing any unit : Towers,pets,minions but not ours dear opponnents.
After: now you only get to heal unit not classified has structure.
Q : H-28G Evolution Turret
Before : at Rank 1, allow the user to create a small turret whit approximatively 20-65 ( depending of rank) base magic dammage ( + 0.15 per ap) and are active even outside of Heimerdinger sight. Consumme one kit and around 100 mana, can have up to 1 kit availble, generate one kit every 25 sec(affected by cooldown reduction). Rank 2, The tower gain defense and magic resist reduction aply on hit up to 50 Armor and Magic resist lost. Rank 3 you can set up 2 tower at the same time and number of kit increase to 2. Rank 4, turret gain 175 pv. Rank 5, tower gain AoE effect on their passic attack.
After : cost of a tower reduce by 80 mana. Tower are no longer autonomous, overal dammage reduced by 25 at max lv, lose stat reduction and AoE. Gain a charge attack that shot a percing ennergy beam that deal 50-150(+50%ap) magic dammage. At Rank 5 gain a third maximum kit.
w : Hextech Micro-Rockets
Before : fire 3 missile that aim th 3 nearest unit. Deal around 100-250(+ 70% ap) magic dammage.
After : Its now a skill shot firing 4 missiles to the cursor location. every missile that it the same unit deal reduce dammage. However the dammage cap is also affected by the ap ratio.
Example. Rank 1: 60 (+45% ap) per missile and cap at 100(+81%ap) magic dammage. up to a certain ap ratio, the missile are no longer debuffed and start having an increase in dammage.
E : CH-1 Electron Storm Grenade
Before : pretty wide AoE, stun of 1-2.5 sec blind of 1.5-3 sec, slow skill shot scale whit 80% of the ap.
After: Smaller AoE, faster skill shot,stun last 1.5 sec, blind replace by a potent slow and scale whit 60% of the ap.
R : UPGRADE!!!
Before : upon activation all ability are granted bonus effect. Heimerdinger tower are fully heal, have increase attack speed and slow unit on hit, Hextect missile fire 5 missile instead of 3, Storm grenade travel faster. grant a passive 10/15/20 cooldown reduction.
After: Next spell is free and transformed into an Ultimate.
Q :H-28Q Apex Turret
Summon a giant tower whit 1250 hp, 25% slow, AoE attack and a huge boost in dammage. 90/110/130(+ 33%ap) and the beam deal 225/300/375 (+ 80% ap)
W : Hextech Rocket Swarm
Turn your bazooka shot gun into a versatile The Culling. Aim the skill shot than 4 wave of the chosen skill shot will be fired. you can walk during the ult allowing to hit a moving target. Deal 135/180/225(+45% AP) per missile and the cap is Target: 648/864/1080(+216% AP)
E : CH-3X Lightning Grenade
Similar to , the grenade get aditionna AoE increase dammage, improve slow and bounce 3 time. 150/200/250(+60% AP) magic dammage per bounce.
The new Heimerdinger
Has i say, now heim has 3 ultimate. How many champion have multiple ultimate? This allow heimerdinger increased utility. Everything in this new champion tell to be varied. If the ennemy fear you, you will be in advantage. If they are fearless, you will have an hard time.
The new heimerdinger is a late game champion. If a game last to long you will be a threat to the ennemy team.
All depend of the situation.
you SHOULD start whit the turret but you can still pick missile first. The turret allow a quick and reliable zoning at early level.The missile should be maxed first for dammage output and the grenade should be maxed last becose the only advantage for upgrading it is additionnal dammage, the exact thing this spell lack off.
Lv1-5 heimerdinger is facing this melee opponent. He manage to hit Darius a few time whit the missiles and the beam from the turret. Sion is ignoring top until heimerdinger manage to drop Darius once under 100 hp.
Becose Sion came from the ennemy jungle, heimerdinger Had the chance to plays safely before reaching lv 6.
Lv 6-10 heimerdinger use is UPGRADE!!! and use Hextech Rocket Swarm the blow is enough to force Darius to leave is lane again. But later on, becose heimerdinger didn't leave is lane, he die from the offensive of the fully healed Darius and Sion.
Lv 11 and more
Laning phase is now finish and spell order now has only one rule : max the CH-1 Electron Storm Grenade last. You can focus leveling the turret for more utility or Hextech Micro-Rockets for additionnal burst.
When world collide
The new heimerdinger remember me of another game. And for people that ask what game...
Old heim music
Music one ( Develish )
music two ( Upgrade it )
New Music (close your Eyes and click here let your imagination flow of the new power of heim!
this build is not finish come back later!
Have fun on summonner rift!