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I'm not entirely sure if if this should be in this forum or the new champion idea's forum. Anyway....
Even though Heimerdinger is being reworked (cant wait) I couldn't help but share some of my idea's. I would like to see him more of a bruiser/support as i feel that's where he would be most suited as, some of my idea's are rushed and may not make sense, also the numbers are there as an general idea not an attempt to balance. (Also note the statistical idea's I've put forward).
I should go more in depth about each idea but i will leave that till later... maybe...
Enjoy the read (I guess) and I would like to hear other people's views and opinions on where Heimerdigner should stand. :P
Techmaturgical Repair Bots
(Innate): Heimerdinger gives allied champions and structures a small global health regeneration per 5 seconds, Additionally, nearby allied champions and structures that take damage from an enemy champion trigger a higher regen rate for 5 seconds, the duration stacks up to 3 times (himself included).
Global regen: 3 (+1 every level). Maximum of 20 health regen.
Close range regen when hit(1000): 4.0% of maximum health.
H-28G Evolution Becon
(Active): Heimerdinger constructs a Becon with 260 health (+35% of Heimerdingers maximum health) that give bonus effects and hinder enemies. Heimerdinger stores enough parts for a new becon every 25 seconds (affected by cooldown reduction). Becons disappear automatically when Heimerdinger dies. Becons receive upgrades and transform with every ability rank.
Cooldown: 0.5 second
Cast Range: 250
Max becons: 2
Sight Diameter: 625
Cost: 60 / 70 / 80 / 90 / 100 mana
Rank 1: Yellow becons: Any agro taken by allied champions is reverted to the becon instead (Applies to towers if in range). (700 range)
Rank 2: Green becons: Reduces armor & magic resistance of nearby enemies by 15. Additional becons stack with 50% effectiveness. (1000 range)
Rank 3: Green becons: Becons that die, disapear or get replaced release a guided rocket which targets its attacker or a nearby enemy champion dealing 120 (+0.4 per ability power & +0.8 per bonus attack damage) magic damage (does not target towers). (1000 range)
Rank 4: Green becons: Becons grant 10 increased attack damage, 20 ability power and 10% attack speed. Additional becons have 50% effecientcy. Also Heimerdinger's next attack will deal 50% additional damage after placing a becon, this effect stacks up to 3 times. (1600 range)
Rank 5: Red becons: Increase maximum becon cap to 3. Additionaly, any becon that is attacked by an enemy champion applies Heimerdingers passive (Techmaturgical Repair Bots) to all nearby allies and structures. (1600 range (Within becon range, not Heimerdinger's range))
Hextech Powered Armor
(Passive): Heimerdinger gains 10% bonus health through upgrades. Additionally whenever heimerdinger is near his becon(s) he gains a passive armor and magic resistance bonus (1600 range)
(Active): Takes power from one of Heimerdingers becons and destroys it for a sheild which absorbs damage for 6 seconds, the sudden burst of power may remove any none-suppressive crowd control effects (Including slows and blinds). Heimerdinger retains the passive armor & magic res bonus for the duration of the ability.
Cooldown: 25 seconds
Cost: 40 / 55 / 70 / 85 / 100 mana
Passive armor & maic res bonus: 6 / 9 / 12 / 16 / 20
Shield: 25% / 28% / 32% / 36% / 40% of current becon's health (Always targets the healthier becon).
CH-1 Concussion Grenade
(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. Additionally heimerdinger gains movement speed for 3 seconds if it hits an enemy champion.
(Active): All active Evolution Becons are are healed for 100% of their maximum health and transformed into turrets for the next 8 seconds and turn blue, firing slowing frost shots at enemies and receive 75% less damage (Still receive full damage from towers). Newly created becons also have this property and still receive their normal abilities.