Heimerdinger gives himself and nearby allied structures and units 10 / 15 / 20 / 25 health regeneration per 5 seconds.
H-28G Evolution Turret
Range: 250
Cooldown: 1
Cost: 70 / 80 / 90 / 100 / 110 Mana
Active: Heimerdinger constructs a Turret that fires at nearby enemies, dealing magic damage with its attacks (half damage to towers and inhibitors). Heimerdinger stores enough parts for a new turret every 25 seconds, affected by cooldown reduction. Turrets disappear automatically when Heimerdinger dies. Turrets receive upgrades and transform with every ability rank.
Turret health: 260 + (15 × level)
Turret range: 525
Turret attack speed: 1.25 (1.85 after 6 seconds)
Sight Radius: 625
Magic Damage: 30 / 38 / 46 / 54 / 62 (+ 20% AP)
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
Range: 1000
Cooldown: 10
Cost: 65 / 85 / 105 / 125 / 145 Mana
Active: Heimerdinger fires long range rockets that target and deal magic damage to the 3 enemy units closest to him.
Active: Heimerdinger lobs a grenade at a target location, dealing magic damage and blinding to enemy units within 250 range. Enemies within 100 range are stunned for 1.5 seconds.
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.