Heimerdinger stores enough parts for a new turret every several seconds, but can only keep a limited number of turrets in reserve.
Max Turret Reserve: 1 / 1 / 2 / 2 / 3
Active:Heimerdinger deploys a turret at the target location. Turrets have 525-range basic attacks and a 1100-range laser beam. The laser beam is a pass-through skill shot that fires upon reaching 100% charge. Charge generates passively and the turret's basic attacks will generate additional charge, with a maximum recharge time of 16 seconds.
The Apex Turret deals modified damage based on the rank in UPGRADE!!!, and its basic attacks deal 100% splash damage, slow enemies by 25% for 1 second, and generate 20% beam charge per hit. The beam attack is also twice as wide.
Spell shields can block multiple abilities/components of a single ability if they would strike at the same time, as there is no priority system in place to say which hit first. While on paper a spell shield should only block a single missile, in practice they will block a single wave of missiles.
The cast-style for Hextech Micro-Rockets is similar to that of Glitterlance in the sense that there are 5 mini skill-shots that start from slightly different points and are each aimed individually, allowing for V and X shapes.
CH-2 Electron Storm Grenade
COST: 85 mana
COOLDOWN: 18 / 16 / 14 / 12 / 10
Active:Heimerdinger hurls a grenade at a targeted location, dealing magic damage and slowing enemies hit within 210 units by 35% for 2 seconds. Enemies within 135 units of the grenade's impact are also stunned for 1.25 seconds.
UPGRADE!!! - Active:Heimerdinger hurls a grenade that bounces 540 units up to 3 times, discharging with each bounce modified damage based on the rank in UPGRADE!!! and slowing enemies hit within 420 units by 80% for 2 seconds. Enemies within 270 units of the grenades' impact are also stunned for 1.25 seconds.
Unlike Bouncing Bomb, CH-3X Lighting Grenade does not use simulated physics. Each of the grenade's impacts will occur a fixed distance after the previous, regardless of how close or far the initial impact zone was to Heimerdinger.
COST: 100 mana
COOLDOWN: 100 / 80 / 60
Active:Heimerdinger empowers his next basic ability, also making it free to cast. Empowered abilities share the same cooldown as their basic form.
After Heimerdinger has had UPGRADE!!! active for 3 seconds without using another ability, he can reactivate it to cancel the empowerment and put UPGRADE!!! on a 3 second static cooldown. UPGRADE!!! will only go on its normal cooldown if Heimerdinger uses an empowered ability.
UPGRADE!!! is a self-targeted buff that empowers his abilities until he casts one.
Turrets take 40% increased damage from melee champion autoattacks.
Turrets will prioritize Heimerdinger's attack target or enemies attacking Heimerdinger with its basic attack, and nearby enemy champions with its laser beam. An enemy champion that a turret is targeting or attempting to target will have a metal nut icon, even if they are outside the turret's range.
Turrets will try and attack the same target if within range.
Turrets are created with 70% charge, meaning they can fire their first beam after a maximum of 4.8 seconds (reduced by the turret's attacks.) The current charge is displayed as a bar below the turret's health bar.
The laser beam has a short wind-up time and the line-of-fire is telegraphed to both allies and enemies, similar to Zap!
A 8-second timer appears beneath the turret while Heimerdinger is out of range, representing the time until it goes offline (visually similar to Zac'shealing chunks and Yasuo'sSweeping Blade). The laser beam loses all current charge when it goes offline. Turrets will instantly come online the moment Heimerdinger moves back in range.
Offline turrets still grant sight, albeit over a reduced area (~200-radius).