Heimerdinger grants himself, nearby allied H-28G Evolution Turrets, and nearby allied champions 10 / 15 / 20 / 25 / 30 health regeneration per 5 seconds.
H-28G Evolution Turret
Cost: 20 mana + 1 turret kit
Active: Heimerdinger deploys a turret at the target location. Heimerdinger stores enough parts for a new turret every several seconds (affected by cooldown reduction) but can only keep a limited number of turrets in reserve. Up to 3 turrets can be deployed at a time and deploying a fourth turret destroys the oldest one.
Turrets have a short-ranged basic attack and a long-ranged laser beam. The laser beam is a pass-through skill shot that fires upon reaching 100% charge. The recharge time is 12 seconds but is affected by cooldown reduction. Turrets deactivate if Heimerdinger is more than 1000 distance away for longer than 8 seconds.
UPGRADE!!! - Active: Heimerdinger constructs an Apex Turret that lasts for 8 seconds. The Apex Turret deals modified damage based on the rank in UPGRADE!!!; gains a 25% slow and 100% splash damage on its basic attacks; and the laser beam takes half as long to charge. The Apex Turret does not count toward Heimerdinger's turret limit, nor does it interact with his turret reserve.
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.
Hextech Micro-Rockets uses Quick Casting by default.
The cast-style for Hextech Micro-Rockets is similar to Lulu'sGlitterlance 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-1 Electron Storm Grenade
Cooldown: 18 / 16 / 14 / 12 / 10
Cost: 85 mana
Active: Heimerdinger hurls a grenade at a targeted location, dealing magic damage and slowing enemies hit by 35% for 2 seconds. Enemies struck directly by the grenade are also stunned for 1.25 seconds.
UPGRADE!!! - Active: Heimerdinger hurls a grenade that bounces up to 3 times, discharging on each bounce. Each discharge deals modified damage based on the rank in UPGRADE!!!, the slow is increased to 80% and the area of effect is larger. Enemies can only be damaged by the grenade once, but can be slowed and stunned multiple times if circumstances permit.
Spell shields will block the Storm Grenade and a single detonation of the Lightning Grenade.
Unlike Ziggs'sBouncing 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.
Cooldown: 100 / 80 / 60
Cost: 100 mana
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 used an empowered ability.
UPGRADE!!! is a self-targeted buff that empowers his abilities until he casts one.
Unlike Rengar's Ferocity, the two ability sets share a cooldown.
Turrets will prioritize Heimerdinger's attack target and enemies attacking him with its basic attack, and nearby enemy champions with its laser beam.
Turrets are created with 80% charge, meaning they can fire their first beam after 2.4-1.44 seconds (depending on cooldown reduction). The current charge is displayed as a bar beneath 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). 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).