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The Revered Inventor
Real Name:Cecil B. Heimerdinger
Release Date:October 10, 2009
Cost:3150 BE
790 RP
Health Regen HealthRegen Mini Icon.png :476 (+ 1.75)
Mana Mana Mini Icon.png :307.2 (+ 40)
Mana Regen ManaRegen Mini Icon.png :6 (+ 0.8)
Movespeed MovementSpeed Mini Icon.png :340
Attack Damage AttackDamage Mini Icon.png :55.536 (+ 2.7)
Attack Speed AttackSpeed Mini Icon.png :0.625 (+ 1.36%)
Range Range Mini Icon.png :550
Armor Armor Mini Icon.png :19.04 (+ 3)
Magic Resist MagicResist Mini Icon.png :30 (+ 0)


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Extract 10.14


Current meteorological conditions in Bandle City seem optimal. Atmospheric pressure is ideal for today's experiments!

Running a fifth trial for my Tridyminiumobulator this afternoon. Some fine tuning is required; singed my mustache. Need to adjust the energy throughput.


Tridyminiumobulator is still not maintaining intended proper energy efficiency! Necessary to run more numbers. In the meantime, I have found something else that's very intriguing.

While returning home after today's tests, I passed a gaggle of young yordles throwing a spherical projectile at each other. It's a simple enough concept: throw the object at someone, catch it, throw it at another yordle, repeat. But yordle miscalculations result in several errors! They throw with inconsistent accuracy and force, and the ball (as they refer to it) is frequently dropped... There are many ways for this process to be improved. According to my calculations, and after collecting data from the participants, if the pitching was consistent in both speed and arc there would be a 44.57% increase to fun! I need to ponder this for the evening.

Extract 10.15


Eureka! I've devised a solution.

I've invented an automated ball pitcher. Current name: Template:Ai. It employs a consistent speed and trajectory, ensuring that the recipient will always be able to catch the ball. It redirects itself to the nearest yordle (if there is more than one in the vicinity) ensuring everyone has a turn. I'll take it to the young yordles today and demonstrate my invention.

Also: spilled toxic acid on my shoes this morning. Bothersome.


Tested the automated pitcher today. It did not go as planned. The young ones were excited enough about my invention, but, when the machine was turned on, it was far too powerful! Even at its lowest setting it completely knocked a yordle off his feet. Clearly, I overestimated the velocity behind their throws... I'll return soon to make adjustments.

But my priority, for now, is the Tridyminiumobulator; I must fix its complications before lunch. Once it's in good shape, I'll need to test it somewhere else. Bandle City is proving insufficient for field research.

Extract 10.16


Apparently, there's a giant in town. A highly annoying anomaly. The noise outside is disturbing my research!

Must check fish tank today. They've been strangely quiet...

Extract 10.17


I have heard that many yordles have been injured due to the giant-related disturbance. If this doesn't stop soon, intervention will be necessary! I hope H-28G is still intact. I would lose a lot of time if it has to be rebuilt.


Everything is quiet again. It seems that the giant came to his senses and ran off. I need to gather H-28G tomorrow, once I've finished with more pressing matters. I've almost perfected the Tridyminiumobulator!

Extract 10.18


Today has been quite eventful already. I was surprised by a knock at my door. It seemed like the entire city was standing in front of my house. Normally, when a crowd has gathered, it's because they have some petty grievance about my work. But this time, they were celebrating!

Astonishingly, it seems one of the young yordles took advantage of the H-28G prototype I had left behind amidst the giant tomfoolery. He proved to be innovative, and repurposed the invention into a makeshift turret. It's powerful enough to scare off a giant - imagine that! What an ingenious little fellow.

I wish I could employ his like-minded encephalon in the near future - I have big plans and his assistance could be valuable - but he'd have to leave Bandle City. The scope of my plans necessitates a more expansive testing ground.

Runeterra should suffice!

From the Journal of  Professor Cecil B. Heimerdinger
It is unusual to see yordles outside of Bandle City, but the lure of science was something Heimerdinger could not resist. By the time he'd completed his third doctorate, he had already become the greatest of all yordle scientists and there was little his home could still offer him. The great academies of Piltover far to the north called to him, daring him to make his mark in the City of Progress. Knowing he would never thrive away from his own kind, Heimerdinger gathered like-minded yordles to join him in his quest, thus forming the backbone of the now famous Yordle Academy of Science & Progress. Since then, he has become one of the most respected minds of the modern age and his academy is one of the leading institutions in all of Valoran.

Heimerdinger has pioneered many new scientific achievements, delving deeper and deeper into the field of techmaturgy, including the development of the now ubiquitous star-rods that light many of the streets of the city-states. However, there is something strange about the Revered Inventor. In his quest to expand knowledge, he underwent an experiment of his own design to allow him to use a greater portion of his brain simultaneously. It most certainly worked, but at an unusual cost - Heimerdinger's brain increased in size. His head changed along with it and now the great scientist looks like a yordle with a giant brain-shaped head. Heimerdinger has turned his attentions to the current state of war on Valoran, however, and works to rectify what he considers is an unacceptable situation. Heimerdinger believes that science is the key to saving the world. Much more, he has rolled up his sleeves and is out to prove this as a member of the League of Legends – most definitely as the League's smartest champion!

Science is on the march. Look out!


PassiveTechmaturgical Repair Bots
(Innate) Heimerdinger grants nearby allied champions and H-28G Evolution Turrets 10 / 15 / 20 / 25 / 30 Health Regen per 5 seconds.

QH-28G Evolution Turret/H-28Q Apex TurretBanshee's Veil Partly.png

H-28Q Apex Turret.jpg
(Active) Places a Turret at target location. Heimerdinger stores enough parts for a new turret every several seconds (affected by cooldown reduction) but only a limited number of turrets can be kept in reserve. 3 turrets can only be deployed at a time and deploying a fourth turret can destroy the first one.
Cooldown: 1 second
Range: 450
Turret Range: 525
Laser Beam Range: 1100
Sight Radius: 625
On-Hit Magic Damage: 12 / 18 / 23 / 29 / 34 (+15% per Ability Power)
On-Hit Charge Generation: 1 / 2 / 3 / 4 / 5%.
Energy Blast Magic Damage: 40/ 60 / 80 / 105 / 130 (+55% per Ability Power).
(Upgrade!!! - Active) An Apex Turret that lasts for 8 seconds is constructed. Based on the UPGRADE!!! rank, Apex Turrets can deal modified damage with basic attacks that deal 100% splash damage, generate 20% beam charge per hit and slows down movement speed by 25%.
Range: 450
Cost: No Cost
On-Hit Damage: 70 / 90 / 110 (+30% per Ability Power)
Energy Blast Magic Damage: 180 / 240 / 300 (+70% per Ability Power)

Additional Information about the Skill:

  • The Evolution Turrets' basic attacks will not break spell shields, but their beam attacks will.

WHextech Micro-Rockets/Hextech Rocket SwarmBanshee's Veil.png

Hextech Rocket Swarm.jpg
(Active) Unleashes a barrage of 5 rockets that converge towards your cursor and fan out past it. Enemies that are hit by more than one rocket take 20% magic damage for each additional rocket (max damage 108/162/216/270/324). Minions take 60% instead.
Cooldown: 11 seconds
Range: 1,100
Cost: 70 / 80 / 90 / 100 / 110 Mana
Magic Damage:60 / 90 / 120 / 150 / 180 (+45% per Ability Power) magic damage.
Maximum Damage to Single Target: 108 / 162 / 216 / 270 / 324 (+81% per Ability Power)
(UPGRADE!!! - Active) 4 waves of rockets are launched in quick succession. These upgraded rockets deal modified damage based on their rank in UPGRADE!!!
Range: 1,100
Cost: No Cost
Magic Damage: 135 / 180 / 225 (+45% per Ability Power)
Maximum Damage to Single Target: 648 / 9+5 / 1180 (+216% per Ability Power)

ECH-2 Electron Storm Grenade/CH-3X Lightning GrenadeBanshee's Veil.pngCleanseQss.png

CH-3X Lightning Grenade.jpg
(Active) Heimerdinger lobs a grenade at a targeted location, dealing magic damage to enemy units and slowing them. Enemies who are directly hit are stunned for 1.25 seconds.
Range: 925
Radius: 250 (estimate)
Stun Radius: 100 (estimate)
Projectile Speed: 750
Cost: 85 mana
Cooldown: 18 / 16 / 14 / 12 / 10 seconds
Slow: 35% all ranks.
(UPGRADE!!! - Active) Heimerdinger launches 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 increases by 80%, as well as the area of effect. Enemies can only be damaged once, but can be stunned and slowed multiple times.
Range: 925
Cost: No Cost
Magic Damage per Bounce: 150 / 200 / 250 (+60% per Ability Power)

(Active) Heimerdinger's next basic ability is empowered and is free to cast. Empowered abilities have the same cooldown as their basic form.

After UPGRADE!!! is activated for 3 seconds without using another ability, Heimerdinger can reactivate it to cancel the empowerment and put UPGRADE!!! on a 3-second static cooldown.

Competitive Usage

In Premier Tournaments
Event Bans Picks Wins Losses Win % Picked/Banned in % of Games
Ogn logo.png HOT6iX Champions Spring 2014 0 1 0 1 0 1.2
LCS logo small.png 2014 NA LCS Spring Round Robin 4 0 0 0 0 3.5
LCS logo small.png 2014 EU LCS Spring Round Robin 2 2 2 0 100 3.5
Riot 2019 logo small.png 2014 EU Challenger Series Spring Playoffs 1 0 0 0 0 5.9
Riot 2019 logo small.png 2014 EU Challenger Series #1 1 0 0 0 0 5.3

Patch History


Too bright for his own good.

CH-2 Electron Storm Grenade .png E - CH-2 Electron Storm Grenade

electrovision : Fixed a bug where Heimerdinger's grenade was granting too much vision for the duration.

We're giving Heimerdinger some health regen so he won't get messed up by the 2015 preseason base stat migration.

"Previously, the Dinger got all of his health regen stat from his passive in lieu of having a base health regen stat. Now that health regeneration scales from your base, we thought it was important that he be able to regenerate health. "
  • General
    • BASE HEALTH REGENERATION : +0 health per 5 seconds +11 health per 5 seconds
    • HEALTH REGENERATION GROWTH STAT : +0.6 health per 5 seconds +1.75 health per 5 seconds
  • Techmaturgical Repair Bots.png Passive - Techmaturgical Repair Bots
    • [REMOVED] FOR MATH REASONS : Heimerdinger is no longer affected by his own passive so he can actually scale with health regeneration items


"A player raised the concern that Heimerdinger (and Karma) had to cast two spells when empowering abilities, thus ever-so-slightly delaying his ability to fight back in high-pressure situations. With this change, Heimer will be able to preemptively use Upgrade while crowd-controlled so he can immediately mash faces when he recovers. This is a repeat of the below context. "
  • UPGRADE.jpg R - UPGRADE!!!
    • NEW EVERY SECOND COUNTS Upgrade can now be cast while Heimerdinger is disabled


  • General
    • NEW CLARITY: Added a new 'Turret Focus Target' particle for Heimerdinger when he marks an opponent for Turret death
    • NEW CLARITY: Added new 'Turret Aggro' and 'Turret Focus Aggro' particles for the player being shot by Heimerdinger's turrets

Apex Turret no longer spawns with a beam charge stored so it can't be dropped for an instant line-nuke. H-28G Evolution Turret and Apex Turret deal less damage.

"The 'Dinger's been whomping a little too hard in the early game, so we brought Heimer's overall power level back to a reasonable place while keeping his late game gains. Additionally, the Upgraded!!! Apex Turret changes are meant to emphasize the difference (damage now vs. maximum damage later) between an Upgraded!!! Rocket Storm versus an Upgraded!!! Apex Turret."

  • H-28GEvolutionTurret.jpg Q - H-28G Evolution Turret
    • CANNON DAMAGE: 15/22/29/36/42 (+0.125 ability power) ⇒ 12/18/23/29/34 (+0.150 ability power)
    • BEAM DAMAGE: 50/75/100/125/150 (+0.5 ability power) ⇒ 40/60/80/105/130 (+0.55 ability power)
    • BEAM COOLDOWN: 12 seconds ⇒ 16 seconds
  • H-28Q Apex Turret.jpg Q - H-28Q Apex Turret
    • CANNON DAMAGE: 90/110/130 (+0.33 ability power) ⇒ 70/90/110 (+0.3 ability power)
    • BEAM DAMAGE: 225/300/375 (+0.8 ability power) ⇒ 180/240/300 (+0.7 ability power)
    • BEAM CHARGE PER CANNON ATTACK: 2/4/6/8/10% ⇒ 20% at all ranks
    • "REMOVED" UTILITY: Spawns with a beam charge

We've been paying close attention to Heimerdinger since his kit rework and felt he could use a little more late game help. Turret basic attacks deal a hell of a lot more damage than people realize, so we're tying their power in with the “flashier” big sister: The Beam. This way, Heimerdinger must position his turrets for maximum effectiveness on both attacks (basics and beams).

Heimer's got a visual update! We bumped up Heimer's move speed and made some changes to his turrets. Turret health now scales with AP and champion levels, and turret basic attacks now reduce the cooldown of turret beams instead of CDR. Also, turrets are now a little worse at last hitting minions unless Heimer orders them to attack specific ones.

  • General
    • Heimerdinger has received a visual update, including one hell of a haircut! Check out the full details here.
    • BASE MOVEMENT SPEED: 335 ⇒ 340
  • H-28GEvolutionTurret.jpg Q - H-28G Evolution Turret
    • NEW UTILITY: Heimerdinger now spawns with maximum ammo count
    • NEW UTILITY: Turret Health now scales with Ability Power at a ratio based on level (flat 0.05 Ability Power ratio from levels 1-8, increases by 0.035 per level from levels 9-18 ending at 0.40 at level 18)
    • NEW UTILITY: Turret basic attacks now restore 1/2/3/4/5% Beam charge
    • NEW UTILITY: Cooldown reduction modifies beam cooldown ⇒ Cooldown reduction no longer modifies Beam cooldown
    • SMARTS Turret AI is less reliable at last-hitting minions unless Heimer himself has ordered the Turret by attacking that minion

Summary: Heimerdinger’s kit has been significantly reworked this patch. Techmaturgical Repair Bots no longer works on friendly turrets. H-28G Evolution Turrets now fire a beam every twelve seconds in a projected line shot in addition to their regular attacks. Additionally, H-28G Evolution Turret will now shut down after a period of time if Heimerdinger leaves the area. Hextech Micro-Rockets have been reworked to unleash a barrage of rockets that converge at your cursor before fanning out. Enemies hit by more than one rocket take reduced magic damage from additional rockets. CH-1 Electron Storm Grenade now travels in an arc.

UPGRADE!!! makes Heimerdinger’s next spell free while also applying bonus effects. Upgrading H-28G Evolution Turret transforms it into a giant H-28Q Apex Turret that deals higher damage with a lower cooldown beam. Upgrading Hextech Micro-Rockets transforms it into Hextech Rocket Swarm, where Heimerdinger fires out four waves of rockets that deal damage on impact. Finally, upgrading the CH-1 Electron Storm Grenade transforms it into a CH-3X Lightning Grenade that bounces three times (dealing damage and stunning with each bounce) before disappearing.

Context: Heimerdinger’s got some new toys! Our core goal was to give Heimerdinger the tools to differentiate himself in ability use and build optimization. In particular, we focused on diversifying the Heimerdinger experience so that each of Heimer’s abilities comes with its own form of gameplay and interaction – players will need to think carefully about how to use each in an optimal way. Raise your turrets!

  • Passive: Techmaturgical Repair Bots
    • Heimerdinger gives nearby allied champions and H-28G Evolution Turrets 10/15/20/25/30 bonus Health Regen
  • H-28G Evolution Turret
    • Places a Turret at target location. Turret attacks prioritize Heimerdinger’s targets and enemies attacking Heimerdinger
    • Heimerdinger generates a Turret Kit every 24/23/22/21/20 seconds (modified by Cooldown Reduction), and he can hold up to 1/1/2/2/3 Kits at once
    • Cost: 20 Mana and 1 Kit
    • Cooldown: 1s
    • H-28G Evolution Turret Stats
      • Health: 150 (+25 per champion level)
      • Attack - Cannon: 15/22/29/36/42 (+0.125 Ability Power) magic damage
      • Attack - Beam: 50/75/100/125/150 (+0.5 Ability Power) magic damage in a line, 12 second cooldown
      • Maximum Turrets: 3
  • Hextech Micro-Rockets
    • Unleashes a barrage of 5 rockets that converge towards your cursor and fan out past it. Each rocket deals 60/90/120/150/180 (+0.45 Ability Power) magic damage
    • Enemies that are hit by more than one rocket take 20% magic damage for each additional rocket (max damage 108/162/216/270/324). Minions take 60% instead
    • Targeting the ability closer to Heimerdinger increases projectile spread
    • Cost: 70/80/90/100/110 Mana
    • Cooldown: 11s
  • CH-1 Electron Storm Grenade
    • Hurls a grenade that deals 60/100/140/180/220 (+0.6 Ability Power) magic damage to enemy units and slows their Movement Speed by 35% for 2 seconds
    • Enemies in the center of the blast are also stunned for 1.25 seconds
    • Cost: 85 Mana
    • Cooldown: 18/16/14/12/10
  • UPGRADE!!!
    • Heimerdinger's next basic spell is free and has bonus effects
    • H-28Q Apex Turret: Places a Turret that deals 90/110/130 (+0.33 Ability Power) magic damage with its cannon and 225/300/375 (+0.8 Ability Power) magic damage with its beam for 8 seconds
    • Hextech Rocket Swarm: Fires 4 waves that deal 135/180/225 (+0.45 Ability Power) magic damage each. Champions and monsters hit by multiple rockets take reduced damage (max 550/690/865 (+1.83 Ability Power))
    • CH-3X Lightning Grenade: Throws a grenade that discharges three times, dealing 150/200/250 (+0.6 Ability Power) magic damage each time. Both the stun and slow areas are larger, and the slow is improved to 80%
    • Cooldown: 100/85/70
    • Cost: 100 Mana


  • H-28G Evolution Turret
    • Fixed a bug that caused cooldown values to be extraordinarily high under certain conditions


  • H-28G Evolution Turrets
    • Now displays timer of when  Heimerdinger will get his next ammo charge
    • Turrets will now attempt to prioritize enemies hit by  Heimerdinger's basic attacks or his CH-1 Concussion Grenade
  • UPGRADE!!!
    • Cast time removed


  • Base Movement Speed increased by 25.


  • Fixed a bug where H28G Evolution Turrets could survive when Heimerdinger died if they were being teleported to


  • Fixed a bug where his turrets would not be demolished when he died if the turret was being teleported to (by Summoner Teleport)


  • H-28G Evolution Turret
    • Heimerdinger will now place Frost Turrets if he places a turret while UPGRADE!!! is active
    • Fixed a bug where turrets could be move by Crystallize, Pillar of Filth, and Cataclysm


  • Fixed a bug where his turrets would not assist him if the damage from an enemy champion was shielded
  • H-28G Evolution Turret mana cost reduced to 70 / 80 / 90 / 100 / 110 from 120 / 125 / 130 / 135 / 140


  • H-28G Evolution Turret
    • Improved Turret AI so they will prioritize attacking champions that attack Heimerdinger
    • Turrets now work on an ammo system (25 second ammo cooldown)
    • 1 second placement cooldown
    • Levelup progression changed
      • Level 2 - Places green turrets
      • Level 3 - Places 2 turrets
      • Level 4 - +150 health
      • Level 5 - Places red turrets
    • Fixed a bug where Upgraded!!! turrets would stop firing resistance piercing and area-effect shots
    • Turrets now gain 15 health per Heimerdinger level down from 21
    • Turret magic resistance increased to 80 from 60
    • Tooltip now references "turrets" rather than "towers"
  • UPGRADE!!!
    • Now increases number of Hextech Micro Rockets to 5 while active
    • Now increases missile speed on CH-1 Concussion Grenade to 1,000 from 750 while active
  • Fixed a bug where Techmaturgical Repair Bots provided less health regeneration than stated


  • UPGRADE!!! tooltip updated to correctly state that the slow is actually 20 / 25 / 30, not 25 / 30 / 35


  • H-28G Evolution Turret
    • Maximum turrets changed to 1 / 2 / 2 / 2 / 2 from 1 / 2 / 2 / 3 / 3
    • Rank 4 now grants +100 bonus health to new turrets
    • Cooldown modified to 26 / 23 / 20 / 17 / 14 seconds from 24 / 22 / 20 / 18 / 16
  • CH-1 Concussion Grenade
    • No longer affects towers or buildings
    • Ability power ratio increased to 0.6 from 0.55


  • H-28G Evolution Turret
    • Base damage increased to 30 / 38 / 46 / 54 / 62 from 28 / 36 / 44 / 52 / 60
    • Turrets no longer get bonus attack damage based on how many hits they have landed
    • Ability power coefficient reduced to 0.2 from 0.25


  • CH-1 Concusion Grenade
    • Ability power ratio reduced to 0.55 from 0.7
    • Range reduced to 925 from 1,000
  • Fixed a bug with H28G Evolutionary Turret in which level 2 and level 3 turrets were dealing full damage to towers


  • H-28G Evolution Turret tooltip has been updated to show that turrets do magic damage
  • CH-1 Concussion Grenade
    • Now deals 50% damage to turrets, down from 100%
    • Cooldown increased to 13 / 12 / 11 / 10 / 9 seconds from 12 / 11 / 10 / 9 / 8


  • CH1 Concussion Grenade cooldown reduced to 12 / 11 / 10 / 9 / 8 from 14 / 13 / 12 / 11 / 10
  • H28G Evolution Turret now deals half damage to towers


  • Fixed a bug where Turrets were targeting incorrectly


  • H-28G Evolution Turret Remake
    • Green turrets now spawn at level 3 and 4 of this skill, reducing armor and magic resist on hit
    • Red turrets spawn at level 5 and cause area of effect damage on hit
    • Turrets damage increased to 28 / 36 / 44 / 52 / 60 from 20 / 26 / 32 / 38 / 44
    • Turrets now attack 50% faster for the first 6 seconds after placement
    • Max turrets lowered to 1 / 2 / 2 / 3 / 3 from 2 / 3 / 4 / 5 / 6
    • New missile particles added for green and red turrets
  • Hextech Micro-Rockets
    • Cooldown reduced to 10 seconds from 20 seconds at all ranks
    • Fires 3 rockets at all levels
    • Rockets now hit the 3 nearest enemy minions or champions, instead of just champions
    • Ability power ratio reduced to 0.55 from 0.8 to accomodate the significant cooldown reduction
    • Base damage reduced to 85 / 135 / 185 / 235 / 285 from 90 / 150 / 210 / 270 / 330
    • Retains the 10/15/20% cooldown reduction passive
    • On activation, all existing evolution turrets are healed for 100% of their max hit points
    • In addition, all existing evolution turrets fire 20 / 25 / 30% movement slowing missiles for 10 seconds
    • Mana cost is 90 at all ranks
    • Cooldown is 120 / 105 / 90


  • Hextech Micro-Rockets range decreased to 1,000 from 1,200
  • Fixed a bug with H28G Evolution Turret that allowed him to place more turrets than the maximum


  • Fixed a bug with Hextech Micro-Rockets that caused them to deal instant damage


  • CH-1 Cuncussion Grenade
    • Particle no longer shows through the fog of war
    • Projectile Speed increased to 750 from 650
  • H-28G Evolution Turret
    • Gold given on death reduced to 12 from 15
    • Turret Range increased to 575 from 550
  • Hextech Micro-Rockets (Remake)
    • Heimerdinger fires a rocket at up to 1 / 1 / 2 / 2 / 3 random visible enemy champion(s)
    • Cooldown reduced to 20 from 23
    • Mana Cost reduced to 70 / 90 / 110 / 130 / 150 from 80 / 105 / 130 / 155 / 180
  • UPGRADE!!! Mana Cost reduced to 100 from 125
  • Basic Attack Projectile Speed increased to 1,400 from 1,200
  • Health per level increased to 75 from 70
  • Damage per level increased to 3 from 2.5


  • CH-1 Concussion Grenade
    • Blind Duration reduced from 1.5 / 2 / 2.5 / 3 / 3.5 to 1 / 1.5 / 2 / 2.5 / 3
    • Magic Resist will reduce damage dealt to turrets
  • H-28G Evolution Turret
    • Magic Resist reduced from 120 to100
    • Now detonate upon Heimerdinger's death

 Heimerdinger released


  • 2014

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