
this build removes the weakniss from Heimerdonk, mobility and tankyniss
Glasscannon Heimerdonk have less chance to do full burst, it mostly happens when fully deployed all 4turrets,
get jumped, and hit granade+rockets, and then zhonya
Only turrets basic attacks not allow glasscannon Heimerdonk to win duels
Heimerdonk that is Tanky and Mobile can engage to apply slow, get 2 turret in range, and land w+e since its clooser and does slow
Heimerdonk not need 1v1 or 1v2 burst
Heimerdonk need 2v8 burst
Therefore Heimerdonk sacrafice some 1v2 burst, and sacrafice some zoning (utility)
Heimerdonk can frondline now and use himself to zone
Thats how a fight goes, Heimerdonk walk up 900more units then allies
Heimerdonk locate enemie
Heimerdonk w, in ashe formation to slow enemie (Catcher)
A lazer apears from bush
Then walk up in face, and q
Then walk past enemie and ward his allies 900more units away
Heimerdonk q-w on cloose target /3lazers/ q
Then r+e on enemie team /3lazers/ q-w/3lazers/-q-w/3lazers/-e/3lazers (6.6sec between 2*e) (3.85sec between 2*w)
4*75%AP granade ulti+4*3lazers*50%AP*2targets+2*60%AP granade+93%AP rockets*2+2turrets*1.75aps*6.6sec*35%AP = 2614%AP done in 6.6sec ontop of base damage
So you have plenty damage, and AP gets another function,
to replace magic penetration for w/e/r/lazer
to make turrets basic attacks be scarry when someone keep chase you (since Heimerdonk not have any turret basic attack base damage)
tower damage from aa and q
So you sacrafice 50%total AP in the endbuild
Then you loose 1v1burst
Gain twice as match dps
Maintain the 1v2 Burst, when get 50%more 2v8Burst