My Idea For Ohmwrecker
Ohmwrecker has never been a viable item and I think that is because its active is far too niche and strong to ever be allowed to be good. I also think that the stats it offers are counter intuitive to its active. What I mean by this is that you don't need a tank item if the active stops your need of tanking turrets.
With how current component items are I will not be able to remove all defensive stats from the item, but it will be designed more oriented towards damage. Also since adaptive items are not currently in the game the item will be split in two.
Ohmwrecker's Mythic Sceptre
Blasting Wand + Raptor's Cloak + 950 gold = 2700 gold
Stats:
AP - 55
Armor - 35
HP5 - 150%
CDR - 10%
Passive - UNIQUE – Point Runner: Builds up to 20% bonus movement speed over 2 seconds while near turrets, fallen turrets and Void Gates.
Active - Summons a drone at the target location for 2 seconds (600 range). The drone disables all enemy turrets and pets within an 600-unit radius. (120 second cooldown).
This is similar to old Oracle's Lens but instead of disabling traps it disables turrets and pets.
Ohmwrecker's Fabled Blade
Pickaxe + Raptor's Cloak + 925 gold = 2700 gold
Stats:
AD - 35
Armor - 35
HP5 - 150%
CDR - 10%
Passive - UNIQUE – Point Runner: Builds up to 20% bonus movement speed over 2 seconds while near turrets, fallen turrets and Void Gates.
Active - Summons a drone at the target location for 2 seconds (600 range). The drone disables all enemy turrets and pets within an 600-unit radius. (120 second cooldown).
These are obviously very rough ideas and the numbers could easily be changed, but I want this to be a cheap item so supports could pick it up if needed along with solo laners. They may need to be made melee only since that is who these are mainly designed for. Stats and cooldown and activation range and the AoE could all have numbers changed. This could open up pets to recieve buffs since they are relatively weak due to the only counterplay is currently wasting abilities on them or running away. This also opens up the item to be used offensively and defensively making it better to pick up more often.
I would love to hear your thoughts and if you had any ideas since with the item shop clean up that will occur Ohmwrecker is almost 100% garaunteed to change.
PS: There will be a cooldown of about 15 seconds or more that a unit can be affected by the active so that teams can't stack the effect and make pets completely useless or stop tower from attacking for 10 seconds.
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+500g (total: 2985g)