Let Ohmwrecker disable the shield from inner turrets

CoolKnightST··53 votes·2,087 views

item 3056 need more changes than this but a small change should be helpfull:

When Ohmwrecker is used on a targeted inner turret the shield disables for the same duration.

The buff is extreemly mirror but I think it could be helpfull in certain situations.


Brainstorm ideas

  • While casting it deals ? (+?/level) true damage to the turret
  • On cast deals AOE magic/physical damage arround the targeted turret
  • On cast slows for ?% for ? seconds arround the targeted turret
  • Price of item 2053 reduced
  • Disables the Passive Reinforced Armor from the turret
  • Disables the Passive Heated Up from the turret
  • Disables the Passive True Sight from the turret
  • Reset the Passive Warming Up from the turret
  • Reset the Passive Heated Up from the turret
  • Reduce the sight range from the turret with 200/300/400/50%/75%.

22 Comments

Pyro7 votes

Ohmwrecker needs better slot efficiency. Setting the health bonus at 400 would put it in a better place.

As far as active goes, it's decent when going on the offensive, but useless when behind. It could fortify allied turrets, increasing their damage and/or rendering them invulnerable.

Aarekk3 votes

Having a defensive use seems super cool. It could be a unique passive called overclock that makes the turret attack faster or deal more damage per attack. I think that would give the item nice outplay potential. Bait someone under your turret and then ramp up the damage suddenly.

High51 votes

Great suggestion. Just give it the Janna shield on a longer cd.

TomA3X5 votes

I think you should be able to deactivate the base gates as well, to allow your team through for a few seconds, that would be really cool

Rikari1 votes

one problem with this. Ohmwrecker lasts 2.5 seconds.You go in and After that, you're behind their towers and they run the field. If you send in the tank(assuming no one has gapclosers) you are gonna be spammin them skillshots.

TomA3X1 votes

True, there are ways to make it work though, maybe 2 charges in quick succession if you use it on the gate.

High51 votes

I see people dive into the base on a fairly consistent basis. As an exit strategy, the ability would be useful, but not over powered. think Ahri or Graves. Dash in, get a kill, run out through the open gate.

It's kinda hard to turtle now, but it might be fun on a long cd?

High51 votes

Another great suggestion. That would be really cool. It wouldn't necessarily be great for getting in, but it would add an escape element for an aggressive carry who needs to get out before the inhibitor towers are down.

The item wouldn't be a need item, but it could have situational use.

blueberrypancake2 votes

You have my full support in this idea SonaAlistar Blitzcrank Fiddlesticks Galio Gangplank Gragas Heimerdinger Janna Karma Kayle Leona Lulu Lux Malphite Nami Morgana Nautilus Nidalee Nunu Orianna Poppy Sejuani Shen Singed Sion Soraka Syndra Taric Teemo Thresh Veigar Velkoz Volibear Zilean Zyra

CoolKnightST1 votes

Thx

Jesus is Savior2 votes

Leave the passive and active alone.

It needs to cost more, and it needs to give as much armor and HP as sunfire/randuins.

BAM! It is now viable.

Kitten of Evil2 votes

No need, it looks like Patch 5.5 is already removing shield from inner mid turret, and drastically scaling it back on top/bot inner turrets.

BLU Medic1 votes

I like that idea. Maybe the turret warming up is slightly delayed for nearby team mates too. Make it more of a pushing, team-based item.

CoolKnightST2 votes

Well that's why I include the brainstorm section. Like I said the item needs more than just that mirror buff. But I'm really sure the shield disable should be one of them.

If I should breakdown the item fantasy than: You come to the conclusion the item is connected to electricity ( a conductor between two points). So when it comes to this theory the item would fire a lightning bolt & tempory disables the turret. Their a lot of animation options towards this:

  1. You fire a lightning bolt
  2. The turret loses power (crystal on the turret turns darker or something)
  3. Particles from the lightning bold now effect it's serrounding area

If whe follow this fantasy it would make sence Warming Up/Heated Up could be effected by this action.


However right now I would already be happy they would concider to disable the inner turret shield on activation.

Wolfeur1 votes

My idea would be to remove the movement speed bonus passive and add:

item 3056 UNIQUE PASSIVE - Sieging : Reduce enemy turrets damage dealt to you by 15%.

But that needs to change item 2053 as well (maybe 7.5% or 10%). And item 3512 .

TheI3igDaddy1 votes

I've said it before on another Ohm thread (well, it was the one were they listed all the of least bought items), and I have to re-iterate.

Ohm is not necessarily a bad item, it's currently outclassed as hell because turrets right now are shit. The outer turrets aren't too hard to knock down, and that should be fairly logical, but as you move further towards the nexus, you don't get a huge increase in tower ..power. By the time you could buy Ohmwrecker, you'd generally have enough tankiness to facetank the turret yourself without much trouble.

JedenVojak1 votes

I might be wrong about this, but looking up the Ohmwrecker on lolking, it actually has a very high win rate for the times it's bought - but it's very much a dive-them-under-the-turrets item. When the new jungle tank item comes out, I'm thinking of replacing the sunfire cape in my build with that item.

CoolKnightST1 votes

The winrate is actualy pretty easy to explane: It's a luxery item.

This mean when you are able to affort this item you should already have a big lead. It's similar why item 3078 has an so high winrate back in the day. Also if you are looking to the champion pools that uses it: Garen Nasus Janna Morgana. You can understand in what scenario you would get this item.

Oh My Fuk1 votes

Also make it have a defensive effect, like the old summoner spell fortify. God i miss that summoner, dunno why it ever got removed. Im guessing lc$bigplay$

Kitten of Evil1 votes

The Riot rationale was that you could thwart split-pushes and stop turrets from falling, thus extending the game longer than it needed to be, especially if more than one person on the team had it... even without Fortify, it can be difficult to push until death timers reach 40 seconds or more.

Tis a nice day1 votes

It would be so great if ohmwrecker could disable turret vision similar to how sweeper disables ward vision.

JedenVojak1 votes

I know earlier in the pre-season pbe they were testing it having a 2xYOUR TURRET ATTACK SPEED when casting it on your own turret, but they didn't go with that I guess.

More from Gameplay

More by CoolKnightST