Is Ohmwrecker undervalued? Should it be given any improvement?

darkdill··1 votes·607 views

Ohmwrecker gives less defensive stats than Randuin's and Sunfire, yes, but neither of those two grant a 100% bonus to your base health regen. I can't tell you how many times that health regeneration has let me bait people as jungle Leona into chases and ambushes. So you're missing 200 bonus health and 20 bonus armor, that's not THAT terrible. The 10% CDR alone should be enough to make one consider it as an alternative.

That and the Point Runner passive. Point Runner is probably the most underestimated item passive in the game. 30% bonus MS while near turrets (and fallen turrets) is unbelievably useful when you want to make someone chase you, or for when your Mobi Boots deactivate on you during a fight. Or for when you're charging down a lane to save the day, that speed can be critical.

Granted, I don't get Ohmwrecker on everyone, but on jungle Leona and jungle Alistar at least it's very fun.

On the flipside, however, Ohmwrecker doesn't work if your team is behind, since its active can't be used for tower defense. When you're behind, it only becomes a stat-stick, something I think is kinda lame.

Now, this is just my opinion, but I think you'd actually see Ohmwrecker used in high-level play if its active could also be used on nearby allied turrets, performing a different effect than what happens to enemy turrets. It'd be absolutely sweet if you could use its active when the enemy dives a turret as a means of "springing the trap".

However, I don't know specifically what I'd do for an on-ally active effect. What do you guys think could work?

10 Comments

RedCyclone2 votes

Ohmwrecker is a problem due to that tanks ignore towers lategame anyway why bother with a item what makes towers useless for 2 seconds when you can get a item what allows you to tank towers for 5 seconds more, and teamfights

darkdill1 votes

Pushing, for one. Nasus can use an Ohmwrecker to stop the turret from attacking minions for a bit, leaving him with a larger wave to continue his pushes with.

Additionally, when you use Ohmwrecker on a turret, it resets the turret's attack stacks. Basically, when it starts firing again, it will be at minimum strength on its first shot.

RedCyclone1 votes

at a mid point it takes Nasus a single wave of unguarded minions to drop a tower, hardly that relevant

Zahz1 votes

itm removal. Your positives for the item are not so much based on the item itself but on the bad decisions of other people chasing you

darkdill1 votes

"itm removal"?

Zahz1 votes

{quoted}

"itm removal"?

button stick. Item removal

junglerboy161 votes

I'd say give the active a longer duration to make the tower deactivation a significant threat and it would be all set. Right now, 3 seconds can block as few as few as 1 shot if you're unlucky, and usually only 2 (you have to be really frickin' lucky to block 3). Blocking 2 shots during a dive is good, but not worth the really sub-par stats on top of the lengthy CD, so I'd suggest buffing the disable duration to 3.5 seconds so you are guaranteed to block 2 shots and if well timed can block 3, which would make it more worthwhile. It seems like a minute buff, but that extra shot blocked can make the difference between a good dive and a useful item or a botched dive and a useless item.

darkdill1 votes

That's not a bad idea. Considering the active is so niche in terms of when it'll be good, and requires your team to be ahead, it only makes sense that its effect should be a tad "OP".

Lugg1 votes

It needs to work on allied and enemy towers. Enemy towers miss or don't shoot the next 3 shots. Allied towers do double damage next 3 shots. That would definitely discourage tower diving on you.

Cindikle1 votes

I think the biggest problem is that it's a tank item with sup-par tank stats.

It should be made into more of a support item.

200HP 20% CDR 35 MR

Unique Active - Tower Power(lack of better name): Prevents nearby enemy towers from attacking for 3 seconds or causes a nearby allied turret's next shot to deal double damage in an AoE. (120 second cooldown) This effect cannot be used against the same tower more than once every 8 seconds. Unique Passive: Nearby allies deal an additional 10% of your base Attack Damage as true damage to towers. This effect is disabled if Tower Power is on cooldown.

  • Supports lack good MR items in general. I know it seems weird to give an anti-turret item MR over Armor. But it's to counter turrets, not tank them. This also gives it more value to tanks too who are looking for other MR options outside of BV and SV.
  • The active on allied turrets will also reset the turret's attack.
  • Passive helps gives this time a reason to exist. While 5-10 true damage on a turret may not sound like much. Having 5 champions doing it adds up. The base AD scaling is to prevent it from becoming an early game tower killing power. Just in case.
  • No other offensive stats added since it's a tower focus item.

Other options:

Unique Passive: Supporting allies will grant stronghold charges. Once at 100 charges next basic attack on a turret will deal 100% bonus damage.

A bit different. It means in a siege stalemate the support can move up to deal a good chunk of damage to a turret to help take it down. Kind of like the Static Shiv of supports.

Unique Active: Forces nearby enemy turrets to focus you for 3 seconds. Will return to original target if they have not left effected tower's attack ranged within this time. Nearby friendly turrets will reset their target.

Allows other players to start the engage. The MR would likely get changed to Armor since it is now a tower tanking item. As well as countering itself.

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