Ohmwrecker, the red-headed stepchild of League. HOW TO FIX IT.

Netherlife·2/2/2018, 5:17:11 AM·2 votes·848 views

Ohmwrecker has been the least purchased item in League of Legends history ever since shortly after it's release. It wouldn't be surprising at all if half the people who play league even know about/remember it. I think we can all agree, Ohmwrecker sucks. But not because of it's stats, it's because of the active. Disabling a tower for 3 seconds is quite frankly, never worth the gold. Especially if your team falls behind and you never even get to use the active portion of the item. And recently, with the introduction of stopwatch in season 8 I feel like Ohmwrecker won't be with us for much longer...

But that doesn't have to be the case.

What if Ohmwrecker had an active that was valuable at every part of the game, whether winning or losing? An item that, while still niche, would have a beneficial active effect? What if you added a new stat that fits into the direction season 8 is taking the game? Just to help make it even more viable? Here's my rough idea. I have no idea if it's balanced, but you get the idea.

NEW ITEM - [Unstable Shield Core] - 1300g

Sapphire Crystal + Cloth Armor + Null-Magic Mantle + 300g

  • Stats

+250 mana

  • Passive -- UNIQUE -- ADAPTIVE SHIELDING: Gain 15-40 armor or magic resist based on the amount of physical/magic damage you've taken. (Only starts gaining stats after you have purchased the item.)

  • Active -- UNIQUE -- OVERLOAD: Taking damage charges the unstable crystal, upon reaching 250 stacks the crystal may be activated to deal 150 magic damage (+100% of Armor and MR gained from ADAPTIVE SHIELDING) to all nearby enemies after 2 seconds. 5 seconds after hitting 250 stacks, charges will begin to decay over 10 seconds. Overloading the Shield Core will reduce Armor and MR gained from ADAPTIVE SHIELDING by 5 (cannot be reduced below 15 Armor and MR). (60s cooldown)

[Ohmwrecker] - 2900g

Unstable Shield Core + Kindle Gem + 800g

  • Stats

+300 health +250 mana UNIQUE - 10% Cooldown Reduction

  • Passive -- UNIQUE – ADAPTIVE SHIELDING: Gain 20-80 armor or magic resist based on the amount of physical/magic damage you've taken. (For example, if you've taken more magic damage then physical damage you might have 68 MR while Armor might only be 32. Both armor and magic resist will continue to scale separately until they reach the cap of 80. Any bonus armor/magic resist earned from the Unstable Shield Core will be the starting point for Ohmwrecker. If you capped the Shield Core to 40 armor and MR, then Ohmwrecker will give 40 Armor and MR as it's base stats when upgraded instead of 20.)

  • Active -- UNIQUE -- FORTIFY: After charging for [1 to 3 seconds] (based on distance) the targeted ally structure's crystal becomes overcharged, making it immune to damage for 5 seconds. While active, all allies within range of the fortified structure ( 750 units) gain 40 Armor and Magic Resist (+50% of bonus Armor gained from PASSIVE) (+50% of bonus Magic Resist gained from PASSIVE). After 5 seconds the allied structure releases it's built up energy in a nova (600 units) for 50-300 magic damage (based on level) (+200% of Armor and MR gained from ADAPTIVE SHIELDING). UNIQUE -- RUIN: After charging for [3 seconds] the targeted enemy tower will become inactive. Neither effect cannot be used on the same structure more than once every 15 seconds. (Unlimited range) (240s Cooldown)

775 units is the tower's attack range, just for reference. I have no idea if it's balanced, but you can see my idea. Aimed at primarily at top laners and tanky supports. The armor and magic resist from the passives are meant to have slow scaling, making it beneficial to purchase early game but also viable to get later in the game for when you're tanking in team fights. Getting the item early could help your bot lane survive a dive, or save your tower after a TP gank. Maybe helping with that dive your mid laner is thinking about doing? In the late game it could be used to help slowdown powerful split-pushers on the enemy team while you group to push mid. Or in clutch situations could even save your nexus. The Adaptive Shielding passive could help counteract the champions that spam their abilities to get klepto procs, giving you more armor/MR the more they mindlessly poke you. The shield core could add depth to how fights or trades are engaged, watching your charges and being careful to stop the fight as soon as you get 250 stacks. Choosing whether you want the damage in the fight, or if you want to save your armor/MR.

But that's my idea, a slow scaling tank item that is useful at any stage of the game. Useful for diving, countering dives, split pushing, saving first turret gold/inhibs/nexus... VERY gold inefficient at the start, scaling to be massively gold efficient late game. Global pressure with long enough delays that there's counterplay. There's a lot of interesting things you could do from an item so versatile. Maybe it's busted, I don't know. If you've read all the way to the bottom, then comment that you actually think Ohmwrecker is good. That'll spark some controversy ecksdee!

[sg-zephyr]

1 Comments

CyanSolution2471/6/2019, 5:23:15 AM2 votes

I don't mean to bump an old post but its a shame nobody saw this, it's an interesting idea. Ohmwrecker has always been an item i have wanted to incorporate into my builds.