Ohmwrecker suggestion?

Sintobus·10/5/2014, 10:21:51 PM·2 votes·950 views

Alright first off lets be honest no one likes this item. Its awkward because its stats are not enticing and its cost is a bit high. So lets cover a few good and bad points Pros:

  • The active is what makes this item no question about that
  • Gold efficient stats without active

Cons:

  • High cost for minimal gains initially
  • Long cool-down active
  • Undesirable stats

Alright so there is not much to say here the item is straight forward. I came here with some suggestions however on what would make this item more appealing. Perhaps even productive in games!

Suggestion #1

While Ohmwrecker is on cooldown if an enemy turret is destroyed the cooldown is reduced by 60 seconds.

This is my first and simplest suggestion this functionality alone would make the item a lot more appealing. The reason it is not "reduced cooldown by 50%" is because this would not help if you're rapidly pressing your opponent. Allowing this cooldown gives the item pressure when rapidly pushing down an enemy.

Example Game Play:

Your team is behind and pressing down the enemy mid-lane. The enemy has all turrets up mid and they have someone who is fed split pushing against your team. You get to the mid outer turret and begin killing the tower and use Ohmwrecker on it to press away anyone trying to wave clear and keep you back. The first tower goes down and Ohmwrecker is now a 60 second remaining cooldown. Second turret takes longer due to the cooldown but your still able to press as the split pusher continues on and you face the enemy 4v5. Killing that turret resets the full cooldown on Ohmwrecker and it is ready for use on the inhibitor turret.

This is often where most teams will back out because of the dangers of diving in a choke point. Their base is being split pushed and it is safer to go back and defend than to try and dive and get the tower. With Ohmwrecker losing 60 seconds you could easily have a pressure advantage by being able to use it twice in this time span as oppose to once. This doesn't change the functionality of Ohmwrecker in anyway and honestly is almost an unnoticeable change by its self.

Suggestion #2

Ohmwrecker has a lower overall cost/build path

This is a bit more drastic than simply adding a new function to the active. I believe it needs to be more viable in the early/mid game are so it can be used in the mid-game without cutting into builds too much. However this is probably more pressing than adding to the active in the first suggestion. Right now the item IS cost effective stat wise alone but its just not easy to obtain. So how do we change the build path?

Well a ruby crystal is part of it already and a general "go-to" for multipurpose item builds I feel it is OVER used.

Maybe health regen and magic resist? Magic resist is a rather restricted category and most items have long term builds that are either high cost or multi-tier. Problem is we don't need an item with such a good active having those sorts of stats for cheaper than the already low 2k build cost.

Maybe Catalyst alone with a straight upgrade into Ohmwrecker for 300-400 gold.

This would drop the items cost by about 400-500 making its total 1500, 1600 gold rather than 2000. This would also allow it to give some rather basic stats that give room for a more dynamic active.

Suggestion #3

This is the one I have seen THE most any item this item comes up.

A unique passive or active that affects allied turrets added onto the existing active that effects enemy turrets.

This one can be super tricky because it is VERY easy to turn this item into a powerhouse if it is not carefully monitored or checked out. Right now if I were to follow through here and combine my first and second suggestion together. Then it becomes questionable to give the item more right? Technically my first suggestion IS just this in one way.

Passive Aura

These are fewer than ever and weaker than ever in league now adays due to their power on a team. So if you go with an aura it generally needs to be weak as a passive aura. If we follow my first two suggestions that means this item is build from catalyst only with some extra gold. We can't really do much in the way of auras here for the cost. Along with the active

Maybe a personal passive? It IS catalyst why not some version of its passive?

Valor's Reward: On leveling up, restores 150 health and 200 mana over 8 seconds.

So lets take this and turn it into some sort of AoE?

On leveling up, restores 200 health and 250 mana to the owner and restores half that in an AoE around the owner over 8 seconds?

Remember here that I am wanting to make this item more viable for more EARLY game use!

Conclusion:

item 3056 would become

Ohmwrecker: Stats: +200 hp, +300 mp **Unique Passive: ** Valor's Attunement - Upon leveling up you heal for 200hp/250mp over 8 seconds and heal allies by half that amount over 4 seconds in an AoE. **Unique Active: ** Prevents the closest enemy tower from attacking for 2.5 seconds (120 second cooldown). This effect cannot be used against the same tower more than once every 7.5 seconds. While on cooldown if an enemy turret is destroyed the cooldown is reduced by 60 seconds. (Azirs turrets do not count towards this)

Builds from: item 3010 + (400 or 500 gold) = Total cost 1500~1600

3 Comments

DocRedgrave10/5/2014, 10:34:34 PM1 votes

I think Ohmwrecker is fine as an AP item, it just needs a drop in the combine price, or the HP should be put up to 400. I'm not entirely sure.