Item Problem Series; Ohmwrecker
http://vignette1.wikia.nocookie.net/leagueoflegends/images/6/6c/Ohmwrecker_item.png/revision/latest?cb=20130710102757 (If you don't know this item I don't blame you)
Im gonna break it directly, Ohmwrecker is an item that has never shined, nor when it was built from
and neither it does now, since it builds from
, there are some reasons for it, some very good reasons;
**1) **
Portal Capitalizes in it's role: if you build
and you see that you are able to build Zz'rot instead of Ohmwrecker, then you will go with Zz'rot, for two reasons; it is more powerful and it is more fun, and grants THE SAME point runner ability.
2) It has NO versatility: it's active only serves for one thing; disabling enemy turrets for a short time, if there are no enemy turrets nearby the item is pointless.
3) It's stats are weaker compared to other tank items 300 HP, 50 Armor, 150% HP regen (useless out of laning) and 10% cdr
#Solutions: well Riot, dude, there are many solutions to this, but I'm just going to give the ones that the item needs to shine and that will add things that the meta needs.
1) Make it shine: add 5% movement speed to the item stats and 50 bonus HP, make the point runner passive stronger on this item than in Zz'rot, make it in a way that it maxes the speed faster and takes longer to decay.
2) Add versatility to the item: make it's active be useful in different situations, this could be achieved in various ways, but I think that currently something the game needs is a way to make turrets more durable and dangerous (as it seems Riot likes that thing of turrets being more dangerous); make the active work on allied turrets, if the turret is out of combat it will heal for 25% of it's max life over 25 seconds, if it enters in combat it will deal 50% extra damage for 3 seconds (2 attacks, this mean that the enemy will suffer damage as if it was hit by 3 turret attacks) and the life regeneration effect will be lost, afterwards it leaves a debuff that lasts for 35 seconds, wich prevents this regeneration/boost effect to be used again. This mean that if your turret is under siege it can't be healed, but it can deal extra damage. I remind you that the Cooldown on this item is 120 seconds, this means that with 2 ohmwreckers on the team it would require 4 minutes to totally heal a turret, with coordinated effort and suposing that the turret wont enter in battle again, if the enemy team is aware this effect is easy to sabotage by just simpily entering into the range of the turret and then going away (or by sending a summoned unit to it, or by using an Zz'rot portal!).
3) It is the OhmWRECKER: if you destroy a turret or gain a kill inside a turret area (enemy or friendly) you should be rewarded, make the item grant movement speed or a small heal afterwards, this will make both it's defensive and offensive sides more rewarding.
4) Include it into the recommended builds: some junglers, toplaners and supports would make a fair use of it.
5) Reduce it's recipe cost to 500 (from 650): this will send it into the spotlight.
Riot doesn't remove champions but they do remove items, and some item concepts are promising indeed, it would be sad to see this item removed when all it needs is a rework to finally stand in the meta.
Tell me what you think, if you liked it hit like, if you don't hit dislike. Tell me if there are any items that are troubling you in this moment, are they overpowered? are they underused? do they need a buff? is there something wrong with it's mechanics?
the MS let me not be kited and is great in laning when i need to last hit under turret while avoiding poke. The tank stats are solid for a first item and the active allows me to snowball out of control as my lanner can no longer even lane without jungle assistance. i surprise many people with it as they are expecting their turret to save them when in fact it just makes it easiser for me to kill them. Late game i can set up easy dives for my team to help close out the game