Base Gates, the Ohmwrecker, and the Point Runner Passive
So the
and the
have the really neat, albeit very situational, point runner passive, and the Ohmwrecker has the moderately useful active.
Passive: Point Runner: Ohmwrecker grants 30% movement speed for 2 seconds when moving near turrets
Active: Prevents enemy turrets from attacking for 3 seconds. (120 second Cooldown) This effect may not be used on the same turret more than once every 8 seconds.
With the addition of these base gates, I had an idea to make
and
more flexible and interesting items.
Passive: Point Runner: Ohmwrecker grants 30% movement speed for 2 seconds when moving near turrets or through your own base gate.
Active: Prevents enemy turrets from attacking or allows passage through an enemy basegate for 3 seconds. (120 second Cooldown) This effect may not be used on the same turret or basegate more than once every 8 seconds.
What the change does:
- Makes Ohmwrecker a slightly less niche item by giving someone other than tanks/bruisers a reason to get it (assassin grabs it to chase a champion down).
- Adds a bit more utility to the point runner passive, enhancing both the getaway potential when running back through your base gate and the chase/engage potential when running through it toward the enemy.
- Due to the active cooldown time, it would require 2 separate ohmwreckers to be able to pass through the gate around the lane and be able to disable the turrets, a possible, but costly option.
Thoughts? Feedback?
bought it to be able to chase down an enemy champion, even back through their own gate, there's an opportunity cost associated with it (likely black cleaver due to the health stats of ohmwrecker). Suddenly, Talon's armor pen isn't as good, but he can chase much more effectively. Blah blah blah meaningful choices.