A different view on Ohmwrecker

CoolKnightST··20 votes·3,044 views

#Intro

Whe all known Ohmwrecker right. That's one item that is so situational that is rarely right now it is only used in 0.07% of the games with a decent winrate but that's expected since the situations you are getting this item you are already snowballing. I can't remember a single game in competive where it's used. The window & use of the active is way to expective & really limited with what you can do with it. That's why I want to suggest these changes. Their kinda extreem but I think it would help the item to have a better use in the game.

http://www.team-dignitas.net/uploads/tinymce/images/turret_transparent.png

#NEW ITEM A

  • ** Total Cost:** 1650 gold
  • Recipe: item 1029 + item 3801 + 750
  • Stats: +30 armor, +300 health
  • UNIQUE Aura: Nearby allied units gain +50% base health regeneration. (1100 range)

Context: So you want to siege? Do you need to sustain yourself vs AD poke champions like Jayce Varus. This is the item for you. With some armor & health while providing your team with a health regen aura. This is the item for you. It a little bit the counterpart from item 3105.


#item 3056 Ohmwrecker

  • ** Total Cost:** 2700
  • Recipe: NEW ITEM + item 3067 + 200
  • Stats: +30 armor, +500 health, +10% cooldown reduction
  • UNIQUE Aura: Nearby allied units gain +50% base health regeneration. (1100 range)
  • UNIQUE Active: Reduced the attack range from nearby enemy towers by 50% for 6 seconds (80 second cooldown). This effect cannot be used against the same tower more than once every 8 seconds.

Context: Turrets normaly have 775 attack range. Now you will be able to face a turret with about 387 range. Allowing your carries to get closer to the action and having an easyer time to split the agro.


#NEW ITEM 2

  • Recipe: item 2053 + item 1026

Context: Basicly a item for mages that want to have some armor in their matchup or when they are in a situation to tower dive. Example: Vladimir Chogath. Basicly a item that will loved by AP bruisers. Raptor Cloak was always something strange for supports. It was to expective while the upgrade was extreemly situational. Moving the item more towards toplane will create a better situation for the item.

19 Comments

Illâoi Evê Siôn10 votes

I'm not sure how to feel about this. I want to offer criticism, I know there's something to criticize, but I can't find it. Anyhow, I like the idea. +1 for attention.

Edit: Sadly, you can only give one +1. You'd deserve another for the formatting. It looks very neat.

CoolKnightST1 votes

Ty, I would love to hear some criticize but like you mentioned yourself I can't find it either. I have absolutely no idea why it was downvoted on reddit. Seriously, their is nobody that has given a valid agrument why this change wouldn't work. And even when they don't like the new recipe why not mention that.

Sniper 04 votes

To be perfectly honest I play Zac and I just buy ohmwrecker for the raw stats generally. It gives me armor and map mobility. Plus when paired with boots of lucidity, spirit visage, and masteries you get a whopping 40% cdr

CoolKnightST3 votes

Well that's actualy the point I want to make. People litterly use the item for it's raw stats when the active is mostly ignored while their goes the most gold to.

doombotMECHA1 votes

I mean zac does have one of the longest initiation ranges in the game, which comes with a knockup, so if anyone is a reliable towerdiver, it's zac.

BruisingEmu1 votes

{quoted}

I mean zac does have one of the longest initiation ranges in the game, which comes with a knockup, so if anyone is a reliable towerdiver, it's zac.

Zac is probably one of the only champions you could argue taking it on right now. Since his early build path is just pure health and it's been more attractive with more AD champs becoming popular.

CoolKnightST1 votes

But for supports it's still totaly ignored

Shénzhì2 votes

I've read your idea but I just can't get past a more simple alternative.

  • Change Ohmwrecker's Active to Passive. Activates by two triggers: (1) Turret decides to target you. (2) You damage turret.
  • Its cooldown will depend on how much damage dealt to that turret for the passive's duration. (No damage; cooldown reduced to a minimum)
CoolKnightST1 votes

The problem right now with Ohmwrecker is that in the lategame it litterly has zero use anymore. Prevent a turret for attacking you for 3 seconds is nothing when you can tank a turret for 15 seconds with a tank but it can't be buffed because it would get abused by squishies & even than most squishies with some hp can easy tank the turret for a fell seconds. Also the price is 2700 gold, no support will ever have enouge gold to get this item before the midgame ends.

If just the attack range is reduced it can be utilized more like even teamfights under turrets when having a big lead. I actualy think a longer duration would be healthy for a item like this.

So even if whe make it easyer to use the active in it's current state it will never be used by supports unless they litterly rush it what actualy will be limited by certain supports like Leona.

turkeyBACON1 votes

While you've simplified how its "used", the mindshare of this version is about 2x what the op suggested.

Current ohm wrecker is fire and forget. Easy to use and understand.

Op's is fire and juggle attack range targeting. (something a good dive comp will already be doing). Attack range is suddenly changed so about _medium difficulty to use. _

Yours is attack tower to activate (possibly take turret aggro in the mean time when you or teammate wouldn't have before). At the end of fight, be uncertain of item cooldown/figure it out. So your's is at least _one step more difficult _ since you have to juggle aggro and figure out when and if you can use it next. Also losing control of when ohm activates mean's pros would never use it since "accidentally" using it would occasionally occur. Can't guarantee best use case scenarios if it's on cooldown when you need it.

CoolKnightST1 votes

Their is indeed more strategic thinking involved but because it's also harder to pull you can put more power to it. In the current suggestion the duration is dubbled so on longer terms the item provides you more.

I don't think the agro switch would be that difficult when involving the item so long you play it correct. I already known a perfect solo Q trick:

  1. You adc auto attack a enemy in auto attack range of the turret (about 400 range away from the turret)

  2. You activate the item. Now the agro falls off because the adc is out of the agro range (you basicly can stop here if you just wanted to trade)

  3. Than you turret dive, and the agro falls on you

  4. You turret dive

  5. You activate the item (this way you can tank the turret a little bit longer)

  6. You move away from the turret

Count Zubat2 votes

I can't remember a single game in competive where it's used.

Darien built it on Renekton once. But we all now it was just another troll from swag lord, he later sold it for zhonya.

blueberrypancake1 votes

That second item makes my mouth water

finally utility mages like Lux wouldn't be dived on 24/7

CoolKnightST1 votes

Counter turret dives. Good thinking ;)

JedenVojak1 votes

I don't really like your change to Ohmwrecker because it's not doing what I think it should do.

Ohmwrecker should be the melee dive/turret break item; what you're trying to do is turn it into the "Ranged can poke you under the tower forever" item, which is already a problem in melee vs ranged matchups.

I don't know how to fix it though; maybe make it an armor/ad item?

CoolKnightST1 votes

I don't think range champions will be able to abuse it simple because the stats it provides. The only one I could see it can be abused on is Gnar and even than you will lose damage because of it. Also by the time you get the item the lane phase is already over.

Jungle Lux God1 votes

First off, the situation where you would buy Ohmwrecker is not when you are already snowballing. If you are snowballing you would buy other armor items that are better than Ohmwrecker (although stat-wise Ohmwrecker is not a bad item after the armor nerfs) and effortlessly tank the turret, especially when you get later on into the game and your tanks become tankier and their turrets are weaker.

When you buy it is when you are even and want to dive a turret, which is what makes it so risky. If you are behind you can't use it and if you are ahead you don't need it.

What I think would be a huge help to the item is if:

  1. The item had an effect on allied turrets that made it either an anti-dive tool or an anti-siege tool
  2. The item had a more defined niche that made it more appealing than stacking armor and tanking the turret

I'm thinking of adjusting the stats to give it that niche. I'm thinking:

item 2053 Recipe: item 1006 + item 1033 + 370 gold = 1000 gold

Stats:

  • 35 magic resistance
  • 100% Health regen
  • no armor

With the point runner passive

item 3056

same recipe

Stats:

  • 50 magic resistance
  • 300 health
  • 100% health regen
  • 10% CDR
  • no armor

Point runner passive

Active: same on enemy turrets, but can be activated on allied turrets to deal heavy AoE damage to nearby enemies based on the turret's damage (as in the damage increases based on how much the turret ramped up its damage).

These changes give Ohmwrecker a niche of being either a dive-oriented item specifically against a heavy-AP comp or as an anti-dive tool when around.

Since armor is not effective against AP champions and magic resistance isn't effective against turrets, this new Ohmwrecker would find the sweetspot between the two.

If you fall behind, this then becomes an anti-dive option designed to deal tons of damage to champions that would dive the turret to kill your team. In these scenarios, the longer you wait to use the active, the greater the reward, and makes it very rewarding to a team that can fend off the dive really well. It also makes it so that if both teams have Ohmwrecker it doesn't become its own hard counter, which I think is important because otherwise one team purchasing it would require the other team to purchase it too.

Voluug131 votes

The problem if Ohmwrecker is that as the game goeson, Towers, specially inhibitor towers, are increasingly useless.

Why get a Ohm when your tank can dive and laugh at the tower tickling him?

It useful early, but early there isnt enough damage for sucessful tower dives.

CoolKnightST1 votes

Exactly their is rarely a situation you will need the item in it's current state. Changing the active like this will give you some more power into it in the lategame.

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