Ohmwrecker Change

Meep Man··3 votes·451 views

item 3056 Ohmwrecker item 2053 + item 2049 + item 1011 + 50 Gold = 2850 Gold +200 Health +50 Armor +100% Health Regeneration UNIQUE Passive- Point Runner: Builds up to +30% Movement Speed over 2 seconds while near turrets (including fallen turrets). UNIQUE Passive- Ward Refresh: Holds 2 charges and refills upon visiting the shop. Active- Jammer Ward: Consumes a charge to place a Jammer Ward that reveals the surrounding area for 80 seconds. Enemy minions that come within 1000 units of the ward are rooted until the Jammer Ward is destroyed or they are moved away from the Jammer Ward. This can be placed within 750 units of an enemy tower to taunt the tower, causing it to forcefully attack the Jammer Ward, dealing 2 damage per shot. A Jammer Ward has 5 Health and champion basic attacks to deal 1 damage to it. A Jammer Ward is considered a Stealth Ward, but is not invisible. (A player may only have 3 Stealth Wards on the map at one time)

Don't worry, Im only making threads about these two items and maybe Ruby Sightstone today. Anyways, I feel Ohmwrecker holds a position in the game that is cool, but could be better. At first I thought it could be cool if it would disable minions, but that would either be too UP or OP since the duration would either be too short or too long to make it a good, balanced pick. So, I thought, why not make a hybrid Support/Jungler item? This item could make AP Junglers more viable with giving them tower dive potential as well as giving Supports a way to provide support for their team. However, in order to place a Jammer Ward, you have to sacrifice a Stealth Ward spot on the map meaning you get more pushing power for less vision which is a BIG THING. A niche active for a niche item.

6 Comments

Jungle Lux God2 votes

This takes an item that is not very useful and another that isn't worth upgrading and tries to combine them into something that isn't bad.

What comes out is an item that is even worse than its components. The stats and cost make this item unusably bad to a degree that even live OW isn't. The most notable changes on this item is the fact that its components have more health than the actual item and the fact that Ohmwrecker lost its cooldown reduction, which was arguably the biggest reason you would consider Ohmwrecker right now. Right now, you buy Ohmwrecker at all, you will be buying it for its unique stats (health + armor + CDR) and not for its turret disabling active, and these changes make it a lot worse.

The warding active doesn't really do anything either. 80 seconds is unusable as a ward, rooting minions doesn't matter, and the ward taunting a tower is going to fall off really hard in the late game because the inhib/nexus turrets are going to kill it in less than a second. And this doesn't even account for the fact that you are losing wards that you could be placing around the map.

Variks the Loyal1 votes

The minion stun is a bit powerful, but the tower taunt mechanism is sort of a cool, new version of the current active. I like it well enough.

Also, I don't think it should build out of Blasting Wand. That makes it an AP/AP Tank item, and makes it undesirable to AD champions or AD tanks. Maybe a Giant's Belt instead, for a little extra health?

Meep Man1 votes

{quoted}

The minion stun is a bit powerful, but the tower taunt mechanism is sort of a cool, new version of the current active. I like it well enough.

Also, I don't think it should build out of Blasting Wand. That makes it an AP/AP Tank item, and makes it undesirable to AD champions or AD tanks. Maybe a Giant's Belt instead, for a little extra health?

Ok, acceptable. Also, I think I know how to fix the minion stun being too powerful. Make it a root instead of a stun so they can still defend the lane from opposing minions, but cannot push forward.

Variks the Loyal1 votes

That sounds better. Your idea is pretty cool, and original.

djjomon1 votes

Interesting idea, but I think the pure utility from Sightstone outweighs the new active.

qetzel1 votes

Dangerous - if you jam the minions you can't leave them alone - they will build up and destroy your waves. Later, an enemy can come along, destroy your ward and send a mass of minions towards your turrets.

If you choose to destroy the minions, why not just destroy them instead of putting the ward down?

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