Ideas for a more playable Ohmwrecker

Jungle Lux God·4/13/2015, 8:10:33 PM·1 votes·396 views

Ohmwrecker is an item that really has not gotten a lot of play ever since its introduction. Between the active and the recently added point runner passive, it is designed to allow teams to do much safer towerdives.

However, the current design of the item leaves its place in the game very much undesirable, as it has some really distinct problems: it is not very good when you are behind and it is not very good when you are ahead. When you are behind, you cannot afford to take any kind of tower dives because you need to make sure you can farm until you can get back into the game, while if you are ahead you presumably have enough armor to straight up tank the turret, and therefore you don't need the active. Even when the game is even it can be very swingy: if you take the time and gold to purchase the item you may swing the game really hard in either direction, as there are some other items that have better stats or, at the very least, have comparable stats with a much less unreliable active/passive/aura effect.

This item's clear focus on tower diving needs to have a more defined purpose so that we can have a more distinct time to purchase and use this item and not have it simply lay in your inventory waiting to be used while you just tank the inhibitor turrets for 5 years.

Something I felt could be the perfect solution: what if we changed the stats to magic resistance instead of armor?

Think about it: you buy armor in order to take less physical damage. Since turrets also deal physical damage, buying more armor will allow you take more damage from turrets. Against a heavy AD composition armor is already really good against turrets, so you don't need the active from Ohmwrecker to help you dive.

On the other hand, you buy magic resistance to take less magic damage. However, turrets don't deal magic damage, so magic resistance will not reduce the damage you take from turret shots. Against heavy AP compositions you need magic resistance to protect you from the enemy team's AP carries, but if you need to dive to potentially close out the game you need a lot of armor in order to dive, so there is no situation that you would be able to dive because you need to buy so much magic resistance against the enemy AP comp.

This is the exact situation I feel that Ohmwrecker should fill: the enemy team has a lot of magic damage and your team wants to dive them. However, this begs the question: why would you need to dive?

Keep in mind that there are a lot of mages that deal tons of magic damage and have a lot of ranged wave clear, and team compositions without a lot of poke can find it difficult to take a turret against these kinds of team compositions because they cannot get to the turret. Ohmwrecker would be very useful against these kinds of compositions to prevent the enemy team's mages from stalling out a game, especially on a team that is winning.

This change also provides more options for tanks to build magic resistance. If you compare the number of armor items in the game to magic resistance items in the game you will see a slight disparity in the build options for these stats for tanks: excluding items that also give offensive stats (ie. Zhonya's Hourglass for AP's and Mercurial Scimitar for AD's), items that give both armor and magic resistance (Guardian Angel and Zz'rot Portal), and support items that have no place on tanks (Mikael's Crucible and Banner of Command), and you have five armor items (Randuin's Omen, Sunfire Cape, Frozen Heart, Thornmail, and Ohmwrecker) vs three magic resistance items (Banshee's Veil, Spirit Visage, and Locket of the Iron Solari). Changing Ohmwrecker to have magic resistance instead of armor would allow for much more varied options for magic resistance, especially considering how many of the armor items are usable as core items and how situational the magic resistance items are outside of Banshee's Veil.

Changing Ohmwrecker does offer a problem with its build path: one of its core components is Raptor Cloak, which is the component for both Ohmwrecker and Zz'Rot portal that gives them their armor. The easy solution is to change Raptor Cloak so that it gives magic resistance instead of armor and so that its recipe consists of Null Magic Mantle + Rejuvenation Bead + gold (instead of the current Cloth Armor + Rejuvenation Bead + gold), then change the recipe of Zz'Rot portal so that, now that its magic resistance component is Raptor Cloak, the recipe is changed to Chain Vest + Raptor Cloak + gold (instead of the current Raptor Cloak + Negatron Cloak + gold). This solves any sort of stat-related problems that it may have.

TLDR: change the stats on Ohmwrecker to have magic resistance instead of armor to offer Ohmwrecker as a distinct tower diving option against AP comps where straight armor is a distinct tower diving option against AD comps.

What do you guys think of this idea for Ohmwrecker?

2 Comments

darkdill4/13/2015, 10:29:35 PM1 votes

Or if you're ahead, the enemy has already lost several turrets and thus you have nothing to use the active on. Pretty vicious trap.