Ohmwrecker...still not there?

Earl Eulrich··2 votes·717 views

I think this item is still somewhat lacking...the passive-MS really feels somewhat weak, and it absolutely should work on turret-ruins aswell to grant at least a little more map-mobility when the game progresses.

And while Turrets really don´t hit all that hard you often will fare a lot better with just rushing Randuins/Thornmail so you can not only tank the turret while diving, but the adc aswell when you dive...so for me I would actually want to see Ohmwrecker not only disabling the turret, but instead make it hit your opponents for these 3sec (it´s not the longest duration anyway)

  • it should also allow you to buff your own turrets when you get sieged, otherwise it´s utterly useless once you fall behind in a game (and thus will only be puchased when you´re so far ahead that you can build Deathcap on Shyvana and still win anyway).

9 Comments

ValyrianBlade4 votes

I don't think it should affect opponents under the turret, the whole point is that it's anti turret, not anti player. I think it's moreso meant to be so that you can actually take advantage when you catch someone else rather than having them turtle under turret until they respawn.

With respect to turret ruins, definitely. The patch notes said as much, so it really should allow MS on the ruins.

With respect to defensive turrets, I think this may be the change it needs to become valuable. You're right on here about it becoming useless when you're behind. I think a good option would be to make it prioritize targeting champions even when minions are under the turret (for a few seconds) or to make your turret deal aoe damage to enemies (so again it hurts champions even if minions are there. Not OP since you'll get 3 minion waves for each time the active is up. Making the turret shoot faster or harder might be cool as well, but I think that may be OP early if you expect to get tower dived.

Ale non è male2 votes

It's the only item that gives armor + health regen at the same time(and it gives it also through its build path with the item it builds upon) + you got the active to take down towers The new Ohmwrecker has definitively a very good place in League, if you don't like it don't pick it, but in the end it is good

Earl Eulrich2 votes

THough the thing is.-...what is health-reggen gonna do for you while you are diving a turret? You will eat the brute-force of your opponents peeling+dmg, thus you profit a lot more from having more effective health to sustain through such an onslaught, than you do from having some defense and reggen - which makes Randuins the far superior Choice in most circumstances, as it´ll reduce some of the turrets dmg aswell, but also allows you to tank the opponent team for longer. Health reggen would be okish for prolonged sieges/defense - but these are both scenarios that don´t get supported from Ohmwrecker currently - his active is useless while you turtle to defend and his active is for diving the turret, not for poke/sieging it down.

So all in all the item still is very half-hearted in design, not really commited to any niche fully - thus making it an inferior choice in almost any circumstances.

Ale non è male1 votes

While you are diving a turret you just disable the turret and allow your mates to get it fast even with few minions around. if the enemy team is defending well and clearing waves Randuin wouldn't do anything to help you take down the tower, on the contrary having raduin instead of Ohmwrecker makes more difficult to dive enemy team as they can use also tower hits to defend if they are smart, so you got to eat enemy damage + tower shots and 20 armor and 200 health doesn't save you from actually suffering more damage Also when you are turtling to defend the passive is useful to kite skillshot and area of effect skills/ranged poke from enemies

If you feel Ohmwrecker is weak fine, but it really has a well defined niche that make it viable

Knight Devout2 votes

I don't really agree with the switch-side turret thing (making them shoot their allies), but I also proposed, like , a gajillion times, to let item 3056 buff your own turrets as well, for example increasing range or attack speed.

As you stated, building straight armor works better for countering turrets damage, thus making Ohmwrecker only interesting when you are going to keep diving the enemy without a tank, which is rather rare. If the item was able to also charge your own turret, it would work as a powerful tool for defense and also a niche pick for Azir. Plus, the part about working near destroyed turrets.

Earl Eulrich2 votes

I don't really agree with the switch-side turret thing (making them shoot their allies)

yea well, that had been a quick idea...but it really needs to be enhanced - because as you said...if you want to dive the turret yourself it´s better to go for a real tank-item currently, and if you want to have it as an support item it´s really not interessting enough compared to other stuff supports tend to care about, especially as it doesn´t do anything to aid your carries. So it´s sub-optimal on a tank that wants to dive and it is also suboptimal on a support that wants to go along with a dive. It´s more or less a bravery-only item.

Knight Devout2 votes

Plus disabling the turret is not really that vital. If you invest that gold in battle stat(armor/health/AP for mages) you can force a fight and leisurely take the turret after forcing the enemy back from it. If you rely your dives on Ohmwrecker, the enemy team will just walk behind the turret and wait for the jungler to come while you have to overextend.

Another cool features for Ohmwrecker would be increase the damage the turret takes for a short time.

Leggie1 votes

Only problem with ohm wrecker is that it becomes useless once you break into their base.

Duke Anax2 votes

The situation where you are already hitting the nexus and still fail to win is extremely rare.

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