Buffing Ohmwrecker

UkeNeverSeme··5 votes·823 views

I got this idea because riot has (for a substantial amount of time now), been having issues dealing with a certain gameplay aspect induced by siege mages: the fact that try as you migh, you CANNOT take their base from them, unless they missplay, or you commit to a fullscale turret dive, making for stale boring gameplay. you'll probly win anyway, at some point, but in solo q. there is always the potential for a throw, making these 10min+ turtles potentially hazardous. It also, at times, makes LCS frankly boring to watch. you know which team will win. you've known it for 20 minutes, because they've been standing just outside the opposing teams base for said 20 minutes and have 10k gold lead.

Annoying as heck, and sometimes can take a game you should have carried, into a game where your teams bad egg decided to initiate into fog of ward on a suspiciously lone AD carry, losing you the game through baron, and the fact that siege mages are... well very good at sieging? which they can now do 4v5.

But: what if i told you that there is an item that can stop a turret from attacking your team, allowing you to bruteforce your way into the enemy base? Or sneak top tower while they're clearing somewhere else? I present: Ohmwrecker.

only, it has a couple of minor drawbacks dunnit: 120 second cd to block.. 2 turret shots? 3 if you time it perfectly. it's just not enough to sneak a tower, or teamfíght in. it's also nowhere near sloteffecient enough to take on a nonsupport character.

So to change this world of constant waveclear and frustration, and also prevent any further nerfbats aimed at bomb-chucking yordles and elemental beings (whom are quite healthy gameplaywise at any other point in the game) i propose a slightly enhanced active:

Ohmwrecker Causes x damage to an enemy turret, shutting down it's function as a turret for 2.5 seconds and removing the backdoor bonus for 5 seconds. when the turret starts firing again it receives a 50 percent attack speed slow that decreases over the duration.

this would make the item much more effective for backdooring, as well as quickly and effectively dropping an already weakened turret, while at the same time letting you're team fight. effective use should negate approximately 50 percent of a turrets dps over a teamfight. allowing any team building significant amounts of tank stats to adequately pick a fight under the enemies turret, denying endless turtle.

The CD should be kept the same to make sure the item is not used just to use it (eg. additionall dmg + 3 extra ADC autos on the turret per wave), but rather as an actual strategic action, with a meaningful downtime, allowing your team to make plays unhindered by the stifling gameplay mechanic that instant wave clear currently is.

12 Comments

GundayMonday2 votes

I always thought it would be interesting to make this item gain passive stats for every turret kill/assist it's owner gets. Or something similar. Haven't thought too deeply into. The main reason I don't like buying this on my tank champs is that it has a worthless passive lategame after most/all of the towers are down.

Nsqui2 votes

At that point in the game, you could in theory sell the item in exchange for a more viable one.

GundayMonday1 votes

Yeah, or not buy it at all and use your gold for other things more efficiently. That's the problem as I see it.

Xarcotic1 votes

I've always liked the thought of Ohmwrecker, but as the OP has stated it's not worth carrying. Whatsoever.

KSHarrison1 votes

A problem with ever making Ohmwrecker balanced for its intended purpose is that there would be a large disparity between solo queue and competitive performance. Turret diving is a tactic that relies heavily on coordination, and the difference between an uncoordinated dive and a coordinated dive is pretty large.

Imo, making the item balanced in competitive would still be too weak in solo queue; balanced in solo queue would mean game-breaking in competitive. I'm not even sure it's far off from being viable right now in competitive. You don't want it too strong, because then a team with the upper hand can just dive your turret, clear it, then back out while it recharges with nothing you can do to defend it.

UkeNeverSeme1 votes

I actually don't think Ohmwrecker is a bad an item in yolo queue as some people have stated. For one reason and one reason only: Ill advised turret dives will ALWAYS occur when ahead. i seriously have not seen a single team in a VERY long time (that hadn't snowballed to 25k in 30 minutes), that didn't have a single idiotic dive when breaching the base. a good support with an ohmwrecker could turn this situation advantageous through proper use of ohmwrecker. Switching aggro from a carry, or just reducing the damage taken to the frontline could mean a game-ending push rather than a classic yolo queue throw.

It does however demand that the Ohmwrecker active is just slightly better. i think the one i originally suggested would seal the deal, and make Ohmwrecker a great item. Yes some statpadding might be good, but a little bit of health on a squishy siege support (nami/morg) would go a long way towards getting safely into active pop range.

Also i don't believe in changing the item stats much because it HAS to be a cheapish item. it is a support snowball item, with situational use on AP push champs, that will simply allow an early game comp with a hefty gold lead to close out the game waaay faster, and avoid potential mid-game hickups, that could propel an opposing late-game comp into dominance. I've seen this done in OGN once, and i think it perfectly exemplifies what ohmwrecker should be used for. It just has to be that tad better at accomplishing it's task, so it can be used with a lower gold advantage than currently possible. Late game it should always be bad (i mean, since mundo can tank a turret until his ulti cooldown comes back, why bother shutting the turret down?), it should, and could, be a mid-game nail in the coffin against an opposing team with high waveclear and good late-game, allowing for fasterpaced more exciting games, and a higher pressure on highwaveclear champs to actually perform at other aspects of the game to win.

TheKillerAngel1 votes

Personally I think the Ohmwrecker should be replaced by a consumable item that either temporarily disables a tower from attacking, negates tower damage to a champion for X seconds, or negates the next x damage a champion takes from a tower. It could cost 150-200 gold.

UkeNeverSeme1 votes

that's actually a really neat idea, i just think it would lead to jungler abuse cases, eg: toplaner x is behind to toplaner y, and is clinging very hard to his turret gettiing cs and scrambling to be useful later. Jungler purchases turret deactivation item. dives x, gets his turret. rinses and repeats with secondary turret. goes does it in the other lanes.

a turret + kill is 1200g. + additional farm and xp advantage.

I know i at least would start purchasing those standard alongside my wards when jungling.

would make for some interesting strategy, and such. but ultimately it would just suck even more to be behind in lane.

UkeNeverSeme1 votes

And then pantheon lol. a good panth can block 3 turret attacks in a row lol. give him consumable ohmwrecker on top of that xD teamfighting on top of a turret level 6-7 no longer a problem xD

exec31 votes

Your ideas are interesting and I wouldn't mind seeing what they'd be like in game but for me the main issue will always be turrets themselves. There's just no gameplay associated with them. The most effective way to counter a turret is to build armor, most tanks are immortal to turrets mid-late game so there's not much point in an item to counter something that you could very much argue is underpowered.

It's a very nuanced issue that goes beyond the scope of a single item.

hypersong1 votes

Ohm isn't a bad item, and I can see it come into more play as the meta changes. That's the only reason it would come into play, the stats on Ohm aren't bad either, it is a cost efficient item, it won't stop a tower dive from being risky, it'll just lessen the risk. Honestly it doesn't need a buff, just a meta change, like maybe it becomes favoured by a certain champion.

UkeNeverSeme1 votes

it might be stateffecient, but it's not sloteffecient. you're not going to use a slot on something that's so innefficient for most character. tank supports want tank, and tank utility items, and have absolutely no use for 50 AP, and caster supports prefer early CDR/mana regen/teamfight utility items, because their skills arent really there for damage anyways. Even post-nerf michaels provides a good amount of stuff that people can actually use, along with an insanely strong active (much stronger than ohmwrecker really). I think Ohmwrecker needs a change of character statwise, into a streamlined item that fits into a certain support archetypes build path. Along with an empowered active that makes it worth building strong teamfight dive comps with multiple carry type champs that can benefit highly from a lessened amount of turret shots.

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