SummonersLab, Part 4: Ohmwrecker

Lord Desert·12/3/2016, 12:34:51 AM·7 votes·981 views

You may have heard in old legends from this item, nobody ever saw it in the rift, but the tails say that it still might be able to be found there. Somewhere deep in the woods, maybe Baron keeps it as a pet item, maybe scuttle has found it, juking skillshots left and right or a purple devour wolf may has hid it somewhere. The http://imgur.com/vgB1kU9

Currently those are the topics and their (hopefully) release date: SummonersLab, The Introduction Here SummonersLab, Part 1: An additional Crit Item Here SummonersLab, Part 2: Crit Algorithm Improvement Here SummonersLab, Part 3: Tower Changes Here SummonersLab, Part 4: Ohmwrecker Here SummonersLab, Part 5: Support Role Improvement(1) Here SummonersLab, Part 6: Wits End Here SummonersLab, Part 7: Smite Buffs Here SummonersLab, Part 8: Plants Here SummonersLab, Part 9: ** Support Role Improvement (2)** _ Here _ SummonersLab, Part 10: ** General Improvements (1)** Here _ SummonersLab, Part 11: ** General Improvements (2)**_ Here

Ill put links to the posts here, so you can easily view all of them.


1. The Problem

Hey folks, we now take a closer look at Ohmwrecker. If you dont know what that strange thing is, it looks like this: item 3056 and can still be found at the shop. To pinpoint the problem lets look at its stats first:

2650g Cost total (650g + 1200g(raptor cloak) + 800g(kindlegem)) 50Armor 300Hp 150% base HpRegen 10%Cdr Passiv: Point Runner: get up to 20%ms near turrets Active: Disables a Turret for 3s, 120sec cd, only once every 8s on the same target.

Costefficency: 95% and 125%, while near turrets + activ

Additional Infos:

  • Pointrunner Passiv also on ZZRot and Talisman of Acsension (tier3 coin)
  • Disabling a turret resets the "incresed dmg on champion/hit"
  • can disable both NexusTurrets at once.

Now lets look at who might buy it:

  • The medium Ar and the lower medium Hp makes it more efficeny as a 1st/2nd buy option, but only vs Ad. But it for surely can be also bought to get more Ar if needed.
  • The passiv is very usefull for divers,tanks,bruisers and juggernauts, but the overlap with ZZrot might hurt sometimes.
  • The HpRegen and cdr favors divers and tanks, to stay healthy before a dive and to be as annyoing as possible with low cds.
  • The active clearly is made of divers or sieges(+potential dives)
  • The price of 2650g is a bit on the high side for sups but still afordable! For laners its rather cheap.
  • BuildPath is topnotch too

Based on the tanky stats, the synergys with divers and the relativly low costs, this item is meant to be bought by divers, tanks/tanky supports. It has decent/good costeffiency, very good synergys within itself (armor and hp, diver activ + high ms near turrets). Stat wise its decent, but why does nobody build this item!?

The problem lies mainly in the active and the rivals., since towers are made out of paper nowadays and dont propse a dmg thread anymore.

The main rivals are: item 3143, item 3068, item 3742, item 3060, item 3512 item 3026. item 3143 is better vs AA based champs item 3068 if you need waveclear item 3742 same ms like the pointrunner passiv, but everywhere! item 3060 helps splitpushing and you get a bit mr too item 3512 has pointrunner passiv too and good option vs well rounded teams. + splitpush/basedefense item 3026 helps with towerdives and teamfights too. + good against well rounded team.

To put it all together: Ohmwrecker has alot of good Rivals, and since hp and ar already help to make dives successfull the active might not cut it/be good enough. And its only good if youre on the offensive :/

Concluding we need to make the active more impactfull otherwise the rivals are simply just to good to pick up Ohmwrecker.


#2. The Activ

Ok, since Ohmwrecker already has some stuff going on, we are 100% guarenteed to overload it if we anything additional! So lets go all out and overload it like hell :D

The TowerDive Active: We cant make it more powerfull since those towers are already weak and get their dmg increase will already reset.

Possible ideas:

  • increase the duration by 1 sec
  • lower the cd
  • flat dmg to the turret ~200-300 ish (possible based on level)
  • reduced Ar/Mr for some time

Those Ideas might be neat, but they will probaly not cut it :/ What we need is something crazy that can also be used defensively! Remember the ideas form the Tower Changes post? Those are we need right now. And even BETTER stuff!


3. 2nd Activ?!

Oh yes, another activ, but this activ only tempers with OUR towers. Not the enemy ones! ?! Did he lost his mind? Probaly yes, but havnt asked if it really got lost somewhere :D gimme a sec

Ok, here some mindblowing ideas:

  • Higher Attackspeed (~x2 as fast)
  • True Dmg vs champs
  • Multishot <- favorite
  • AoE Dmg (Bullets get exchanged for big exploding cannonballs)
  • Ar/Mr Increase
  • Extra Shield
  • 2-3s Invulnerbility
  • Higher Base Dmg
  • Slow/ AntiDash&flash Area around the turret (you may got in here, but you will not leave :D atleast not alive :P)
  • Electric field (like in the teemoing)
  • Ar/Mr Shred near the turret (emp shockwave typ)
  • more awesome Auras for team/vs enemy team (But since auras are not that visable this is tricky)
  • Anti AA field (like a yasou wall around the tower)(can not attack from the outside)
  • a Laser going around in a circle, dealing truedmg if a target gets hit.

ok, now i defnitly lost it! It was blown away :D (pun of the year award)

Saw something that you liked? Hopfully, if not throw your ideas at me!

Since picking all of them would be a tiny tiny bit overkill, we should settle for 2-3 offensive stats and 2 defensive ones. Picking only 1 good/the best combination is impossible, so i will leave this open to you! Write down what your favorite combination would be! new ideas are welcome of course. (we could make it random too, but that would go against the consistency philosophie :P)

My personal favorite would be: Multishot + Higher Attackspeed + Slow/AntiDash&FlashField and Extra shield + Ar/Mr increase.

Giving Ohmwrecker a 2nd Activ usable only on own Towers should make it more unique and decent in more situations, without making it overpowered! (mainly overloaded, but not overpowered :D but what is overloaded if it makes an item viable again?!) Now it would be effectiv as and vs divers and on a tank/tanky sup. It will still be rather niche but we hopefully would then see it again on the rift!


#4. TL;DR:

  • stats are good and efficent, but to many rivals/too niche
  • giving a 2nd active, buffing own towers!
  • buff is uncertain, look/give ideas :D (the more crazy and awesome the better)

I will be gone over the weekend, so this series will continue on monday. I will try to chat with you guys, but the schedule is extremly full :/ Hope you enjoyed the 4th part! See you on monday! Take care :D

6 Comments

Spoofghoul12/3/2016, 2:40:19 PM1 votes

Option 3,

make the current active a passive

it charges up just like Shiv/ludens

On next basic attack it discharges an aoe effect which deals damage and grounds neabry targets and deals tripple the damage to structures and disables them for a short time

could also be an active which works like randuins

it would make the items active/passive more useful outside of diving thus giving more incentive to buy it