SummonersLab, Part 4: Ohmwrecker

Lord Desert··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

Spoofghoul1 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

Lord Desert1 votes

oh boy i have several questions regarding your suggestion :D

  1. How much charge? 100% (like ludens/shiv) or 5 AAs or so?
  2. How do you get charges? moving around? AAs? Abilitys? AA vs turret only?
  3. how much dmg?
  4. extra (high) dmg vs turrets is tricky when its gated by only something small like moving around! towers are not that durable and every dmg stays on the towers! Extra tower dmg is tricky and tanks would rather go for a zzrot if tower dmg is the only thing.
  5. giving extra froms of cc is extremly risky so grounded might be a bit to much :S
  6. Should my change (possible to buff your own towers) still be there or not?
Spoofghoul1 votes

Grounded effect Well i opted for grounded since that is especially nice for tanks to have. It is also a form of cc which does not really impede an opponents ability to fight much. They can still walk around and they can still cast spells, they just cant dash away, it allows you to be more of a nuisance in fights which suits tanks and juggernauts well. Adding more slows into the game via items seems like a big no as there are already way to much slows going around, and a stun would definitely be too strong, so grounded seemed like a nice choice. ** Damage and other effects**

  • The damage would be low something like 4 + 2x level magic damage and would be tripled vs turrets in true damage instead so max 40 magic damage to champions and 120 extra true damage to turret based on level.
  • Turret disable would then be reduced to 2 seconds instead of 3
  • Grounded effect lasts for 1 second

Charge As for the charge system, 100 charge total

  • It gains charges when moving and attacking, but only very little, 1 charge every time you damage/attack an enemy or move 200 units.
  • Being within your own, still standing, turret's attack range charges you up at a rate of 1 per second too.
  • it gains charges twice as fast for attacking an enemy champion so that would be 2 charges
  • Attacking an enemy structure grants 3 charges.
  • And you gain even more charges upon taking damage 8 per time you receive damage.

**Uses, and competitor items ** So it will be a good tower dive option, Standing near turret and taking damage would be easy ways to gain charges, as would farming them up as you build up a wave to dive the enemy turret.

Overall the fastest way to charge it up would be to take damage or attack a structure which makes it more attractive to tanks or tanky champions.

The item would be a competitor to ZZ rot and banner on tanks and supports and to the other big armor items like sunfire randuins and dead mans plate on tanks as a rush item.

The aoe effect makes it nice for pushing waves a little faster as well, and it has good synergy with tank items like Sunfire cape iceborn gauntlet and thorn mail since they allow to attack more enemies more often for faster charging which if left unchecked in a team fight allows you to apply it 2 or 3 times instead of just once You would want to enter a fight with the effect charged to be able to apply it more then 1 time.

Buffing allied turrets

Perhaps this effect and buffing your own turrets can coexist with an active where you use all current charge to give an allied turret twice the amount of charge in shielding

  • so at 100 charge you can give it a 200 shield, this is also the maximum shield possible
  • Shield persists until turret is out of combat (5 seconds after dealing/receiving damage)
  • As long as the shield persist the turret gains an additional 6+3x level% damage reduction so 6-60% based on level
  • Any Charge you gain while near the buffed up turret will go towards restoring the shield instead as long as the active is on cool down and the turret still has any shielding left
  • As long as the turret has the shield its attacks will deal 175 radius splash damage

45 Second cool down active sounds ok

Lord Desert1 votes

To sum it up: You would gain an onattack effect, that deals rather low dmg, but creates a decent grounded zone for 1 sec. 100 charge can disable a turret for 2s and deals ~120 dmg. Charges can be build up by moving/AAing, but is doubled/tripled vs champs/turrets and you get quadruple when a tower focuses you.

First up the good stuff, the grounded durations is decently low and the dmg vs towers is ok too. The charge gaining is more focused towards AA reliant tanks/bruiser/divers, normal tanks get a bit short, but it should be ok.

Now the potential problems: The waveclear is far to small to compete with sunfire/hyrda/Zzrot. so dont focus on that.

Giving a grounding zone, even a rather short one, everywhere is dangerous! Divers/Bruisers/Fighters would abuse this in 1v1s or while diving squishys somewhere on the map! The 1s duration is enough for them to get crucial part of their kits of. Jax E, Irelia E, darius E etc. We should give the grounding zone only near towers/when a tower get disabled! Mainly because other teammates are likely near them, so the impact of you jumping on 1 of them is not as big as fighting 1v1 somewhere in the jungle.

The amounts of tower disables should be ok, but long sieges get alot more efficent as if it would be an activ with a 90s cd instead of beeing gated by charges.

The replenishable shield is nice, but i would increase the shield to 300-400 based on lvl, since 200 is rather low. even with the extra reduction. But it 1. only helps vs sieges, not dives and 2. it might be to effectiv at waveclearing :/

Overall i like the idea of a short grounded zone around an enemy tower. i would add a "tower focuses the guy with the Ohmwrecker" thing. Charges may be effectiv short term, but could cause some trouble long term. The idea of possibly replenishing the towershield is nice, but the overall thing might need some tweaks. What do you think of those alterations? Around Tower only grounded zone (roughy 3/4rds of the tower range size), focus on ohmwrecker guy etc.

Spoofghoul1 votes

You get 8 charges for taking damage in general

the grounded is more a thing for tanks or juggernauts to be a bit extra annoying in team fights due to the added utility A grounded zone is generally weaker then a slow zone anyway when you think about it, since grounded really doesn't do anything to interfere with your ability to fight You can walk out of it very easy and then dash away, it doesn't last long and it would not be a big zone, it is also completely ineffective vs immobile champions, and it probably wouldn't proc more then 1 time in a 1v1 fight unless it's a battle between tanks in which case the grounded zone is really ineffective ^^

and it would apply on next attack giving a little less control to the player in applying it

it's an extra disruptive tool for beefy champions in team fights to keep the item relevant when a lot of towers have fallen, since it charges up more quickly by tanking damage which will be applied to you more often in team fights

Making it charge fastest by tanking damage is also the easiest way to prevent abuse cases

as for the turret shield, it might be better with 300 health, but remember it's shield regenerates with the charges you gain while your near it so this is 1 per second + whatever else you gain from moving attacks/spell casts which hit enemies and tanking damage That's why i made it low hp shield

It's a little extra something to give the item more uses beyond just diving the enemy team under their tower

But perhaps it could still create a larger grounded zone near enemy towers for as long as they are disabled or even your own for as long as it has the shield, i actually like that idea now that i think of it.

But you are right this would still need tweaks

Another idea just came to me, you said something about the tower focuses the ohmwrecker guy

this gave me a new idea for an active on enemy turrets, instead of having to attack it you would target it like you would your own turret

then it would deal true damage to that tower based on how many charges you have, maybe 2x the amount of charge seems right, since the active would have a cooldown. After using the active on the tower it will create a grounded zone around it and force the tower to switch aggro to you.

It would then lose its disable effect

Similarly it could gain a grounded zone around your own tower for as long as the shield is up making diving your team more difficult.

It would then lose the wave clear from aoe attacks

Lord Desert1 votes

Grounding is super powerfull on assasins or guys with hard/essential to land skill shots! Grounding prevents enemys from doging your dmg/abilitys with flash or dashes! So trust me Assasins would kill for getting a grounded zone!

I still think the dmg to Champions is to low, Wits End provides the same dmg to champions, but on every AA. And having a grounding zone technicly everywhere is bad. But you are right, it doesnt influneces tanks that much!

Yeah the possiblity to regen the shield is nice but i think a 200 shield will be just bursted away, even with the 66% reduc! 400 migth be to much, 300 should be pretty good :D

I think when a divers goes in, AAs the tower and thus creates a rather large grounding zone for a short time, this helps with the follow since the enemys cant escape instantly! But riot doesnt like "uncounterable" stuff that much :S So thats tricky :/

I like the tower smite idea! But this would be not so good for the more Squishy guys :S But the idea is good!

Now the getting charges by taking dmg: I know the intentions behind that, but its pretty hard to "balance" that, because you could get attacked by multiply persons or just by one! And the next part is beeing attacked is very unpredicatable, so keeping track of the charge is tricky, since thism is outsite of your own actions.

To be honest, i think the charge idea is pretty nice, but i think it doesnt get along with defensiv power :/ And charged based is far more complicated in terms of balance then a simple activ :P The charge also needs to be clearly transmitted and we havnt talked about how much charge we get. 8 for every AA? do minions count? tower? a limi? so if tower and 5 champs attack you you get 48 at once? or only 8? or we could make it more easily predictable: 8 charges for every 100dmg taken.

Charged based stuff is really quiet the task to get balanced right xD

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