[SUG] Subclass Divers Items

CoolKnightST··3 votes·351 views

#item 3056 Ohmwrecker (reworked again)

  • Cost: 3000 (700 combine cost)
  • Recipe: item 2053 + item 3133
  • Stats: 50 Armor, 50 Attack Damage, 10% Cooldown Reduction
  • UNIQUE PASSIVE – POINT RUNNER: Builds up to 20% Movement Speed over 2 seconds while near turrets, fallen turrets and Void Gates.
  • UNIQUE ACTIVE: Gain +20% movement speed and the ohm buff for 6 seconds. 120 seconds cooldown.
  • Ohm buff: Turns nearby enemy towers untargetable (zhonya style) for 3 seconds. This effect cannot be used against the same tower more than once every 8 seconds.

Context: This change would make Ohmwrecker into a real divers item. With a perfect ballance between offensive & defensive stats and great utility for your team. It will no longer be a solid option for support. But that's where the item was struggling before anyway. The new active is actually a hugh buff for the item. Not only it effects enemy towers. This effect now aplies to friendly turrets as well than in the correct situations could safe you your turret like defending nexus turrets. Still the item is still heavy offensive focussed like it should be. Diving inside the base will never been easyer. The turret now only becomes untargetable when you get in range so it will be a lot easyer to utilize it.

#Time Totem (temporally name)

  • Cost: ???
  • Recipe: ???
  • Stats: ???
  • UNIQUE ACTIVE: Places a Totem on your current location. After 6 seconds (if not destroyed) you blink back to the totems location. This effect cannot be cancelled nor be interrupted.
    • On activation all units within 1200 range hear a triggering sound. The user will have a tp like animation. The totem is revealed to all units through the fog of war.

Context: This look like a possible OP item when utilized in the correct situations. You have to look like the item in a similar way how they released dashes for immobile mage. Items like that can work with good clarity and limitations build arround it. An item like this generates counterplay by how much information they provide the enemy with. This item would basicly give an alternative for item 3026 in the divers their build. It's basicly more a gamble item with how much restrictions it gives. I would like see see this item for champions like XinZhao that would love to dive his target under their turret but often is to restricted early to pull this off. I was thinking that the item could give some attack speed steriodes but than guess we have to make it melee only. Overal I think it could become an verry intressting way to make this item work.

Thoughts?

6 Comments

bleufromage2 votes

Way tooo op for pro players. Its a free ekko ult on any champion. An ultimate should be unique and game changing for that champion. If ever one has it it makes that champion lack purpose. But I like the way you're thinking and I hope you make more posts like this. As for the ohmwrecker I like the idea of being able to save your own turret the damage portion seems out of place imo.

CoolKnightST1 votes

That saying like the the dash item makes zed less unique. I agrea the idea comes from the Ekko ult but they work on a compleetly different way with the item version having a lot more restrictions and only utility unlike an ultimate like Ekko that does way more than returning to it's location. Ekko's ult also deal damage, gives a selfheal, the return location cannot be destroyed nor it's revealed through the fog of war. Ekko's ult is been used for a lot of things than just the interaction and overal the thing that Ekko can do with his ultimate is actually the thing divers should be able to pull off. It's just the perfect way to ballance out this group so they can build without turning into mobile juggernauts and become an unique class that ballances out both offensive as defensive elements of a champion.

As far ohmwrecker goes. It's hard to judge if the price matches the stats for this item. But matching the current version of ohmwrecker and it's stats the value of the stats should be arround this price level. The thing with Divers is that they should have access to defensive stats but they need to have restrictions inside this. Merging defensive and utility together could be a great thing todo. It's just hard to judge without creating the risk to see it getting abused by assasins.

bleufromage1 votes

A dash is a common ability on many champs. Ekkos ult is unique and game changing as it's meant to be. It's the utiliy part of his ultimate that makes it game changing and unique. Almost all ults do dmg so that isn't unique to him. I don't know how people think that Zeds dash is copied or infringed upon considering tons of champs have dashes. Can you imagine an lcs LeBlanc able to jump in with ult and 100- 0 someone and then bounce back a mile from where she was all in the blink of an eye. Or a tryndamere who can kill two people ult and then be instantly out of the Frey before his ult ends.

Ohmwrecker as it is is already 94.9% gold efficient without the active or passive. Adding damage (that is exclusive to ad champs) would make it off the charts efficient.

bleufromage1 votes

In the post that riot did about subclasses they even said that divers are supposed to jump into the fight and stay in the frey until the bitter end or victorious annihilation (I'm paraphrasing of course).

Arakadia1 votes

These are cool but possibly too strong. Time Totem is absoultely crazy it seems. With someone like Vi, they can time totem>gapclose>kill them>tp back to the totem.

A cool idea here would be:

Flame Quencher:

Cost: 2925

45 Armor

75 Attack Damage

X% Reduced damage from DoT.

Unique Passive: After you have been effected by a movement impairing effect, gain 25% movement speed boost for 2.35 seconds once the effect has ended. (9 second cooldown)


Titan's Bola:

3100

500 Health

55 Armor

Unique Passive: While this abilities active is on cooldown gain 5% movement speed.

Unique Active: Bola Bound: Toss the Titan's Bola at targeted area. The First enemy champion hit is grounded for 3 seconds and slowed for 2.


Here's a rework idea from your Time Totem:

Grapple Hook:

Cost: 3000

80 Magic Resistance

500 health

Unique Active: Tie the Grapple hook to target terrain (150 cast range), creating a bond between you and the hook. As long as you stay within 650 units of range or the 3 health bars (like pinkies) are not destroyed, you can reactivate to pull yourself to the grapple hook. The bond lasts 5.5 seconds and can be destroyed.

CoolKnightST1 votes

Grapple Hook can work actually. Good thinking, I only think the MR on top of the health would be to much. It's also way to price efficiënt. I would rather rather do something like:

  • item 3155 + item 3133

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