[SUG] Subclass Divers Items

CoolKnightST·7/2/2016, 1:54:29 PM·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

bleufromage7/2/2016, 2:04:52 PM2 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.

Arakadia7/2/2016, 9:51:19 PM1 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.