Ohmwrecker rework

Senteth·2/19/2019, 5:08:37 PM·1 votes·1,412 views

I think the reason why Ohmwrecker is so under picked is because its concept just doesn't work as a tank item. Any old health or armor item allows you to live longer under enemy towers, while also making you more resistant to champions.

No I think that Ohmwrecker should be geared towards assassins. As they are the class that does the most tower diving, and can make the most use out of the short window of power that Ohmwrecker provides.

So here are my suggestions for an Ohmwrecker update.

(Note this images were taken off of the internet for reference on what the new items might look like.) (I do not own them, and I have no idea where they are from.)


https://i.imgur.com/n7uOVIx.png ===Ohmwrecker=== Cost: 600 UNIQUE Active: Target enemy turret is stunned for 3 seconds. A tower can not be stunned more than once every 8 seconds. Limitations: Transforms into Broken Ohmwrecker item when activated, which cannot be activated again. Once broken, all future purchases are also broken. (range 800)

https://i.imgur.com/BHbGEO0.jpg ===Divine Intervention=== Cost: 2800 or 500 + Aether Wisp + Blasting Wand + Ohmwrecker/Broken Ohmwrecker +80 ability power Unique Passive: +5% movement speed. Ally champions gain +60 movement speed while under towers that you have stunned. UNIQUE Active: Target enemy turret is stunned for 3 seconds. A tower can not be stunned more than once every 8 seconds. (120 second cooldown, range 5000)

https://i.imgur.com/sNw0O5N.jpg ===Saboteur’s Saber=== Cost: 2800 or 200 + Serrated Dirk + Raptor Cloak + Ohmwrecker/Broken Ohmwrecker +55 attack damage +30 armor +150% health regen Unique Passive: +10 Lethality Unique Passive – POINT RUNNER: Builds up to 20% bonus movement speed over 2 seconds while near turrets, fallen turrets and Void Gates. UNIQUE Active: Release a pulse that stuns nearby enemy turrets for 3 seconds and destroys any turret shots that are already in flight. A tower can not be stunned more than once every 8 seconds. (120 second cooldown, pulse range 500)


Anyway, thanks for your time.

3 Comments

ChaosReyn2/20/2019, 12:55:19 PM1 votes

I'd take it if you put it on a mage, cause they don't have the ability to quickly take the turret after. I don't believe it wise to give it to an AD champion...imagine splitpushing Tryndamere or Nasus just running it down top, turning off your towers before breaking them into tiny pieces and keeping their huge wave alive to grow even larger. Also, with the 8 second rule, remember that the suggestion you're proposing works like Zhonya's and stopwatch: theoretically, I can carry both Ohmwrecker and Saboteur's on my Nasus, breaking my Ohmwrecker to finish a turret if my Saboteur's is on cooldown.

"But Reyn, who'd ever have more than one at once?! That's a waste of money!"

Until you realize that if Ohmwrecker cost 600g and sells for 240g (same as stopwatch) and you're basically taking a free tower with it, the strategy pays for itself. Plus, in the mid game (where this will most likely see its use) it would be very easy to pull it off, and you'll have the item slots for it.

I think Intervention and a renaming of our current tanky one is plenty.