Ohmwrecker: Never ends up being a wise purchase.

darkdill·2/11/2015, 2:02:09 AM·3 votes·479 views

Any time I've ever tried going Ohmwrecker, either there aren't enough enemy turrets to use it on, or our team is behind and defensive, meaning you can't dive enemy turrets. Rushing it is too expensive, it gives inferior stats to a Sunfire Cape in most scenarios, and its use is far too situational to be of practical use. And with all the new "kill turret" mechanics flying around, the optimal scenario for Ohmwrecker is almost non-existent.

I'd love it if a Rioter could prove me wrong.

5 Comments

EndlessSorcerer2/11/2015, 2:09:39 AM1 votes

It can be a good choice on Nasus if you run CDR in runes and don't want a Frozen Heart.

  • Being able to disable towers is useful for helping your jungler gank, for towerdiving enemies, and for splitpushing later in the game.
  • Disabling a turret resets the damage amplification.
  • If gives CDR and defensive stats
  • Nasus spends a lot of time under tower farming, so it helps you dodge skillshots and escape/turn dives.
Linna Excel2/11/2015, 2:20:14 AM1 votes

I think it's good for resetting the turret damage if you tower dive but that's it. Still it's suboptimal on everyone.