Though drastically different since its change, scant attention has been paid to the new Ohmwrecker.
I won’t pretend that readers are stupid: on paper, it looks pretty bad. Take a look below.
|50||Active, 15/Hp5, 15/Mp5|
|Rod of Ages||2800||450 (650)||60 (80)||
450 (650) mana, passives
|Liandry's||2900||300||50||15 Mpen, passive|
To plagiarize, opportunity cost “opportunity cost is the cost of any activity measured in terms of the value of the next best alternative forgone (that is not chosen). It is the sacrifice related to the second best choice available to someone, or group, who has picked among several mutually exclusive choices.”
When evaluating an item, people tend to evaluate it in terms of comparisons. This is a good method of evaluation, because if an item costs the same and gives more, why not pick the other item?
This is the reason people don’t buy Ohmwrecker. Compared to, say, Rod of Ages, you’re out 30 AP, 300 Health, and 650 Mana. Plus, there’s the passive from leveling up to compensate for the lack of HP/5 and MP/5. And they cost the same. So when you evaluate Ohmwrecker, it has to somehow better than Rod of Ages. And in flat numbers, it appears that that is not the case.
Is that the end of the discussion, then?
It can be, if you don’t like Ohmwrecker’s active. But that is really the main difference. The main point of Ohmwrecker is its active. Would you rather have Ohmwrecker’s Active than Rod of Ages later game stats, Rylai’s slow and stats, or Liandry’s Passive and penetration? If not, it’s not for you.
To me it seems that the kind of champion that would want Ohmwrecker is not the same kind that would want the other stats available. If you’re the tower-diving type, you don’t need a built in slow or more CC. Nor do you want later game power, you want to snowball. If you’re trying to burst, you don’t need the Liandry’s passive. You may want the penetration from Haunting Guise, but you’d rather get more AP from other items.
With this in mind, Ohmwrecker is most effective as an early game item so you can use the active more and because it favors early leads and snowballing types of antics. Similar to the principle of Mejai’s, you’re taking somewhat of a risk taking this item. You need to get something out of it by the time you’d get the stacks from Rod of Ages up, ten minutes later, and be able to make use of the active later on.
There are also a couple reasons that Ohmwrecker isn’t quite as bad as Rod of Ages.
First, you can build it quicker. You’ll also probably get at least 300 gold from the Philosopher’s Stone. That is almost an Amplifying Tome, an extra 20 AP that can go into another item.
Second, the build path is smoother. Rod of Ages champions get a Tear, Doran’s, boots, or Flask first. An Ohmwrecker path can start with beads, charm, and 3 pots, which is good sustain to start with. Philosopher’s Stone and Boots or Ruby Crystal can follow soon after. It is not as strong as, say, Chalice, but Chalice champions wouldn’t need Ohmwrecker’s Active.
Third, in later stages of the game the HP/5 and/mp5 is nothing to laugh at. In straight up 5v5 team fights, Ohmwrecker isn’t as good as Rod because of your having less health. But if you’re in that stage of the game where you’re sieging and there are a lot of turrets, Ohmwrecker can help your team get turrets down and the 180 health and mana you regen per minute lets you stay out longer. Rod has a higher pool for fights, but if it’s poke wars, Ohmwrecker does better vs. poke, while Rod is better in all-in 100-0 fight. Rod and the Catalyst’s proc is 200 mana when you go up a level. Later in the game, that happens less often and less reliably, and isn’t an always on effect.
Simply put, it is a matter of style and even, perhaps, a matter of matchup!
As for Liandry’s and Rylai’s, the former has a less smooth build path and is a niche kind of item. Most champions that would use Rylai’s wouldn’t need an Ohmwrecker. Liandry’s is another self-evident item, primarly used on Elise, Kayle, and poke champions that wouldn’t be diving turrets anyway.
Champions I’d actually consider taking Ohmwrecker on at mid: Ahri, Diana, Elise (I don’t recommend her as a mid), Fiddlesticks, Fizz, Gragas, Kassadin, LeBlanc, Malphite, Malzahar, Master Yi, Morgana, Nidalee, Swain, Syndra, Taric, Twisted Fate, Zilean
On a jungler, this serves as a great diving item if you’re doing frequent ganks. It lets you pull off ganks that would not be possible with any other item or spell. Ganks are even safer than with tank stats because sometimes non-tanky teammates grab turret agro. On some champs you can even go beads/charm pots to start if you’re going to gank a lot and not heavily farm the jungle and then sit on the Philosopher's Stone, season 2 style. Be warned that while it gives you gold it makes your clearing and sustain poorer, and you won't have any machete items at all. For some champions, this is okay.
Solo Queue vs. 5’s
5’s will have much better use of Ohmwrecker is it requires coordination. The last time I used Ohmwrecker in solo queue was as Diana jungle with a Fizz mid. Fortunately, the Fizz AND our top AND my bottom lane all got excited about it being up and being used just for them. This is not generally the case, but at least one will probably understand.
If you build it in solo queue, tell them well in advance.
And at any rate, it’s better with coordination and with team comps built around it. Keep that in mind.
Summarized points to think about
You should consider getting an Ohmwrecker if:
- You are good at diving, your champ is good at diving, and your team will use it
- You can afford to go to lane or jungle starting with charm and beads
- You have mana issues but can’t charge Tear and don’t need the Athene’s stats
- You’re going for early game snowball
- Your team has a strong pushing comp and coordinates for pushes and sieging well
- The other team has strong tower defending and goes more for pokes than all-in fights
Reasons against taking Ohmwrecker:
- You need Tear, Rod of Ages, Athene’s, or any combination of them and Ohmwrecker cannot replace one of them
- You need cooldown and Nashor’s or Deathfire Grasp aren’t options
- You don’t have mana issues
- You need armor or MR and health won’t cut it, and you need it before you get 3000 gold in the game
- You’re going for late game team fights
- You can’t hack going charm and/or beads for one or both of your first items
- You need more health than Ohmwrecker provides (unless you’re a tank and you’re not focusing AP)
- Your team has crappy crowd control and diving abilities
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