There are a ton of Items within League of
Legends - a few with a lot more upfront impact than others. Some items may be
considered core items and must-buys on certain champions and in certain categories,
like Blade of the Ruined King on most AD Bruisers. But with the glaring
popularity of those items comes the overlooking of others that honestly could
make game changing differences when utilized correctly. I merely aim to touch
upon a few within this article to try and raise awareness on the items that no
one will see coming.
Ohmwrecker:
When this item was first announced I was excited
because the concept sounded amazingly useful, especially for my play style,
which involves a lot of diving and reckless assassinations. The thought of
being able to fully commit to an opponent who thinks they’re safe under a turret
is undeniably strong. So strong, in fact, that the item itself simply could not
be allowed to have overwhelming stats. It doesn't match up against core AP
items such as Void Staff and Athene’s, but I still believe that on the right
champions it can be a useful item. Champions like Fizz and Akali, who have to
go balls deep for kills, would greatly benefit from the ability to disable
turrets for 2.5 seconds as they provide a suitable window for the final blow
and the escape attempt (not to mention that the item resets the stacking damage
of turrets as well which is even more valuable in the current patches where
they reach max power faster). Another benefit of Ohmwrecker is that it provides
a little bit more health, which is valuable to high damage assassins who cannot
afford to use too many slots for defensive measures. I often find myself
wondering why teams like LMQ, who are known for furiously diving turrets, don’t
utilize this item to its potential.
Another great tip with this item is the fact
that when next to the nexus turrets, this item disables them both, allowing for
dynamic diving that no one would expect and also enabling teams to finish the
game faster when racing death timers and without minions. When considering what
to build Ohmwrecker over, consider it over items that would otherwise provide
similar stats like Rylais and Liandries. AP Supports can also combo this item
with Twin Shadows and Talisman of Ascension to ensure escape is never truly
possible for an enemy.
Sword of the Divine:
Sword of the Divine is an interesting concept
that has also never really seen any screen time in the professional scene and
in normal play, maybe because the base stats aren’t as impressive or maybe
because no one has truly figured out how to efficiently utilize this item. 100%
Attack Speed and Critical Strike Chance is a very powerful steroid that can
turn any trade in your favour in an instant. On AD Carries, this item is crazy,
but it isn't built in favour of Static Shiv, Phantom Dancer, and Youmuu’s
Ghostblade, which provide much better stats (and the latter gives an active
that seems more valuable at face value). You even lose the attack speed that
Sword of the Divine gives you when it goes on cooldown so why would anyone want
to build the item? The redeeming feature of Sword of The Divine in my opinion
is the fact that the current cooldown is halved by champion kills. Assuming
every time you use it you get a kill it has a 30 second cooldown, this makes it
effective in split push situations where you can easily 1v1 and dispatch the
person that tries to stop you. It also makes the item effective in extended
team fight situations where you could legitimately use it more than once if you
pick up two or three kills from its first use. Unlike Ohmwrecker which is a
more reliable pickup, Sword of the Divine requires mastery and effectiveness in
its use to become a super item. Misuse could leave you crippled, but effective
use could be the deciding factor in many fights.
Zeke’s Herald:
Why this item isn't used more is beyond me,
especially when AD mid laners like Yasuo remain top tier picks. If your solo laners are AD, someone on your
team should definitely have Zeke’s Herald. +20 AD and 10% Life Steal are
valuable stats that could easily turn the tide of any team fight, and the CDR
and the Health are also valuable stats that could benefit some bruisers and
junglers. Assuming all four other team mates benefit from the passive, the item
itself has 300% gold efficiency. Provided your team is also under the
protection of Locket of the Iron Solari, you have a huge amount of extra stats
in both offence and defense. I believe Zeke’s Herald is a great pickup on the
current Rengar play style seen in the LCS, which plays out on CDR and bruiser
items rather than full damage. Thresh could also greatly benefit on the extra
damage on his basic attacks as well as the added effect for the ADC which could
help snowball the lane. Zeke’s Herald also has the benefit of being the only
defensive/utility item that provides Life Steal, making it viable on champions
that need tankiness on top of life steal like Trundle and Shyvana. When
building Zeke’s Herald, always look towards its aura impact rather than the
impact of its face value stats. The items I’ve covered so far all have rather
average base stats but the power of these items comes from the enemy’s
inability to fully comprehend the value of their passives and actives. The true
power of Zeke’s Herald can be summarized by Ashe: United we are stronger.