The Nitty-Gritty of how Omnicharge Signet works
Omnicharge Signet is probably my favourite legendary, because it allows you to do some of the most ridiculous shit imaginable that wouldn't normally be possible. BDSM Master Lash with his many whips, Super Stun Seven, and my newest favourite, Infinite Charges Forever Teleporting Dynamo. However, because the item is so rare, and we generally get very little time to play with it, it's difficult to figure out exactly how it works. So I spent a bunch of time in the range to get to the bottom of it, and I present my findings for you all here:
Previous bug and how it works now:
Firstly, when Street Brawl first came out, there was a bug in how Omnicharge interacted with Rapid Recharge, but it has since been fixed. This bug was a result of the 70% "Faster time between charges" of Omnicharge stacking additively with the 30% of Rapid Recharge, which resulted in two strange behaviours. The first, if you had both items and Omnicharge was imbued on a NON-charged ability, the time between charges would be reduced by 100%, allowing you to use the ability repeatedly as fast as you could press the button (see BDSM Master Lash). The second, if you had Omnicharge imbued on a CHARGED ability, the 100% reduction would break the cooldown, and the time between charges would instead return to its default value, as though you had neither item. This meant that if you already had Rapid Recharge on a character reliant on their charged abilities for damage, and you were offered Omnicharge, it was generally better to put it on a non-charged ability so that you didn't suffer from a time-between-charge penalty.
As I've already said, this bug has been fixed and now the "Faster time between charges" stat stacks diminishingly like basically every other stat. With both Omnicharge and Rapid Recharge you have a total of 79% faster time between charges (that is, a 79% reduction in the cooldown between charges), and if you get superbly lucky and get both items enhanced, you'll have 83.75% faster time between charges.
A quick look at Omnicharge stats and what they mean:
Omnicharge does the same things Rapid Recharge does (Additional charges, faster time between charges, reduced cooldown and bonus spirit for charged abilities), except with greatly improved stats, and imbued on just a single ability. It's important to note that the additional charges is the only stat that is exclusive to the imbued ability; ALL charged abilities will benefit from the faster charges, reduced cooldown, and bonus spirit power. What makes Omnicharge so special is that it can be imbued on non-charged abilities to give them charges, and the amount of charges can be increased by Extra Charge or Rapid Recharge.
Okay cool, now you've turned a normal ability into a charged ability, but what's the time between charges going to be? Well, it's actually written in the stats of Omnicharge: 70% faster time between charges, meaning that the time between charges will be 30% of that ability's cooldown. This means that, unlike normal charged abilities, reducing the cooldown will also reduce the time between charges. This can be reduced by however much cooldown reduction you're able to find and can lead to some very silly things.
What the stats don't tell you:
To begin with, it's important to understand that in Deadlock, there are three kinds of charged abilities. Innately charged (Dynamo stomp, Lash grapple, Talon arrow, etc.), abilities that become charged by AP upgrades (Haze smoke bomb, Geist drain, Infernus dash, etc.), and finally, charged abilities generated by some resource (Wraith cards and Graves jars).
Omnicharge Signet will only grant four (or six if it's enhanced) additional charges to the first category, the innately charged abilities, the others will only get two extra charges. Additionally, abilities that gain charges from AP upgrades, and any other ability given charges by Omnicharge, will not be granted the cooldown reduction or bonus spirit power, only the faster time between charges. They will also not benefit from the same buffs from Rapid Recharge, only the increase in number of charges and time between charges will change. Fortunately, Wraith cards and Graves jars do benefit from all the passive stats, they just only get two extra charges instead of four.
How non-charged abilities function when Omnicharged:
I haven't rigorously tested every ability in the game, but as a rule of thumb it'll behave similar to if you imbued Echo Shard. This notably means, you cannot imbue Omnicharge on an ultimate (including Vindicta's snipe), nor on purely passive abilities. If an ability has multiple stages, you'll probably have to wait until you've completed every stage of the ability before you can use Echo Shard/before another charge will be available. There's an incredible amount of nuance in how each ability behaves (when the cooldown begins, when the charge timer begins, if buffs stack, etc.), that the Echo Shard analogy is the best I can give you.
Feel free to test whatever ability you like with Omnicharge yourself. While not in a game, open the console with F7 and type giveitem upgrade_omnicharge_pendant # with the '#' replaced by which ability you want to imbue, 0 for the first, 1 for the second, or 2 for the third.
Unique interactions and a couple of fun stats:
Mirage and Shiv are tied for the most possible charges. If they have both enhanced Omnicharge and enhanced Rapid Recharge, they would have 14 scarabs/knives respectively. Mirage and Shiv are also the only two characters with passive abilities that can be imbued with Omnicharge, as they also have an active component.
Silver's Lycan form abilities gain charges from Omnicharge the same way her human form abilities do. When a human form ability is imbued, the Lycan form alternate ability will inherit those charges and they will all be replenished by transforming.
Rem's little helpers don't count as charges the way other abilities do. They have their own respective and parallel cooldowns based on when they were used and the activity they were given. Imbuing Omnicharge will do literally nothing, don't do it.
Victor's aura, after Rem's little helpers and Mirage's djinn's mark, is the third most useless ability to imbue with Omnicharge. Aura will gain charges, but all the charges will allow you to do is toggle the aura back on quicker after turning it off, and only while you have charges available. If you have no charges, the ability functions as normal.
Vindicta's snipe, as an ultimate ability, can't be imbued with Omnicharge. However, as snipe is an innately charged ability, it will still benefit from all the passive stats of Omnicharge when it is imbued on another ability.
Dynamo's quantum entanglement has a unique interaction that is very silly, and similarly broken. With its max AP upgrade, quantum will cleanse non-ult debuffs, and more importantly, replenish one charge for all charged abilities. With Omnicharge imbued on quantum, using the ability instantly replenishes the charge it just used, while also replenishing a charge of your stomp. If you're able to get enough cooldown reduction, and change quantum to instant cast, you can just hold the button down and you will go back into quantum instantly after leaving it, making yourself entirely and indefinitely invulnerable.
I have spent a number of hours on this post, aka far too long, so I hope you all enjoy. If you have any questions, feel free to ask.