Teemo as a Jungler

ZaneShadow·4/19/2018, 9:39:34 PM·9 votes·7,602 views

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TLDR:

Don't lose any abilities, let Teemo jungle and still go top. Swap E and R. New E (current R) does a burst of damage but doesn't gain the damage over time until after Lv6, when his R (current E) is unlocked. Then mushrooms are effectively acting the same as live functionality, though slightly weaker but ramping up with each rank in R to end slightly stronger, as you must max two abilities to get their full strength. AoE early damage lets him clear Raptors and Wolves easier, while hopefully remaining power neutral with Teemo farming in the top lane and harrasing his opponent. Mushrooms hould not be learnable until lv 2 to prevent some very difficult situations for opponents.

Comment bellow on what you think or your own ideas? Worship Satan cough I mean Teemo as he is? Wish he'd be deleted? Share it with others and check out what others have to say besides me.

Main Article I go back and forth if Teemo should ever be touched by Riot. His memeness is unparalleled and ever part of his kit is iconic in some way. But one thing I will say that I do think of is that teemo is the Swift Scout. His mushrooms, his invisibility passive, and even his speed boost sound like ganking or Jungle tools. I know a few people manage to make him work there, but I'd love to see it be a role he split with his top lane performance. I'm not even saying this is how it should be done but I'm spitballing ideas. My goal is to make it so that he doesn't lose any of his iconic abilities while still not breaking him. Let me know what you think in the comments.

R and E swap proposal

For those unfamiliar with teemo (Welcome out from underneath your rock) Teemo's ult is his mushrooms. They are iconic to his kit. Everyone knows that feeling of stepping on a mushroom just after you swore you must have hit the last one. The feeling of pure rage when you run into three concescutive mushrooms trying to gank top lane.

The proposal is based on the fact Junglers need AoE to clear certain camps early. Raptors really need AoE damage to be cleared effectively, and their pretty much the bar for if you can jungle.

So the first idea is to make all damage-over-time connected to his R (current E). His mushrooms would simply start as a quick explosion of damage. However, once his R was unlocked, the Mushrooms would function as their current live functionality. His auto's would gain that iconic/evil damage over time effect and potentially another effect on his Q. Each Rank in R would make the damage over time higher and/or longer, starting out a little weaker than live, but ending slightly stronger at lv 16. Also, iplacing invisible traps is extremely powerful, and if he can rig a lane with them before the wave, he could clear it a little too easily. As such, the mushrooms should be locked until lv 2. He has cleared the first couple waves or killed his first buff, then he gets to start placing them to clear camps or do other teemo things.

Advantages:

  • Ranged champions always wind up opressive to melee, and teemo's damage over time means he can poke and run away worse than most. So waiting to give him that until lv 6 seems like a way to not remove this mechanic but make it a bit more fair.
  • the AoE damage lets him clear Raptors and wolves easier, while also helping Teemo farm in top lane about as well as he currently does.
  • None of those very important "Teemo moments" are lost. He still behaves almost exactly the same after level 6.

Disadvantages:

  • Teemo is now in the jungle. Have fun walking into lane but realizing he's already there.
  • His intial harrass is slightly lower, meaning he will have to play at least a little more conservatively than he currently does before 6.
  • Invisible traps are dangerous. While locking them behind lv. 2 does largely solve the problem, it doesn't guarantee there won't be unforceen consequences.

As a closing thought, this isn't designed to be a rework or anything like that. When you imagine this, think about the Hiemerdinger update or the much more recent Azir updates. Their small tweaks done outside of a full on rework, designed around changing up numbers and certain ability details. As no new abilities, passives, or visual effects are being created this has a huge benefit of requiring only the minimum number of resources from Riot. That may be the actual best part of this design: it's do-able without completely upsetting any previous scheduels Riot has for development on new champions or full Reworks.

Welp, that's it for me. WHat idea do you all have? Like the current one too much? Want him deleted? Share them below and look at what other have posted. Thanks for reading.

23 Comments

Wild Geese4/20/2018, 5:25:24 AM4 votes

I love the idea of Teemo as a jungler, great idea.

I've always thought, if he didn't really fit in anywhere, and is a problem in top lane, where's the best place for him while maintaining his niche??

Jungle just makes sense; Teemo has stealth, Teemo creates traps and controls the map. Teemo moves quickly out of fights. He had the qualities of a control jungler; just without the tuning to do it effectively.

I think your ideas would accomplish it!

VinterCain4/19/2018, 9:58:10 PM2 votes

nice

ZaneShadow4/20/2018, 12:00:37 AM2 votes

Wow, surprised no one has started screaming Teemo hate or posted “worship Satan Teemo” yet. Very impressed by the boards on that one.

Mokuto Bunshi4/20/2018, 4:56:59 AM2 votes

Ive tried clearing with teemo vs jungle and imma say that to do this pre-6 most of his damage needs to be upfront.

BLIGHTBRINGER4/20/2018, 2:04:20 PM2 votes

Thing is I always imagined him to be a jungler based on what he is, a scout. Last time I checked scouts, they hang around in the jungle lol.

Quiet Dude4/20/2018, 2:14:25 PM2 votes

Teemo can jungle already. He just has a weak early game, and needs a fatass leash. But he can jungle, and he can jungle well. If you take cinderhulk enchant, his clear speed becomes phenomenal, as well as his survivability, so you're not wasting shrooms on clearing jungle camps.

item 1401 item 3115 item 3151 item 3020item 3078 item 3135/Dealers Choice

Inspiration: Glacial ->Hextech Flash/Biscuits -> FM/Boots -> Approach Velocity/Celestial body Sorcery: Ultimate Hat-> Transcendance

Try this build and you'll thank me. I prefer future market over boots, lets me get those items faster. Hextech flash is great for surprise ganks when someone steps on a shroom over a wall.

Remember to alternate your autos on different monsters and the DoT from your E and cinderhulk will wittle them down in no time.

Glacial augment is great for ganks and will guarantee a flash, as well as increase the DoT damage from Liandry's. Cinderhulk also stacks the HP from Liandry's and Triforce, giving you more HP. Void staff isn't necessary, but the damage from your shrooms will be guaranteed one shots on squishys.

ZackTheWaffleMan4/19/2018, 9:42:02 PM2 votes

I really like this.

Saianna4/20/2018, 11:05:33 PM2 votes

If you swap E and R, which means shrooms WILL HAVE TO BE HARDGATED by either nerfing the damage in half or it's duration to mere seconds, so............

#No.

Also considering how Riot wants to nerf every mage in existence, this rework could give them an argument for nerfing. I prefer if they are lazy, won't touch him and let him be super niche and pretty useless, than just freshly made garbage with huge playrate in first week then dropping like a stone to less than a mere percentile.