Teemo rework (debilitation focused marksman/scout)

Bârd··3 votes·393 views

Passive: Guerilla Warfare Standing still for 2 seconds will cause Teemo to become invisible until he moves again, refreshing the cooldown of Move Quick.

Teemo stealths twice as quickly in brush and can move around.

Exiting stealth grants Teemo 30-60% attack speed for 5 seconds.

Teemo's poisons apply stacks for each damage instance. When all poisons expire, stacks will fall off after 9 seconds.

Each stack causes poison to ignore 1 magic resist.

If a target has at least 15 stacks, they will be slowed by .25% per stack (double while they have an active poison).

If a target has at least 66 stacks, the target unable to distinguish friend from foe. All units will appear to be an enemy Teemo (including epic monsters, themselves, and structures). That poor, poor Maokai.

Q: Blinding Venom 40 mana per attack Toggle: your basic attacks deal an additional 5/10/15/20/25 (+.05 ap) magic damage per second for 3 seconds. Each attack causes the sight range of the target to decrease by a quarter Teemo, down to a minimum of two Teemos. If they are ranged, the same reductions (with the same limits) will be applied to their attack range.

These debuffs fall of after Blinding Venom has not been active for 5 seconds.

The damage of Blinding Venom is added to toxic shot; it is not it's own damage instance.

W: Move Quick 50 mana, 14 seconds Passive: Teemo gains 8/10/12/14/16% movement speed if he hasn't taken direct damage from champions for 5 seconds.

Active: Teemo increases his passive speed bonus to 32/40/48/56/64%, breaking free of slows. After 1.5 seconds, it will decay down to regular values over 4 seconds.

During the first 1.5 seconds, entering a bush will cause you to instantly proc guerrilla warfare if the enemy can't see into the bush and you aren't revealed.

E: Toxic Shot Passive: Teemo's basic attacks deal 30/40/50/60/70 (+.15 AP) magic damage on hit and double that as a poison over 4 seconds.

R: Noxious Trap 100 mana, 1 second (25 second recharge) Place a mushroom on the ground at a target location. Mushrooms are not invisible, but cannot be seen by any means by enemies who are not within two Teemos. If an enemy steps on one, they will take 250/400/550 (+.6 ap) magic damage over 3 seconds (in 3/6/9 instances).

Noxious poison benefits twice as much from his passive slow.

Noxious poison ticks separately from Toxic poison.

Teemo can throw his mushrooms 3/6/9 Teemos. They will bounce 3 Teemos if they land on another mushroom.

(As a side note, I move that all measurements of distance I this game be converted into Teemos)

6 Comments

Psykoh1 votes

I also like teems but in my head I imagine this solo warrior that has an arsenal of weaponry

Bârd1 votes

I imagine a sadist.

Dart after dart hitting you.

You feel the poison burning in your veins, and the darts peppering your skin.

Your vision has faded too much for you to see your aggressor, your legs have lost too much coordination to flee, and your mind has been weakened enough that you can no longer think of a way out, but can only simultaneously fear and long for the sweet release of death.

The darts stop coming.

The numbness fades into a sweet ache.

You think you've lost him; you feel hope.

A giggle escapes from a nearby bush, and you look down.

As the spores are sucked into your lungs, their poison sapping the last of your consciousness, your vision recovers just enough to see... it.

It is smiling, its eyes closed.

You pray that you die before it opens them.

Kilanost1 votes

Honestly very interesting proposed changes in concept. Obviously the numbers might have to be played with but the overall concept is actually pretty solid.

The Last Ballad1 votes

I move that all measurements of distance I this game be converted into Teemos

Seconded. We should get a petition.

The damage of Blinding Venom is added to toxic shot; it is not it's own damage instance.

Word it to be "Blinding Venom increases Toxic shot's damage by 5/10/15/20/25 (+.05 ap)". That way it is taken to be the same as Sol's w passive, and therefor less confusion.

The E change is a straight buff, by 36-20 total damage(stronger early game) poison damage, and +20 on hit. Personally, I don't think this is necessary due to the poison subtracting the mr per damage instance. -4 mr every time he attacks you(without follow up damage) is enough, and for long trades with tanks this would be horrible, even with Adaptive Helm.(warranting nerfs level of oppression)

I like the Mushroom changes. I was campaigning that they be visible, but blending in so you have to be paying attention, but this works too.

Bârd1 votes

The reason Q doesn't just increase E damage is that if you wanted to start Q (for... some reason) I don't want to cut you off from Toxic Shot. I won't stop peoplefrom being stupid.

The E damage was increased because Teemo loses a lot of damage without the current Q nuke. I suppose it might be a bit much, though.

The Last Ballad1 votes

Ah, that makes sense.

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