Teemo rework idea

NeuroosiKettu·9/18/2015, 8:04:51 PM·2 votes·1,197 views

As Teemo's champion title says (The Swift Scout) he's supposed to be a mobile ranged harasser who shoots darts at you and then escapes. Currently he's not very good at this in fact. (This is my opinion, correct me if im wrong.) The problem is that he can't shoot those autoattacks without losing a chunch of his own healt at the same time or ultimately dying in the progress. This is duo to his low autoattack range and his poor mobility. The range wouldn't be a problem if he had a dash which he could use to dodge enemy spells after he have hit them with some toxic shots. But currently Teemo's movement speed is only 330 and his W doesn't give lot of it.

Another problem which Teemo has is that he's so mana hungry. This is duo to his shrooms and his Q. It's ok on his Q because it would be unfair for the enemy if he could cast it infinitely. But the mana cost on shrooms is totally unnecessary. Putting shrooms on the map is Teemo's uniqueness and his ability to use it shouldn't be hindered. (Not to mention Riot did cut shroom duration to half.)

The third problem is that his passive is almost totally useless. It may give you a first blood at level one or a change to assassinate a squishie at later stages of the game but thats all what it gives. It's quite impossible to use it to escape death while being chased even this is how you should use it.

In order to fix these problems i have created a small rework for him.

  • Camouflage (passive) [REWORKED]

    Whenever Teemo enters a brush he becomes stealthed indefinitely. During this time he can move freely inside the brush without breaking his stealth. After leaving the brush Teemo keeps his stealth for 1.5 seconds.

    Activating Move Quick (W) doesn't break stealth.

    (Notice that Teemo doesn't gain the Element of Surprise anymore.)

This change is supposed to give Teemo the ability to escape in though situations. At top lane it can even be used to sprint trough all the three brushes without losing his stealth a single time. (Enemy team, bring pink wards.) This would be very effective when he's pushing at enemy tower and the jungler comes ganking. He would even be able to do some plays if he stop on the first brush and the enemies just keep going past Teemo towards the other brushes.

  • Blinding Dart (Q)

    Damage changed to 80 / 120 / 160 / 200 / 240 (+70% Ability Power) from 80 / 125 / 170 / 215 / 260 (+80% Ability Power)

The point on this is to reduce the nuke power which this ability has on squishies. Teemo is supposed to deal damage over time, not to nuke people.

  • Move Quick (W)

    Cooldown: Increased to 20 from 17 Mana cost: Reduced to 30 from 40

    Passive: Movement speed bonus increased to 10% / 15% / 20% / 25% / 30% from 10% / 14% / 18% / 22% / 26%

    Active: Teemo dashes in a direction which after he doubles his passive movement speed bonus and gains 30% / 40% / 50% / 60% / 70% increased attack speed for 3 seconds.

    Autoattacks on enemy champions reduce Move Quicks cooldown by 0.5 seconds

This will be Teemo's key spell to keep the range between himself and his opponent. By adding the attack speed buff from his passive on this ability and removing it from the passive itself Teemo will really get some use of it. (Imagine Teemo punishing his lane opponent after he has dodged an ability and is free to go for a good trade.) The cooldown reduction is meant for teamfights where Teemo has to reposition a lot in order to maintain a safe spot from where to shoot.

  • Toxic Shot (E)

    Unchanged

This ability is Teemo's bread and butter and it's perfect at its current state. That's why it doesnt need any changes.

  • Noxious Trap (R)

    Mana cost: reduced to 50 / 60 / 70 from 75 / 100 / 125

    Trigger range: Increased (I dont know the exact range but its anyways too small. Enemies usually go past your shrooms by hugging the walls.)

This change will give Teemo the opportunity to plant shrooms without a worry about running out of mana. Because Riot reduced the shroom duration I think this buff is welcome. The trigger range increase is supposed to give Teemo a chance to put more shrooms in a larger area of the map instead of a garden of them on the side/sides of his lane.

That's it! Please comment if you have any thoughts or something to say.

http://i.ytimg.com/vi/Qj48qHM1MXE/maxresdefault.jpg

4 Comments

Mimy9/18/2015, 8:40:37 PM2 votes

The problem is that he can't shoot those auto attacks without losing a chunk of his own health at the same time or ultimately dying in the progress.

That's the whole thing about teemo people don't get. People say he's OP but he's very easy to kill and only people who understand this become that teemo everyone fears...

You've seen the videos and pictures... "Our teemo , their teemo" That's the difference. I myself am still far from being a good teemo but I have gotten better, I no longer feed as much.

It's just something you gotta get better at. positioning, kiting, using your kit to outsmart people. Its how teemo work. the more you play him the more you learn his weaknesses. the better you become in being able to fight another teemo.

This is what separates a new teemo from an experienced teemo. And people say he don't take skill. Every champion in their own sense takes a certain amount of skill. Champions that take more skill often have more to them...

Rito Staff9/18/2015, 8:44:28 PM1 votes

That W will make satan so much more hated haha did you read it yourself?

If anything make the active a dash but removing the movespeed buff when on CD. (Dash after double movespeed wut ppl already complain about his mobility)

UberAffe9/18/2015, 9:33:04 PM1 votes

Aside from getting ganked I really don't die often as teemo. That said I do like the concept of maintained stealth for a short time so you can run between bushes, that sounds fun.

I also agree with changing the nukiness of his q, I would reduce the damage even further though and give him longer poison durations on his e and r.

The ult I would give a more significant change.

  • I would revert the time they last for or increase it at least.
  • reduce the arming time
  • increase detection radius
  • delay the explosion after detection by some short amount of time
  • make the shroom visible after detection

This would give the enemy time to react and avoid the damage if they are paying close enough attention. This would also allow for more places to balance the shrooms so that they are more rewarding to use and less toxic to play against.

Javazon9/18/2015, 11:45:56 PM1 votes

I've always thought it would be nice if his W had a mini dash on it. But I wonder if that would make him too kitey. I do think he needs something more for kiting since the nerf to his r and its arming time/duration.

But on the whole, riot already said they wanted him to be easier to get too. Their plan was to have you stand still in a bush and if the enemy wanted to fight you they would have to deal with your improved attack speed. This has of course proved relatively useless as you need to constantly last hit and the enemy won't run into you with a 60% AS buff or whatever. Reminds me sort of ashe's old passive. Anyhow. Still, I'm not sure w dashing is the way to go. But something needs to be done.

Increasing the trigger range is a good idea actually. I almost can't think of any downsides to it. Big plus size is it would make up for Teemo's arm time when an enemy is running at you. So it probably wouldn't happen.

How about my own idea?! Teemo's Noxious Trap (R) -Reduced damage to champions -Damage amplification added to teemo on his E, Q and maybe even auto's or items effect. Might open up some room for buffs and other changes. It's a basic explanation but I think it has potential.