Teemo rework concept

Espurr VI··2 votes·847 views

Passive: Scout: If Teemo is idle for 1.5 second, or 1 second in brush, he becomes stealthed. If Teemo breaks stealth, he gains a burst of movement speed decaying over 2.5 seconds.

Q: Hallucinating Dart: Teemo spits a dart, deailng magic damage, reducing their vision radius to 100 units, and slowing them.

W: Scouts Code: Passive: Teemo gains additional movement speed as long as he's moving. This stacks up to a cap. The speed bonus is doubled if Teemo is running towards a poisoned target.

_Active: _ Can only be cast if Teemo is under any form of crowd control that hinders movement. Teemo removes all crowd control and increases Scouts Code's movement speed to it's cap. ** E: Toxic Shot:** _Passive: _ Teemo's basic attacks apply a stack "Poison" to their target as well as bonus magic damage, dealing percent max HP as magic damage every second. Poisoned targets % increased damage from Teemo for every stack of Poison. The damage from Poison does not stack.

R: Noxious Trap: Teemo lays a mushroom at target location. If an enemy walks over it, the mushroom explodes, dealing magic damage in an instant, and applying 3 stacks of poison. When a mushroom explodes, it creates a large zone around it that slows all enemies in it.

Goals of this rework: Teemo is a scout, so he should be treated as one. Scouts are extremely fast and squishy, but they don't do a lot of damage. Teemo's damage over time and %bonus damage won't be very strong unless he is in the fight for a very long time.

5 Comments

Ok sure but why2 votes

don't change my satan

Espurr VI1 votes

The goal of this is to give out lord and savior more power, while not making him overpowered.

I have Teemo at level 5, so these are not just random changes.

Ok sure but why2 votes

DON'T CHANGE MY SATAN!!!!!

MagicFlyingLlama2 votes

So.. Make teemo even less useful?

0Silverfang1 votes

The problem with having him need to stay in a fight for a long time to do anything while being squishy doesn't help him. It actually means that his counterplay is "nuke him". Scouts are gatherers, stealthers, and planners. He needs a kit that let's him kill from the brush and the shadows but if he's seen and engaged on he's done. In team fights he has his team fight the enemy in an area he's already set up ahead of time and then waits hidden in the area for his team to get the enemy low then strikes, kills and runs away.

I like the idea of an ability called "Scout's Code" But I think it should be his passive name and it should combine his current passive with his E and W and that lets us add things to both to make him more scout like.

How about more darts? A crippling dart or paralysis dart for example? A scout should be able to control or turn the tide of battle through preparation. Catching him unprepared is some possible counterplay.

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