[Champion Rework] Teemo: The Swift Scout

Remlap1223··3 votes·1,351 views

Note: Extremely experimental kit, looking for outside opinions.


Passive: Tracking

Enemies within 800 range of Teemo's sight will leave behind trails as if they are hit by crowd control. If they are poisoned, they will be revealed to Teemo for the duration of the poison.

Q: Toxic Shot Range: 650 Cost: 60 / 70 / 80 / 90 / 100 Mana Cooldown: 10

Active: Teemo shoots a special dart at the enemy in a line, dealing 80 / 125 / 170 / 215 / 260 (+ 50% AP) magic damage to the first enemy he hits, and applies Ajunta Poison. If the enemy is a champion, they will gradually have their vision lowered to 675 over 3 seconds, and are blinded for 1 / 1.25 / 1.5 / 1.75 / 2 seconds afterwards. Their vision returns to normal after the blind debuff is removed.

W: Camouflage Cost: 50 Mana Cooldown: 16

Passive: Teemo gains 10 / 14 / 18 / 22 / 26% movement speed if he has not been damaged. This ability has a 5 second cooldown if he is damaged by champions or structures.

Active: Teemo roots himself in place and gains stealth. When Teemo attacks or moves, he gains the Element of Surprise, which grants him 100% movement speed that decays to 20 / 28 / 36 / 44 / 52% over 3 seconds, and 30% attack speed. If a champion walks within 600 range of Teemo, he loses this bonus and they will be alerted to his presence, but he'll still remain stealthed until he moves or attacks. Teemo can be revealed by a sweeping lens.

E: Ajunta Poison Cost: 50 Mana Cooldown: 16

Passive: Teemo's auto attacks deal an additional 20 / 25 / 30 / 35 / 40 (+30% AP) magic damage on hit.

Active: Teemo dips his darts in the Ajunta poison, poisoning his targets for an additional 6 / 12 / 18 / 24 / 30 (+ 10% AP) magic damage per second over 3 seconds for 5 seconds. This ability can stack up to 3 times, increasing the duration of the poison for an additonal second for each stack.

R: Bantam Trap Cost: 50 / 75 / 100 Mana Cooldown: 0.7 seconds

Passive: Teemo's Element of Surprise attack speed bonus is increased by 10 / 20 / 30%. He forages a mushroom every 45 / 40 / 35 seconds, which is reduced by cooldown reduction. Teemo starts with 3 mushrooms instantly when he levels this ability for the first time.

Active: Teemo places a mushroom trap on the ground for 10 minutes, which stealths after 1 second. The traps grant vision in a 212.5-radius. If Teemo is within 600 units of a trap, it will be armed. If an enemy comes within 60-range of the trap, it will detonate, poisoning and slowing by 30 / 40 / 50% and dealing 62.5 / 103 / 141 (+20% AP) magic damage per second over 3 seconds to nearby enemies within 200-radius. If Teemo is Camouflaged when the trap detonates, his stealth will remain after he moves, and will gain the Element of Surprise bonus until the poison dissipates or he attacks an enemy. Enemy champions can sweep the mushrooms and step on them for 1 second to disarm them, and they will gain 5 bonus gold.

18 Comments

Meep Man2 votes

It seens like the same kit, but stronger. 150% AP shrooms and more utility.

Remlap12231 votes

I screwed up the ultimate. I was going based off of his current stats and scaled them higher to offset the duration decrease. It's fixed now.

DrMarshSwamp1 votes

Since Teemo is here to stay I'm in favor of this rework.

S0NA1 votes

Basically you've just kept him the same but nerfed the living fuck out of his ult.

No thanks.

Remlap12231 votes

How is giving him stealth, reveal, movement speed, and attack speed a nerf? Because you can't cheese someone across the map with one shroom? That's the problem with Teemo's kit brah. That new gate on SR also indirectly buffed his ultimate, so you can effectively close off the area.

PrinceOfStorms1 votes

imo his sub title should be changed to Teemo, The Spawn of Satan

TheRatsInTheWall1 votes

It's an interesting rework. I'm not too sure about the passive, but it works. The W needs some work though; as long as Teemo's not moving, I don't think the enemy team should be able to know he's there. I'd rather the ability be weaker in the buff in exchange for a safer stealth. Maybe the ability should take less time to cloak Teemo per level in the ability. I like that the Q warns the opponent before the blind triggers. Teemo needing to be close to the trap is also pretty cool, but Teemo's map-covering trapping abilities are possibly too iconic to remove; perhaps you could substantially increase the radius in exchange for some of the buff? There was some talk about making Teemo semi-focused on counter-jungling ambushes. This rework could really support that notion with a few tweaks. Do you think that's worth pursuing?

Remlap12231 votes

Absolutely. I think it was Meddler who said that was a direction that they were going to take if they were going to take one. In fact, he's the one who gave me the idea for his ultimate's synergy with his new W. And to clarify, he can set traps across the map, he just needs to be in range for them to be armed. It's actually a buff so now minions and scuttle crab won't be able to just blow them up without notice, but much healthier that junglers won't be scared to farm the entire game after Teemo hits six. The range for it I wasn't sure about, I was trying to make it the distance Heim's turrets can be at before they go offline, and of course it would have a 10 second delay afterwards like Heim's turrets do.

TheRatsInTheWall1 votes

Wow, I didn't remember a Rioter getting involved in that discussion. Awesome.

I've used traps to prevent lanes from pushing too far too quickly, so I wouldn't necessarily call it a buff. If the Teemo is jungling, the enemy jungler needs to fear farming their own jungle for much of the game anyway. If the Teemo is in lane, that's the lane where most if not all the traps will be until the midgame. I can get how it would be more healthy for the game to limit how far from Teemo the traps can work though. It still allows for most of his fun tricks. Still, longer range, definitely.

Remlap12231 votes

Yes, something like Heim is what I was going for. And a 10 second delay, not instant disarmament.

TheRatsInTheWall1 votes

You've made that clear. Perhaps double Heimer's range.

Remlap12231 votes

I suppose that'd be ok... but I feel that'd make Rengar's ultimate feel somewhat unsubstantial if I did that.

TheRatsInTheWall2 votes

How so?

Edit: Do you mean that Teemo's subsequent stealthed run over to the trap activator would overshadow Rengar's?

Remlap12231 votes

You are correct sir. Right now the only thing that would separate that form Kitty's ult is his ability to activate it at whim. If I gave Teemo the treatment you're saying, not only would Teemo get to scamper over with ridiculous speed, but he also has the enemy slowed, poisoned, and let's not forget the ranged advantage. I like what Rango does, and I like this idea for Teemo because it reinforces this idea of using traps to ambush instead of global taunt cheese. But sticking that on Teemo would possibly make kitty sad.

TheRatsInTheWall1 votes

Hmm, you've got a point. Perhaps not a stealthed run? Just a reveal of the enemy's location, and a movement speed buff to reach the target? I like the idea that Teemo needs to be close to successfully ambush, but limiting the traps to only ambush scenarios doesn't feel right.

Remlap12232 votes

I feel like we just need to find a good enough range where you can activate the traps from a good enough distance to use as possible cleanup and ambush scenarios, without the current global cheese it has going for it right now.

The Red Goat1 votes

Your rework seems pretty interesting to me but I think you need a good middle ground to your problem with the ult.

One solution could be in having something like your Q be able to hit the trap(s) and set it(them) off like that. Kinda like the new Tristana E being tested on the PBE. When she puts her e on a target she can auto attack it to either increase the damage or decrease the time needed to explode. Not sure which one at the moment. Perhaps with your skillshot Q it could blow up a trap that someone might otherwise just walk around? For this mechanic to work you should probably state what the cast range on setting a trap down is.

Also I do agree the trap arming range needs to be bigger as most basic brush checking skillshots have more range than that. However another idea you might implement to go with the ambush tactics is to have the damage of the trap scale up based on how long it has been down. The base amount could be only slightly lower than right now but instead of massive scaling AP you could simply have the damage grow while the trap waits to be hit. This could be a huge buff for say a support Teemo who leaves the traps in ganking paths or in a brush while the enemy is none the wiser.

mikemil2231 votes

the part when they can sweep and step on the shrooms needs tweaking. it would just detonate before they could step on it. should still be able to just klil the ward and should keep how you have to step on them to get damaged imo. also the q sems like it would last a little too long. but i like how its like real poison and takes a stronger effect after a little while. but it still seems like it would last too long though. or maybe switch around how the blind comes after, and make the blind he first part and THEN they lose that vision radius. but this would be a GREAT rework for teemo. especially how he has to be close to the shrooms to work instead of shrooming top lane then going bot lane and someone still can run into them. no comment on the dmg ratios since i have no clue if thats weak or strong. but overall seems good to me.

grade :B+

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