Even if it isn't a priority, isn't important for Teemo to be modernized?

Nevrankroaton·10/2/2017, 8:53:25 AM·4 votes·478 views

Runes are coming. The ADC meta is making high sodium level. Illaoi main wish for a skin WHILE MY MAN URGOT STILL IS SKINLESS SINCE HIS FAKEA*S LEGENDARY MECH SKIN. Darius ADC is still not meta.

But I honestly (and seriously) think that it would be important to put some time into the modernisation of Teemo in 2018. Yeah not 2017 because the guys are sure going to be busy with runes, balance, new champ, my new ahri skin because yes I can take an urgot skin AND take an ahri skin, swain rework and stuff.

Why do you think they should put ressources and time into Teemo?

Let's be honest, Teemo is an icon/meme for League of Legends, from one of the initial more frustrating champion to face to a very polarizing archetype (cute voice and adorable look for a relentless emotionless killer that could have featured in the last logan movie just right). He always have been our flagship, always have been THE champ people would maybe know if you ask them "League of legends".

He is a very old champ with a kit that come from the old time too, while Riot gave him some QOL change, he actually hasn't been really changed or work on in the past seasons. One nerf here, the capacity to move in the bush while invisible here, etc. Teemo need to be up to date to the current meta shift and to the current role Riot seem to push in him, as Teemo is kinda a singular champ. Not much by his play pattern (unlike Aurelion Sol or Bard) but more by the way he impact the game (much like Singer).

If you define his role, Isn't he fine in his current state?

If you think of Teemo in term of pure gameplay, you think kinda among this lines:

  • Slippery
  • Lane bully against melee.
  • Squishy and overall bad against all in
  • Trap master
  • Value excellent positionning in lane and map awareness
  • Not a good team figher
  • Magic on-hit dmg dealer
  • Not that complicated kit

He is supposed to be a lane bully that will keep the ennemy top from properly scaling and put him behind, either by denying him farm or by forcing him to back a lot to his base if he doesn't want to die. The very idea of bullying like this mean the need of a kinda toxic kit, the term of quinn/pantheon in the sense that you have no retaliation. It is an identity that mainly contributed to Teemo's frustration and I feel it is something that should either be scrap out or to be made differently. Especially if it lack counterplay, which his current point and click blind does.

Teemo fail at being slippery, his MS bonus is nice but nowhere impactful enough to be safe, his camouflage is very strong but doesn't allow him to have very high moment other than a "SURPRISE MOTHERFUCKER" and let's be honest, being point and click to death with a blind is not satisfying for the ennemy. He has no dash, no blink, no movement other than running a little faster or a lot faster.

He is a strong trap master, his shroom are huge in the term of dmg and even utility (it is still a strong slow) but it is also quite frustrating to face/play as you either get red trinket to oblivion or you die because your red trinket is on CD/pink ward is already on a important spot.

He is quite good at map awareness, he can use his strong MS and mushroom to basically 'roam' and put vision/pressure against the ennemy rotating on the map. But it isn't like his kit was based on it, it is almost like a "default result" when you think of it. His MS, use for lane, is nice for moving around and his trap were more based on their dmg than their utility.

He is indeed very squishy and quite bad at teamfighting except if fed where he can try to do the famous gunblade/leachbane/Q/AA/ignite combo for a whole fun of counterplay and amusement from out of nowhere.

Overall, Teemo either has quite big weakness and bad strength in term of retaliation. His kit could feel way more cohesive for someone who want to play the map and lane rather than TF.

Teemo hasn't been meta ever, he isn't even very good at his job (COUGH QUINN/KENNEN COUGH) and doesn't scale/provide much out of this job. Overall, the dude is actually quite in a poor place.

By modernisation, do you mean full rework or something in the scope of shyvana/reksai/azir, I think Riot said they would slow down this type of process.

I feel many champion could use a full VGU before Teemo (YES MALICIOUS METAL, I WILL SAY MORDEKAISER FIRST PUT THE GUN DOWN). And a full kit overhaul would be a waste when Teemo could use some modernisation on his model.

The best way to work on him without overbearing the team but STILL making an impact is the same kind of rework that shiv/azir/reksai got. Also, it would be good to help the teemo main to not be too worked up (because we SURE KNOW how champion main can act cough Rengar/moderkaiser/leblanc cough). YES I AM THROWING NAMES, LET'S BE REAL, WE DON'T WANT WORLD WARD 17 IN THE BOARD.

What is your suggestion?

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAND it is why I also made this topic, I feel that it would be nice to have some suggestion from the people here to tackle some of his problems (either in strength or weakness). I am also kinda scared to make his kit with too much 'ideas' instead of making a whole core like the design team would do. But here is some suggestions for people who want to debate:

His Q, obviously, we could just say "MAKE Q A SKILLSHOT" but how could we make it more interesting that a simple linear skilshot? How about giving Q higher range and maybe bonus damage if Teemo does it out of camouflage? Or just from a bush? In exchange, we could change the blind effect and reduce the base dmg too?

His passive is iconic but maybe we should find a way for Teemo to not be a "SURPRISE MOTHAFUCKA" kind of rengar BS with a burst out of nowhere appearance. A delay could feel kinda bad but we could make it so his whole kit isn't insta burst. Like I gave the idea of a stronger Q out from his invisibility/bush, but his whole kit could also be make to be less obnoxious which would allow teemo to keep this strength?

**His W **is nice but the active really feel lackluster, I though that it would be interesting for the scout to have a real vision ability. Either have extra ward range (because he is a scout so he can ward the map without facechecking too hard) or maybe get an active where he is more about vision and his passive is more about kiting (like hitting from his max range give him MS to properly reward kiting but if someone goes on his face, wolly golly call 911) with maybe a higher MS bonus?

His E is strong, also maybe kinda too strong if I were to make his kiting better so how about this. Passive, still deal on-hit dmg and dot and sh*t. But for it to deal good dot/on-hit dmg, teemo has to prepare his concoction (he activate E and prepare it, up to 3 level if he can charge it full) and the concoction deplete after some time or hit? He can prepare it faster into bush if revealed or prepare it slowly while invisible (like SLOWLY so teemo can't do the "Let me reload my bazooka for 0,1 sec, COUNTERPLAY BAE"). Like that, a Teemo can prepare for a strong load of damage but will also be less obnoxious in lane as he would have some down time and/or less damage if he constantly harass.

*His R is iconic but I think we can take it and just change the way it interact. Teemo should be about being an annoyance and bringing vision, he should make the field hard to manoeuver. How about making his shroom like some sort of very mini ward (like it bring some small vision around them), if step on it, it cling to the ennemy champion and slow them a little. It stay on the ennmy champ for some time, and every new shroom refresh the duration and add a stack. Depending of the number of mushroom attached to the ennemy champion, teemo can detonate it by a Q (or 3 AA?) to deal a massive chunk of damage depending of the number of shroom. The goal is to still bring the annoying part of being slow/revealed but also make people fear to get ambushed by teemo, Teemo gain some very high dmg potential² WHILE counterplay (he need to hit Q or hit 3 AA). If too strong, while the slow is aoe, the mushroom would cling on the person stepping on the target so teemo can't make everyone on the team suffer.

Obviously there is massive flaws in what I suggest (E doesn't really resolve the problem of teemo harass, W still let teemo be highly vulnerable, R doesn't allow waveclear?) but I feel teemo should be in this direction, a scout and a trapper, someone solid in lane because of his high kiting BUT also someone who can interact more with the ennemies (detonation with R, skillshort with Q, charge system with E) which allow him to have way more.

2 Comments

SoonshiL10/2/2017, 8:59:11 AM1 votes

Mother of wall of text!

Are you asking for a Teemo Rework?

pilot na karuca10/2/2017, 9:51:12 AM1 votes

I added edits!

Q skillshot.. if so, after it hits someone it should do AOE blind to all the ppl around the one you hit, or you wont be able to blind any carry ever. The point is to make Teemo stronger and valuable as a pick after all.

W should be like Graves dash, Teemo does a small dash and gain a bonus effect after that (like bonus dmg on the next attack/bonus MS/AS/Range) AND THIS IS A MUST HAVE FOR TEEMO!

Your idea for the E is good, but it should have passive to do bonus dmg to minions all the time, because its fking hard to lasthit without it, and you activate it to do big bonus dmg your next X attacks to champions (Like Chogath E). It should be like channeling Edge of the Night item 3814 but can only be interrupted with hard CC (stun, silence, knock up, taunt)

R less dmg, but stays 10 minutes, should always be AOE, if you hit someone who have stepped on shroom with your activated E, you do HUGE DMG, IT SHOULD BE THE ULTIMATE COMBO. And in lane: opponent steps on shroom, you pop E, and dash with W (you should be able to do these things at the same time!!!!) then BOOM!

oh and the passive should give some bonus effects to your next action, not only attack speed or maybe instead of attack speed. Like bonus dmg to Q/AA(E) when used up to 1-1,5 seconds after leaving stealth.

These changes will make Teemo a great ambush/camping assassin that needs to setup the field before killing anyone, granting a good control of a part of the map by doing so + he will have a decend early game, allowing him to survive ganks easily with his new W. Also giving Stepping on shroom with no Teemo around wont be as painful, but if Teemo is there, you're DEAD. Teemo should be the champion that can take half of your jungle and make it its own OR prepare the next field of teamfight to change the tide of the battle.