Teemo Mushrooms- How Can They Be Updated Without Losing What Teemo Is?

Meep Man··3 votes·752 views

Teemo is in need of updates, particualrly his mushrooms. They are the cause of much hatred towards the champion and, by design, are literally toxic for the game. Having somone litter the map with high damage, more importantly invisible traps can lead to extremely aggrevating mind games that, while requiring skill to perform to perfection, is just not enjoyable to have to deal with. Therefore, Teemo's mushrooms need updating. Simple fix, yes no? Right? Wrong. You see, the problem is that Teemo is almost known for his traps entirely. His blind, movement speed, and even his E poison pale in comparison to the famous nature of his mushrooms. Therefore, how can we change his mushrooms to be less aggrevating to deal with without removing what Teemo is most known for?

17 Comments

Atreus Jones1 votes

I actually thought about this, maybe percent of current health?

Meep Man1 votes

That would be great, but would this also have minimum damage like Mundo because one of the greatest joys of playing Teemo is getting those kills on fleeing, very low health targets.

MissingKayo1 votes

It's irrelevant if people consider something to be aggravating to play against if it's due to them not knowing how to play against them.

Sweepers/etc disabling the traps should be removed. There is no need to disable the traps when the vision lets you easily destroy them anyways, and it cuts off any potential of smart plays/shroom throws into them or minions/etc.

Otherwise, it's generally fine.

Keepe1 votes

Translation, I think.

It is a cause for annoyance, but it hardly considered toxic to game-play when every team is given a counter to Teemo's bread and butter for the low cost of no gold whatsoever. Sweeper's a beech.

Yes?

MissingKayo1 votes

Pretty much. Not to mention Sweepers/etc disable the mushroom which makes him trying to throw any new ones/etc at you useless too. Meaning it's literally foolproof and you could just ignore them altogether and walk around doing whatever instead of killing them.

Bandle City1 votes

One thing that I might find acceptable as a Teemo main would be to have the traps no longer stealth but also no longer be targetable but also make them an actual skill shot where he throws the shroom in a target direction and it explodes if it hits an enemy champion. If it doesn't hit an enemy champion then it lands on the ground and arms as normal.

For the damage I would change it to a % missing health like an execute so someone full health barely gets hurt by it where as someone with low health takes more. Don't worry though, I'd lower the damage ratios still so that a tank doesn't get one shot by a shroom if he's 40% hp or lower. It's just going to really hurt and be a bit scary.

By having the shrooms no longer stealth though it helps the enemy to avoid them without needing to spam vision wards and oracle's and it also gives teemo new zoning and laning strategies, I suppose though that since they aren't targetable anymore then they'll need to stay on the map for a shorter duration. This also means that Teemo no longer will be hard countered by pink wards and oracle lens. I think it would make Teemo both more viable in some team comps as well as healthier to play against at the same time.

Here's a proposed example actually.

R: Noxious Trap [CD: .25 | Recharge: 25/20/15 | Range: 400/600/800 | Cost: 75 mana]

PASSIVE: Teemo stores a charge of Noxious Trap periodically, up to a maximum of 3 stored at once.

Active: Teemo throws a mushroom in a straight line passing through all non-champion enemy units and arms as a trap once it hits it's maximum range. If the Mushroom comes into contact with an enemy champion either in the air or while armed it will explode on impact dealing AoE damage equal to 6/12/18% of the targets missing health and 20% AP Magic Damage over 3 seconds and reducing their move speed by 30%. If a thrown mushroom lands on another one, it bounces an additional distance before planting.

While armed, mushrooms on the map remain visible and grant vision around them.

Trap Duration: 90/120/150 seconds

MissingKayo1 votes

If it was visible, then it'd be pretty much useless. Basically a Cait trap ability on a longer (I think?) stocking cooldown.

Bandle City1 votes

Not necessarily. It would just need to be used very differently. It would change his playstyle for sure but it would be both healthier to play against while also giving Teemo new strategies that he can try to employ. It also increased his ability to play mind games by influencing the enemy's positional decision making. It would give him more of a control playstyle which I think suits his theme as a scout because after all, a scout is supposed to make sure the way ahead is safe.

Think about it, would you feel comfortable fighting in the jungle if you see a bunch of enemy teemo shrooms all over the place? I mean, they themselves won't kill you but they will do damage either way and they will slow you. Most likely, you'd want to back away from that fight or have someone full health still go in and clear them first.

Re-read my first comment by the way. I included my vision of the ability as if it already existed so that you can maybe visualize it better.

MissingKayo1 votes

But missing health scaling means it'll be practically useless on full health targets/near full health targets. So I don't really see it being a deterrent.

The current one could be a deterrent if it was visible/untargetable because of up to 450 base + 50% AP. But with no base damage on yours and missing health being useless on high health % targets, that leaves pretty much just the 20% AP which is quite small.

Bandle City1 votes

This is true. It's honestly just a concept at this point. I like the idea of it having execute damage but I don't want to make it too OP either. Perhaps the AP ratio can be increased and a base damage stat can be added.

Honestly though, I'm thinking about conceptualizing a full scale rework for him and I'm thinking about trying to add synergy between his abilities so perhaps the damage ratios can stay the same but perhaps damage is increased on targets who were poisoned before detonating the trap or something. I don't know yet. Thank you for your input though. I'm trying to figure out a way to make them more useful and interesting without making them too OP or under-powered. :D

Meep Man1 votes

Teemo, despite what everyone says, needs at least a class roster size rework in my opinion. Like, part of the Big 4-6 for whatever class Riot thinks he is in (I think they said he was a Disruptor). If so, maybe we could make traps less about damage and more about disrupting the enemy. That way, the traps can still have those funny little "The enemy is on 150 health and stepped on my shroom" kills, but it's primary purpose is slowing or whatever the enemy.

UberAffe1 votes

I use them more for vision than anything else so I would be fine with that.

Bandle City1 votes

His theme is that he's a scout though. That said, making him a disruptor wouldn't fit his design theme. His concept is that he scouts ahead and makes sure that the path is safe for his team to follow. That's why I think his ult should be redesigned to not only be more viable in team fights but also to provide him with more reliable zone control-ability. I would also combine his w passive with his current one and make it a 2 part passive. Then in place of his w I would keep it as an activated move speed buff but I would add the effect that it increases his vision range for the duration or something as well or perhaps it grants him vision inside any bushes that he is currently facing when he activates it.

UberAffe1 votes

As a former/ semi teemo main this an idea I have tossed out every time this comes up.

Shrooms arm the moment they are placed (become invisible and can be activated) Shrooms no longer explode the moment they are stepped on (think jhin trap but the explosion happens faster)

Meep Man1 votes

How big of a delay? Too big and they become like Jhin traps to where they almost require CC to make them useful outside of when you are right beside them. Too little and it's kind of pointless.

UberAffe1 votes

An idea I had before was that the faster the person who triggered it was moving the shorter the delay would be. So lets say the trigger range is the same size as a jhin trap and the explosion range is just a little bit smaller than that. Regardless of what speed you are going if you were to walk from one side to the opposite you would only make just past the center.

The other idea I had was that the slow would apply instantly instead of a variable delay, the damage would still be delayed. Really fast people might be able to make it all the way through but it would be more consistent and less confusing to play against.

Fighterdoken1 votes

Now, I'm a silver scrub- but I've never had any issues with Teemo shrooms. You're going to get hit by a few of them until you learn that particular players mining habits. It's decently easy to predict where they are going to be, most players throw the shroom on either the dead middle of a passage or hugging the walls.

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