Since Riot doesn't seem intent on addressing rework T E E M O.

SirLapse·5/7/2019, 4:46:33 PM·2 votes·972 views

The rework is still rolling around, but given the feedback already given and the lack of changes or communication, I feel compelled to make another topic about this. Sorry if it feels a little much, but the rework has a lot of potential that is quite literally being wasted because there has been no visible clarity/communication over the topic past the initial post dates. There are already enough "balance team" memes as it is and one of the champions I use is in their crosshair.

So to point out the 3 major flaws that Teemo has on live server, we must compare him to his AD counterpart, Quinn.

  1. Despite being squishy, he has no disengage tools.

  2. Again, despite being squishy, he has no tools to directly disable the opponent.

  3. Unlike Quinn who is the real swift scout in hypermovement and even possesses a dash, Teemo is stuck with an almost frustrating level of capped mobility. It does not scale well nor is it meaningful until you're already in a position to bully regardless.

The rework addresses only problem #2, leaving Teemo is an extremely unsatisfying state for his rework. If you guys haven't read about the changes already, I suggest you go do that here.

The fixes I'm going to mention affect rework T e e m o rather than live Teemo, as I believe rework T e e m o has more positives than negatives but also Riot's thought process on how to fix the champion. Teemo should be more of an AP DoT champion rather than on-hit, but with a choice to build on-hit regardless. That should be the goal, rather than trying too hard to make him super mobile. That is simply not his moniker in the actual game anymore.

Make shroom bounces cause immediate detonation upon landing on the ground. Shrooms that were bounced on also explode after a 0.25s delay, creating a chain of explosions. Basically, the "bounce" activates the shroom. Teemo already gets bonus range on his shrooms as he ranks up R. Allowing an immediate detonation option with blatantly visible casts prevents people from saying "I didn't expect that" and therefore justifies a lot more power in the cast. If you don't want to get immediately blasted, then move away. Simple as that.

Shrooms should stack their DoTs. With the above change, chaining explosions and having more shrooms will actually be EXTREMELY potent similar to Heimerdinger or Gangplank in a teamfight.

The attack speed bonus on his new E needs to be greater than it currently is.

3 seconds is already lower than most every attack speed steroid in the game, but Teemo is largely not even gaining a stronger benefit when compared to those champions. Kaisa receives 40% at rank and maxes the ability second, leaving her with 80% at max rank. Teemo starts at 20% and ends at 60%, literally 20% less attack speed at all ranks.

For those that want to argue "but Kai'Sa has less attack speed." Teemo ends at 0.828 attack speed at level 1 and has worse level scaling due to nerfs. Meanwhile, Kai'Sa keeps her 0.9016 attack speed for an entire second longer and speeds herself up in the middle of the cast. The power budget difference is absurd for these two because they've had identical build functionalities with Rageblade before and both need attack speed to lane properly.

Change Move Quick to have a reduced cooldown every 3rd auto attack/ability, but will also refresh the passive movement speed.

This is mostly to address its high cooldown and the fact that most top lane Marksman have better in-kit options for movement. It's a dated ability but it doesn't need much to work better than live.

Q cooldown changed back to 8 seconds, down from 12.

What I don't understand from Riot is that, despite Teemo already having blatant weaknesses, they nerfed his main laning ability by increasing its cooldown. But ON TOP OF THIS, they nerfed the damage as well?

The cooldown does not need to be increased just because the ability is working as intended. If Teemo goes for poke, he denies himself the ability to peel with his Q. This is a trade-off he already makes; he does not need a cooldown increase on top of that. This can be QSS'd as is already, and the natural counterplay is to hold your abilities/autos until it has expired. They will largely STILL outtrade Teemo if this happens.

Toxic Shot on-hit removed, poison strength now stacks up to 4 times while consuming the previous poison. Ticks now deal greater damage at the beginning of the poison (occurs again after being re-applied) and less later.

Some context for this: Forcing Rageblade on the champion to me makes no sense given his previous build versatility, and the Toxic Shot interaction for 50% bonus damage makes it clearly a forced option unlike live Teemo. Let's not go there.

Toxic Shot has always been too slow for teamfights, and as a lane bully tool, you want the higher damage portion being applied rather than the on-hit realistically since the opponent will be walking away oftentimes.

The damage formula I'm thinking of would look something like this at lv1: 1 Shot: 12 (+20% AP) on first tick, then 3 ticks of 4 (+10% AP). 2 Shots: 15 (+25% AP) on first tick, then 3 ticks of 5 (+15% AP). 3 Shots: 18 (+30% AP) on the first tick, then 3 ticks of 6 (+20% AP). 4 Shots: 21 (+35% AP) on first tick, then 3 ticks of 7 (+25% AP).

Flat damage grows 33% stronger (from base damage), AP damage rises by 5%. Flat damage on weaker ticks is equal to 1/3 of the larger tick, but the AP ratios are always 10% less from the original. Obviously if the flat number needs a buff, that can be done later.

Rageblade should still apply multiple stacks, but ticks work based on time, not auto's. Regardless of whatever you use, before the 4th shot interaction, you'll understand to Q beforehand to deal the highest possible damage. This way, you're not forced to shroom to deal amazing damage but will still have the option available.

That's everything.

IF TEEMO IS REMAINING THE SAME then I ask you to PLEASE ship the bounce change and Move Quick change regardless of whatever happens. I'd argue the Q change is mandatory because you guys KNOW it does not work on live. Do not disappoint...well who am I kidding when saying that, eh?

1 Comments

SuicidePlank5/7/2019, 5:26:59 PM3 votes

Why do you bring GP up when you talk about stacking DoTs? GPs barrel damage doesn't stack and you can't get damaged by two barrels in one chain.