Teemo Mushroom Duration.

RickDodger··5 votes·1,431 views

I came to put a suggestion on an adjustment to Teemo's new ultimate tweaks. However, I am not sure if this is the right thread to put it in.

What I would suggest about the change to Teemo's mushroom duration is that they actually last longer as the ultimate goes up in ranks.

Mushroom Duration: 5/7.5/10 minutes.

Early game this means the mushrooms won't be as much of a worry within the first 10 to 20 minutes of the game. The duration of the mushrooms lasting longer is to help give more defensive mushroom placement as time progresses. Late game allows the mushrooms to last long enough to act as a base defense and against lane pushing in a much more reliable comfort zone.

I want to know if anyone thinks this idea would be a good suggestion or not.

8 Comments

Crowe Stalker2 votes

Teemo 's mushrooms lasted ridiculously long pre-rework and basically allowed him to keep literally half the map as a No-Go toxic minefield, and that included item 3364 .

Now his ultimate requires less risk but covers less ground and requires him to seperate from his team more to keep areas under control. This is a GOOD THING considering aside from Sweepers and Oracles his shrooms have no counterplay besides_ 'avoid the invisible trap.'_

They simply offered too much zone control for too long and were too risky to clear out. Reworked shrooms are less 'Toxic' to all involved. Teemo doesn't die by facechecking to plant a shroom, other people can clear them easier or at least fear an area is controlled a lot less.

RickDodger1 votes

I'd like to make a request on comments for any reasoning with the votes.

RickDodger1 votes

THey could just bring back one of the constant clairvoyance items from ARAM or Dominion.

Mathbalnase1 votes

I'd rather have the arming time and/or slow strength restored.

RickDodger1 votes

Really? Why so?

Mathbalnase1 votes

When I play Teemo, my shrooms typically either get stepped on before 5 minutes, or wouldn't get stepped on even after 15 minutes.

The arming time (at least reducing it back to what it was) would let him actually use them in teamfights with a snowball's chance in hell of them actually detonating. The slow strength (either substantially increasing the initial slow or removing the decay) would let him use them to facilitate escapes.

RickDodger1 votes

So far I haven't had trouble using them for escapes from my perspective.

Mathbalnase2 votes

They're not nearly as effective in that regard as they used to be, currently being comparable to a mere 20% slow. If they manage to tag Teemo with any significant CC effect (root, stun, charm, flee, etc - or even simply a stronger slow, which isn't hard to come by in the least) before stepping on the shroom, they're likely to come out ahead, and that's before accounting for dashes, blinks, etc.

It can be used to facilitate escapes, but is currently very weak in that regard.

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