Thoughts on Future Teemo Rework

Privileged Jew··1 votes·1,021 views

I'll be straightforward:

Passive - I would rather Teemo be seen as a consistent damage over time champion rather than as something comparable to Draven - that is, I want him to be able to survive and deal a lot of consistent damage, rather than be able to burst people down immediately - a dedicated dueler of sorts. For that reason, I would like his passive to be replaced with something that gives him inherent tankiness from some sort of activation, much like how Graves' dash give him stacks of resistances.

Perhaps this can be activated via the enemy stepping on a mushroom.

Q - As long as Teemo continues to be a short-range, squishy, single-target marksman-like champion, keep this the way it is, perhaps lowering the damage slightly.

W - Needs to have its active replaced with some form of clutch mobility. Most other short-ranged single-target ADCs, including Vayne, Lucian, Corki, Tristana, Kalista, and Graves have spammable dashes or really far-reaching gap-closers with long cooldowns that can serve as both a way to engage and a way to escape.

E - Keep the 'toxic shot' passive as is

R - While I despise the fact that Teemo's mushrooms can be shut down so easily with a free trinket, I like the idea of the enemy being forced to invest resources into disabling the mushrooms, thus adding a sense of counterplay. With Shaco and Evelynn this came in the form of pink wards. Something like Oracle's Extract (a potion that lasts 5 mins and reveals Teemo's shrooms) returning to the Rift sounds like a good compromise whilst making Teemo's shrooms immune to sweeping lens.

4 Comments

dunder kill4 votes

TL; DR you just want huge Teemo buffs

All you did was add a bunch of strengths to his kit while prodding no new weaknesses. Then you actually suggested bringing back Oracle's which would completely destroy the current warding system just for added Teemo buffs

Privileged Jew1 votes

{quoted}

TL; DR you just want huge Teemo buffs

All you did was add a bunch of strengths to his kit while prodding no new weaknesses. Then you actually suggested bringing back Oracle's which would completely destroy the current warding system just for added Teemo buffs

How would something like Oracle's destroy the current warding system if it were limited to traps only? I said "something like Oracle's Extract" not "Oracles Extract as it was."

Also, read again, because I said you could lower his damage in exchange for mobility and tankiness. I said right at the beginning that I would trade high damage for surviability.

dunder kill2 votes

The only damage nerf you proposed was to "slightly" reduce his Q damage lol

ned the kled3 votes

if you want him buffed

how about this

PASSIVE: Every 10 seconds, and goes down by a second every 1 lvl until 1 second Teemo throws a shroom in a random place around him, that costs no mana

Q: Shroom throw W: Shroom throw E: Shroom throw PASSIVE: Everytime teemo throws a shroom, the R cooldown goes down by 2 seconds. R: Shroom throw

all of those abilities throw shrooms and cost no mana, but everyone has specific attributes, the Q gives health back the W makes every single shroom thrown by his passive deal an extra 666 damage the E, if you throw an E shroom on one of your passive shrooms, it will split into 2, leaving behind 3 shrooms in total (your passive shroom and the 2 shrooms from E)

R: Spawns a shroom anywhere on the map. literally anywhere, and it has 10 seconds cooldown

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