Teemo Gameplay Update

Stacona··3 votes·1,199 views

Okay let's try this Teemo thing again.

The overall goals are: ~ Emphasize Teemo as the vision marksman, this would include area/map control, mushrooms playing the biggest part in this ~ Please stop seeing Teemo as this top only champion (I don't know why he is the only immobile marksman shunned to the top lane when others can do it better in the top lane than Teemo) ~ Have some kind of better counter play against mushrooms, thinking something along the lines of mushrooms only deal champion damage when the champion is below a certain % health threshold - allows them to keep their land mine mini-game but removes their ability to chunk champions out before the fight even begins, minions/monsters will always take damage for the option to use a mushroom for waveclear


NUMBERS ARE TENTATIVE!

Basic Attack Range: 575 units [from 500] (this will help better tune some things, also only stat change)

Element of Surprise (Passive): Ranks: @levels 1/5/10/15 If Teemo stands still or stays within brush for 1.5 seconds he will turn invisible, Teemo can move around in brush without breaking his invisibility.

Upon exiting invisibility Teemo gains 20/40/60/80% bonus attack speed for 3 seconds. Teemo gains 10/20/30/40% bonus attack speed for 1.5 seconds whenever he attacks a poisoned enemy. These bonuses do not stack on top of each other.

Blinding Dart (Q): Cooldown: 8/7.5/7/6.5/6 seconds; Cost: 70 Mana; Range: 700 units Teemo shoots a dart at the target enemy blinding it for 2 seconds while poisoning it for 60/85/110/135/160(+60%AP) magic damage over 2 seconds, 100% increased damage against minions.

If the target dies during this poison duration then the mana cost and half the cooldown is refunded.

Move Quick (W): Cooldown: 20/18/16/14/12 seconds; Cost: 40 Mana Passive: Teemo gains 15/20/25/30/35% bonus movement speed when he has not taken champion or turret damage for 5 seconds.

Active: Teemo gains 200% bonus movement speed that decays over 1 second and refreshes this passive.

Toxic Shot (E): Cooldown: 20/17.5/15/12.5/10 seconds; Cost: 40 Mana Passive: Teemo deals 15/20/25/30/35(+40%AP) bonus magic damage on-hit, this can critically strike.

Active: Teemo grants himself and all of his mushrooms currently in play 50% increased sight radius plus an additional 200/250/300/350/400 units for the next 3 seconds. Teemo's next basic attack poisons his target for 40/60/80/100/120(+200%AP) magic damage over 4 seconds.

Noxious Trap (R): Cooldown: 0.25 second; Cost: 50 Mana + 1 Mushroom; Range: 500/700/900 units Passive: Teemo stores a mushroom every 25/22.5/20 seconds, up to a maximum of 3/4/5 at a time.

Active: Teemo tosses a mushroom to the target location, after a brief delay, it turns invisible and remains in play for 300 seconds granting vision around it. If the mushroom lands on an already existing mushroom then it bounces 3/4/5 Teemos further.

If an enemy steps on a mushroom it will explode revealing and slowing nearby struck enemies by 40/55/70% for 4 seconds. If an enemy champion is below 40% health they are poisoned for 200/300/400(+80%AP) magic damage over 4 seconds, struck minions and monsters are always dealt this damage.


10 Comments

Meserion2 votes

Teemo is perfectly balanced and already has compelling gameplay, he doesn't need to be changed at all. Playing him is an acquired taste. People who struggle against him are just bad at paying attention.

He is like Old Malzahar, hes fine and doesn't need a rework.

Also he can be played Top, Jungle, Mid, and Support effectively if you understand how he works, it just requires you to have a bit of teamwork ready to go. His mushrooms are fine, they are an ULTIMATE they're suppose to be hard to beat because they his most powerful weapon. Building MAgic Resist is an effective counter to high damage, but also you need to think where Teemo would thin you would go, then avoid those areas; Also fight where you know the area is been swept clean.

Stacona1 votes

This isn't so much a rework as it is an update because his core gameplay is intact and introduced him as an introductory marksman with dueling, a reward for last hitting properly, kiting, team play, and vision - Teemo has a very high depth of strategic gameplay which is where his skill lies in alongside macro gameplay.

It isn't FAIR gameplay being chunked out by invisible shrooms and I realize this, but the land mines do offer fair gameplay. You shouldn't half health for stepping on a single mushroom at full health with the Liandry's burn, this change does move Teemo away from the build and even more into the marksman role, just with an unique spin as an ability power marksman focusing on his sustain damage, nerfing his base damage and increasing his scaling even further, and toning back his burst.

ImpmonCute1 votes

i feel like there are so many good teemo rework ideas that probably can make teemo mains satisfied

easiest champion to rework

Meserion1 votes

{quoted}

i feel like there are so many good teemo rework ideas that probably can make teemo mains satisfied

easiest champion to rework

but.... he doesn't need it; plz god leave Teemo alone! I don't want him to become as unappealing as new Malzahar or Shen

Those reworks ruined those champions, and Teemo right now is the most fun champion I play in League. He doesn't need anything, hes already perfect!

Stacona1 votes

This isn't a rework it is just focusing and emphasizing his unique strength better and updating him. Like Move Quick has better map roaming and the active is more for reactionary skill shot dodging than in-combat movement movement speed.

Other things are nerf his base damage and improve his scaling; tone down his burst and focus on his sustain damage.

Final thing is improvement with his passive (like half the bonus you can get in combat) and mushrooms cannot chunk champions out for their gameplay improvement, this gives them strengths like better land mine execution damage, more mushrooms in play early and more mushrooms that can be stored later with a slightly stronger slow.

With less burst and mushrooms not chunking targets to low health and can only damage champions at low health Teemo's range can be buffed up and we can quicken his missile speed on Blinding Dart and basic attacks as well to make his projectiles feel less floaty.

Stacona1 votes

Not a rework though and Teemo doesn't need a rework because he has an unique element about him already. He just needs some update to improve his own gameplay, focus on his uniqueness better, and tune game health issues that make him weaker early game with less base damages so he is not a top lane bully, reduce his burst to focus on the fact that he is a sustain damage attacker, his E poison is not always on (but his on-hit is always on still) making E poison a bigger moment of power that is more notice-able, and mushrooms don't always deal damage but they can still execute and their utility if buffed to compensate with MORE mushrooms to compensate as well (include pack and set up mushroom camp elsewhere with holding more mushrooms at later ranks)

Jerry SeinfeId1 votes

The vision marksman? Srsly? Something Lamé like that? He should be the dmg over time marksman he is now

Stacona1 votes

I made him both, he is more focused on late game and damage over time/sustain damage for his hyper scaling, tried to remove his burst the best I can (when you build full damage it is hard to remove it completely), but for his uniqueness he is also the vision marksman. The poisoned marksman identity is even extended with his passive giving half the attack speed bonus when he attacks poisoned enemies, this includes team poisons as well like from Cassiopeia and Singed.

He definitely has his sustained damage better emphasized over burst and vision/map-control is also a core element to his gameplay since a champion should have more of a reason to get picked that just damage.

Jerry SeinfeId1 votes

remove the bonus att speed and let him keep poison on all attacks, that way he doesn't lose synergy with runaans. his shrooms shouldn't just be slows unless someone is low already. as a matter of fact this would weaken you as they are amazing in a 1v1 or even as poke starting from lvl 2.

other than that this would be fine as it would just be quality of life changes

Stacona1 votes

Toxic Shot hass on-hit magic damage so he keeps Hurricane's synergy, and with it being able to crit it ends up having better synergy. I put the poison to an active so that it can feel more powerful when it occurs rather than a smaller poison that may be stronger overall, but does not feel like it is doing anything - plus this way Teemo can siege turrets better with the ability to essentially turn his poison on and off.

But pretty much poison control, quality of life poison feeling more impactful when it occurs, and have Teemo's damage more connected to his commitment to a target rather than a hit and run play style (which is probably another thing players find annoying when against Teemo) all contribute to a balance goal for Teemo.

Fix his issues and he becomes better to play as and against, and with the issues fixed he can be freely buffed in the future if he ever feels too weak without fear of him being over dominant and ruining someone's game.

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