Teemo; A Small Gameplay Update

Stacona·11/3/2015, 11:35:16 PM·1 votes·587 views

So I basically did this earlier and then the forums crashed, so now if you have any questions or want to know why I did certain things then please ask. I will be showing an entire kit despite some things not being changed or barely changed.

Please read everything because things make sense as a whole.


Basic Attack Range: 500 units Movement: 325 units per second


Camouflage (Passive): Ranks: @levels 1/5/10/15 Teemo will stealth after standing still and not taking damage for 1.5 seconds, 0.75 second in brush.

If Teemo is stealth in brush then he can move around freely without breaking his stealth.

After emerging from stealth Teemo gains the element of surprise granting him 20/40/60/80% bonus attack speed for 3 seconds.

Scouting Dart (Q): Cooldown: 24/22/20/18/16 seconds; Cost: 80/85/90/95/100 Mana; Range: 1600 units Passive: Teemo's damage applies vision to struck enemies for 0.5/0.75/1/1.25/1.5 seconds.

Active: Teemo shoots a long range dart in the target direction that reveals a large area around it and deals 80/125/170/215/260(+80%AP) magic damage to every enemy struck, cooldown is halved if the dart strikes an enemy champion.

Once the dart has traveled over 700 units the damage start to drop off dramatically down to a minimum of 10% of the damage.

Scouting Dart resets Teemo's basic attack timer.

Move Quick (W): Cooldown: 17 seconds; Cost: 40 Mana Passive: Teemo gains 12/16/20/24/28% bonus movement speed when he has not taken damage from enemy champions or towers for 5 seconds.

Active: Move Quick's passive is disabled for 3 seconds and Teemo gains 24/32/40/48/56% bonus movement speed for 3 seconds.

Teemo's Darts (E): Toggle: 2 seconds static cooldown Toxic Darts: Teemo's basic attacks deal 10/20/30/40/50(+30%AP) bonus magic damage on-hit and apply a poison for 4 seconds that deals 6/12/18/24/30(+10%AP) magic damage per second.

Precise Darts: Teemo's basic attacks gain 80/110/140/170/200 units bonus range.

Noxious Trap (R): Cooldown: 0.25 second; Cost: 50/65/80 Mana; Range: 300/600/900 units Passive: Teemo stores up a mushroom every 30/23/16 seconds, but he is small so he can only store up a maximum of 3 mushrooms at one time.

Active: Teemo throws a mushroom at the target location, if the mushroom lands on an already existing mushroom, then it will bounce 3/4/5 Teemos further. Mushrooms take 0.75 second to arm and go into stealth and last for up to 360 seconds.

Enemies that step on a mushroom gain a deadly poison and vision debuff for the next 4 seconds and are slowed by 30/40/50% for 4 seconds and blinded for half the slow duration. Enemies afflicted with deadly poison take double magic damage from Teemo's Scouting Dart and Toxic Darts.


Quick Rundown: I tried to make Teemo based around his theme as the Swift Scout, so whether as an AP Marksman or AD Marksman, he will have the identity as a vision focus, map control, and objective control marksman. He can still assassinate people from stealth, but I removed direct damage on his shrooms since this is the main thing people do not like about Teemo; in return, shrooms can have more utility like a lower mana cost, a lower creation rate, arms and stealth faster, and have his blind to them which helps add on to the enemy feeling useless when they step on the land mine, and longer shroom durations.

Since large amounts of magic damage being attached to invisible traps does not feel very fair, making the damage localized to where Teemo is or his team is is fair as it is a very visible threat rather than an invisible threat. And with more fair gameplay can allow Teemo to get power elsewhere directly on the spell and/or on the rest of his kit.

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