Teemo Rework?

Yordleassault·11/22/2016, 10:33:44 PM·4 votes·1,868 views

So, many think Teemo could use some reworks right now. He is widely belived to be very good in low elos and useless in high elos, also, his kit is very old and many consider him a troll/flame champ who's primary goal is to send the enemy top laner afk. Well, I've given some thoughts to it and here's what I thought of! (Before you ask, yes, I'm a Teemo main so hopefully I know what to do here and please don't hate me.)

The main problems that I see: Teemo is a scout who should be an expert in hit and run and ambush tactics (basically guerilla warfare, as his current passive even suggests now) and yet, he lacks the means to set up a decent ambush. Sure he has his passive, but that's very occasional since he has to be where his enemies WILL be after several seconds and he has virtually no way of leading or keeping them there. Besides, excluding his W (the movement speed buff) he has nothing that feels like "a swift scout" and even that W often proves to be nothing when you get slowed somehow.

My solution: P: Poision dart Teemo's basic attacks poison his enemies, dealing X %AP magic damage on hit and then X magic damage (based on target's % max health and Teemo's %AP) over X seconds. (Essentially his old E.) Somewhat weaker early-game but stronger late-game. the damage itself is somewhat reduced but the effect can stack (NOT with 100% efficiency, I was thinking of maybe a 30% but it would have a maximum stack ceiling).

This is maybe even more of a signature ability for him than his notorious mushrooms, but it's at least an evenly signature one. Something had to move in order to make his shrooms a basic ability and since this is a passive by nature it made sense for me to move it here and move the current passive to the "scout gear" ability as a passive. Also, the %HP damage is there for two reasons: 1, it makes sense for a poision. 2, Teemo has a very bad time dealing with tanks right now especially before he can buy void staff. To deal efficiently with them he often requires a specific anti-tank build. (This is based on my experience though.)

Q: Blinding dart (Essentially the same.) Blind changed to nearsight. Point-click changed to skillshot. (Possible CD reduction or damage boost?)

Not much to say here, the blind change makes far more sense. Especially since a melee fighter might still feel that he had struck something with his blade and may therefore be able to still pull off some attacks but a long range mage for example has much less chance to pull off the same feet and right now the blind has virtually no effect on them. The skillshot is there for fairness reasons.

W: Scouting gear/Scouting proficiency Passive: Movement speed buff. Doesn't work while active is on cooldown. Doesn't get disabled by taking damage. Passive: Stand still or be in a brush for X time to become invisible. Can move in bush without breaking the effect. Upon leaving stealth, get attack speed boost (based on skill level). Active: Break all CC effects and get a movement speed steroid. Afterwards, get X% resistance for movement speed impairing effects (but NOT for hard CC) for X seconds. If he broke hard CC with this, the movement speed steroid is significantly reduced (or even not granted at all?). Busting out with this from the stealth passive has a small boost on the movement speed steroid. Cooldown is increased at lower levels, same or just slightly reduced on higher levels. The guaranteed movement speed boost from the active is lower but the potential bonus is higher.

The added CC break and resistance makes more sense for a "swift scout" and offers some kind of hope for him when caught by a CC spell, rather than having him say "Okay, so if I'm already dead here, let's just try taking someone with me.". The cooldown is a compensation for this buff and it helps preventing him form having this available at anytime, 1 mistake can be forgiven, but two can still mean death for him.

E: Toxic minefield Place a mine which arms in X time and stays on the battlefield for X time. The mine is invisible after it arms. When enemy units step on it, the mine explodes, dealing X initial magic damage and then X magic damage over X seconds. multiple mines' damage can stack (NOT with 100% efficiency) but the slow can only be refreshed. (Essentially the old R.) The damage and slow (both intensity and duration) are nerfed while the cooldown/ammo recharge is buffed. This will make the mines less powerful overall (as they should be in order to become a basic ability) but it will allow Teemo to set up actual minefields. The mana cost is reduced so that he can use it frequently. Throw range reduced but arm time too.

So, he needed a new tool for setting up ambushes, but for that something had to move. Well, people often flame after getting executed by a shroom that was placed there just 5 minutes ago. Now, the shrooms are less toxic and so are the people. These shrooms will be weaker, but the possibility of making an entire minefield is now a thing. It could make for a more satisfying play for the Teemo player ("lol, now I have an actual minefield, not just 6 mines and 0 mana"), and since the shrooms are weaker, the enemy can be happy too. The maximum throw range was a bit too much for a basic ability though, so now it's not.

R: Scout's mark Passive: Teemo can mark 1 champion (such as Rengar or Kindred) IF he has already damaged it within the last X seconds/minutes. The mark activates quickly but not instantly. Marked champions take % more damage (based on ability level but NOT on Teemos stats, this is a flat number) from allied champions. The bonus damage is more for Teemo. Champions consume the mark when they die and they can NOT be marked twice in a row. The mark can be replaced without killing the currently marked champion, but this can NOT be used to reset the "already marked and killed" effect. The mark can not be replaced for a minute after Teemo declared his target. Active: Teemo can place down a tripwire. This requires a small time to set up. Teemo has to be right next to the location to set up the tripwire. Then the tripwire will be activated and it will be invisible and untargetable (can be destroyed by skillshots and AOE effects). (Alternately, the tripwire could be visible but indestructible.) When an enemy champion walks over it, it reveals the champion for 5(?) seconds and slows (based on ability level) it by 50%->70%->90% which rapidly decays over 1->1.5->2 seconds. The tripwire also effects champions that walk over it in 0.5 seconds after the first one did. The tripwire does NO damage. It stays on the battlefield for 4(?) minutes but if it's placed between two points of permanent terrain, it stays for double OR 1.5 that long. Cooldown: relatively low (for an ultimate) Cost: about as much as the current R costs Works on ammo: 2->3->4 at a time (based on ability level)

Hey, if you read the whole thing, please make sure to give me some feedback on it, what do think about it as a Teemo-player and as a Teemo-hater, what improvements do you think of, what are the problems with this, etc, etc, etc...

Thanks for reading and commenting!Teemo (Ps, I have a roleplaying blog for Teemo and Tristana, check it out if you're interested!)

14 Comments

Suntv11/23/2016, 12:11:21 AM3 votes

{quoted}

who's primary goal is to send the enemy top laner afk.

lmfao

OMG HORNY RUN11/22/2016, 10:42:55 PM2 votes

Riot yolo teemo look this topic: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/gG9cwWEv-teemos-state

16K views, +200 coms 0 redpost.

So stupid.

Zero Skill Tank11/22/2016, 10:58:05 PM2 votes

I don't like this rework. If Teemo would get built-in cleanse, he doesn't need blind in any form.

Also giving him even more traps would mean that his on-hit side would need to be nerfed. Considering you just gave him _ a cleanse_, he would need to deal no damage, because a cleanse is something absurdly powerful on a marksman. IIRC, most Teemos on r/teemotalk agreed that his damage needs to be focused in his on-hits, and traps should provide mostly utility. Trap-focused champion will never be balanced.

Desolas Arterius11/22/2016, 10:58:23 PM2 votes

Satan lovers unite!

But a few things I can suggest:

1: I like changing his passive to his poison affect, but I feel like that's making it too similar to Ashe and other On-hit champs. It would be kind of cool to reward Teemo for real guerrilla warfare tactics. Such as making the poison stronger the more you AA/deal damage to the same target, but switching targets would reduce it's potency. And to make it a bit more fair turn it into a dot with a CD, almost like Trist, but he can apply it to other champs. With one AA it's weak, but say maybe 5 it gets stronger. This way it rewards him for single target focus, but still allows him to hit others if he wants to and do some kind of damage.

2: Changing blind to disarm would be perfect. Should really be that imo since Blind causes a lot of game clarity issues with AA and empowereed. I wouldn't say skillshot since I feel like using a blowdart means you need to have crazy precision. Point and click is fine, but definitely remove blind.

3: I like how you combined them, but I would say remove the resistance to slows after break. The steroid and CC removal could work, but too much would be overloading it.

Or change it to this:

W: Activate to allow Teemo to turn invisible while standing still when out of combat. Teemo cannot move while invisible unless he is in brush or River (I'd like to think the Scout could hide under water and swim effectively :P) Reactivate to cancel stealth and receive a small MS and AS buff for X seconds. If Teemo is hit while invisible it cancels the ability and forces it on cooldown. Teemo cannot activate this ability while in combat.

4: I think this should be changed. Teemo is pretty iconic for having his Ult be his shroom, so I personally would like to keep the ult the minefield. However, it would be fun to have his E be him throwing "grenade" versions of his shrooms that do a mini aoe explosion in the targeted area, and apply a stack of his passive. You could give the initial cast a delay before he throws it to allow some type of counter play or window of opportunity.

5: Should obviously be his minefield. I really like the simplicity of it and enjoy littering the field with these buggers. So I think as an ult it's pretty appropriate. Only changes I would like is him being able to carry more. 3 isn't enough sometimes and for the high mana cost I feel like having 4-5 stored is an okay number.

Extra: It would be cool to even spice it up more and give him a new mechanic which requires him to forage for mushrooms and "supplies" during the fight. Think of Bard's chimes, but instead this fuels his ult. So he could have his ult at level one and would have to roam to collect spawning mushrooms in order to use it. The collected shrooms could also be "grinded down" to make his poison shot, so this would become his new resource bar and in order to apply poison AAs to enemies he needs to make sure it's filled by up foraging for shrooms. Could also have 1 shroom generate in his "pack" every few minutes or so to give him something, but yeah. I mostly think it would be cool since I enjoy Teemo jungle :P So having a fun mechanic like that would be cool to work around.

Just my ideas though! I do enjoy reading what you put :D

MunchCrunchLunch11/23/2016, 12:51:10 AM2 votes

hes fucking useless in low elo too. i mean people there aren't fucking brainless. they still get oracles. i played teemo when i was bronze. people get oracles and scan his shrooms. the only time teemo was viable as ap caster is when you played before level 30.

AttackOnTeemos11/22/2016, 10:39:30 PM2 votes

Useless High Elo.. K. Don't really see your rank there boss but..Okay if you say so.

HongChongDong11/22/2016, 10:50:52 PM1 votes

Teemo is one of the best champions in high elo atm. Where is your information coming from? If you need a proper example just go look up "The Rain Man".

I personally enjoy using his builds alot and dicking around abit here and there.

OMG HORNY RUN11/22/2016, 11:44:32 PM1 votes

Wait 30 minute for deal damage on ap.