Make Teemo's shrooms turn off if he's away too long.

Polaritie·9/10/2014, 12:21:15 AM·2 votes·960 views

Basically, the same logic that led to forcing Heimer to stay near his turrets also applies to Teemo - champions have no business being able to keep waves pushed from the other side of the map without paying some kind of cost. And in the same way Heimer's turrets cost him basically nothing to keep out all the time, Teemo can just throw shrooms without a care.

This would also help rein in Teemo being one of the absolute least fun champions to play against because of how trivially he can cover the map in highly damaging traps that also pack potent CC, a relative large AoE, etc.

I'm not saying that they need to have as small a radius as Heimer, or turn off quite as fast. But if Teemo returns to base and then goes bottom, why the fuck does he get to defend top turret while doing so?

7 Comments

Meep Man9/10/2014, 1:38:33 AM3 votes

"I'm not saying that they need to have as small a radius as Heimer, or turn off quite as fast. But if Teemo returns to base and then goes bottom, why the fuck does he get to defend top turret while doing so?"

Because it is his ultimate and is, if not the main reason, one of the reasons people play him. For map dominance with shroom traps. Lately, in my eyes, Teemo is not all that evil ever since Top has become more ranged. Finally, 150 mana is a lot compared to other ultimates that cost LESS.

Duke Anax9/10/2014, 1:48:36 AM2 votes

Don't think the problem is that traps work remote, basically that what a trap is supposed to do and all other traps are that way.

The Problem with Teemos Shrooms is juts that they do high damage AND cc AND are invisible AND come in droves.

Serpents Embrace9/10/2014, 12:48:21 AM1 votes

The point of a trap isn't to be nearby for it to go off...

2000boxes9/10/2014, 1:02:04 AM1 votes

oh yes cause 150 mana per shroom is definitely nothing at cost considering at lvl 6 you only have about 600 mana

C13Magnum9/10/2014, 11:56:27 PM1 votes

I think a better solution would be to have them revealed if you are near them for, say, 8 seconds. That way if you stay in an area long enough to see one, you can destroy it with little risk to yourself, but at the same time teemo traps are still very useful for taking out fleeing enemies and to prevent ganks and for map control.

I had a game earlier last week where a teemo dominated the gameplay from midgame til the very end. Even when we won teamfights we couldn't push any objective as shrooms killed off our minion waves and baron was a minefield. Even with 2 mr items one shroom would take almost half my health. With my suggestion we might have had trouble pushing still, but there were plenty of times we could have forced a baron by destroying shrooms around it. His ult should stay as a global, but have easier counterplay than just upgraded sweepers.