The Yordle Scout Revisory Post!

TheTragicomical·3/16/2015, 2:11:46 AM·1 votes·569 views

CHANGES TO TEEMO

A scout needs to be adaptable, intelligence, quick on his feet, and flexible in his environments. He needs to look ahead and control the flow of information on the field for his teaml. I personally do not believe that Teemo's current standing as either a ranged bruiser or burst ap mage fits his theme at all.

I felt as though Teemo's toxic gameplay could be solved with a rework to fit his flexible theme some while allowing more opportunity for counterplay. His theme of a hybrid or single target (or even support or jungle) commando/scout/survivalist should be capitalized on and expanded upon while still feeling it has an impact and still be and fun for both parties. While still allowing a chance to shut him down.

Passive Scout's Code: Attack Speed after exiting stealth now AD/AP a scaling % damage bonus allows Teemo to move 1.5 seconds while in stealth, damage buff activates after it breaks. (This allows Teemo a chance to scout, but not at an incredibly fast rate. More as a means to check on objectives and locations without being a speed demon. It gives a narrow yet wide oppurtunity to allow error and a stealth break, but experts can crawl along stealthed if they wish.)

Q.Blinding Dart/Scout's Vision - Use Q again after a blinding dart and cast an AoE vision spell in a large radius around Teemo for scouting, any enemies found this way will see the spell around them and have vision on them for a short amount of time that scales with Teemo's points put into the ability. Teemo will report this to his friends very loudly if he managed to Scout out at least 1 enemy champion with Scout's Vision. This will cause his and only his location on the map to be shown to the enemy team, who can quickly try to assess and figure out why he's there and what to do with him in that area, and also give them idea if there are mushrooms near that location. If Teemo uses Scout's Vision and succeeds, the cooldown of Scout's Vision is increased dramatically (as is Blinding Dar'ts), if it fails it is increased by a slightly less amount. While the Q is on cooldown, Teemo my not use Blinding Dart or Scout's vision, meaning he can't blind after a brush check until the cooldown is done. Or check a brush quickly after popping a dart on someone who's escaped. This will hopefully nerf the spammable blind Teemo has if he wishes to do scouting.

W. Scavenged Rations - Teemo will passively snack on food he's found while roaming through summoner's rift, passively giving him movement speed and health regeneration, scouting his hungry work after all! When activated on himself, he'll quickly scarf down some rations to double these effects on himself (speed buff scales with AD, the healing from the rations scales with AP.) This forces him to either use it for both or waste a heal for speed or waste the speed for a heal, and also promote him to build AD or AP depending on what they want. Scavenged Rations works on a chargeable time like his mushrooms does, except it works moderately faster. He can share his rations with his friends by targeting them, allowing them the passive's amount of healing regeneration and movement speed with the scaling Teemo has with his AD and AP.

E. Ajunta Poison - Now scales with both AD and AP, reduced AP scaling and increased AD scaling. Does either magic damage or physical damage based damage based on the prioritized stat to allow for more flexible options and gameplay.

R.Noxious Trap- Okay. The big one. One I'm having a very hard time figuring out how to balance while keeping a strategic and calculative feel overall. Teemo's traps are in my opinion, one of the most iconic abilities in the game and should be handled with respect for both Teemo's player and the person unfortunate enough to be up against the mushroom man himself.

His mushrooms should give at least half a ward of vision at maxed rank, slowly scaling up from its original range. HOWEVER, only one mushroom, the first one placed, shall give vision while any within a certain amount of units shall not. This is so you can't cluster vision with the maxed amount and be strategic with where you want your sight.

To keep damage up, detonated traps will do improved damage if a target hit with the cloud is under a moderate amount of % health, and will reduce healing by 40% (unsure if this should stack with Morello's or not). Also, your prioritized stat will effect it as follows. If you're prioritized stat is AD, AD will effect the poison damage and AP will effect the slow amount and healing reduction. If your priority is AP, AP will effect your damage and your AD will effect the slow amount and healing reduction. Anyone caught in the cloud will also gain a 3/4/5% debuff (with prioritized stat scaling, very low) that will increase damage done to the champion (also, the cloud damage effect does NOT stack with the passive mushroom aura, let's be fair now.)

Shrooms will also now give off a 1% damage debuff aura (it does not stack with the active explosion or itself, sorry) to let observant enemies know there are some nearby to sweep. It becomes a race to step on the mushroom while it revs up, taking up to 1.5 seconds (reduced by cooldown.) If an enemy leaves the mushroom's explosion radius before it explodes, it will go back to waiting for a chance to pop. Max CDR will make the explosion nearly instantaneous. Mushrooms placed in stealth will take up to 20 seconds to be ready to detonate (also reduced by cooldown) This new system will make people more on their toes about objectives, but still give them some time to hunt mushrooms down and negate them. It will also, on the flip-side, delay enemy champions if they decide to go on the hunt. It does help with early game control of the shrooms, however.

(Note: AD scaling should be naturally higher, as you can't wrack up as much AD value as you can AP value. This should be calculated so that no matter what the situation the scaling will be equalized based on your used stat. Hybrid builds will bring out more versatility while single stat builds will have its own unique strengths and such.)

Also assume many of the old mechanics and mana costs remain the same, as well as cooldowns.))

I'm entirely open to input from foes and players of Teemo for this idea, as I do not expect Riot to give it much credence.

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