Teemo Rework Idea
So I made two posts recently regarding Teemo, one discussing his rework and another with a concept to change his ultimate. With some more time to think, I got a good idea of some changes to make Teemo new, yet familiar to veteran players. Don't worry, I'm adding a TL;DR.
#Visual Changes Teemo isn't the best looking champion, which is made up for by his legendary skins. Teemo's base model and cheaper skins could use an upgrade. I'd say instead of making Teemo look super different, try to modernize and polish his current model. Give him more expressions so he's in line with other yordles, and fix him up. Improve his cheaper skins too, such as Badger Teemo and Recon Teemo.
#Ability Changes
Passive - Scout's Code Standing still will still stealth Teemo as normal, but now he can move around in the open when he's stealthed. Moving while stealthed will camouflage Teemo instead, so he can be seen if he gets too close. This doesn't affect him in bushes, where he can move freely. He still gets attack speed. Context: Teemo's always been a slippery little shit. Now that he can move while stealthed in the open, makes him that much harder to catch. Of course, trinkets and just walking near him will counter this. Also, his laugh is still heard when stealthed, you know you want it.
Q - Yordle Bee Grenade Teemo throws out a bee hive that travels similar to Twitch's W - Venom Cask. Upon landing the bee hive deals magic damage in the area and blinds champions and non-epic monsters within it. It then lasts a bit longer, dealing a small amount of magic damage over time. Context: Asides from blinding a marksmen and throwing down shrooms, Teemo doesn't help much in teamfights unless he has items. His new blinding tool is able to work on more targets and is more rewarding, but it can miss. Because of how powerful it can be in groups, the blind duration and cooldown may need nerfs.
W - Move Quick Teemo gains passive out-of-combat movement speed as usual, but the active duration is nerfed down to 4 seconds instead of 5. As an added bonus, Teemo can extend the duration by 0.5 seconds when he uses basic attacks, up to 7 seconds. Context: I want to try and move Teemo towards the AP marksman role. This ability gives him new kite to work with when dueling. It's reliant on hitting targets though, so stopping that will cause this ability to be weaker.
E - Toxic Shot Passively, Teemo's attacks deal bonus magic damage on hit and poison the target, causing them to take damage over time. Attacking again refreshes the duration of the poison. Activating Toxic Shot will cause Teemo's next attack to reduce the effect of healing on the target for 4 seconds. Context: I didn't want to change Teemo's poison since it feels like such a staple in his kit. As for the Grievous Wounds, it makes Teemo an even harder counter to Marksmen, who love their Life Steal. It may be too much, since he's already good at dueling, but that's what testing is for: seeing if something is strong, weak, or just right.
R - Mushroom Trap
Here's where it gets interesting. Teemo is now able to use FOUR(
) different mushrooms. He can select what mushroom he uses through a small GUI similar to Kindred's, but it could stay up in a fight. Anyways, Teemo is able to collect seeds from either destroying plants or buying them in the shop. He can get a Blast Cone Seed, a Scrying Orb Seed, and a Honeyfruit Seed. He can store up to three of each seed. By selecting a seed (or the lack of one) in his new GUI, Teemo can change the effects of his next mushroom. They're all tied to the same cooldown though, the seeds are just modifiers.
Context: Like his poison darts, mushrooms are a staple in Teemo's kit, and plants just give him more opportunities. Even if plants get removed, he can still buy seeds. Having different kinds of traps can make Teemo all the more interesting and complicated to play.
Noxious Trap: Teemo's standard mushroom. It slows and poisons the target. Best when used in choke points or during a fight. Context: Teemo's best bet in most cases, and a staple to his kit. Normal shrooms give Teemo a fallback when he's out of seeds, or doesn't want to waste one.
Blast Shroom: Similar to Blast Cones, this mushroom launches targets away from it when it detonates, but it doesn't slow. Use this to mess with those ganking your lane, or those running away from you. Context: Messing with people using displacement can be a lot of fun. Gives Teemo a better tool for getting rid of gankers, or keeping someone in a fight.
Scrying Shroom: These shrooms can be seen out in the open or when you stand in a bush with them, but they will prevent nearby mushrooms from being disabled! Use these shrooms to hide your other traps, but watch out, they can be destroyed in a snap. Use these defensively. Context: Teemo's main issue is that he and his traps are so easily countered by trinkets nowadays. Having a way around that helps out the yordle a lot.
Honey Shroom: Bees love honey, and the honeyfruit in this shroom is no different to them. Instead of poisoning nearby targets, the bees form a large cloud which deal magic damage over time to whoever is in the cloud. While Honeyfruit can be your saving grace, Honeyshrooms become your worst nightmare. Best used in fights or on objectives where enemies are grouped up. Context: Originally, I wanted this to instead send out several mini traps that dealt damage on contact. I felt this wouldn't be impactful, and people wouldn't use it because the normal shroom would be better. Now that Teemo can make danger zones in fights, he can do a lot in them.
#Closing
Teemo's a champion that I like a lot, while others may hate him. Teemo's "niche", if you can call it that, was to be annoying and have map control. But with all the champions nowadays making mine and many others' lives living hell (
,
,
) Teemo doesn't really fit his niche anymore. These changes were made to bring the yordle back to his glory days, while not changing much in his kit. He's still the annoying, hiding, blinding, poisoning, running, and trapping yordle we've come to know and hate, but with new tools and mechanics in his kit.
Thanks for reading this post, I put more effort into these than I do school essays. By all means, make this post popular and leave your own ideas!
http://fc00.deviantart.net/fs70/f/2013/012/1/c/teemo_business_card_by_dasqui-d5r9mbn.png Obligatory Teemo Image
TL;DR:
- Updated visuals
- Move during stealth, but can be revealed.
- Q is AOE bomb that blinds on contact and leaves a DoT cloud.
- W can last longer with basic attacks.
- E has an active that causes next attack to apply Grievous Wounds. This is tentative, though.
- R now has 4 forms that you can choose from using plant seeds. Normal shroom, blast shroom, shroom that hides other shrooms, and a BEE SHROOM.
Oh, and for some reason Riot deleted my CONCEPT/CREATION post from the CONCEPTS AND CREATION TAB. GG Rito.
and
who are all played top
and
but I'd hesitate to do it as many people hate those champions and how they affect the game.