Teemo Rework Idea

ready for combat·7/3/2015, 7:06:23 AM·3 votes·1,385 views

Now this is just my idea of how Teemo could be improved (this is my general opinion on him not trying to start anything or be one of those people who would rant about him being the devil)

i feel he should be more reliant on his surprise and attack tactics (i feel this would change his functionality and be more thematic to being a scout)

now then, here's what** I **think it could look like: and if you don't understand the numbers: 0.1 = 10% of AP

Passive: Camouflage - Standing still and not casting spells for 2 seconds turns Teemo invisible. Casting spells or moving will break his invisibility and grants 25/30/35/40% increased attack speed for 4 seconds also granting 10/20/30/40% movement speed when Teemo basic attacks an enemy champion for 1.5 seconds for the duration.

Q: Dazing Dart - After a 0.25 second delay Teemo shouts a dart in a target direction dealing 80/110/130/150/170(0.8AP) magic damage to the first target hit.

For the next 3 seconds every basic attack on the Darted enemy increases the duration of Toxic Shots Poison by 0.5 seconds (Maximum 1.5 seconds) and damage increased by 10% (Maximum 30%).

Cost: 70/75/80/85/90 Mana Cooldown: 8 seconds at all levels Range: 825

W:Toxic Shot - Passive: Teemos basic attacks deal 5/10/15/20/25(0.1AP) and Poison his target dealing 10/20/30/40/50(0.25AP) each second for 3 seconds. This effect can only be applied once and Teemo must wait 10/9.5/9/8.5/8 seconds before it can be reapplied on the same target.

No Cost Cooldown: 0

E: Move Quick - **Passive: **Teemo gains +10/15/20/25/30 movement speed. Taking damage or attacking towers disables this passive for 5/4.75/4.5/4.25/4 seconds.

Active: he rolls a short distance towards the curser and for the next 2.5 seconds his next basic attack will blind a target for 1.5/1.75/2/2.25/2.5 seconds.

**Cost: **30/35/40/45/50 Mana Cooldown: 15/13/11/9/7 seconds Roll Distance: 325 units

R: Noxious Traps - Passive: every 30/25/20 seconds Teemo gains a trap and can only hold 3 at a time.

Active: Teemo places a mushroom trap on the ground that lasts 10 minutes, which stealth’s and arms after a 1 second delay. The mushroom trap also grants a small vision radius. Holding down the key slows Teemo's movement speed by 30% and increases the range to a maximum of 800 range tossing it to a target location

If an enemy comes within 60-range of the trap or if the trap lands on an enemy minion, it will detonate dealing 125/250/375(0.4AP) magic damage over 4 seconds and slowing them by 30/35/40% for 2.5 seconds.

Cost: 100 Mana Cooldown: 4 seconds Range: 230-800

with these changes ive switched some of the ability's around and gave him added mobility to his kit to maneuver around the field and re position him self much faster. tell me what you think of this and what changes that you think could be implemented or just not at all.

2 Comments

Bârd7/3/2015, 7:14:31 AM1 votes

I had another idea for a teemo rework. Too lazy to type in numbers

Passive: Toxic shot Onhit/Dot effect Casting a basic ability puts a bonus effect on your next auto For Q, Teemo applies a neurotoxin: rendering Teemo invisible to the target of his auto for 5 seconds or until he attacks them again For W, Teemo applies a paralyzing agent: applying a slow that increases over 3 seconds For E, Teemo applies a hallucinogen: rendering the target unable to read health bars for 3 seconds

Q: Blinding dart Same

W: Move Quick Now removes slows and grants attack speed

E: Camouflage After a 2 second delay, teemo stealths for up to 15 seconds. Teemo can break out of stealth early by basic attacking or casting spells. (note, teemo MAY move in stealth)

R: Noxious Trap You know what it is