Discussion and Ideas on a Map Control Marksman

Stacona··2 votes·270 views

The majour thing I find is not fair when against Teemo is the mushroom's ability to chunk you out to half health with Liandry's Torment, but their land mine execution element feels fine and fitting. Everything else about Teemo is that of a standard marksman and has the proper fairness when against it and is perfectly balanced.

What I want to accomplish here: ~ Remove the mushroom's ability to chunk out targets to low health, but they can still damage you when you are low on health to keep their land mine mini-game intact. This will result in utility buffs to the mushrooms to compensate as well as giving Teemo more power on his base kit for the removal of damage on his mushrooms (enemies will be healthier than not resulting in damage-less shrooms a lot of the time) ~ Keep Teemo as an immobile marksman, but really play into his master mind and tactical element a lot better, map mobility with bonus movement speed is needed for he remains as the SWIFT Scout [immobile as in no dashes or blinks, like how Sivir is in immobile in that way] ~ Keep Teemo as League's premiere map control and vision marksman, his mushrooms really accomplish this and super cool for Teemo ~ He will keep his blind, whether changed or basically remain the same ~ I want all his abilities to have some kind of active to it, there will still be passives as well, but actives do feel better for the player to use ~ It would be cool to have a dedicated ability power marksman, but since marksmen are basic attackers Teemo will forever be a hybrid between on-hit, AD, or AP


> Basic Attack Range: 575 units [up from 500, this is a very outdated range and with champions like Ezreal with additions of Caitlyn changes, Lucian, and Draven it become very apparent that 500 on an immobile marksman is too short unless you can artificially make yourself have super range like how Sivir's Ricochet works, but Teemo's damage is strictly from basic attacks for the most part] > Base Attack Damage: Increased to be on par with the other marksmen (meaning to be the same BASE AD as other marksmen on average, Teemo has really low Base AD right now) > Other Base Stats: Unchanged > > Missile Speeds: Basic attacks and Blinding Dart should have their missile speeds quickened to feel less floaty and in Blinding Dart's case make the CC a little more effective against new champions that have extremely fast basic attacks. > > **** > > Tactical Warfare (Passive): Ranks: Base + Rush's Current Level > Whenever Teemo stands still or remains inside brush without taking damage for 1.5 seconds he turns invisible. Teemo can move around in brush without breaking his invisibility. > > Upon exiting invisibility Teemo gains 25/40/55/70/85/100% bonus movement speed for 3 seconds, if he stands still during this time he turns invisible immediately. Taking champion or tower damage breaks this movement speed bonus. > > Teemo can cast Noxious Trap without breaking his invisibility. > > Blinding Dart (Q): Cooldown: 8 seconds; Cost: 50/55/60/65/70 Mana; Range: 650 units > Teemo shoots a dart at the target enemy dealing 60/80/100/120/140(+70%AP) magic damage, which can critically strike, and blinding the target for 1.5/1.75/2/2.25/2.5 seconds. > > Direct executes from Blinding Dart refund the mana cost and half the cooldown. > > Rush (W): Cooldown: 17 seconds; Cost: 40 Mana > Passive: If Rush is cast while invisible then Teemo gains 20/35/50/65/80% bonus attack speed for 7 seconds. > > Active: Teemo gains 40/55/70/85/100% bonus movement speed that decays over 3 seconds. > > Toxic Shot (E): Cooldown: 15/14/13/12/11 seconds; Cost: 30 Mana > Passive: Teemo deals 10/15/20/25/30(+40%AP) bonus magic damage on-hit, this can critically strike. > > Active: For the next 4 seconds, Teemo's attacks apply a poison on his targets for 4 seconds which can stack infinitely, refreshing the duration of the previous stacks. Every poison stack causes the target to take 4/6/8/10/12(+5%AP) magic damage per second. > > Noxious Trap (R): Cooldown: 0.25 second; Cost: 60 Mana + 1 Mushroom; Range: 500/700/900 units > [MUSHROOM VISION RADIUS WOULD BE INCREASED SLIGHTLY] > Passive: Teemo stores a mushroom every 30/25/20 seconds, up to a maximum of 3/4/5 at a time. > > Active: Teemo throws a mushroom to the target location to arm and turn invisible after a brief delay, granting vision around it and remaining in play for the next 300 seconds. If a mushroom lands on an already existing mushroom then it bounces 3/4/5 Teemos further. > > If an enemy steps on a mushroom then it will explode applying true sight and slowing nearby enemies down by 60% for 4 seconds. > If struck enemies were below 40% health then they are dealt 300/400/500(+80%AP) magic damage over 4 seconds. Struck minions and monsters above 40% health are dealt 180/240/300(+48%AP) magic damage over 4 seconds.


1 Comments

Viktor Von Lazer1 votes

I upvoted for the laugh

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