Possible Teemo rework ideas?

Kuroi86··2 votes·965 views

Simply put, I want this thread to be a place for theory crafting ways to rework Teemo' kit, help remove toxic issues with him so he can be made viable without having to be in such a hard nerfed state. (I'm not saying he's impossible to win with, but he's annoying to play against or annoying to play as and giving him a better identity would really help his standing with LoL players.)

This is purely my ideas, nothing in stone that Riot should do, any suggestions for better abilities or critique is welcome.

Passive: Camouflage: If Teemo stands still and takes no action for 2 seconds, he becomes stealthed. Taking any action or being moved will break his camouflage, gradually becoming visible again over the course of 1/2/3 seconds. The length of time it takes to become visible again increases at lvl 6/11/16.

Q: Blinding Dart RANGE: 700 COOLDOWN: 8 Teemo fires a straight line skill shot which explodes upon collision with the first target. Dealing damage to and blinding all enemies withing 200 radius.

I figured something similar to Quinn Q, giving Teemo a good way to harass without running into range for most champs to just jump him and kill him.

W: Move Quick COOLDOWN: 17 Passive: Teemo gains increased movement speed. Damage from champions and structures will disable this bonus for 5 seconds. Passive Movement Speed: 10 / 14 / 18 / 22 / 26% Active: Teemo dashes forward 300/400/500 units.

Give him a little added mobility while trying not to make him too safe.

E: Toxic Shot COOLDOWN: 10 Passive: Teemo's auto-attacks deal bonus magic damage. Magic Damage on Hit: 15/30/45/60/75 (+40% AP) Active: Teemo's next auto-attack instead poisons the target dealing magic damage over 4 seconds. Magic Damage per Second: 9/18/27/36/45 (+10% AP)

One, or the other, give Teemo good AA damage with something else for when you want to try and deal some burst.

R: Noxious Trap RANGE: 550 COOLDOWN: 5 Recharge Time: 35 / 31 / 27 Passive: Teemo generates a new trap periodically, and can only store up to 3 traps at once. Active: Teemo throws a trap ahead of him in a straight line skill shot. If the trap does not strike a target, it will root itself to the ground after a second, arming. Any enemy that steps on an armed trap will take 50 / 81.25 / 112.5 (+ 12.5% AP) magic damage and slowed by 15%/20%/25%. Armed traps last for 10 minutes. If instead the trap strikes an enemy while in the air they will instead be poisoned, taking 200 / 325 / 450 (+ 50% AP) over the course of 4 seconds and will be slowed by 30%/40%/50%. Passive: If a target is afflicted with both Toxic shot and Noxious Trap, they will take 350/500/650 (+80% AP) over the course of 4 seconds.

Give him a little global influence, but scale it back so it's not toxic. Also gives him a way to assassinate, but only when up close and ready for a fight.

All thoughts are welcome. :)

3 Comments

iJedi1 votes

P - Camouflage: What do you mean by "gradually becoming visible"?

Q - Blinding Dart: An AoE skill-shot doesn't fit with his scout theme. He's very well experienced with his blow-gun, so he can line up his darts to fly through the smallest gaps to hit his intended target.

W - Move Quick: This seems like a good idea. He usually has Move Quick's extra speed active unless he just took damage, so turning that into a passive works nicely. My concern is that the dash is basically a free flash on a 17 second cooldown, which most people will think is OP.

E - Toxic Shot: This might work, but the passive should be disabled while it's cooling down.

R - Noxious Trap: Again, turning this into a skill-shot doesn't fit with his theme. Scouts set traps by carefully placing them. The combo with Toxic Shot is interesting, but certain items (item 3151, magic pen, and all AP items) already provide hefty damage boosts.

Kuroi861 votes

P: Similar to how Rengar or Twitch gradually fade from sight when using their stealths. Only in reverse.

Q: The idea was to give him decent ranged poke. With a point and click skill, he's forced to be limited on range, moving into close range to use this and risking retaliation as strong or worse than he can output.

W: Not free, I didn't list mana costs, but I expect they would be there. Also as a dash he would still be susceptible to damage and CC.

E: Agreeable.

R: His current ult is the big problem. It's been so heavily nerfed that item 3151 is an essential item for it. This way the damage could be buffed back up, though situational. Also, I left the ability to place the trap, but gave the player a means to use Teemo' ult for more than simply a trap, making it viable in a team fight so that he could actually join in without being a liability.

R,E,Q with possibly Lich Bane and DFG would probably give him decent damage to act in an assassin role, which reading his lore, sounds like it would fit his style.

PrinceOfStorms1 votes

This is the only rework for Teemo that will not leave him as the devil incarnate.

-Teemo has been removed from the game.

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