Teemo: The Final Solution

EnviousLeviathan··1 votes·616 views

Teemo is in the unenviable spot of being a terrible choice in competitive play but only a bit below average in solo queue play with the majority of people both on and against the Teemo player hating him. This is a terrible position to be in since it means he gets no play and no rito love. As someone who has been playing practically nothing but Teemo since season 2, I can offer insight into how to maintain his identity while offering viable and fun counterplay opportunities.

Passive Idea: Make his passive so that he gains percentage movement speed whenever moving towards bushes or poisoned enemies. Also make it so that after being in bushes for 2 seconds he gains camouflage for 4 seconds after leaving bushes. Once camouflage wears off, Teemo gains X amount of attack speed, AP, and AD in order to make his ambush go off without a hiccup.

This offers a fairly reasonable passive that plays heavily into his identity. He is a scout, he should not be gaining MS when running from his enemies since if he is spotted he has already failed at his mission. He should be gaining stealth from bushes so that he can spring his ambushes. If he poisoned his enemy then it obviously means that he has had a successful ambush and can go in for the kill. If a scout is spotted and is trying to run away, why should he have any extra MS unless he is running for cover(bushes)? He also does not get stealth while inside the bushes, he has to leave bushes to spring his trap. So if an enemy comes in bushes and sees him, he either has to face them like a man because he failed in his scouting duty or he needs to spring the trap early and run out of bushes.

Teemos range: 550

His range is being increased because he will be having A LOT more counterplay and his abilities and far less hidden power. Also he will have the ability to increase his damage output based around strategic usage of his AA with Venom Tipped Darts active. Teemo will be able to add a second onto the DoT of his shrooms if he hits an enemy that has proc'd his shrooms during the duration of their effect. With a stacking effect up to 4x. Meaning Noxious Shrooms can go up to 8 seconds of DoT.

This makes it so Teemo has less incentive for planting shrooms and leaving them there because if he is aware of enemy positioning he can add extra damage by hitting enemies while they are proccing shrooms.

Q Poisoned Throwing Knives: Range 450

Poisoned Throwing Knives is a mid range ability meant to deal magic DoT for 2 seconds. Cooldown 4 seconds. Adds a second to DoT for every hit on enemies that proc'd shrooms.

This is an ability to help Teemo last hit minions as well as deal extra damage to enemies that close range since he is so squishy. It is meant to convey a similar purpose as Cassiopeia's Twin Fangs and Karthus's Lay Waste.

W Toxic Grenade: Range 600

Noxious Grenade provides a skillshot that blinds and slows enemies within it. It provides poison DoT for the entirety of the enemies time inside the grenades poison area. It also provides 3 seconds of poison DoT after leaving noxious area. It grows from 125 to 212.5 radius within 4 seconds. This allows Teemo to drop down a blind spot within corridors as well as zone enemies. Adds a second to DoT for every hit on enemies that proc'd shrooms. Cooldown: 20 / 19 / 18 / 17 / 16

This is a shorter ranged Teemo themed version of Graves's Smokescreen.

E Venom Tipped Darts: Toggle

Venom Tipped Darts is a toggle ability that adds poison onto his AA darts. Cost 8/7/6/5 Mana Per Attack. It provides a poison DoT of 4 seconds. Adds a second to DoT for every hit on enemies that proc'd shrooms.

This provides some early poke as well as offering Teemo an opportunity to use mana at early levels. Teemo at the moment doesn't effectively use dorans ring because of his lack of need for extra mana regen at early levels. This effectively adds a need for mana at early levels while at the same time providing counterplay to his poke damage by having it mana gated.

This is based off of Ashe's Frost Shot.

R Noxious Trap: They take 5 seconds to prime them after they land (need time to grow in soil to get a good dose of psilocybin). This adds a lot of time to run over them to chase an escaping Teemo. Mushrooms now FEAR enemies as if they are having a bad trip instead of slow. Mushrooms are VISIBLE for a MINUTE!!!! Yes you heard me. Teemo must not only place his shrooms but defend them until they gain enough psilocybin that they transcend physical reality. THIS ADDS BUTTLOADS OF COUNTERPLAY OPTIONS. Teemo can't place them to block him running away and Teemo must cultivate his shrooms so that they can transcend physical boundaries. Vision and damage radius of shrooms are 212.5. They normally last 4 seconds of DoT. Teemo can hold 5 mushrooms, which does not make much of a difference because if he cannot defend even one shroom from being destroyed before the minute is up then he won't be able to defend 5.

This is all up for revising. Particularly the numbers and durations. I'm an avid psychedelic user so I love Teemo. I also have crappy ping so champions that involve skillshots make me rage. Teemo allows me to play strategically without having my east coast ping hinder me much. I came up with a viable Teemo rework that offers an abudance of counter, revolves around his identities as a strategic planner, poisoner, and reconnaissance unit.

Soooooo. Tell me what you think.

1 Comments

EnviousLeviathan1 votes

Could someone mention why I got 3 downvotes with no response?

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