Teemo Gameplay Rework

Meep Man··3 votes·783 views

This change is meant to bring Teemo in the jungle. From there, he can make better use of his mushrooms and be less annoying since with this if he is ever taken Top he is much easier to deal with. A few key things to note is Teemo's mushrooms arent invisible, but instead become invisible for a limited time if Teemo stays with them for a decent amount of time. I came up with 5 ultimates for this kit also since I couldn't come up with one that was the best.

Passive- Bandle City Scout Innate- Toxic Supply: Teemo uses Noxious Traps to cast his spells. Teemo gains a charge of Noxious Traps every 22/20/18/16/14 seconds. This is reduced by 1 second for every 750/725/700/675/650 units traveled by Teemo as he picks up the mushrooms from the ground as he moves. Teemo can hold up to 4 charges. Innate- Swift Scout: Teemo gains 10/15/20/25/30 flat movement speed plus 6/8/10/12/14% movement speed. The percent movement speed gained is increased to 18/24/30/36/42% while moving towards an enemy champion within 1200 units or an enemy champion currently poisoned by a Noxious Trap within 6750 units. Teemo loses the bonus flat movement speed after being hit by an enemy champion for 5 seconds. Level Up: 1/4/7/10/13

Ability 1- Noxious Trap Active: Teemo plants a Noxious Trap at the target location that arms after 1.25 seconds, lasting for 420 seconds or 7 minutes. Teemo can stand near the trap for 5 seconds to cause the trap to become invisible for 30 seconds. Enemies that step on a Noxious Trap take 80/135/190/245/300 (+55% AP) magic damage over 5 seconds as well as being slowed by 30/35/40/45/50% for 2/2.25/2.5/2.75/3 seconds. Enemy champions hit are revealed for 6 seconds. Mushrooms grant 5 gold upon being killed, but no experience. Mushroom's have 300/350/400/450/500 health. Cost: 1 Charge Cool Down: 2 sec. Range: 175 Detonation Range: 115 AoE Radius: 225

Ability 2- Scavenge Active: After channeling for 1.75 seconds, Teemo removes the poisoning from a mushroom and eats it to heal himself for 30/45/60/75/90 plus 4/5/6/7/8% (+1% per 100 AP) missing health. Teemo then uses the poison from that mushroom to cause his next basic attack within 6.5 seconds to deal 30/60/90/120/150 (+40% AP) bonus magic damage. This is increased to 45/90/135/180/225 (+60% AP) against monsters and minions. Cost: 1 Charge Cool Down: 10/9.5/9/8.5/8 sec.

Ability 3- Poison Cloud Active: Teemo throws a mushroom in a line, dealing 10/20/30/40/50 (+20% AP) magic damage to the first enemy hit before causing the mushroom to explode, causing enemies around the target to take 55/90/125/160/195 (+55% AP) magic damage over 3 seconds. Enemy champions hit have their movement speed slowed by 30% for 2.5 seconds while their attack speed is slowed by 10/15/20/25/30% for the same duration. Enemy minions and monsters hit are also blinded for 3/3.25/3.5/3.75/4 seconds. Cost: 1 Charge Cool Down: 11/10.5/10/9.5/9 sec. Range: 775 AoE Radius: 250

Ultimate #1- Martial Duty Active: Teemo activates his inner instincts, gaining 75/95/115% attack speed and causing the passive flat movement speed to be unable to be removed for 6/7/8 seconds. During this time, Teemo's basic attacks also poison enemies hit to deal 25/40/55 (+20% AP) magic damage over 4 seconds, the poison stacking up to three times and refreshing upon subsequent basic attacks. Cool Down: 110/100/90 sec.

Ultimate #2- Toxic Strike Active: After a 3 second delay, the area is filled with mushrooms that detonate after 1 second. Enemies hit take 300/425/550 (+70% AP) magic damage over 4 seconds and are slowed by 30/40/50% for the same duration. Teemo and his allies gain vision of targets hit for 5 seconds. Cool Down: 140/125/110 sec. Range: Global AoE Radius: 475

Ultimate #3- Bandle Net Trap Active: Teemo sets up a net trap on the target wall. After a 1.5 second delay, it becomes active. Enemies that move within 650/875/1100 units in front of the net spring the trap, causing it to fling off the wall in the direction of the enemy. All enemy units hit take 150/225/300 (+65% AP) magic damage and are trapped inside the net. The net stops upon colliding with the triggering champion. They will stay inside the net indefinitely or until they break free by basic attacking the net 3/4/5 times. All enemies inside the net are revealed until 1 second after they break free. Cool Down: 75/65/55 sec. Range: 450 Net Projectile Speed: 900

Ultimate #4- Shroom Bot Active: After channeling for 2.5 seconds, Teemo becomes invisible and takes control of a Shroom Bot. During this time Teemo counts as channeling. The Shroom Bot can be controlled by reactivating the ability. The Shroom Bot has Teemo's passive speed boost from Swift Scout. The Shroom Bot can be controlled for up to 30/40/50 seconds and can be destroyed. Health- 200/350/500 (+20% AP) Armor- 15/20/25 Magic Resist- 30/40/50 Movement Speed- 335/345/355 Upon colliding with an enemy unit, the Shroom Bot will explode to deal 250/325/400 (+50% AP) magic damage to units around itself over 4 seconds and slow them by 20/25/30% for 2 seconds. They are revealed for the poison duration. Shroom Bots grant 15 gold upon being killed but no experience. Cost: 1 Charge Cool Down: 35/32.5/30 sec. Range: 250 AoE Radius: 375

**Ultimate #5- Sneak Attack ** Active: Teemo enters stealth after a 1 second delay, being delayed by up to 3 seconds while taking damage. Teemo will remain in stealth indefinitely or until he moves, attacks, or casts a spell. Upon becoming visible, Teemo will gain 40/50/60% attack speed and an extra 30/45/60 (+20% AP) magic damage on his basic attacks for 5/6/7 seconds. Teemo can also reactivate this spell to scamper quickly in the target direction, dealing 30/60/90 (+15% AP) physical damage to enemies he hits and slowing them by 65% for 1 second. If Teemo hits an enemy, he can scamper again. This can occur up to 3 times for a total of 3 dashes. Cool Down: 95/85/75 sec. Scamper Range: 425


I would like to know your opinions on this kit? I personally like Martial Duty the best, but I know others may not so I made some other possible ultimates. With this rework:

  1. Teemo has a core theme besides poison (which is a very general theme)
  2. Teemo is less annoying in lane
  3. Teemo can make full use of the map control that comes with mushrooms

3 Comments

CharQueen2 votes

I really like the idea of Teemo jungle. His mushrooms are often a missed oppurtunity with him being locked in Top.

Doom Brownies1 votes

Make his passive cover a massive range and stealth his shrooms, too. That way he can still be annoying with his mushrooms but he can't kill you from across the map as easy.

Meep Man1 votes

[{quoted}](name=Doom Brownies,realm=NA,application-id=3ErqAdtq,discussion-id=Ps8QE7PE,comment-id=0001,timestamp=2015-01-17T08:15:10.097+0000)

Make his passive cover a massive range and stealth his shrooms, too. That way he can still be annoying with his mushrooms but he can't kill you from across the map as easy.

I increased the range on the mushroom movement speed boost by 1750 but I think that is big enough since any further and it won't really matter if you gain a speed boost when moving towards them since you won't be able to reach them in time. I want to lean away from perma-stealth mushrooms since they are the main reason Teemo is so hard to balance right now since they have little counterplay. I'd rather remove the stealth and increase other aspects of them, a big one that I am sure you can notice is you will definitely be able to place shrooms much more often (about once every 9 seconds at Level 13 if you are always moving).

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