Teemo Pseudo-Rework (Looking for Opinions)
http://fc04.deviantart.net/fs70/f/2013/075/3/9/teemo___classic_by_tanaka89-d5y84or.png
I call it a pseudo-rework because it is just a big shift in power along with adding much more depth to his kit while keeping his signature abilities there. IN OTHER WORDS, TEEMO IS KEEPING ALL HE HAS NOW (though with some changes), MOVING POWER AROUND, AND THEN GIVING HIM SOME MORE INTERESTING AND LESS TOXIC GAMEPLAY! So, keeping that in mind, let's get to it.
IDENTITY In past little reworks I have done, I have tried to focus on what the champion's theme is based on his lore and title and such. I will still keep that in mind, but also bring in his current gameplay identity into the picture. So, let's look at both of them: Lore Traits
- Can go from a nice little guy to trained assassin in a snap.
- Is in the military group, The Scouts of the Mothership.
- Is known as the Swift Scout.
Gameplay Traits
- Sustained Magic DPS (Mainly through basic attacks)
- Poison Traps (AKA Mushrooms)
- Quick (AKA W Movement Speed Boost)
Satan
By grouping these together, we can see that Teemo is an assassin of Bandle City who scouts out the area before looking for the opportunity to kill, mainly through poisons. So, let's get on to the next section on his current gameplay problems are.
GAMEPLAY PROBLEMS Teemo has been known to be a very toxic champion, the community even calling him Satan due to it. Moving past nicknames, Teemo does have some problems in his gameplay that can feel extremely annoying and tedious.
Issues
- Invisible traps can make the enemy feel like they are forced to always have true sight to deal with them or suffer serious magic damage.
- Teemo's poke in lane can be feel very one sided, not giving his opponent many opportunities to retaliate. Not to mention his poke is quite relentless.
- Combining the last two issues with this one, Teemo is very hard to gank when played well.
Basically, Teemo at moments can feel untouchable in all the worse ways. Now, to get to the actual rework and then go back and explain why I made the changes I did.
REWORK CHANGE LIST
Teemo, the Swift Scout Old >>>>>> New
Stats Health- 516 (+82 per level) >>>>>> 500 (+72 per level) (Nerf) Health Regen.- 5.75 (+0.65 per level) >>>>>> 4.5 (+0.6 per level) (Nerf) Mana- 267 (+40 per level) >>>>>> 350 (+50 per level) (Buff) Mana Regen.- 7.205 (+0.45 per level) >>>>>> 5 (+0.4 per level) (Nerf) Armor- 24.3 (+3.75 per level) >>>>>> 22 (+3.25 per level) (Nerf) Magic Resist- 30 (Unchanged) Movement Speed- 330 >>>>>> 340 (Buff) Attack Damage- 47.54 (+3 per level) >>>>>> 37 (+1 per level) (Nerf) Attack Speed- 0.69 (+3.38% per level) >>>>>> 0.69 (+3.75% per level) (Buff) Attack Range- 500 (Unchanged)
Passive- Camouflage NEW EFFECT: While stealthed, Teemo will forage for Noxious Traps 0/25/30/35% faster and regenerates 2/2.5/3/3.5% of his maximum mana per second Levels: 1/6/11/16
Ability 1- Blinding Dart NEW PASSIVE: Teemo's basic attacks are converted to magic damage, deal 10% (+4% per 100 AP) more damage, and deal 2 (+2 per level) (+12.5% AP) magic damage per second for 4 seconds, dealing 8 (+8 per level) (+50% AP) total magic damage over 4 seconds Blind Removed NEW EFFECT: Now causes the target's next 1/1/2/2/3 basic attacks within 3/3.25/3.5/3.75/4 seconds to miss Active Magic Damage- 80/125/170/215/260 (+80% AP) >>>>>> 45/75/105/135/165 (+75% AP) (+90/110/130/150/170% AD) Cool Down- 8 seconds >>>>>> 9 seconds Mana Cost- 70/80/90/100/110 mana >>>>>> 75/80/85/90/95 mana Range- 580 >>>>>> 600
Ability 2- Move Quick Passive Bonus Movement Speed- 10/14/18/22/26% >>>>>> 10/15/20/25/30% Active Bonus Movement Speed- 20/28/36/44/52% >>>>>> 20/30/40/50/60% NEW EFFECT: Now grants 30/35/40/45/50% slow resistance while active Cool Down- 17 seconds >>>>>> 23/21/19/17/15 seconds
REWORKED Ability 3- Survivalist Passive: Teemo gains 15/20/25/30/35 flat movement speed while out of combat. Also, by clicking on the arrow above this ability's icon, the active effect can be changed. However, this cannot be done while in combat. You can select from 3 different abilities listed below. Active 1- Agile Maneuvering: Teemo dashes over the closest bit of terrain in the target direction. Activating Move Quick will reset this ability's cool down. Cost: 45 mana Cool Down: 14/12.5/11/9.5/8 sec. Range: 225 Maximum Wall Hop Distance: 575 Active 2- Kumunga Herbs: Teemo removes all slowing effects from himself and reduces the remaining duration of other crowd control effects by 50/55/60/65/70%. If used while camouflaged, this ability will also restore 10/12.5/15/17.5/20% of Teemo's missing mana, cost no mana, and increase the attack speed given to him from Camouflage by 15/20/25/30/35% if he breaks stealth within 3 seconds. This can be used while under the effects of hard crowd control. Cost: 55/60/65/70/75 mana Cool Down: 15/14/13/12/11 sec. Active 3- Scout's Drone: Teemo sends a drone to slowly travel in the target direction, revealing the area within a circle around it. The drone can be killed with 2 melee basic attacks or 3 ranged basic attacks, and the drone will instantly destroy itself after travelling for 60/75/90/105/120 seconds. If the drone sees an enemy, the enemy will be revealed for 1.5/1.75/2/2.25/2.5 seconds. Teemo can attach a mushroom to the drone by throwing a mushroom onto it. Upon a drone with a mushroom attached to it being destroyed, the mushroom will explode. Teemo gradually creates drones, being able to hold up to 2 at a time. Cost: 35/40/45/50/55 mana Cool Down: 45/42.5/40/37.5/35 sec. Drone Movement Speed: 150/170/190/210/230 Reveal Range from Drone: 500/550/600/650/700 These abilities cannot be changed while Teemo is in combat. If attempted to, the arrow above this ability's icon will not show the other two abilities. This ability is by default when unlocked set on Agile Maneuvering. Cool Down Between Change: 1.5 sec.
Ultimate- Noxious Trap Total Magic Damage- 200/325/450 (+50% AP) >>>>>> 30/40/50 (+12.5% AP) NEW EFFECT: Now deals 1.5/2/2.5% (+1% per 200 AP) of the target's missing health per second for a total of 6/8/10% (+4% per 200 AP) missing health damage NEW EFFECT: Now applies grievous wounds to targets hit as well for the poison duration NEW EFFECT: The flat damage from mushrooms can now stack up to four times, dealing up to 120/160/200 (+50% AP) over the duration Recharge Time- 35/31/27 seconds >>>>>> 38/35/32 seconds Duration- 5 minutes >>>>>> 4/5/6 minutes Reveal on Detonation- 4 seconds >>>>>> 5/6.5/8 seconds Vision Range- 450 >>>>>> 550 Mana Cost- 75/100/125 mana >>>>>> 70/85/100 mana
EXPLANATION Here I will explain the above changes as well as sometimes explain some mechanics.
Stats I adjusted Teemos stats to better reflect what he is. A Ranged, Sustained Damage Assassin who is decently mobile. Removing some tank stats from Teemo and giving him more attack speed, movement speed, and base mana better shows WHAT he is. Also a mana regeneration nerf and attack damage nerf due to other changes in his kit.
Passive Camouflage has always been seen by most Teemo players as a bit of a gimmicky effect. Use it for some niche jukes, decent attack speed buff, and minor trolling of the enemy. Making Captain Teeto to have reasons to remain camouflaged for a duration gives the passive more uses and makes you feel like you are actually foraging for mushrooms. Maybe a custom animation could be put in everytime Teemo gets a mushroom charge while camouflaged.
Ability 1- Blinding Dart This is a big one. Toxic Shots and Blinding Dart have merged to make Teemo know exactly where to put his points if he wants increased damage. Now all of Teemo's basic attacks are converted entirely into magic damage and he has some unique potential hybrid scaling, but still majority AP scaling on his poison basic attacks. I also changed the numbers on the poison to scale per level to better show that Teemo should still be mainly getting points in Blinding Dart for it's active. This also smooths out Teemo's power curve, making it to where he can't just put every single point into Toxic Shot early game and get huge nuke basic attacks. Late game, however, his basic attacks should be dealing much more damage, especially with the poison. This helps remove Teemo's early extreme bully issues and puts more strength late game into his POISON feel. Moving onto the active effect, Teemo's current blind made retaliating against him really hard, even if you were ranged. Now, his blind only blocks a set amount of basic attacks so you can build attack speed to get rid of the blind quicker or know exactly what basic attacks will hit or not. The ability's cool down has also had a SLIGHT cool down nerf to 9 seconds from 8 seconds for larger windows of opportunity for Teemo's opponent. The damage on the ability has had a slight AP ratio nerf and base damage nerf, but an AD Ratio has been added to show off Teemo's new potential hybrid building that would focus more on attacks than mushrooms and big poison. Finally, the mana cost has been lowered since the ability now has more counterplay and is healthier overall for the game.
Ability 2- Move Quick Since Teemo is less of a bully now and gives his opponents larger windows of opportunity to strike when they can. This ability is getting a slight buff to it's movement speed and the active now gives Teemo Slow Reduction while active so Teemo can MOVE QUICK! However, with this rework's common theme, the cool down has been increased until Rank 5 to give Teemo's opponent more windows of time for the offensive. Upon reaching Rank 5, however, Teemo can actually activate more often to help him late game since he is a lot less tanky by default now, looking back at the major base health nerf, base health regeneration nerf, and base armor nerf.
Ability 3- Survivalist Meet Teemo's new ability, Survivalist! While out of combat, Teemo gains a slight movement speed boost to help him roam through the jungle more and place shrooms. He also gets three active abilites that all deal no damage by themselves, instead offering Teemo more utility and mobility. These can be accessed by hitting an arrow above the ability icon and having a scroll panel appear above with the three different icons in it. Agile Maneuvering can be a good escape mechanism if Teemo suddenly gets caught out in the enemy jungle OR a great chasing tool if the enemy is dashing around over walls where he previously couldn't follow. Now, Teemo can hop over walls... if they are thin enough. He can't do a full on Magical Journey. This ability's cool down is also reset if Move Quick is used to better show off its main uses for quick escapes/chases. Kumunga Herbs gives Teemo a pseudo-cleanse that removes any current slowing effects (like a Garen Q) and reduces the duration of active hard crowd control effects on Teemo by a %. For example, at Rank 5, a 1 second stun would be reduced to 0.3 seconds when this ability is used. This ability also gets enhanced while Teemo is invisible, giving him some out of combat strength through a mana boost and, if he is about to go into combat, increased attack speed gain from his passive. At Rank 5 at Level 15, this ability gives Teemo a 115% attack speed boost when exiting stealth. Very powerful for quick kills, but, of course, Teemo has to be able to stealth first AND use this ability, potentially wasting his pseudo-cleanse for use. Scout's Drone is Teemo's new form of scouting areas besides just mushrooms, which have also had their scouting uses improved. Remember the Ocklepods little moving Clairvoyance that it cast into the jungle (usually in some stupid direction that only sometimes helped)? That's what Scout Drone is except Scout Drone is a better version of it. Imagine it as a long range, mobile ward that will reveal the area as it travels. It's like a down-graded Hawkshot except more constant vision instead of a global, more instant burst of vision. It can also be destroyed in a similar way that mushrooms can. This ability gives Teemo his "SCOUT" half of Swift Scout. Also, I always found it strange how Teemo, a yordle who is part of the military, never used any form of technology, especially with how advanced yordles are. I can see him being more of a nature guy but at least some technology should give him an edge he knows he wants and needs.
Ultimate- Noxious Trap Finally, we are here. Teemo's bread and butter ability that everyone hates or loves. Now, I know, what you are thinking. "WHAT IS THAT BASE DAMAGE NERF!? RAH!" Yes, yes, I know, but let me show you the rest and explain myself some. The main reason Teemo's mushrooms were frustrating is the fact that Teemo could shroom your whole jungle and every time you walked out of base, you needed to go back. No longer. Unless Teemo REALLY SHROOMS THAT JUNGLE, you should no longer have to do this. However, I liked the killing pressure shrooms gave too, so I added some missing health based damage on them so they could still kill weak foes. Teemo can now also actually build piles of mushrooms and have it be an effective strategy since the FLAT DAMAGE from mushrooms can now stack up to 4 times. Teemo now has to dedicate himself to stopping you from exiting the base at a certain spot rather than having a wide range of vision and kill potential. As further compensation for the huge base damage nerf, the mushrooms now apply Grievous Wounds, reveal a larger area, reveal enemies hit for longer, last longer than current at Rank 3, and cost slightly less mana. The cool down has been slightly increased, especially at later ranks, so a stealthed Teemo can't just forage a billion shrooms. The duration has also been reduced at Rank 1 so Lane Teemo feels slightly less, you guessed it, oppressive so Teemo's lane minefield now requires more active upkeep to be what it is today.
I hope the likes of Riot reads this since I put a lot of hard work and thought into it. Thanks for reading, as usual, and be sure to let me know what you think of "new" Teemo below. I hope this removes some of his toxic gameplay (especially early game), and gives him much more depth while further capturing his character. If you have any complaints, tell me below please!