Teemo Rework Idea

CoolKnightST··4 votes·1,016 views

http://ddragon.leagueoflegends.com/cdn/img/champion/splash/Teemo_0.jpg

  • #P - Toxic Shot
  • #Q - Blinding Dart:
  • Cost reduced to 50 / 60 / 70 / 80 / 90 MANA
  • **Magic damage reduced to ** 70 / 115 / 160 / 205 / 250 (+ 70% AP)
  • #W - Move Quick: http://www.hockeyschoolonline.com/Kneeups.gif
  • Passive: Unchanged
  • Active: For 5 seconds, Teemo gains a burst of movementspeed that slowly declays over 5 seconds. While active, Move Quick's bonus cannot be disabled via champion or structure damage.
  • Active Movementspeed: 90 / 100 / 110 / 120 / 130% (minimum movementspeed 30%)
  • #E - Noxious Trap
  • Cost: 95 / 105 / 115 / 125 MANA
  • Magic Damage Per Second: 20 / 51.25 / 82.5 (+ 12.5% AP)
  • #R - Camouflage
  • Toggle: Teemo activates his camouflage, gaining stealth after 1 second (delayed up to 3 seconds if taking damage). During stealth teemo's movementspeed is reduced with 40% (no reduced movementspeed in bushes). When Teemo reveals himself he get's the bonus Element of Surprise, 40% bonus attack speed for 7 seconds.
  • Cost: 2 Mana per second (when toggled on)

7 Comments

Wolfram Oxford5 votes

Umm... I like the idea of making his ultimate on his e and his poison darts his passive but I don't think they should make his ultimate that weak, that sounds more like a nerf than a rework. Instead make him changed a bit and give him a different and more fun play style with this ultimate.

R-Camouflage 30/25/20 second cooldown

  • Active: Teemo activates his camouflage, making him enter stealth after a 1 second delay. During camouflage Teemo can't activate 'Move Quick' but gains a bonus 20/30/35 base movement speed. After attacking or 6 seconds elapse Teemo gains 30%, 40%, 50% bonus attack speed, 25, 35, 45 bonus attack damage, and 10% damage reduction for 5 seconds.
CoolKnightST1 votes

The thing is with a Camouflage concept the reduced movementspeed just makes sence. Maybe giving his ultimate passive attackspeed or longer camouflage duration or even making it possible to reactivate the camouflage. Something like:

  • Passive: Basic attacks & abilities increase Teemo's attack speed by 8% / 12% / 14% stacking up to 3 times.
  • Active: Teemo activates his camouflage, gaining stealth after 1 second (delayed up to 3 seconds if taking damage). During stealth teemo's movementspeed is reduced with 50%. After 12 seconds Teemo revealed gaining Element of Surprise, 40% bonus attack speed for 7 seconds. In the next 5 seconds Teemo can reactivate camouflage for 1/3 of the mana cost.
Serevas1 votes

I have a better idea. Deletion

PrimalDirectory1 votes

Honestly I love the idea, it works. Plus with this, as iv'e mentioned to others should happen, would have teemo leave laning altogether (making everyone happy). How you ask? simple, he becomes a jungler. Many of you are probably double taking at this point, but think about it. Start by grabbing Q and start by hitting gromp. then you should be level two. From there you grab Noxious trap which will give you AOE for blue. from there basic jungler stuff, until you hit Ganking time. But wait he cant gank he doesn't have any CC!!!!! well he does in fact, move quickly is the revers but it works early game. But after you receive your ultimate, you stealth in drop shrooms in their path then jump put and attack, with that speed boost being your burst. This would making teemo a jungler, and a hella awesome one at that.

But if this is going to ever happen we need to upvote it so TEEMO PLAYERS UNITE.

Stratavotis1 votes

hmn... why not take his camouflage and move quick and fuse them as the ultimate maybe to make things even more interesting, make it so during the active (probably 4~5 seconds) that his poisons deal +%50 damage? I like the idea of toxic shot becoming the basic passive, but he genuinely is lacking in spell options currently.

I think blinding dart should be similar to Quinn's blinding assult, but... it should still be single target, or make it more hallucinegenic and put a double of all units on the screen for the area on that player're screen and a little to the left. this way they might miss by targeting a target that isn't actually there.

I like the idea of having noxious trap earlier. The damage will need to be lowered, but it's for the better.

may be make it so that W becomes a different ability... "scout's code" or something related to being a scout. target ally gradually heals for 40/80/120/160/200 (+0.4ap) health and gains 10/12.5/15/17.5/20% (+1% per 40 ap) move speed for the next 4 seconds. (teemo can target himself)

he used ot have the support tag, this would bring it back to him :p

PunnedIt1 votes

I like your idea CoolKnightST, here are a few suggestions.

Toxic Shot: Just to clarify, this does scale with level, correct?

Blinding Dart: Your idea to make it cost less mana at the expense of doing less damage is great.

Move Quick: This sounds neat, but I'm confused. Is the 90% active movementspeed at 1 tick supposed to be added or multiplied? Because movementspeed * 0.9 < movementspeed. Also, going from a 130% bonus to 30% bonus (at max tick) over 5 seconds is going to feel weird. Even though you get a huge burst for the first second (and technically have a boost for all 5 seconds, assuming the bonus is added, not multiplied), you're technically slowing down by 20% ((130-30)/5) per second, so this may "be good" but "feel bad". I like the idea, but you may want to stabilize the boost a little (shorten the range, lengthen the time near the top of the boost range).

Noxious Trap: Are you taking out the slow, or is it just implied? Because the intent of Teemo's mushrooms is to function as a landmine (like the anti-personnel Claymores in Call of Duty), and the slow really helps with chases (both giving and receiving).

Source on Riot's Intent http://na.leagueoflegends.com/en/news/community/community-spotlight/birth-evil-teemo

Camouflage: I like this idea. At first I was worried about the toggle/mana-per-second aspect because sneaking around stealthed isn't something you want to rush, but making the ability 2 mana per second means that it costs 120 mana per minute, making it more than reasonable to use.

One question. Currently Teemo loses stealth for placing a mushroom. However since the new ability is a toggle, what about allowing Teemo to place 1 (only 1) mushroom stealthed, but doing so will make him lose his next Element of Surprise bonus? This would give him a second way of surprising the enemy. He could either suddenly pop out with more attack speed, or sneak in front of an opponent and place a mushroom in front of their path, then choosing whether to engage or not. Since he can only do this once per Element of Surprise bonus, it limits trolling, but does allow for a fun dynamic.

Instead of stepping on a mushroom meaning that Teemo placed it 3 minutes ago and is now at base, stepping on a mushroom becomes, "Is he watching me?" It takes fire away from the Darius players who claim that "Teemo isn't a real man" because he doesn't fight with brutish directness, and it adds a fun psychological element to Teemo, placing him closer to where his Omega Squad skin lies. Teemo isn't always guaranteed to be there, but the fact that he may be changes enemy behavior. It also adds more counterplay, as using a Vision Ward when stepping on a mushroom means a higher chance that squishy Teemo will be there.

These are my suggestions, thanks for giving us Teemo improvement ideas that are thoughtful and not just mindless "delete him".

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