Teemo shrooms need to change for the better of him and other players

vDg6VF2ghd·11/23/2014, 4:07:00 PM·2 votes·761 views

When Oracles was removed he became extremely annoying to play against and he deserved his nerf to his Global Ult in S4.

I don't want Teemo to be a toxic champion and Shrooms are very annoying, so they need to change.

When Teemos Shrooms were nerfed, it helped to control the damage on his shrooms because there was less counterplay with oracles being removed. However, it also affected his laning/1v1 ability when being dived under towers and it allowed him to continue spreading obscene amounts of annoying and low damage shrooms across the entire map.

Shrooms exist not just as a global ult, but as part of his damage when he has to try and fight a champion toe to toe. So the nerf to the damage of the shrooms meant that Teemo is finding it extremely hard to fight a champ in lane, or in a 1v1 situation, or under tower.

Teemo is all about risk and reward through baiting. As a Teemo you should die if you let a champion get close enough to you to unload all of their kit, but in Teemo's current state it is extremely easy for opposing champs. There is a much reduced risk for them when diving a Teemo, hes just not that dangerous without the damage on his shrooms.

The current state of shrooms is bad for Teemo AND other champions.

Teemo's shrooms are now even MORE annoying because even though they have less damage he can still place a ridiculous amount of shrooms because of the removal of oracles.

I suggest nerfing the rate Teemo can lay shrooms and upping the damage. I want shrooms to be risk and reward for Teemo and give him back the burst damage he needed. If there were less shrooms on the map, but they were stronger, this would be better for Teemo and it would reduce the toxic experience people have with him.

Teemo's shrooms should always be high damage but a Teemo should not be able to cover the map with them.

I want Teemo not to be toxic, but to remain true to his identity. We really need to have less shrooms on the map, but with more damage so that we can have more counterplay against his shrooms but also to give Teemo back his own counterplay qualities and add more choice and skill to his gameplay.

3 Comments

PerishSoftly11/23/2014, 7:04:12 PM1 votes

First let's have his E changed to a toggle. When toggled ON you consume mana per hit to deal damage over time. When toggled OFF you do a small damage on hit effect.

As it is, trying to lane in any fashion against a Teemo is outright infuriating because you can't effectively trade with him because Teemo inherently has both caster and DPS capabilities, both from his Toxic shot. This ability currently: Has an on-hit damage, scaling with AP and Attack Speed Has Damage-over-time, scaling with AP Costs no mana

One of these three things needs to change, because the power of that skill alone is absurd.

Then you can buff his shroom damage.

However, I want to know what the point of the shrooms are: Are they a land-mine slowing Dot tool for baiting? If so, why is he able to run up and put a shroom in your lane of escape while still fighting you to the point that you can't get away from him?

I'd love to see Teemo more, provided he has some power shifted about.

Kuroi8611/23/2014, 7:41:02 PM1 votes

He needs a full rework, period.

AriCei2/2/2015, 1:25:50 PM1 votes

I actually think the damage should be removed entirely from the shrooms. The damage is still quite high if he gets a couple kills in lane, and honestly the utility/safety/vision/slow they provide are more than most champs could ask for. He has enough burst as it is, but perhaps move the shroom damage to his other skills.

On this note, the majority of times I see shrooms, is when someone steps on them randomly in the jungle. He can spread them everywhere and doesn't need to be anywhere near them for them to be active. It is not uncommon to see them taking an AP or AD carry's hp down to half with a single shroom. This often means death. And Teemo didn't have to do anything interesting or skillful to get this free kill. He just put a VERY hard to counter invisible ward in a common walking route. Aside from everyone draining extra gold on attempting to clear out the shrooms before they are killed by them, there is nothing a player can do to counter them.

I say, move the damage to a SKILL, and leave them as a utility skill- give vision and alert the triggerer that they've been spotted. Seems far easier for everyone to work with.