A Teemo rework I plead you all to look at (and RIOT to playtest <3)

Shinjusuke··56 votes·5,564 views

Seeing as the new (sexy af) skin has caused a revival in Teemo play (myself included), I'd really like to take this opportunity to present a Teemo rework that, I think, fixes the "problem" that is Teemo.


THE "TEEMO PROBLEM"

Teemo is one of my favorite champions that I'm not allowed to play. He's a near-useless addition to a teamcomp in almost all situations, no matter how you slice it. He's incredibly fun to play, but the fact that once laning is over you're stuck a squishy mixture of DPS and burst (but not enough of either to warrant picking him for it), who's barely useful in a teamfight because he still needs peel and doesn't really know if he wants long fights or short ones.

This isn't to say he's a bad champion by any means. Rather, I believe he's a legitimately powerful champion. The problem is there's no reason to pick Teemo in any given game over any other given champion in the roles he can fill or in what he brings to the table. His iconic traits are his blind, his poisons, and his shrooms, and none provides enough worth to a team to justify him over any other champion who can fill the role he'd be in. Thus, we have a numerically strong champion with potentially powerful laning, who doesn't snowball exceptionally well (compared to pretty much any other assassin or DPS carry), who also doesn't have a reason to be picked.

Thus, the "Teemo Problem", and why people hate seeing Teemo on their team in blind/draft pick, and why people kick him from rooms in Team Builder. Nobody wants the champion on their side, and frankly (as someone who plays like 80% assassins) the other team usually is happy to see him on the other side because he's usually free assassin kills.

As such, the biggest thing Teemo needs is a defined role. A reason you'd pick him, and a goal in mind as a champion. Here is what I propose:

The most defining thing about Teemo, I think, is his map control via his shrooms, and his "unexpected damage" potential via his stealth nature and poisons. Taking those traits and emphasizing them provides the champion with a distinct purpose, that would also extend beyond laning and into the teamfight/roaming phases of the game.

Please, bear with me, it's a long read, and I understand if you have better things to do, but I hope you'll find it's worth it.

PROPOSED KIT CHANGES

As actual number values would undoubtedly need tweaked, I intend to provide only a few estimates, as what I'd like to sell people on is the concept behind the kit rather than numbers outright. I do, however, have "guesses" I'd like to share to provide an understanding of where I believe his power should be in this kit.

Q: His Q, at the moment, is a fairly-heavy nuke with a blind attached. While this is a key skill for Teemo (and I believe heavily ingrained in who the champion is now), I think having it be the only "raw burst" skill in his kit is a hindrance to his character. I propose that his Q have some of it's up front burst taken off, and in exchange have it provide a poison effect that causes Teemo's poisons to deal a percentage of the afflicted champion's missing health as magic damage. This damage would be heavily tied to his AP scaling, with almost no base value, to prevent bruiser or AD builds from abusing it. It also would only have one instance active at any time, meaning each poison wouldn't apply a separate missing %hp burn, but as long as they were poisoned from something, the burn would keep going. Q itself would apply the missing hp poison for 4 seconds.

W: Mostly remaining unchanged, the one difference being something I'd rather address in his R section (but could go here instead for leveling purposes)

E: Unchanged, with the exception of the DoT effect applying the new Q effect.

R: The shrooms are, frankly, the most iconic thing about Teemo. I feel as if playing them up in his kit is a strong solution to "The Teemo Problem". Firstly, the base damage would need nerfed somewhat. However, There are a few major changes I would make to how the shrooms function. There are 4 changes I have in mind:

--"Teemo gains a (large) X% move speed boost for (thinking 3) Y seconds while moving towards a champion afflicted by his poison shrooms"

The intent of this is to provide Teemo a distinct role as a "pick off" assassin. This gives him strength as a roaming threat, as well as a much stronger thematic tie-in, and cements a real play pattern. Teemo places a shroom (or minefield of them), and waits nearby for an enemy to step on it, at which point he leaps from hiding and picks them off. The problem, currently, is that in order to benefit from his passive attackspeed steroid, you have to almost be on top of his shroom to utilize the bonus. This way, Teemo can actually set "traps", and hunt people down, rather than people knowing "either he's right here where I'm standing or not around at all". The move speed boost could either be tied to his W rank or R rank, depending on how Riot would want him to progress through the game.

--"Stepping on Teemo's shrooms cause his poisons to shred X% (thinking 3.5%) of afflicted target's magic resistance each tick, up to a cap (thinking up to 24.5%) that persists as long as the enemy is suffering from one of Teemo's poisons."

This does several things for Teemo. First, combined with the addition of missing %hp damage on Q afflicted targets, solidifies him as a killer of frontline champions in a teamfight. Whereas, currently, in a teamfight Teemo serves little purpose beyond some standard DPS and a blind on an ADC, this provides him a distinct role: Hang back and shred their frontline champions, leading their team through minefields as able. Furthermore, this gives Teemo an ultimate your team wants for teamfights, as well as incentiving your team to utilize his minefields, even if he's not snowballing. Providing a shred effect on the enemy team allows a lot of "disengage and re-engage" potential, turning what looks like a lost fight into a winnable one should the enemy team follow you to a bad place.

The purpose of causing all his poisons to apply the shred effect is twofold: Firstly, Teemo's shroom poison lasts 4 seconds, meaning that a single shroom would shred 14% MR after it's final tick. For comparison, Karthus wall shreds 15% instantly and Kayle passive shreds 15% after 5 attacks. This caps out a single shroom at a shred effect that's by itself rather weak compared to other shreds, considering it needs 4 seconds to reach 14%. However, this allows for enemies to be punished more and more (and Teemo rewarded for intelligent placement) when they walk through an unchecked area or chase too hard (that 3rd shroom will hurt something fierce). The 2nd value is that having all Teemo's poisons apply the shred means that the shred is vastly more useful against whichever champion Teemo is concentrated on. A single champion suffering from shrooms poison, Q poison, and his E poison would increment 10.5% MR shred each second (3.5 from each poison), reaching the cap after the 3rd poison tick, making him rather capable 1 on 1.

--"Time until Teemo stores another shroom is decreased by X (thinking 0.5) seconds each second an enemy champion is poisoned by Teemo's abilities."

More interactive than simply a flat cooldown decrease, I feel this allows Teemo to place more shrooms without encouraging the passive play that is part of what makes the champion undesirable-for-buffs on Riot's end. This way, Teemo can create a more robust minefield, without not needing to work to achieve it.

-- Allow Teemo to "lob" shrooms. Increase their placement distance by somewhere between 70 and 100 units.

Understandably, Teemo's shrooms have a small placement range, in order to prevent them from being used as a reliable "poking" tool or to not care about where he places them. This change, however, I would make for a multitude of reasons. Firstly, it allows him to place shrooms over many of the walls he previously could not. Second, it allows him the freedom to place shrooms in more useful positions in a teamfight without going horrendously out of position to do so. Third, it allows him to be slightly less obvious about shroom placement while ducking in and out of sight when he's being chased. Obviously, you want a heavily restricted placement range (he should be rewarded for preemptively setting up an effective network, not placing on the fly cough Rek'sai cough), but this opens up some freedom to the ability's usage without fundamentally changing the shrooms use or granting too much effectiveness without proper setup. Plus, seeing as many times in a fight Teemo shrooms on top of himself before running away anyway, this just allows him a little more freedom about utilising them to escape.

As I stated before this large block about his shrooms, it would likely need to see some base damage nerfs to compensate for the added power. However, I strongly feel there is significant benefit to pushing his shrooms in this direction, for his identity as a character, his usefulness on a team, and his playstyle as a whole.


DAMAGE CHANGES

Granted, both his Q and R would need compensatory nerfs to their damage (DOT on shrooms and base nuke on Q, obviously), but not too hard. Damage Over Time effects have a bit of a wider berth with regards to their damage output, as there is a SIGNIFICANTLY higher window for reaction time, as you often have several seconds to do something about a slowburn damage source than, say, the up-front instadeath provided by most assassins (Leblanc for example). You obviously couldn't just add MR shred to his current shrooms and missing %hp poison to his current Q, but he really wouldn't need terribly high number reductions on either ability in order to remain balanced. The goal would be for his damage over the duration of an attack on a shroomed target to be higher than Live, but up front it'd be less. His poison durations are 4 seconds, and that's basically 4 chances to say "oh, Teemo's gonna kill me, i should pop heal/barrier/zhonyas/pots/whatever". His DOT can be higher than Live if his Q burst and base R damage are lowered a little bit.

I feel his R should do less damage on Live with a single shroom, but if a 2nd shroom is hit (or Teemo follows up) before the MR shred wears off, the net change in damage should be an increase from Live. My rough guess would be a drop to 160/260/365 base damage over 4 seconds (scalings unchanged) as opposed to current Live values of 200/325/450 over 4 seconds.

His Q still needs to be a decent poking/lasthitting tool, but I feel like lowering it's base damage to 65/110/140/175/200 and it's scaling to somewhere between 50 and 55% would be enough to justify the addition of a 1%+(1% per 140/135/130/125/115 AP) missing health poison effect addition. Currently, Live Q does 80/125/170/210/260 + 80% AP, for reference.

I could be way wrong, as I've not tested the math extensively or been able to test it in-game, but that's why I'm asking Riot to playtest this.


PLAYSTYLE, PURPOSE, REASON-TO-PICK

Ideally, this kit accomplishes a few things, and these are reasons I like it to be considered.

-First, his role as a character (and "class") is much more strongly defined. Teemo would excel at picking off enemy champions who wander off alone, following up on someone who steps on a shroom by bursting in with a large amount of move speed, Q'ing them and autoattacking a few times while they're blinded, and then running away and letting the poison do it's work (or leading them through more shrooms) before the enemy team can interfere. He'd be an excellent "pick off stragglers/lone roamers" assassin, in a similar style to what Kha'Zix is (supposed to be) good at, but with more prep work and more potential counterplay time.

-Second, his role in a teamfight is much more obvious. He's definitely an assassin, but rather than focusing on the "high-priority" targets, such as Marksmen and Mages, he'd primarily focus on taking out their frontline, especially fighters and bruisers. He'd be especially effective at ducking in and out of a fight and harassing their frontline, or stealthing in the back of the team before unexpectedly joining what the enemy team expected to be a 5v4. He'd be effective bait as a setup for a teamfight, harassing the enemy team into chasing him into an MR-shredding shroom or two and the rest of his team, before engaging with his backup for a much more deadly teamfight.

-Third, there's now a reason to pick Teemo. You pick him into an enemy teamcomp focused on abusing splitpush champions, as he wants to catch lone shroom-poppers, or a into an enemy teamcomp heavily emphasizing bulky, frontline fighters (nasus, vi, darius, etc), as he'd excel at messing up thoughtless engages or champions who go in too deep on your carries. When you'd have a Teemo on your team you'd now have a thing that Teemo provides better than other champions, which is not the case with Live Teemo.

-Lastly, Teemo's current playstyle is incredibly passive. He never really goes on the offensive, and it encourages a low-interaction playstyle and frankly a potentially very boring experience for both parties. This heavily enforces a much more interactive and aggressive playstyle on Teemo, which is better for the champion, the players, and (as Riot isn't a fan of non-interaction) the game as a whole.


WRAP UP AND THANK YOUS

I already have a bunch of ideas in mind to swing him to a more powerful or less powerful state were people to agree he'd be one or the other, but that's the base point I'd work with. Please, if this interested any of you forum-goers, I implore you to grace this rework idea with some upvotes and comments (admittedly I'd prefer civil, polite ones, even if you hate it). That goes for you Reds too, I'd love to hear some opinions.

Like I said, PLEASE try to not focus on the numbers too much, the point is the design direction he'd be pushed in, not the exact numerical state.

Thanks again to any and all who took the time to read the whole thing. If I could give a TLDR that wasn't like a paragraph long anyway, I would, but I don't think that's realistic.

120 Comments

Rothmi16 votes

I wouldn't change anything in his original kit except:

  • Passive: Placing a mushroom while stealthed immediately stealths the mushroom and does not break your stealth.

  • W: Active movement speed buff much higher, but have it decay. I'd say something like ~70% decaying to the current active's value over 1.5 seconds. As well, while stealthed by his passive, activating W will not break stealth and he remains invisible until the Active bonus goes on cool down.

This fixes two of his major issues, that his "stealth" is irrelevant in most team fights, and that he cannot get shrooms down on a battlefield before a teamfight. This way he can wait for Stealth, activate W, run around putting down the invisible shrooms instantly and then burst out of stealth guns blazing, or he can wait as the W goes on cool down, wait until it comes off or enemies appear.

Quort2 votes

Whoah! :O

This sounds fun! ._.

Rothmi1 votes

Yea and it's real simple. Most Teemo players think W is a good ability, and in theory it is but for someone who is all about positioning and traps he seriously lacks in the ability to do so, and the W is his biggest flaw, compare it to Kennen or ^(Dam, I can't think of anyone else with a straight MS buff) but still Teemo's is super lack-luster.

In the past when their wasn't so much mobility, yes Teemo's was ranked high. But now that we have champs like Kalista and Sej and Yas and ( Insert anyone with a dash) plus the fact that TP is so prevalent in our meta, Teemo's W is his weakest flaw.

Cyber Mxlly1 votes

Evelynn

Rothmi1 votes

More like Rengar / Shaco / Twitch

Eve's stealth only helps her around wards, this wouldn't unless you saw the wards or knew where they were. Also Teemo is viable.

Cyber Mxlly1 votes

i meant that when he said "i cant think of anyone else with a straight movespeed buff"

Terchio1 votes

...This way he can wait for Stealth, activate W, run around putting down the invisible shrooms instantly...

How so? He can now stay stealthed while moving? Let's not go overboard.

Rothmi2 votes

"Stealth while moving! My gods!"

It would only last for the duration of his W active. Another way to reduce him from spamming W is to nerf the passive bonus, so the whole abilitiy would look something like this:

Move Quick: 40 Mana, 20 Cooldown Passive Bonus movement speed: 12/ 14/ 16/ 18/ 20% while undamaged by an enemy champion or structure Active: 70% Bonus movement speed decaying to 24/ 28/ 32/ 36/ 40% over 1.5 seconds and lasting a total of 3 seconds. This cannot be stopped by champion or structure damage.

And this isn't going overboard. This stealth would only last 3 seconds total, and his stealth right now is very one dimensional and this would make it vastly more usable. In the past if you tried to hide to escape you couldn't; any time you did you were already far enough away so much so that the invisibility didn't help otherwise. Now you can hide, then scoot out under their noses or re-position for ambush.

Terchio1 votes

While one-dimensional, it works well enough on Assassin Teemo already. He doesn't need a 1.5 second mobile stealth while casting, even if the duration is dropped to compensate (and, btw, would be unbalanceable... Current kit's 3 second boost is far too much, while 1.5 seconds would be more of a nerf to his current kit, even with the modification). If his kit were entirely the same aside from this "fix", he'd have far more aggressive kit behavior than a turtling opportunist kit should allow, and he'd have some of the worst kit confusion this game has, even after some of these crazy reworks.

And really, his kit is annoying enough with stealth shrooms. Make his kit any more obscenely stealth reliant, and Teemo will end up with the Eve treatment. Yeah, like that.

Rothmi1 votes

It does last 3 seconds still, only the 70% lasts 1.5 seconds, which it decays over the 1.5 seconds and then gives the other bonus over another 1.5 seconds, for a total of 3. So in total it is a straight buff. And it isn't unbalanceable, numbers are numbers: if broken nerf the numbers till they work, not that hard.

It doesn't work well enough, which is why we want to change it. Every single movement ability in the game is designed to be used aggressively, and gives some benefit for moving forward instead of back... Except Teemo's W, which is so one-dimensional that it has absolutely no place in League. Just good enough to kind-of function isn't Riot's standards and it shouldn't be ours.

Terchio1 votes

He has about a 50% winrate while used in about 8% of all games, the latter being above average. Methinks Teemo just isn't your thing. His meta is top at the moment, for crying out loud. Fluffy, helpless champions don't end up up there. He's squishy, sure, but if you use his kit right, he'll force the enemy to make gambles due to his range, and then the fight's completely at Teemo's mercy. If he doesn't expose himself, he usually pokes down the enemy before they can solidly land their combo, and with the highly burst/DPS mix in his kit tied with the lack of taking DPS (because of blind), he most certainly has his tools.

So, unless you can make that pattern less exhausting to face, he and his W aren't going anywhere. He has his niche, and until that needs revamping because it's overly powerful (arguable), he is definitely not getting any new toys, especially those that break his kit into a new pathway that reduces Teemo's already low predictability due to his stealth shrooms and the lack of counterplay from them.

Rothmi1 votes

And I think Teemo isn't your thing, because he clearly isn't a meta top. Right now, 2015 it wouldn't be called the "Tank Meta" if Teemo was a viable pick. (Just as a state of reference, for the tank meta it includes tanks going both top and jungle, and sometimes support if the carries have the potential scaling to pick up where the team lacks. Meta picks include Sion, Hec, Mao, Irelia, and sometimes Fizz or Shyvana top, with Gragas, Sej, Nidalee and Rek'sai in jungle. Some variation includes Sion in the jungle, and if they have an assassin or Urgot mid then Cho is a very strong counter to either.)

Those numbers you referenced are no way a measure of what is meta in the game, the better frame of reference is ban rate, as if he was meta, then people would be banning him. Currently he has a 0.88 ban rate, meaning that out of 10,000 games, someone is worried that the enemy team might play Teemo, and this is between all tier's of competitive play, including bronze which is exactly where all your numbers are coming from.

As well, you claim he is played in 8% of games, but forget that not everyone owns every champion. Their are many players who play what they have, and many will play the basic or easy champions as they try to gain IP to get the more expensive ones.

Another issues is that Teemo very distinctly lacks range. If you see the enemy top be a Teemo, you have your team play someone like Nunu jungle or Gragas or Sej, so that when he ganks he can easily be slowed enough for you to kill him.

Another issue is that, unless you aren't playing a tank top right now (which doesn't make much sense, and I get players want diversity from the meta, but those numbers don't lie.) Your first item, a tank item, will always be much better than his first item, as he lacks proper itemization paths. Many people argue that Teemo's best first item is Lyandry's, but it leaves a lot to be desired and while it gives good combat stats he is easily out-scaled by others.

The fight isn't completely at Teemo's mercy, because unless you let him get fed then he shouldn't be an issue in the first place. If you are Teemo and I am hecarim, I can deny you from all the farm I want and no matter how far your auto attack range is or Q blind I can still out run you, even if you had your W.

Another issue with your argument is that his shrooms are uncounterable, which is very much a lie because there is such things as pink wards or red trinkets or raptor buff, all are very easy for you to use. As well most all his mushroom placements are extremely predicable, like if you see him hanging around top lane for the first twenty minutes of the game then it's fair to assume that there are no mushrooms in the bottom lane. But then it goes even further, like if you don't see him in the jungle then there are no shrooms in the jungle, and if you think there are shrooms then you can sweep the area or avoid the corners of junctions where you can assume he put one. Also most Teemo players try very old standard tricks to get people to step on his shrooms.

It would appear your argument is falling apart friend.

Terchio1 votes

Someone's a little full of himself, maybe. At any rate, Teemo is most certainly either a Top or a Jungle meta, because he's got very defined weaknesses in the other lanes. Teemo doesn't block any burst damage from your mages in mid, doesn't have sufficient CC/heal from 1-6 for support, and doesn't have the range for ADC. Therefore, he's seeing nearly none of his 8% pickrate's time outside those 2 spots, the "tank meta" spots, and still seeing a 50% winrate. Furthermore, while Teemo is "more readily available" than most other champions, he rocks a pickrate higher than 9/12 of the 450 IP champions, and is quite in the middle of the group for 1350 IP champions. Super cheap doesn't mean super popular.

Also, ban rate is a cute sidestep, but even with Teemo's banrate at .88%, he's still quite healthily in the middle of the pack. Ban rates are as skewed as anything can be because everyone and their grandpa picks the same bans. You can sort and find that out, but I'm sure you already knew that, you're just spewing BS at this point.

As far as tank meta goes, that's nothing new. It's been that way for a few seasons now... The ADC tops were always just a sprinkle in the mix, and the casters always had something beefy about them. Just because Ryze and Vladi can't keep up with the bulky bunch doesn't mean that all casters are gone (Cass, for one, is still up there), and even if it did, it means Teemo would have to face fewer casters... Basically his dream.

And the shrooms... They are counterable in the same sense that wards are counterable, and that's pretty pitiful at this point. Raptor buff is about as good as it gets, which is sadly short of meaning much of anything because, worst case scenario, Teemo runs while they kill the shroom in the way. Also, Raptor uses itself on the first shroom they approach (and those nearby), so attention to setup can completely negate that buff, too.The issue is that no Teemo does have just 1 shroom in the way if they're worth their weight. They have several lined up in ideal locations, and there is no certainty that any ganker will actually reach any Teemo, should they somehow survive that damage. If you're dying frequently as Teemo after level 6, you're simply shrooming wrong or taking too little caution with an empty minimap.

And that is exactly why Teemo never will see any type of utility added to his kit. He already has remote utility with high power, and as long as you don't stand there and watch them come at you, he will safely pelt away at a distance with very few options to counter him, even with his (somewhat) limited mobility.

There are many champions with limited mobility who are hurting with the high utility champions that keep coming out. However, Teemo still has, unlike most of those characters, more than enough utility to make up for it, should he use it right.

TomA3X5 votes

I like it!

Keeping his identity intact yet adding some more interesting mechanics, good job. If you were to give his Q missing health damage then you'd have to nerf the damage a fair bit as you say.

Shinjusuke4 votes

Yeah, the numbers certainly aren't perfect, but seeing as it's live (max rank) value is 260 + 80%AP burst, a reduction to (max rank) 200 + 60% AP seemed like enough of a nerf to justify the slowburn. Seeing as on average you'd hit between 400-600 AP endgame, that means a 6-7% missinghp burn per second (which considering it wouldn't be terribly high until they're low HP and isn't accounting for MR seems reasonable). I personally think Q might need a bit more up-front nerfing, but a 60 base + 30% AP scaling drop is a lot, so it's something that would probably have to be a little "felt out" in game to really get a good-feeling number sussed out.

It's worth noting the intent is for the "Q and run" style to be a little weakened and encourage at least 1 or 2 autoattacks before you ditch, as the missing HP burn happens as long as they're affected by his poisons (E and R poison included), so I'm honestly a bit self-conscious about how high it is, but it seems unrealistic to expect Teemo to get more than 2 seconds or so beyond normal Q poison duration out during a fight, so hopefully I'm not being too unreasonable.

SmknWdl5 votes

OMG YES. I mean I'm not sure either but i think the numbers are a bit off, but this would give teemo such an identity as a champ it would be like the sion rework almost. In the sion rework, sion found an identity as a champ. This would make teemo extremely useful, and I think he might even see some LCS play. This is probably one of the best rework ideas I've ever seen on the boards, and ill be sorely disappointed if riot doesnt at least take note of this and try it out on PBE.

DeloricVI3 votes

Unless they turn his default personality to Omega Squad Teemo, combine a couple of abilities, add a new one, and change his ult, it is not a Sion-level rework. Though I doubt he needs a Sion level rework, because old Sion was... pretty bad. LOL

Venowolf4 votes

I'l make a disscusion of this: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/RVEBxBzj-teemo-now-a-jungle-based-champion-think-about-it

Here my threat:

Why is Teemo laning? He's a scout.

He should be in the jungle scouting the enemy jungle. Giving his allies vision, setting up traps to protect lanes, and counter ganking with his invisibility.

Why is he not centered around this? Rito please. This is the perfect time to throw the guy a couple things to allow him to jungle. He doesn't really fit in the lanes. We love diversity in the jungle. Would be awesome as hell to see Teemo jungle in LCS too.

So I make a Teemo jungle kit without change his core kit, so this is my kit.

My Teemo kit (very useful on jungle)

Passive - Camouflage

If Teemo stands still and takes no action for 2 seconds, he becomes stealthed. Teemo can move without break his camouflage during the "move quick" active duration otherwise when "move quick" duration ends or taking any action or being moved without "move quick" activated will break his camouflage, giving Teemo the Element of Surprise, 20% bonus movement speed for 3 seconds.

Yeah its happenig, Teemo can move stealthed by 3 beatiful seconds, this allow him to make some nice ganks (Wukong, Eve or Shaco style gank) and create "uncertainty" on the enemies. Changing the "Element of Surprise" into a movement speed buff instead a raw attack speed buff allow him to keep a constanly speed to "outspeed" his targets, and put some "well placed" shrooms, remember he is the "Swift Scout" so he need to be swift.

Q - Blinding Dart

ACTIVE: Teemo's next attack within the next 5 seconds deals bonus magic damage and blinding them for a few seconds.

RANGE: 500 COST: 60 MANA COOLDOWN: 8 / 7 / 6 / 5 / 4 BONUS MAGIC DAMAGE: 40 / 70 / 100 / 130 / 160 (+ 50% AP) BLIND DURATION: 1.75 at All levels

Well say "bye" to his burst damage, but say "Hi" to the "Blind Spam", with the 80 range nerf, his enemies have more "chance" to evade and stay more "safe" to his new opressive and spammable Blind. Also cost less mana, having less CD, and now have the "on-hit" effect, so this can open new build paths and put more "Teemo diversity". The Blind duration nerf into the final ranks its a must because now its more spammable and the physical dps enemies need some chance to "wrack the devil". So be careful because Teemo can let you like a LeeSin --> literally Blind.

W - Move Quick

PASSIVE: Teemo gains increased attack speed.

ACTIVE: For 3 seconds, Teemo gaining increased movement. The movement speed bonus decays over the duration.

During the active duration Teemo can move during the camouflage effects

PASSIVE ATTACK SPEED: 10 / 14 / 18 / 22 / 26% ACTIVE MOVEMENT SPEED: 60 / 65 / 70 / 75 / 80% COST: 50 MANA COOLDOWN: 17

With these change and his "new" passive he can advance some considerable distance stealthed to make ganks, the decoy effects its a must because his passive now give a standard 20% when he break the stealth so the speed change need to be more stable. The cost mana up its to compesate his "new tool" to gank. And the previous attack spped attachted in his passive its now a permanent little buff to help him to clear a little faster.

E - Toxic Shot

PASSIVE: Teemo's auto-attacks deal bonus magic damage and Poison icon poison his target, causing them to take additional magic damage over 4 seconds. Subsequent attacks only refresh the duration.

MAGIC DAMAGE PER SECOND: 6 / 12 / 18 / 24 / 30 (+ 10% AP) MAGIC DAMAGE ON-HIT: 10 / 20 / 30 / 40 / 50 (+ 30% AP)

Its the same Toxic Shot, the main idea its turn Teemo in a jungler without change much his kit and this skill its by far the most stable and balanced in his kit, so I don't change anything.

R - Noxious Trap

PASSIVE: Teemo generates a new trap periodically, and can only store up to 1 / 2 / 3 / 4 traps at once.

ACTIVE: Teemo places a mushroom trap on the ground for 10 minutes, which stealths and arms after 1 second. While armed, the traps grant vision in a 212.5-radius. If an enemy comes within 60-range of the trap, it will detonate, Poison icon poisoning, Slow icon slowing and dealing magic damage over 4 seconds to nearby enemies within 200-radius. If 2 or more Teemo's shrooms detonates on a same unit stun neutral monster by 1.5s.

Teemo start with 1 rank point on Noxius Trap

RANGE: 230 COST: 50 / 75 / 100 / 125 MANA COOLDOWN: 1 RECHARGE TIME: 39 / 35 / 31 / 27

MAGIC DAMAGE PER SECOND: 18.75 / 50 / 81.25 / 112.5 (+ 12.5% AP) SLOW: 20 / 30 / 40 / 50%

And finally his more iconic skill and more beloved "Noxius Trap", and here the main change is amazing,** Teemo now start the game with 1 rank on Noxius Trap**, awesome no? This turn Noxius trap in a 4 rank skill, but don't be afraid the first rank shroom its basically to help him to clear the jungle, the slow and damage its very awful, another important change in Noxius Trap its that now his "store amount" its change based on his Noxius trap rank, this its to avoid that Teemo can put a lot of shrooms repeatly in the pre 6 state, the stun is to help Teemo clear the first camps, like I said before the rank 1 Noxius Trap its to help him to clear and gank in pre 6 state, scouting the enemy jungle, giving his allies vision, setting up traps to protect lanes, and counter ganking with his invisibility... Also in the late game Teemo can have more store chance to make more funny his late-game.

And its this my Teemo Jungler kit, without change his core "gameplay" amazing no? Oh wow I was just throwing out how I feel about it and this got a lot of approval. I don't really want a rework. Just something to make him work as a jungler. He can very well do it atm just not as efficient as other junglers without some sort of kick in it.

So what are yor thoughts on this Teemo Jungler, its too OP or can be a viable jungler?

TonyTonyMordecai2 votes

Very nice, this could work as well!

SecretAgentHulk3 votes

I like it! Especially the Q; I'd gladly trade some base damage in exchange for that poison on it.

One question though: the biggest criticism I see in the—ever more numerous—Teemo threads is that his shrooms and consequent map control thematically make him a natural jungler. Is that something you've thought about at all? (I did something halfway between skimming and intently studying; I may have just missed it.)

Shinjusuke4 votes

If you look at my match history, the Jungle is the only place I play the little bastard. I'm 100% convinced his entire kit and character/lore heavily supports that he's meant to be a jungler and it's the only way I've ever enjoyed playing him.

So yeah, I've thought about it :P

(P.S. if you get even a little bit ahead, he's easily one of hte most monstrous counterjungles I've ever played: Shroom the shit out of the enemy jungle and just wait for the poor fucker to get withing killing range. Rinse/repeat till enemy jungle ragequits. Huehuehue)

TonyTonyMordecai1 votes

I've played Teemo Jungle a couple times, and I enjoy him there than in lane, he just seems like the kind of jungler where he doesn't necessarily jump out at you, but comes out running, shoots you a couple times, either kills you or gets you low, and then you have to back because you don't want to die. That and Teemo can snipe you while you're trying to farm by standing near a buff and kill you when you're low :D Now that I have Omega Squad Teemo, I can fulfill my cravings for walks in the jungle XD

Occams Raiser1 votes

So Teemo can beat Lee Sin? Who can he counter in jungle? I don't jungle so I sincerely want to know. I have never seen a champ more shit on than him. Oh, maybe Zilean. He is the most useless. Ever since they nerfed his shrooms back in the day, he fell off.

TonyTonyMordecai2 votes

I actually don't know if Lee is beaten by the Teemo, so I want to know if he can XD The change to his mushrooms was necessary. Zilean is still good. Both champions take a little practice in what they are known for in order to be the most effective in lane and in team fights. Teemo fell off because of meta changes, not because of his ratio being nerfed.

Freljordan1 votes

Teemo is a super awesome counter to champions who rely mostly on their autoattacks to deal a lot of damage like MasterYi Tryndamere XinZhao just to name three jungle champions. One caveat: someone like Udyr will still beat teemo if he gets on top of the little sucker because although teemo can blind udyr, the effects of his bear and phoenix stance aren't tied to actually assigning damage from the autoattack but rather completing the animation (idk about tiger)

Occams Raiser1 votes

This would have to be pretty early on. Any of these champs can live through the duration of one blind dart and still kill him. Two of them will most definitely have life steal as well. Udyr will kill as you know. Xin I think has actives on his hits that won't be negated.

Freljordan1 votes

actually if teemo is building full damage like he almost always does, the only stage of the game where he WOULDN'T be able to 100-0 any of the champs I listed as him countering well would be early game. The idea is, you blind them, lay down a shroom since they are right on top of you, then proceed to auto them maybe three times probably less and they should be dead. The only part of Xin's actives that make it through Teemo's blind is his knockup, none of the damage goes through, and once those cd's are on cd he's toast against most anyone. Literally a good teemo will only take damage from xin e and r. Master Yi is soooo squishy he just gets obliderated and can only use q as his damage bc blind. Trynd out of those 3 is the only one I could see potentially killing Teemo because of his ultimate, but even then once he uses his e to get on top of teemo, teemo should be able to kite him using mushrooms. Lifesteal is actually rpetty ineffective against teemo because it won't apply while you are blinded and on top of that the little buggar really likes item 3165 as an item, at least the way I play him.

Occams Raiser1 votes

{quoted}

actually if teemo is building full damage like he almost always does, the only stage of the game where he WOULDN'T be able to 100-0 any of the champs I listed as him countering well would be early game. The idea is, you blind them, lay down a shroom since they are right on top of you, then proceed to auto them maybe three times probably less and they should be dead. The only part of Xin's actives that make it through Teemo's blind is his knockup, none of the damage goes through, and once those cd's are on cd he's toast against most anyone. Literally a good teemo will only take damage from xin e and r. Master Yi is soooo squishy he just gets obliderated and can only use q as his damage bc blind. Trynd out of those 3 is the only one I could see potentially killing Teemo because of his ultimate, but even then once he uses his e to get on top of teemo, teemo should be able to kite him using mushrooms. Lifesteal is actually rpetty ineffective against teemo because it won't apply while you are blinded and on top of that the little buggar really likes item 3165 as an item, at least the way I play him.

Alright. If you say so. It never happens that way with a Laning teemo. I Teemo lanes against Tryn, a good tryn might die once before 6. Then Teemo loses the rest of the game. Why is it different in the jungle for a lot of these champs that might actually get the drop from bushes? I suppose if he was to engage...

Freljordan1 votes

I'm talking more about a general 1v1 so it really doesn't make a whole lot of difference between jungle v lane. not necesarily talking about if you get the drop on one or the other, technically speaking either could kill the other pretty dang fast in that scenario so we will just rule that out. You also forget that the same "good trynd" that didnt die but once before 6 also probably lost a lot of cs (unless teemo was just bad lol) Teemo is also very effective against tryndamere in teamfights because you can blind him as he goes for the adc, which is a real lifesaver. Not to say tryndamere can't do well against a teemo, really anyone can, which goes into the whole "teemo problem thing", anyone can consistantly beat lane teemo as long as they know how to play against him, and the jungle is willing to gank at least once or twice. In any case, the reason Teemo counters these kinds of champions is because they have so much of their damage loaded into their autoattacks that he can blind them and either escape or kill them. He runs into greater issues when there is more than one opponent facing him ofc

Freljordan1 votes

what kind of runes/masteries do you use to jungle on teemo? also what kind of item order would you recommend? I think jungle Teemo would be pretty fun but I'm not really sure how to go about setting up the little guy for all that damage he takes in the jungle

Shinjusuke1 votes

Hybrid pen reds and quints, slight mix of AP per level and flat AP blues, armor yellows.

21/9/0 for masteries, and I usually go chilling smite devourer jungle item, then if I get a couple kills I go for a rabacap. If I'm behind, I work toward Liandry's instead of cap first so I can shroom the hell out of the enemy jungle (or sides of each lane) to either make my shrooms either discourage ganks from the enemy jungle, or offer opportunities for my laners to pick up a couple free kills while I'm not around (if they're paying attention).

One thing I should point out is I almost never buy Runaans, and Nashor's is usually near the end of my build (mostly preference really). End build order is usually Devourer -> Sorc Shoes -> Raba -> Ludens -> Liandry's -> Nashors -> Trade boots for Zephyr.

If you're properly using your Golem buff and spacing your blind so that you use it right when golem stun ends, you can clear your route several times without taking any (or very very little) damage from camps.

The first clear or two I advise waiting for your passive before engaging on a camp, and I also advise maxing E rather than Q as the clear speed is notably faster. Furthermore, you need your red buff, especially for early ganks, and you want to get your tier 2 boots earlier than most as an unexpected teemo gank with red I've found is very, very difficult to escape simply because he's so much faster than you.

Freljordan1 votes

Sweet thanks for the advice! I will definitely have to try this, thanks again for taking the time to spell all this out for me. As a side note, have you tried getting the Magus enchantment instead and going for something more like a zhonya or even morello instead of nashor?? If so what kind of results have you had with it?

Shinjusuke1 votes

Devourer ensures that you only get scarier as the game goes on, and supports the already-passive playstyle that Teemo's kit encourages.

Magus is just an all-around inferior jungle item for him, IMO, but that's just one man's opinion.

Morellonomicon is an alternative I could see to Nashor, but frankly if you're buying Morellonomicon and replacing Nashor's with it, you're pretty much nothing more than a shroom-generator, as your ability to actually win duels, push, or take objectives is either slowed or weakened greatly.

Zhonya's is acceptable substitute for Luden's, but not Nashor's. Nashor's is too important.

Freljordan1 votes

cool, thanks again

Eclipse13373 votes

I say his R needs to scale off of 1000% magic damage. Maybe his E too, but that would be OP, so I say just 999% magic damage scaling for that. Teemo Teemo Teemo

Shinjusuke2 votes

10/10 perfect buff obvs only solution rito pls

Freljordan2 votes

gr8 fix you nailed it. Why hasn't rito hired you for balance team yet?

khorney2 votes

Lol I like how you say useless yet a Fed teemo wins games so I hav3 no idea where you get that he is useless

Shinjusuke7 votes

A fed Teemo takes being much more fed than nearly any carry in the game to "win games". The point is he's not better at anything than any other champion.

It's not that he can't do things, it's that every other champion that would occupy his role as either a carry or an assassin can carry or assassinate better than he can, and doesn't trade weak teamfighting to do so.

Kijinx1 votes

He's an amazing split pusher. I don't know when league became "All Team Fights, All the Time" but in a split pushing team comp, Teemo is a great pick. I'd say it's hard to find a better champion for it even.

Freljordan2 votes

I'd say Tryndamere Udyr Nasus and MasterYi are all better than him when it comes to raw splitpushing power. Sure teeto has his shrooms to grant a little protection and vision on approaching enemy threats but you can still see them if you just ward up. I'd say the only thing that teemo has over these other champs is that he could use his passive to stealth in lane and wait to burst down whoever comes to clear said lane. The other guys i mentioned just take towers way faster and are usually better at 1v2 than teemo, which is often what happens to those poor splitpushing souls

SecretAgentHulk10 votes

It is because you are Silver (I'm silver too so don't take this the wrong way, lol).

In Silver, Teemo is like unto a god, and must be countered at all stages lest he utterly destroy thee, but I am told that in the fair lands beyond, of Gold and Plat and Diamond, where one day we dream to go, there are champions even more destructive than he, who laugh at the mention of his name as though he were merely some higher form of cannon minion. It is in this place that we hope to once again restore the Swift Scout to his rightful throne.

Shinjusuke6 votes

I can assure you, in Gold the little bastard is all-but-a-liability except in teamcomps specifically catered to him. My diamond friends say they literally never see him lol

The Soulforged3 votes

What's a teeemu?

rampaging poet1 votes

I argued for MR shred (actually armour and MR shred to open up more build paths) in another Teemo rework idea. There are two main ways it makes his kit more interactive: it encourages him to follow up on his shrooms instead of just hoping they kill something, and it improves his contributions to teamfights so he doesn't have to splitpush until the end of time. The other thread is here (I am not the OP): http://boards.na.leagueoflegends.com/en/c/gameplay-balance/j0PI86js-teemo-rework-compilation-of-ideas

I definitely like the idea of applying more shred if Teemo is around to follow up OR they step on another shroom to refresh the duration. It makes wading through a minefield more dangerous and encourages Teemo to use his mushrooms to ambush instead of just throwing them wherever and hoping someone steps on them. Adding a little extra range to his mushrooms is also a solid idea.

I'm not sure how I feel about the % missing HP DOT. While DOT abilities do give the enemy more time to react, the % missing HP damage makes engaging on Teemo while low completely suicide unless you can burst him without him landing his Q. It fundamentally gives less time to react than other DOTS because every tick deals more damage than the last, forcing you to respond right away if you want to live. The extra kill potential would definitely help his laning phase and encourage him to try sticking to targets instead of just poking and walking away. I don't know if improving his laning phase and his interactivity with his opponents is worth the added frustration for anyone fighting him.

Shinjusuke4 votes

Some things to consider:

  • Armor shred opens up AD Teemo options, which personally want to avoid due to the incredible potential safety of splitpushing AD teemo (same problems as zed of being able to escape super-easily and 1v1 most anyone who'd come after him).

  • The missing %HP damage has a very low scaling and a 1% base, starting at a 140 AP requirement to reach 2% hp per tick. While it might require even less scaling (like I said, numbers were just rough work), by the time it does considerable amount of damage to be "frustrating", laning phase will be over more than likely. Keep in mind, the base missing %hp burn does not increase with levels in Q: Only with AP thresholds.

  • Taking a laning-phase example, lets say we've got a really long laning phase going on and you're at 240 AP with Q at level 5. That means the Q burn applies a 3% missing hp burn each second, with a minimum of 12% missing HP over 4 seconds. An option would be to have the Q burn itself last only 3 seconds (bringing the number down to 9%), but 12% is hardly an insane amount MR being considered, especially since the numbers would only start to make a really significant difference when you start getting low. By comparison, assuming Vayne has built any attackspeed and is at a comparable point in the game, she should be hitting 1.5 attacks a second at least, and is dealing 8% maximum health (plus 60 base) as true damage every 2 seconds you're dueling her. Hopefully that puts it in perspective somewhat, damage-wise.

  • Teemo is, at his core (and especially with this proposed rework) an Assassin. Comparing to many, many other assassins, this is a very slow burst. The majority of fed assassins can quite literally instantly delete you, so having a burn tied to how much HP they're already missing and restricted to one tick each second makes him more than reasonable. Not to mention, the amount of AP investment required in order to produce really devastating results is very large. You point out "engaging on Teemo while is completely suicide", which is true and as it should be. He's an Assassin. If you engage on any assassin while you're low without gettin the jump on them, you're committing suicide. In Teemo's case you'd even have a chance to kill him, even if you'll die in the next few seconds afterward (can't say that about Zed, or Lee Sin, or Leblanc, or Fizz, or Akali, or... you get the idea).

  • I may be being redundant here, and I'm aware I said "Don't focus on the numbers", but as I pointed out, this shouldn't exceptionally improve his laning phase, and in fact I was going for a heavier emphasis on reinforcing him as a jungler. Granted, I don't want to "take away" lane Teemo, but lets be honest: It's not where his kit belongs. Even if you were to play Teemo in lane with this kit, I find it hard to believe (unless you get him very fed) that a slow missing hp burn with an incredibly high AP threshold requirement to raise 1% is something you could really call "oppressive".

You're welcome to disagree and I appreciate the contributed thought, I'm just trying to hopefully clarify some things a bit and alleviate some concerns about where the strength of the champion is supposed to be.

It Hertz When IP1 votes

What if this unlocks a new type of assassin? Someone that harasses you to death? In lane this could make a whole playstyle revolving around poke; it's not that bad at first, but if the enemy laner doesn't respect it the damage will increase over time and slowly add up.

Freljordan1 votes

isnt that what lane teemo does already? continually poke until you are so low you have to back or risk dying?

JedenVojak1 votes

Sorry you lost me at "no base scaling to prevent bruiser builds from benefiting from it". Bruisers need % scaling too.

The "problem" that Teemo has is he's a strategic champion with no play making ability, so people think he's bad. In other words, they're looking at him wrong.

Look at Teemo's kit and what he does: -a passive that makes him invisible if he doesn't move for a bit -a high initial hit poison shot that blinds his opponent -passive move speed for him not being attacked, with an active boost if he needs it -on hit poison damage -exploding mines that grant vision while they're up

All of these things point to Teemo being played in a very deliberate, guerrilla tactics kinda way with a high emphasis on attrition; people underestimate the ability to regularly force enemies to back even if they don't get the kill. Teemo is not supposed to stand and fight his opponents, he's supposed to get the jump on them and run - he has damage through dots to encourage a guerrilla style warfare play, and proper use of his passive requires being in the right place ahead of time, while clever placement of his mushrooms ahead of time means he can lead people into all sorts of nasty traps.

Your changes seem to be made with the intention of making him some kind of "roaming assassin" who swoops in for a kill when some hapless soul steps on his mushrooms, but that's not what Teemo is. Teemo is a thinking mans champion, of which there are entirely too few in this game.

Shinjusuke2 votes

Sorry I "lost you", but I can't help you not understanding or being unwilling to understand. That's on you.

You can talk about Teemo being a "thinking man's" champion to pat yourself on the back, and you can say he has a specific playstyle, and that's more than fine as your opinion.

But he's in the wrong game, then, and that's the point. There is no room for a champion who has zero interest in contributing to the team in a team-based game, which is why every person saying "Teemo isn't bad he's just playing his own game" makes me facedesk. Great. He's playing his own game. So find a game for him to play, because frankly, having only 4 champions on your team because 1 of them is so "unique" that he's only effective if the enemy team doesn't realize "psh, we just have to not chase him around like idiots and force his team to fight instead" is bad.

That's the problem with Teemo. You're not so above everyone that people just "don't understand" his kit. Everyone "understands" Teemo just fine. The problem is that there is no reason to want Teemo on your team, and there hasn't been for several seasons, because he doesn't offer anything to the team. He's a solo champion, and in a different kind of game that'd be fine. But solo champions have no place in a game about a 5 player team against another 5 player team. That's just reality.

That said, I think giving him an actual benefit to his team doesn't suddenly negate the "thinking man's" playstyle, either, especially since not only are all the traits still in the proposed kit, but are emphasized. The exact same play pattern exists and isn't weakened, all I've done is given him the actual ability to contribute to his team in a meaningful way beyond being a solo champion who sucks at teamfights and is only functional if everyone on his team treats him like the most important character. Which IS what he is right now, and is exactly why nobody wants Teemo. Taking a step away from the arrogant "I'm just too unique you guys don't understand me" preteen Emo attitude and being willing to accept changes might be a pretty big step toward changing him from being a hated joke pick on teams and instead being embraced as the awesome champion he could be.

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