Idea For a Slight Teemo Rework

ArnoldSchwarzens··2 votes·630 views

Let's talk about his passive first. While the thought behind it is really cool you can rarely make use of it. To have someone walk into a place you predicted them to walk in already is really conditional which is the first problem it has. With it being so conditional, you should get rewarded for that and I think it's not really fitting. Sure, you have the element of surprise but the attackspeed buff is something Teemo won't make that much use of. Teemo has always been more of a utility mage with his shrooms and Q blind and and a burst mage with his Q-autohit combo. He is not an on-hit carry like Kayle. While Kayle has her Ult, much more autohit range, a heal a slow and a movement speed buff to constantly autohit an enemy, Teemo has nothing of that, except for his W. What I'm saying is, he will rarely get more than a Q and 1-3 autohits off in a fight anyway, even with an attackspeed buff, he won't be able to constantly autohit an enemy like a marksman or Kayle does. So except for his current Passive I've though of something that would enhance his burst and that is less conditional:

Passive-Camouflage: If Teemo stands still and does nothing for 1.5 seconds, reduced to 0.75 seconds if he is in a brush, he gains stealth. If Teemo enters stealth while in brush, he can move around and maintain his stealth as long as long as he doesn't attack, use an ability or exit the brush. He will remain stealthed for 1 second after moving out of a brush while stealthed or starts moving while stealthed outside of a brush before getting visible again, unless he attacks or uses an ability. When the stealth is broken, Teemos next three basic attacks / blinding darts will deal 20-80( based on level )( + 30% AP ) magic damage.

The extra 1 second to walk around after he leaves his camouflage position will make his Passive much more reliable to pull off. The important part is that is three next autoattacks/Qs will deal extra magic damage, which is much easier to make use of than the attackspeed that it gives right now.

When it comes to his Q I actually think that it works as a burst tool but fails to be a good utility tool. It does not help in any way against non-autohitting champions and applies a blind that is way too long for something that removes your ability to attack for up to 2.5 seconds. When 1v1ing any ADC they have no option except to run for these 2.5 seconds and it lacks counterplay, simular to how Kassadin's or Leblanc's silence back in the day lacked counterplay for mages. I think we should just give it the Quinn treatment and make it a spell that reduces vision instead:

Q-Blinding Dart Range: 580 Cost: 70/80/90/100/110 Mana Cooldown: 8 seconds Teemo shoots a dart at the target enemy, dealing it 80/125/170/215/260 ( + 80% AP ) and reduces its vision by 900 for 2 seconds.

This way his Q remains the element of being a blinding dart and being a utility tool while not lacking counterplay or being only good against specific kinds of champions.

Lastly I wanted to talk about his shrooms. I really like the idea of them being thrown from a safe distance but I don't get why I should have a range that scales with level. Other traps like Nidalee's W or Maokai's E for example have a fixed range and it also wouldn't make sense if they would have 1/3 of their range at early levels, so why would this be the same case for Teemo, epsecially since it is his ultimate?

R-Noxious Trap: Range to 900 at all levels from 300/600/900 at ability level 1/2/3.

That is all I had on my mind, I'd love to see ome feedback on that.

5 Comments

CrushforceX1 votes

Teemo is meant to be the on hit counter, so the q change is a HUGE nerf, not worth the passive change Also, the beginning part of the passive was added (can move in brush) and he can stealth while moving, so this is not needed anyway

MunchCrunchLunch1 votes

I do agree that his stealth needs a buff. he should be able to move around without being detected. at least. for some period of time. otherwise his kit is fine. they just need to make his shrooms a bit stronger. maybe have a built in magic pen or increase in ratio. right now teemos total shroom damage is 60% AP. plus whatever it has as base damage. 12.5% per second for 4 seconds. thats low. a lot of mages basic moves have 80% AP scale. thats teemos ult. it needs to have better magic scale. people buy little MR and his shrooms instantly become useless. lets face it with teemo your build usually has around 500-600 AP you won't go to like 800-1k ap like other mages. so he needs better shroom scale. and they need to have 10 minute duration. the mana cost is just too much for 5 minutes. nobody is gonna build mana on teemo honestly. you want AP, AS

the problem with teemo is that if you get caught by a non auto attacker. you're guarnteed to die. he needs better escape options. or just more damage so he can depend on his shrooms.

0Silverfang1 votes

I agree with most of what you said, but even thought I'm a teemo player even I think 10 minutes on shoots is too long given current average game times. Maybe 7 minutes, or lower the mana cost.

Meep Man1 votes

If I were to do anything to Teemo, it would be reduce what makes him so annoying. Switch the places of his E and R, making his E his mushrooms and his R his auto-attack poison passive.

Teemo's mushrooms deal less damage yet have a lower cool down as a basic ability, allowing to be better at providing vision yet less of an annoyance from nuke shrooms. Teemo's E now has more late game damage, but is accessed later in the early game so he isn't a huge, annoying lane bully with it. Once he gets it, it will be about what it is at Rank 3-4 at Rank 1 so it won't be a major change come Middle Game.

The damage would be something like this:

E- Noxious Trap

  • Damage reduced to 70/100/130/160/190 (+30% AP) from 200/325/450 (+50% AP)
  • Recharge Time reduced to 20/18/16/14/12 seconds from 34/28/22
  • Range changed to 400/525/650/775/900 from 400/650/900
  • Bounce Distance Changed to 300/350/400/450/500 from 300/400/500
  • Slow reduced to 25/30/35/40/45% from 30/40/50%
  • Mana Cost reduced to 45/50/55/60/65 mana from 75/100/125 mana
  • Duration reduced to 3/3.5/4/4.5/5 minutes

This looks like an overall nerf, but you gotta weight the adds and downs: Pros- Recharge Time reduced (nearly halved) Mana Cost reduced (nearly halved) Cons- Damage reduced (around halved) Slow reduced (only 5% nerf) Duration reduced (only until Rank 5) This means that this is overall a buff unless you're having some mana issues with Teemo early game. However, each individual shroom is now less annoying.

R- Toxic Shot

  • On-Hit Damage changed to 35/55/75 (+25/30/35% AP) from 10/20/30/40/50 (+30% AP)
  • Damage per Second changed to 25/35/45 (+10/11.25/12.5% AP) from 6/12/18/24/30 (+10% AP)

His other abilities could use some tweaks, but this right here needs to happen.

MunchCrunchLunch1 votes

[{quoted}](name=Inept Maverick,realm=NA,application-id=3ErqAdtq,discussion-id=XrTfVPue,comment-id=0002,timestamp=2015-12-24T06:41:25.091+0000)

If I were to do anything to Teemo, it would be reduce what makes him so annoying. Switch the places of his E and R, making his E his mushrooms and his R his auto-attack poison passive.

Teemo's mushrooms deal less damage yet have a lower cool down as a basic ability, allowing to be better at providing vision yet less of an annoyance from nuke shrooms. Teemo's E now has more late game damage, but is accessed later in the early game so he isn't a huge, annoying lane bully with it. Once he gets it, it will be about what it is at Rank 3-4 at Rank 1 so it won't be a major change come Middle Game.

The damage would be something like this:

E- Noxious Trap

  • Damage reduced to 70/100/130/160/190 (+30% AP) from 200/325/450 (+50% AP)
  • Recharge Time reduced to 20/18/16/14/12 seconds from 34/28/22
  • Range changed to 400/525/650/775/900 from 400/650/900
  • Bounce Distance Changed to 300/350/400/450/500 from 300/400/500
  • Slow reduced to 25/30/35/40/45% from 30/40/50%
  • Mana Cost reduced to 45/50/55/60/65 mana from 75/100/125 mana
  • Duration reduced to 3/3.5/4/4.5/5 minutes Pros- Recharge Time reduced (nearly halved) Mana Cost reduced (nearly halved) Cons- Damage reduced (around halved) Slow reduced (only 5% nerf) Duration reduced (only until Rank 5) This means that this is overall a buff unless you're having some mana issues with Teemo early game. However, each individual shroom is now less annoying.

R- Toxic Shot

  • On-Hit Damage changed to 35/55/75 (+25/30/35% AP) from 10/20/30/40/50 (+30% AP)
  • Damage per Second changed to 25/35/45 (+10/11.25/12.5% AP) from 6/12/18/24/30 (+10% AP)

His other abilities could use some tweaks, but this right here needs to happen.

so basically a MASSIVE NERF

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