Teemo Rework Idea

Teemo Hee Hee··1 votes·2,734 views

To keep one of the more unique champions in the game, Teemo, in meta I think he should have a slight rework just to make him more fun to play. These ideas won't completely change teemo because i know a lot of people would be unhappy with that. If you have any better ideas or an improvement to my ideas please leave a comment.

Passive: Guerrilla Warfare, is a good ability, but I think that the 1.5 seconds should be reduced to maybe 1 second if you're inside of a bush, but to even it out reduce the attack speed effect by a small amount.

Q: Blinding Dart, is a good ability, but the unique blind effect it has isn't all that powerful. I think it could be more like Grave's smoke bomb where it removes vision of everyone, but with a smaller effect duration, possibly with and AD/AP extra duration scale. I think a AD scale on teemo would make AD teemo builds make more sense. It could also be good to replace teemo's q poison with his e poison instead.

W: Move Quick, is a weaker and ability even though it has potential. I think the passive could stay and be a bit stronger, but the active is what makes it one of the weaker abilities. It would be better if instead of getting more movement speed he performed a small dodge roll, maybe being untargetable for it's duration, kind of like a fizz hop without the damage. It would be good if it had an 8-14 second cool down.

E: Toxic Shot, is a well rounded ability. I don't believe it should be changed at all unless someone has a good idea to improve it. I think that his e is one of the big abilities that makes teemo what he is.

R: Noxious Trap, could be improved in a few ways. One problem I see a lot of people complain about teemo is his r has low damage, and you could almost completely deny it with a spirit visage. I think that the base damage should be increased but the AP scaling should be decreased a bit. Also, the trap has a 1 second activation time, so throwing it at another champion doesn't work. I think that the activation time should be changed to 2 seconds, but it is able to be activated before that timer, dealing less damage and a shorter slow effect so you can get some damage off instead of none when you throw a shroom into a minions wave.

In short, teemo is a great champion even after only being slightly changed, but his w is outdated and he needs something to help against the juggernauts and duelers in top lane, and Since the teemo community wouldn't agree with a big rework i thought of some ideas that would still make teemo the swift scout that we all know. Teemo

7 Comments

Gey Smol Doggo1 votes

I will slaughter that filthy rat

Teemo Hee Hee2 votes

[{quoted}](name=Gey Smol Doggo,realm=NA,application-id=3ErqAdtq,discussion-id=YJ7l4qIa,comment-id=0000,timestamp=2020-02-26T18:09:19.781+0000)

I will slaughter that filthy rat

I'm sorry you feel that way

ZackTheWaffleMan1 votes

I'm sorry you don't

Firebeard1 votes

OP is genuinely high.

"My dumbass champ isn't quite cancer enough. Lets make him untargetable, give him extra scalings, a short range dash, instant use Ult, and a smokescreen effect. Then he will be good."

Teemo Hee Hee1 votes

{quoted}

OP is genuinely high.

"My dumbass champ isn't quite cancer enough. Lets make him untargetable, give him extra scalings, a short range dash, instant use Ult, and a smokescreen effect. Then he will be good."

Teemo is oppressed by most juggernauts and duelers, and the fact that his abilities are either passive or mid ranged unlike most marksmen or battlemages and his only large ranged ability has a 1 second activation time makes it difficult to lane against other top laners (a lot of top laners either have dashes or pulls, while teemo just has extra ms). the scaling is for the fact that if you are against a tank if all of his abilities scale with AP then a spirit visage and mercury treads would render him near useless, so giving him a chance to build AD like a lot of other champs seems fine. His dash and untargetable effect would be to even out his squishiness, as most top laners (excluding duelers) have much more hp than him and have less to lose by getting hit whilst every hit teemo takes is significant. As I said before, the instant ult would be much weaker. The smokescreen like effect, like i said, would be short duration and it makes sense seeing as the name is blinding dart, and the effect should actually give an effect that's like a blind. If there are still things you don't understand about my ideas please tell me.

Firebeard1 votes

The blind is fine as it is. Notice how Graves' smokescreen isn't a blind, but reducing visability inside the radius, as a smoke grenade would. To ask more of a blind than to make your AA's miss is mind numbingly dumb.

Juggernauts and anyone who can duel Teemo in lane do not build spirit visage. Those are tanks. Teemo hard bullies tanks, and the matchup is almost always one sided. The onus is on you to hit your powerspike before they outscale you.

Also most juggernauts are mele and can also be bullied out. If you are losing to them, the difference is likely in skill and game knowledge, not champions.

As an adc, I can confirm that you are lying about teemo having a lower damage ult. 1 shroom in a game where teemo has any form of lead will at least take 40% of myself, often more than half. I don't care what you say, making it an instant pop aoe slow/reduced damage makes his kiting too easy and oppressive to most any top laner.

And teemo already has varying builds for varying situations. He doesn't need to tack on another.

Teemo Hee Hee1 votes

{quoted}

The blind is fine as it is. Notice how Graves' smokescreen isn't a blind, but reducing visability inside the radius, as a smoke grenade would. To ask more of a blind than to make your AA's miss is mind numbingly dumb.

Juggernauts and anyone who can duel Teemo in lane do not build spirit visage. Those are tanks. Teemo hard bullies tanks, and the matchup is almost always one sided. The onus is on you to hit your powerspike before they outscale you.

Also most juggernauts are mele and can also be bullied out. If you are losing to them, the difference is likely in skill and game knowledge, not champions.

As an adc, I can confirm that you are lying about teemo having a lower damage ult. 1 shroom in a game where teemo has any form of lead will at least take 40% of myself, often more than half. I don't care what you say, making it an instant pop aoe slow/reduced damage makes his kiting too easy and oppressive to most any top laner.

And teemo already has varying builds for varying situations. He doesn't need to tack on another.

like i said, the q blind duration would be reduced, and I'm pretty sure that a blind that disables sight of champions is a fitting for a blind ability, and the current blind effect only blocks out physical damage, making a lot of champion's abilities still do damage to him, which doesn't make sense. Also mentioning the comment that "graves' smokescreen works like a smokescreen", wouldn't that also hide the sight of the person inside of it to the people outside of it?(It doesn't). This doesn't have anything to do with my argument I just couldn't not speak my mind about that.

I'm sure that this hiccup in your argument was probably due to you not reading my response thoroughly, but: 1. i said " the scaling is for the fact that if you are against a TANK if all of his abilities scale with AP then a spirit visage and mercury treads would render him near useless" (I forgot to mention that mercury's treads reduce movement debuffs time by a whopping 30%!). I'm not sure if you think a juggernaut or a dueler would ever build spirit visage, but I never said that they did. 2. Almost all juggernauts, duelers, and quite a bit of the tanks have stronger movement abilities than teemo letting them catch up to him so his kiting power would be dropped way down (thus the idea for a weaker, instant ult and/or a small dodge roll), for example champs like Mordekaiser's e, Illaoi's w, Garen's q, Ornn's e, Darius has a pull(just mentioning that Darius's pull has 535 range, which is a bit higher than teemo's aa range, which is 500 making the fact that one is a melee completely irreverent), Fiora's w, sett's q(and e for pulling), and a lot of those double as attacks. Also, every serious teemo build I've seen max's teemo's w last, whilst a lot of juggernaut's movement abilities are either stronger at level one or are maxed first or second since they also do damage (Garen's q for example).

The reason for teemo's shroom doing so much to you is because of the fact that you are an adc so you have lower hp. I also checked and teemo's r at level 3 does only 450 magic damage with a 12.5% AP scale, which is a small scale. That seems like quite a bit but that's level 3, but you usually only get when most champion's base hp is around 2000 with usually one minor hp item like item 3151 or item 3748 , which gives around 400 hp, almost cancelling out teemo's r damage. The extra scaling only ever goes to around 50 or 60, maybe slightly higher with item 3089

your last comment makes almost no sense seeing that every champion has multiple builds for multiple situations and quite a bit of them still get reworked. It actually seems like teemo has less builds than other champions. And "tacking on another" wouldn't make sense as this wouldn't be a big rework so not much would change build-wise.

It's rare to see a skilled teemo that can do well against an equally skilled Ornn or Darius in lane, among other champions, and that's why i'm asking for a rework.

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