Teemo Balance - My Proposals For A Soft Rework

corylulu··15 votes·1,326 views

Teemo #Proposed Teemo changes

Riot seems to be playing around with Teemo a bit and I have a few suggestions to make his kit a bit more healthy.

The main objective I have is to really allow different build paths to give Teemo different play styles and abilities. Currently, Teemo is balanced to prevent his any of his build path having too much utility, but not balancing in a way that targets each build path individually.

The changes I'm suggesting focus on two build paths:

  • On-hit, AA focused Teemo (Aggressive playstyle)
  • AP, Burst, Shroom Bot Teemo (Passive playstyle)

The focus is to grant Teemo the tools he needs to be aggressive, without giving it to him while he's playing a passive playstyle and vice versa. These are just ideas, so take everything with a grain of salt.

All changes to abilities are bold and italic or have "(new)" in front of them


##Camouflage (Passive)

If Teemo stands still and does nothing for 1.5 seconds, reduced to 0.75 seconds if he is in brush, he gains stealth. Teemo also gains stealth after 1.5 seconds in a brush if he hasn't taken damage or used an ability.

This is more of a quality of life buff. It's often annoying having to stand still upon entering a brush, especially for players not used to pressing the S-key to prevent Teemo from auto-attacking nearby targets. I think giving it the full 1.5 second timer will keep it balanced


##Blinding Dart (Q)

I think this ability is fine where it's at.


##Move Quick (W)

PASSIVE: Teemo gains bonus movement speed (10/13/16/19/22% 「+ 1% for every 15% bonus attack speed」from 10/14/18/22/26% ) if he hasn't taken damage from enemy champions or turrets for 5 seconds or while moving toward an enemy poisoned by Noxious Trap.

ACTIVE: Teemo removes all slows affecting him and doubles his bonus movement speed for 3 seconds and prevents it from being disabled by damage.

It allows On-Hit Teemo more ability to be in a fight by giving him the mobility to do so effectively. The bonus utility from Noxious Trap also allows Teemo to follow-up stick on a target. While nerfing some slow off Noxious Trap to compensate.


##Toxic Shot (E)

(new) TOGGLE: When active, Toxic Shot becomes airborne, causing enemies hit by Toxic Shot to spread it to other nearby monsters or minions, poisoning them for 3 seconds. (COST: 15 Mana per auto attack)

An easy way to tweak Teemo is to give his E a freakin active. Here is a concept that I like to help his wave clear without him having to waste all his shrooms to do it.


##Noxious Trap (R)

MAGIC DAMAGE PER SECOND: 40/70/100 (+ 12.5% AP) from 50/81.25/112.5 (+ 12.5% AP)

(new) If an enemy is poisoned by Toxic Shot, Noxious Trap deals an additional 25% base damage.

SLOW: 26/33/40% (+ 2% per 100 AP) from 30/40/50%

RECHARGE TIME: 34 / 28 / 22 「reduced by 2.5% per 100 AP」

COST: 100 mana at all ranks from 75/100/125 mana

RANGE: 50 per champion level (300/350/400/450/500/550/600/650/700/750/800/850/900) from 300 per rank (300/600/900)

Base damage changes is to reward Teemo more when he's in combat with the enemy rather than them randomly stepping on a shroom across the map.

Slow amount will be reduced to give it less disengage potential for on-hit team, but actually buffing it when building AP. On-hit Teemo will get bonus movement speed when following a champion affected by Noxious Trap, from his new Move Quick passive. The recharge time will scale with AP to be only accessible to AP building Teemo, however.

Mana cost, I think also makes sense to normalize at 100 mana like most champions and makes sense with the other changes being made.

The range buff is also a quality of life change just because the range is such a large, awkward jump between ranks and it doesn't really make sense for it to need to be bound by ability rank.

16 Comments

Jbels5 votes

Wow...I...have absolutely no problem with these changes. They would actually be a great modernization of his kit

Koechophe3 votes

Agreed. My only critique is that the recharge time being reduced by max AP seems a bit strange to me. Full build the most you can expect is about a 10% reduction, which isn't as good as just going CDR.

corylulu2 votes

Well it scales with CDR as well (as in CDR amplifies that bonus because it's applied before the CDR)... it's basically making it so that AP Teemo gets the buff that Riot had on PBE with the slightly reduced recharge time, but On-hit Teemo doesn't get it because he doesn't build as much AP.

gUqfuIN4LL3 votes

AS A TEEMO PLAYER. I APPROVE <3

corylulu2 votes

Gonna post it again for the Balance Team Q/A in a couple days, but I figured I'd float the idea here first.

Jack º2 votes

his E cost a lot, teemo does not have a lot of mana...

corylulu2 votes

They are just rough numbers... But it's still cheaper than clearing a wave with a 125 mana shroom.

Nimble Manta3 votes

These are really good, if a bit powerful. Rito pls

SlytherinUmbreon2 votes

#buffteemo Shrooms of Doom 2015

illionaire692 votes

Very well thought out. I hope Riot at least looks at this, would be a really good set of changes.

Saianna2 votes

Q,W = fine

E lacks damage. Does it refresh as currently? Without it can't say if I approve or not.

R: I kind of dislike this E buffs R damage. Because it will lead to low base damage on his mushrooms. I do know you gave us numbers here, but i'm more than certain those values will be lowered if he has this E-R interaction.

Second thing, here in lolking.com

Tosses a stored mushroom as a trap that detonates if an enemy steps on it, spreading poison to nearby enemies that slows Movement Speed by 30/40/50%, reveals them and deals 200/325/450 (+0.5*AP) magic damage over 4 seconds.

Your valus aren't even 1/3 of that.. You want to promote more Q-E oriented teemo where he has to be going offensive no-stop. While mushroms are pretty much just wards.

That i dislike a FREAKING alot.

Third thing: By that E-R interaction Teemo has alot harder time setting those bombs. Because he has to lure enemy to mushroom OR somehow lead enemy to get in his mushroom. Just no.

corylulu2 votes

E lacks damage. Does it refresh as currently? Without it can't say if I approve or not.

I'm not sure what you mean? Nothing really changed about his E besides there being a toggle that applies 3 seconds of poison to nearby minions/monsters (the same poison from his current passive E, but for only 3 seconds instead of 4).

and deals 200/325/450 (+0.5*AP)

That's total damage, not damage each tick. My numbers are damage per tick of poison. That's all the same.

With the E-R interaction, it's only a small nerf to the base damage and an even smaller buff if the bonus damage is active. Essentially, it would be roughly the same since Shrooms do a bulk of their damage from Liandry's and AP. It's not meant to be a huge difference in damage, just slightly more rewarding if Teemo is actually in the fight.

Third thing: By that E-R interaction Teemo has alot harder time setting those bombs. Because he has to lure enemy to mushroom OR somehow lead enemy to get in his mushroom. Just no.

With the range buff, it's not hard to throw a shroom behind a target to prevent him from escaping. Along with the revert to 1 sec arm time, it's not hard at all, even if you throw it right on top of them.

GastonBarnacles2 votes

Dont like the your ult idea. Youre nerfing the slow and dmg, at least for on hit. Your W idea, no. RITO JUST REVERT THE W CHANGE SO TEEMO ISNT SLOWER THAN A FUCKING DARIUS. Thatd all i want as an on hit teemo main.

corylulu2 votes

It's only a nerf on Teemo's ult if Teemo isn't there to follow up, otherwise, it's a buff... On-hit Teemo just gets rewarded more for being there to follow up and not just relying so much on random shroom kills cross map.

Vekkna2 votes

Teemo doesn't need conditional buffs, he needs buffs.

A shit ton of fighters get free armor pen for no apparent reason. Let's have Noxious Traps or Toxic Shot ignore 50% of bonus MR. MonkeyKing Yasuo Darius

More from Gameplay

More by corylulu