Teeming up with Teemo [Discussion]
To the Community, Teemo is known as the Spawn of the Devil. His kit is "toxic" and "annoying" to many players and every Teemo that enters the battlefield deserves to die. Teemo's kit is annoying, and it's set to act like Macaulay Culkin from Home Alone, to keep his friends, allies, and his home safe from intruders and assassins.
Teemo, *The Spawn of the Devil... wait... *
Teemo, the Swift Scout
Teemo is a ranged "scout". Using "resources" around him, he gathers them and uses them to his advantage by placing mushrooms in tactical areas. He can camouflage and wait for enemies to enter his domain. Once the trap goes off, He can chase them down, using his blow dart to poison his surprised enemies and blinds the most threatening target so that they are inefficient at killing him. He then can scamper to a safe distance or chase down a dying enemy.
Passive: Camouflage
If Teemo does not perform any actions, he enters stealth mode indefinitely. Upon exiting stealth mode, he enters ambush mode, increasing his attack speed for the next few seconds.
I have been curious if this should be his passive. Although it works, I have wondered why his "Move Quick" isn't the passive. Or maybe, rework Teemo's kit to rely on gathering "resources" so that Teemo must move around constantly to gather materials and use it against his opponents. Alternative Passive: Scout's Speed
Teemo has increased movement speed. The speed is halved if hit by Enemy Champions. The speed bonus increases per level. Teemo has a resource bar (instead of mana), so as long as Teemo moves, he gathers materials to use against his enemies. This is my thought. Now for the rest of his kit.
Q: Blinding Dart
Damages with a powerful venom soaked dart, blinding his target for a short duration. Deals (80/125/170/215/260) plus 80% Ability Power in magic damage, blinds for (1.5/1.75/2/2.25/2.5) seconds.
I cannot help but feel that even though Riot says Teemo is a Marksman (and most "Marksman" are AD), their trying to tell us to build AP. In fact, it's like their trying to tell us to make Teemo an AP assassin when he's supposed to be more AD if he is a "Marksman". Alternative Q: Blinding Dart
Teemo sets an additional poison on his dart, making his next autoattack deal bonus damage and Blinding his Target.
Alternative Q Passive: Toxic Shot
In other words, his Q and E are combined. But we may have to reduce the damage from both by a tiny amount.
This could help make his kit more efficient. But if we do make a resource bar, we may leave Q and E alone.
W: Move Quick
Teemo scampers around, passively increasing his Movement Speed until he is struck by an Enemy Champion or Turret. Teemo can activate this ability to sprint for a short time. Passive W: Teemo's Movement Speed increases by (10/14/18/22/26%). Active W: Teemo sprints, doubling the Move Quick Movement Speed for 3 seconds.
First, change this move to Scamper. W: Scamper There, I am happy. Reliable movement speed, but I have thought this should have been his passive to begin with. That way, Teemo can enter "modes".
Alternate W: Stealth Mode/Scamper Mode
After a one second channel, Teemo enters Stealth mode indefinitely or until an action takes place. If Teemo remains in stealth mode long enough, upon exiting Stealth Mode, Teemo automatically enters Ambush Mode, increasing his attack speed. If Teemo was moving while casting W, Teemo enters scamper mode, doubling his Passive's movement speed for the next few seconds.
E: Toxic Shot
Teemo's Attacks are now poisonous. The poison lingers for 4 seconds. "That's gotta sting." Teemo's basic attacks deal (10/20/30/40/50) plus 30% Ability Power in Magic Damage upon impact and the poison deals (6/12/18/24/30) plus 10% Ability Power in Magic Damage each second for 4 seconds.
If we do go for the resource mechanic, each shot costs a small amount of resources, so there will be a point where Teemo runs out of poison. "That's gotta sting." However, if we do move Teemo's E to his Q, then his E is open to a new mechanic for Teemo.
Alternative E: I don't know yet
Teemo doesn't know what it does either. It is possibly dangerous and will make us cry.
R: Noxious Trap
Teemo places an explosive poison trap using one mushroom he stored in his pack. Enemies that step on the trap release a poison cloud, slowing them and damaging them over time. Slows for (30/40/50%) and deals (200/325/450) plus 50% Ability Power magic damage over 4 seconds. Traps last 10 minutes. Teemo forages mushrooms every (35/31/27) seconds but can only hold a maximum of 3.
The reason I have delayed a match this one time by half an hour. The reason our jungles feel safe. The reason nobody likes to ambush us. The reason EVERYONE HATES TEEMO.
Overall Teemo's kit is still very effective and I really have no reason to encourage a kit rework or overhaul, but if it does come up, I was wondering if my suggestions are reasonable and effective to help Teemo defend his home. REMEBER - I AM NOT SUGGESTING ALL OF THESE IDEAS TO BE APPLIED, I AM ASKING IF HE NEEDS IT AND WHICH ONE(S) DOES HE NEED? Last minute warning: I am sorry if this thread looks a bit messy, I will clean it up when I get the chance.
Last Edited: 10/18/2014