Teemo Rework Concept!!

Aheadatime··12 votes·3,337 views
http://imgur.com/vRuU4Ox

"Oh Teemo, how far you've fallen. Viability was of no concern to me during my League youth and so, fittingly, you provided me with such delightfully trollish excitement. We would dance and laugh all over top lane, despite (and perhaps, encouraged by) the envious hatred of our opponents. Our opponents. Our viable, scale-happy, FotM opponents. Opponents that I would eventually join hands with as my League experience grew and your depressingly unforeseen weaknesses exposed themselves to me shyly, in the same manner that a tone deaf bird would attempt a song in front of a lover who had never heard him sing before.

'How could I have let you die so easily?', I asked aloud, worry percolating through my soft, confused voice and you lay still at the feet of that monster, Jax. 'But we did everything right', I lied. 'Our blind should have negated most of the beast's damage, and the shroom that we placed at our feet should have dissuaded him from a prolonged trade', I spit out naively, growing more unsure of myself with each word that I uttered. The reality is that you lacked, Teemo. We both lacked. There are things I needed from you that you couldn't offer, and my inexperience proved fatal in regards to your well-being. I'm sorry, Teemo... I'm so sorry."

Hey everyone. I know this is a risky thread. It seems as though merely mentioning Teemo's name is blasphemy here in our bustling little corner of the internet. But I fear not the downvotes nor the ridicule, for my attempt at bringing an under-played member of the League family to light is just. I encourage you all to treat this as a two-way discussion rather than a show-case of some sort which we all circle around in a slew of approval or disgust. Let me know why you agree or disagree with my ideas, and provide some of your own as well if you feel inclined. Perhaps somewhere in between my wild imagination and the collective thoughts of this creative community lies a perfect concept for a Teemo rework. Let's find out.

My idea is simple. Teemo should be more flexible. My hope is that this will cement him as a top laner, but you can never really guess what people will conjure up. Perhaps his passive lends itself to jungling. Perhaps he would be played mid. Maybe the numbers I provided are way off. I don't know. You decide.

Passive - Scout's Code - Teemo gains 15% movement speed when moving towards the Fog of War, 20% movement speed when traveling through brush, and 25% movement speed when stealthed. These do no stack. The highest value will be chosen in times of conflict. Decays linearly over 1.5 seconds.

Q - Blinding Dart - **Passive **- Teemo's auto-attacks deal bonus magic damage and poison his opponent, dealing magic damage over 4 seconds in .5 second intervals. This effect stacks up to 4 times. Every subsequent auto-attack after the fourth refreshes the fourth stack.

Magic Damage On-Hit - 10/20/30/40/50 (+30% AP) Magic Damage Magic Damage Per .5 Seconds - 1/2/3/4/5 (+3% AP) Magic Damage

Note - Remember that this ability now stacks and applies every half-second instead of every second. The numbers I provide above nerf the damage of a single stack compared to current kit, compare equally at the third stack, and buff his damage if 4 stacks are applied

**Active **- Teemo shoots a dart at target enemy, dealing magic damage and temporarily blinding the opponent.

Magic Damage - 80/125/170/215/260 (+80% AP) Cooldown - 7/8/9/10/11 Seconds Mana Cost - 80/90/100/110/120 Range - 580

W - Covert Operations - Teemo instantly stealths for 3/3.5/4/4.5/5 seconds. Upon activation, Teemo's current cooldowns are reduced by 30%. Auto-attacking or casting a spell will prematurely unstealth Teemo. Upon unstealthing, Teemo gains 20% attack speed and 8/11/14/17/20 AP for 3 seconds.

Cooldown - 15 Seconds Mana Cost - 60

Note - Covert Operations goes on cooldown after unstealthing. Thus, this spell does not reduce its own cooldown.

E - Toxic Charge - Teemo unleashes a toxic charge in a 60 degree conic area in front of him. Enemies hit are inflicted with Toxicity for 3 seconds. Enemies inflicted with Toxicity are dealt magic damage every half second for the duration. If Toxic Charge hits an enemy champion, Teemo gains 10% movement speed for 2 seconds (does not increase with more enemy champions hit).

Magic Damage Per Half Second - 10/15/20/25/30 (+15% AP) Total Magic Damage - 60/90/120/150/180 (+90% AP) Cooldown - 11 Seconds Mana Cost - 80/90/100/110/120 Range - 650

R - Noxious Trap - Same as current.

16 Comments

Yoella5 votes

I feel like if they just reverted the nerf to his shrooms (80% AP -> 50% AP) back to 80%, or even 65%, he would see a lot of play again. 50% is just too low of a ratio for an ultimate like that. OR they could make the shrooms stack up to two times, that would work as well.

Alternatively, they could change his blind to a "hallucinate" or fear instead of a Blind, which is really either OP or completely useless.

Keevalroy1 votes

They need to change the crab so he doesn't trigger the shrooms while walking through the river first.

Yoella2 votes

I play Teemo a lot and I don't really mind the crab. The only spot I can't shroom anymore is the patch of grass in the middle of the river. Everything else works fine if you tweak it a bit.

Keevalroy2 votes

That was my favorite brush to shroom in and around, daring people to try and ward it. :(

Mathbalnase2 votes

Questions/comments/suggestions in no particular order:

What does 'towards Fog of War' mean?

Blind is terrible and terribly binary. (there's a reason there are so few sources of it) I recommend a change to Nocturne-Ult / Graves-Smoke style vision reduction.

Mana costs on everything but stealth seem a little absurd.

I suggest changing his traps to be more like Cait/Nid traps (visible, invulnerable, placeable at range).

AP bonus on unstealth seems unnecessary and paltry. Suggest change converting both +AS and +AP to %damage amp, alternatively just merge power budget into the +AS.

Aheadatime2 votes

Very good questions/thoughts.

In regards to FoW, I'll try to explain my concept as simply as possible. If there is nothing beyond Teemo's sight range that provides him with additional sight range (teammate, minion, tower, ward, etc), than he is moving towards the FoW. I'll link a painfully awful image of what I mean.

I think blind is part of what makes Teemo feel like Teemo. Alot of top lane champs/junglers/adcs utilize their autos, and this gives Teemo a unique role in harassing/focusing them. The vision idea is very very interesting to me, though, an idea I haven't thought of. What would the radius of their vision be? Similar to graves, but with the character as the epicenter? How long would this last?

I had a tough time with mana costs tbh. Q and E are mage-esque spells that should have appropriate mana costs. They deal alot of damage, provide utility, and their cooldown is practically 30% cheaper than the OP states due to his new W. He's gotta have a gate somewhere in there. Do you think they should be static mana costs like his W? Go from expensive to cheap as they level? Just flat-out reduce the costs? Would this make his damage too affordable?

I don't agree on making his traps visible. It's part of his identity by now, and a strong part at that. Making them placeable at range is something I strongly considered tbh, with the penalty being that if you place them X range away from where Teemo is standing, the cooldown is increased (or inversely, if you place them closer to Teemo, the cooldown is reduced). I didn't want to make his kit too complicated, though. Perhaps this change wouldn't be all that complicated?

% damage amplification is something I was toying with initially, along with making his Q do hybrid damage with two ratios. I killed the idea as I thought it wasn't a big enough change to warrant building AD, and instead just took away from his AP damage. The problem with %amp is it can get out of hand (current dragon is a good example), especially as he reaches full-build. I figured popping out of stealth with an extra 20AP for his QE would really help him burst people down. Hmm.. I'm torn on this one. I'd like some other opinions if anyone is reading our discussion.

Mathbalnase1 votes

I don't think a mechanic that punishes Teemo for good warding (or even for his team's good warding) is something that we should be encouraging. Possibly replace all 3 categories with a simple 'while not in enemy vision' (and then whatever duration the speed decays over)?

The radius I had in mind was more in the line of Graves' smoke, yes, and yes, following the target wherever they go rather than being locked to a point on the ground. Duration would be decided by balance testing. Almost definitely less than 3 seconds. Almost definitely more than 1 second.

I think the mana costs mostly scale way too hard. Mages, who commonly build MP5, unlike Teemo, rarely have more than one spell in the 100+ mana range, and almost never more than two. This Teemo would have THREE. They may also start too high.

His traps' invisibility may be part of his identity currently, but I don't know that it's a part that's worth the cost (see: myriad items specifically tailored to essentially deactivating his ult, and frequent demands for more/better). Making them invulnerable and placeable at range significantly increases his teamfight capabilities, which are currently sorely lacking. Making them visible improves counterplay, allowing them to be returned to a powerful state that doesn't rely on a specific combination of items.

Also: the base damages on E seem really low given the high CD and mana cost (or the CD and mana cost seem high given the base damages?) especially the base damage scaling

Toru Itai1 votes

+1 i < 3 dot

insaiyanbacca1 votes

i like it

Keevalroy1 votes

Good god the AP ratio on the Q... Too much damage on the dots with it

Aheadatime2 votes

{quoted}

Good god the AP ratio on the Q... Too much damage on the dots with it

The Q damage in the OP is the same as his current Q damage, and the passive on Q is the same as his current E for the most part. If you mean that his Q shouldn't be applying his passive, it doesn't. I didn't make that clear, which is my fault completely, but the Q would behave as the current Q does, proc'ing spell-effects (rylais and whatnot) but not on-hit (BotrK, Q passive, etc).

Keevalroy1 votes

Okay, that makes sense now. At first glance, that looked like a ton of extra damage that didn't need to be there.

Sooko1 votes

Just by how you wrote this thread you deserved my +1

But Arcaneswrath's idea would make Teemo a lot more viable while not making him OP (you put all his passives together with new active skills and pretty decent ratios, this would wipe out a ton of old school top laners). But some of your ideas still look like they can work, do not give up on this!

summoner 31

Spacesuit Spiff1 votes

Cool ideas. That instant stealth though, that's really something (the cat and the rat have delays on theirs for a reason, but a no delay stealth might actually be a core part of Teemo).

Saianna1 votes

Current teemo is OK. Please don't provoke Riot. I don't want him to end as eve/skarner/urgot/cass.

Only thing i'd buff is either bring back old shroom ap scalling (80%) OR reduce cooldown to what it used to be ~4 years ago.

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