[CHAMPION REWORK] Teemo, the Swift Scout
Teemo's Problems
Teemo is an old champion, one of the first ones added into the game and that makes him special. Along with a much needed visual update, Teemo needs some gameplay changes to make him be considered picked for a reason. He used to be a really good lane bully, but then Ryze, Jayce, and Gnar all became a part of top lane and Teemo lost his position as the ranged lane bully of Top Lane. He used to be known for his mushrooms and while he still mostly is, due to vision changes in Season 4, they had to be nerfed and that made even his mushrooms mainly just really good wards. To top all of this off, Teemo is one of the worst champions to bring in a teamfight due to his short range and lack of AoE for his squishiness. This should be Teemo's thing however, since majority of his damage comes from invisible traps and ambushes. This is Teemo's thing, but the rest of his kit doesn't support this playstyle in an efficient way. He is like a third Trapper, a third Marksman, a third Mage, making him a really weird, unique character, but having little synergy such as that he has a lot of poison to stack onto each other. His point and click blind is also extremely annoying and provides little counterplay when in the laning phase, causing many matches to be decided at the character screen AKA what shouldn't happen. So...
Goals of a Teemo Rework
- Make Teemo what he is with more of a core theme besides poison
- Make him more of a SCOUT
- Create a more defined niche for him through kit synergy
- Keep some of his old aspects, such as poison and mushrooms
- Remove annoying blind that decides some matches before match starts
What Makes Teemo Teemo and What Can We Do To Make Him That?
- Teemo is a member of the Scouts of the Mothership, a military group of Bandle City
- Teemo has a dark side
- Teemo uses mushrooms traps in order to kill his opponents
- Teemo uses poison
- Teemo is the SWIFT scout
Alright, so there a few things before we get started on this. Yordles are smart and creative beings that often use machines to do things. Teemo is a yordle, but is more of a naturalist, more using his environment than gadgets, otherwise I doubt he would be using toxic mushrooms and a blowpipe. HOWEVER, I doubt Teemo would completely exclude technology from use by him, so he is more of a mid-point, using both nature and technology to do his duty. I will be going over Teemo's reworked abilities individually. Now, without further ado...
Teemo Reworked Kit Be sure to read the first two sections before reading this section!
Teemo Kit
Passive- Scout of the Mothership Innate- Camouflage: After standing still and taking no damage for 4/3.5/3 seconds, Teemo becomes invisible. Teemo can move around while invisible, but if he moves more than 400 units away from his original position or attacks, Teemo will become visible again, gaining 15/20/25 flat movement speed and 35/55/75% attack speed. The area where Teemo is able to remain invisible is visible to allies with a circle of small, green grass. Innate- Toxic Shot: While Teemo is invisible, his first basic attack will deal 25/50/75 (+20% AP) bonus magic damage and poison the target, dealing 90/150/210 (+45% AP) magic damage over 3 seconds, for a total of 115/200/285 (+65% AP) magic damage dealt.
Starting off with Camouflage, it is meant to give Teemo some area control or allow him ambush enemies that are unfortunate enough to walk by. However, since Teemo was forced to stand still, it made the passive easily counterable in the League of skillshots and made the passive overall useless in 75% of situations unless you are Phreak, who uses Teemo as a living ward. So how can we resolve this problem? By allowing Teemo to move within a small circle, it allows him to become invisible and be able to dodge skillshots whether they were aimed at him or not. Furthermore, the actual ambushing part of the passive was extremely weak, giving a small 40% attack speed, which is terrible after about Level 3-4. So, I fixed this by allowing the attack speed boost to scale with levels and giving Teemo a small speed boost upon exiting stealth since the usual reaction to a champion suddenly appearing in front of you is to back up. Next, Teemo's ability Toxic Shot made him unique in the fact that he could be a Marksman, but we are trying to make Teemo more of a Ambush Scout, so it didn't fit in. Instead, Toxic Shot has been made a passive to where when Teemo becomes invisible through Camouflage or any potential other means of stealth (in case any other champion can make a champion stealth), his first basic attack will deal a decent amount of magic damage, further increasing his ambushing capabilities. It also gives Teemo some noticeable counterplay by allowing the enemy to simply damage him, canceling his invisibility and making him unable to poison the enemy meaning Teemo has to think of where he wants to camouflage.
Ability 1 (Q)- Mothership Drone Passive: Teemo uses a drone that flies above him, increasing his passive sight range by 250/325/400/475/550 and allowing him to see into bushes within his sight range. When Teemo takes damage, the drone is recalled back to Teemo for 5 seconds in order to prevent destruction of the drone. Active: Teemo commands the drone to fly to the target area at a speed of 750 (+75% bonus MS) and reveal a large area around the drone with vision while the drone is flying to the location, at the location, and flying back to Teemo. Enemy champions can basic attack the drone 3/3/4/4/5 times in order to cause the drone to be destroyed and put the ability on cool down. The drone lasts until destroyed, but Teemo can reactivate the ability to recall the drone, causing it to fly back to Teemo at a speed of 500 (+50% bonus MS) and reduce the cool down of the ability by 50%. The passive effect of this ability is removed while the drone is out and while the ability is on cool down. Cost: 45 mana Cool Down: 60/55/50/45/40 sec. Range: 3750 Vision AoE Radius: 425/475/525/575/625
As I said before, Teemo is a naturalist but isn't dumb enough not to use the tech given to him. A scouting drone used by Scouts of the Mothership to scout out areas within range with vision that pierces invisibility. This will allow Teemo to grant his team a free ward that lasts until destroyed, but is also visible. Imagine this to be like the Summoner Spell {{summoner:2}} Clairvoyance, but with a limited range, unlimited duration, and health along with some travel time. The passive portion will also allow for some sneaky plays by Teemo. by allowing him to see into bushes and be able to see his enemies while they can't see him, but only when Teemo hasn't taken damage.
Ability 2 (W)- Scout's Swiftness Passive: Teemo increases his base movement speed by 3/6/9/12/15. While Teemo is out of combat for at least 4 seconds, he gains 25/30/35/40/45% movement speed. Active: Teemo removes all slows and roots currently on himself. Teemo then gains half the movement speed from the passive for 3 seconds, regardless if he is in combat or not. Cost: 40 mana Cool Down: 21/19.5/18/16.5/15 sec.
Teemo needs to remain as the Swift Scout with a much more Swift. As a SWIFT Scout, Teemo should be able to traverse the map with ease, being able to move around and plant mushrooms as well as set up ambushes before his enemies get there, not after he sees them out of no where and stands still and stealths extremely quickly. The active portion is there so that Teemo can still get out of jam really quickly when things go from good to bad to terrible to IM ABOUT TO DIE!
Ability 3 (E)- Poison Gas Cloud Active: Teemo throws a sack of poisonous fungi to the target location, causing them to release a cloud of smoke that poisons enemies hit for 70/110/150/190/230 (+65% AP) magic damage over 4 seconds. The cloud remains for 3 seconds. Enemies initially hit are slowed by 20/25/30/35/40% for 3 seconds while enemies who enter and remain in the cloud of poison are afflicted with Grievous Wounds and have their attack speed slowed by 15/17.5/20/22.5/25%. Cost: 65/70/75/80/85 mana Cool Down: 13/12/11/10/9 sec. Range: 700 AoE Radius: 350 Projectile Speed: 1075
Teemo's main source of crowd control. An extremely effective gas attack that slows Teemo's victims and deals a good amount of magic damage over 4 seconds, this move will allow Teemo to cause the enemy team to be forced to seperate during a team fight OR give him a good addition to his opening burst when he ambushes a target from his invisibility. This also could allow him to escape should he find himself in an unfavorable situation. FURTHERMORE, this could also be used as a strong area denial spell during the laning phase as well as OK poke.
Ultimate (R)- Noxious Traps Active: Teemo sets down a toxic mushroom that becomes invisible and activates after a 2.5 second delay, increased up to 4 seconds when taking damage. The mushroom reveals a 250 radius around it and has 175 health. When an enemy comes within 60 units of the mushroom, enemy units in a 200-radius around the mushroom will take 250/325/400 (+60% AP) magic damage over 4 seconds and be slowed by 30/40/50% for 4 seconds as well. Placed mushrooms last 600 seconds. Teemo can hold up to 3 charges of mushrooms, consuming a charge whenever he places a mushroom. Teemo gains back a charge every 30/27.5/25 seconds and will begin to prepare to store another charge when at maximum charges, immediately gaining a charge after placing a shroom when fully prepared. Cost: 100 mana Cool Down: 3 sec. Range: 250
This is Teemo's most notable feature. Mushrooms are the best form of vision in the game and are incredibly good at causing enemies to lose the fight before they even get there. They are also extremely good at setting up ambushes for when Teemo is camouflaged and also provide an extra round of poison, allowing Teemo to be dealing a huge amount of damage over time to his enemies through mushrooms, bags of fungi, and poisoned darts. Teemo can also quickly place these around the map with Scout's Swiftness and know where to place them by studying enemy movement with Mothership Drone, allowing him to set up a series of kills with his kit while also providing his team with a large amount of vision through Mothership Drone, Noxious Traps, and himself.
Finally, Teemo's stats, shown after his kit so that you have some idea as to why his stats are what they are...
Teemo the Swift Scout Health- 382 (+78 per level) (1786 at Level 18) Health Regen.- 5.4 (+0.6 per level) (16.2 at Level 18) Mana- 235 (+45 per level) (1045 at Level 18) Mana Regen.- 6.25 (+0.75 per level) (19.75 at Level 18) Armor- 15 (+3 per level) (69 at Level 18) Magic Resist- 30 (+0 per level) Movement Speed- 325 Attack Damage- 47.75 (+3.25 per level) (106.25 at Level 18) Attack Speed- 0.69 (+3.65% per level) (1.143 at Level 18) Attack Range- 550 (Ranged)
I'm going to explain his stats from top to bottom. Teemo can afford to have much less health now late game since he now has a much more powerful escape mechanism and another slow. His health regeneration can be a moderate amount since he doesn't have extremely insane poke and needs to have some health regeneration so he can run around the field and place as many mushrooms as possible. He needs a good amount of mana to, once again, be able to provide tons of vision and damage through shrooms and the drone. Mana regeneration has about the same explanation has health regeneration, except that he needs more of it due to his constant use of mana to throw Poison gas Clouds and plant mushrooms. His armor levels needed modernizing since he is a ranged character with an escape mechanism. Like the majority of ranged characters in this game, he gains no magic resist per level. His attack damage per level can be increased since overall has less passive damage due the loss of Toxic Shot as a passive ability. Like his attack damage, his attack speed can be increased for the same reason. His attack range can also be increased since his basic attacks will be doing a good bit less.
So, through this, we have made Teemo a scout through his amazing ability to provide vision to his team, made him still a killer assassin by improving his passive and making him able to deal a large amount of damage with the combined attack speed boost, poison shot, fungi bag, and mushroom poison damage when he is able to prepare an ambush. Finally, we have removed his annoying blind that caused many champions to be unable to deal nearly any damage to him and have little to no chance of beating him, making the laning phase decided at the champion select screen. We have also solidified his niche as Scout of the Mothership, hero of the city that tracks down their enemies and makes sure that they are dealt with. He also could be an extremely good addition to teams with large global control in their kits with his mushrooms and drone. Finally, we have made him actually useful in a team fight besides shooting the enemy team with poison basic attacks or, if he wants to damage more than one enemy at once, be forced to run into the enemy team and plant a mushroom. Combine this with a visual update and Teemo is up to date with the rest of the champions in the League and far less annoying. However, if you have any feedback about this, please tell me below, whether positive or negative!