[CHAMPION REWORK] Teemo, the Swift Scout

Meep Man··2 votes·863 views

Teemo's Problems

Teemo 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?

  1. Teemo is a member of the Scouts of the Mothership, a military group of Bandle City
  2. Teemo has a dark side
  3. Teemo uses mushrooms traps in order to kill his opponents
  4. Teemo uses poison
  5. 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!

8 Comments

Krandel3 votes

Okay so here's what I think about this.

I like the passive a lot, it really unique and would fit Teemo, though I think the range in which he could move should be shorter and shouldn't increase with level.

The Q sounds like it would work a lot like Kalista's W, in the sense that it would give more vision, which is okay, I suppose, but there are a couple of problems that I can see with this one. The big problem that I could see is the true vision it would give, which would make it impossible for any champion to gank him if it was the case.

His current W is part of the reason why it's so hard to catch him and this one would make it near impossible, especially since he's getting something on an ability that he can get at level 1 that other champions like Master Yi and Olaf can only get on their ult, by that i mean the immunity to slows.

That E sounds like Cassiopeia's old W, except on a champion with an attack speed buff, and a movement speed buff, not to mention it seems to be much stronger then Cassiopeia's old W, if memory serves correctly. If anyone gets caught in that they would be dead immediately.

And that R...Nope. Just nope. The mushrooms should just go.

In conclusion, this rework would make Teemo more annoying and more OP than he already is, not saying he is OP. It would be impossible to gank him, and anyone laning against him would be dead almost instantly

Meep Man1 votes

I edited his stuff with these suggestions in mind (except for removing the mushrooms since they ARE Teemo, they are in his splash), Thank you.

Marthian2 votes

The mushrooms need to go though. They have very limited counterplay for what they do: Decent damage, free wards, a decent slow, and unless everyone buys red trinket and upgrades it, they just walk into them randomly without getting to do anything about it.

Forcing everyone to buy red trinket to play against it is extremely toxic in that in exchange for getting rid of Teemo's shrooms (which seems incredibly unlikely) the other team essentially wins the Vision war.

360D3GR3SS2 votes

Make him the Swift SCOUT, not the Swift Trapper Assassin Marksman Mage

That is the only reason people play him.

Ability 1 (Q)- Mothership Drone

Just no.

Meep Man1 votes

If a champion does not fit their theme, then they should be reworked and another champion made that supports the exact same playstyle.

EDIT: I rephrased that part to better fit what I was saying. Thank you.

360D3GR3SS2 votes

He already DOES fit his theme.

Meep Man2 votes

If Teemo is exactly what Riot wants him to be, then they should change his name from Swift Scout to something more appropriate.

Done251 votes

I actually rather like the aspect of him that uses only things found in nature. His creativity, especially in regards to poison, is especially appealing.

Here is my rework for his kit:

Camouflage - If Teemo stands still and takes no action for 2 seconds, he becomes stealthed. Taking any action or being moved will break his camouflage, giving Teemo the Element of Surprise for 3 seconds. Teemo's next basic attack or Blinding Dart will deal an additional 20~140(+0.5) AP damage.

This is one of the changes that will help to emphasize his "Hit and run" assassin style of gameplay, while lowering the power of "Blind them then auto to death" like a marksman.

Blinding Dart - Active: Teemo shoots a dart at an enemy, dealing 80 / 125 / 170 / 215 / 260 (+ 80% AP) magic damage and reducing their vision range to 500 for 2 / 2.1 / 2.2 / 2.3 / 3 seconds.

No one likes standing right next to Teemo and being unable to hit him while he spams his laugh. Reducing vision instead allows people to fight back if he doesn't properly space, while still keeping it as a powerful tool against long ranged foes. Just imagine the pure delicious evil that comes from blinding a foe who's trying to hide under a turret and dodge Thresh or Blitz hooks. Or even worse, blinding someone like Trundle while he's trying to chase down the Ezreal who just flashed away!

Move Quick - Passive: Teemo gains increased movement speed. Damage from champions and structures will disable this bonus for 5 seconds. Active: Teemo breaks free of all slows and for 3 seconds he has double his passive movement speed bonus. While active, Move Quick's bonus cannot be disabled via champion or structure damage.

I think that his Move Quick is pretty great as it. It allows him to quickly roam the map and get into position. Breaking free of slows allows to to better reflect his new "get in then get out" assassin play style though. I think your version's ability to outright ignore all slows and snares is a bit OP.

Toxic Shot - Passive: Teemo's auto-attacks deal bonus magic damage and poison his target, causing them to take additional magic damage over 4 seconds. Subsequent attacks only refresh the duration. Total Magic Damage Over Time: 50 / 80 / 110 / 140 / 170 (+100% AP)

By removing the stronger on hit portion but greatly increasing the damage over time Teemo is encouraged to be slippery and "spread the love" in team fights to maximize his power. The low base and high ratio is to keep him in control during the lane phase if he maxes his E first while also forcing him to build AP and preventing cases of high damage "Tank Teemo".

Noxious Trap - Active: Teemo generates a new trap periodically, and can only store up to 3 traps at once.

Active: Teemo places a mushroom trap on the ground for 10 minute, which stealths and arms after 1 second. While armed, the traps grant vision in a 60 radius. If an enemy comes within 50 range of the trap, it will detonate after half a second, causing all enemies within a 250 radius to be revealed for (5/6/7) seconds and suffer a decaying slow of 30/40/50% (+5% per 100 AP).

No one likes walking into a bush and losing a good 30% or more of their HP to a no counter play Teemo shroom. This skill will never be allowed to both deal damage AND be good. I instead suggest that it be made into a utility ult, allowing Teemo to locate and track his prey, the powerful slow preventing their escape until he arrives. Since we no longer have to worry about the damage getting out of control, we could also lower the mana cost or reduce the amount of time it takes to generate a shroom.

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