Teemo Rework Idea (with Counter Play)

BenParadox·10/11/2015, 1:55:21 PM·1 votes·620 views

Top lane Teemo players may not like this. Sorry about this.

Teemo : Arguably the most annoying champion to fight in League of Legends, especially if played in Top Lane. His kit is incredibly frustrating to fight, has no counter play, and requires no skill. Anyway, what I am trying to do with this rework is keep his identity as a yordle AP marksman/assassin that uses poison and traps to kill enemies while making it so he actually has some counter play and will not be able to stomp most, if not all, melee top laners.

Passive Ability: Camouflage:

If Teemo stands still and does nothing for 3/2/1 seconds, he enters stealth.

Teemo will maintain his stealth as long as he doesn't attack, use Blinding Dart, move, take damage, or is knocked up, back, or down.

If Teemo enters stealth while in a brush, he can move around as long as he stays in the brush.

If Teemo is taken out of stealth, he gains Element of Surprise, granting bonus attack speed and 75 movement speed for 2/3/4 seconds. Element of Surprise does not stack.

Stealth activation timer is decreased and Element of Surprise duration is increased at levels 7 and 13.

This is to give the enemy team a way to fight Teemo without having to buy a ton of pink wards. By being able to take him out of stealth by damaging him, fighting him will become much fairer. As for being able to move in brush while sheathed, if Riot wants him to be able to do that, fine, but now its possible to take him out of stealth, even when he is in a brush. In his current state, there is nothing you can do to take him out of stealth.

I also had it give Teemo movement speed to make up for the removal of Move Quick. Also, if there are still issues with balancing the ability, there can be a static cooldown between Camouflaging. This should only be done if Teemo's ability to go in and out of stealth becomes a major problem. If its the attack or movement speed bonuses, this should not be done.

Q; Blinding Dart: 70/80/90/100/110 mana

Passive: Teemo's auto attacks poison opponents on-hit, applying stacks that last for up to 4 seconds. At 3 stacks, the enemy is dealt magic DoT over 4 seconds. At 7 stacks, the damage is doubled. DoT counts as poison for Cassiopeia.

Stacks up to 7 times, and additional auto attacks will refresh the duration. DoT scales with AP. Can have stacks on multiple opponents.

Active: Blinds, deals magic damage, and applies on-hit affects to the first enemy hit.

Is a single target skillshot, and resets Teemo's auto attack timer.

Damage scales with AP. Cast time (not the cooldown) is reduced by Attack Speed (like Steel Tempest and Explosive Charge).

This version of Blinding Dart includes Toxic Shot. Currently, each of Teemo's auto attacks deal 70% OF HIS AP. Combined with Nashor's Tooth and Runaan's Hurricane, Teemo's DPS becomes absolutely ridiculous. Toxic Shot is also what allows him to bully top laners. He can just auto attack or blind them once when they try to CS to safely harass them. If they try to trade with him, he can blind them to greatly reduce their damage (since many top laners rely on auto attacks), and he can just auto attack more while running away with Move Quick.

This rework gives enemy players a chance to avoid the blind. To compensate, the damage would be increased. Also, it makes it much harder for Teemo to not let the enemy top laner play League that game, and will hopefully get rid of Teemo Top (I did say Top Teemo players may not like this). It will also encourage use of Camouflage to apply the stacks as quickly as possible.

W: Noxious Trap: 50/75/100/125/150 mana and 1 charge of Noxious Trap

Passive: Teemo gains charges of Noxious Trap every 25/25/20/20/15 seconds, and can hold up to 2/2/3/3/4 at a time. Instantly gains one charge on takedowns.

Active: Teemo consumes a charge to place a mushroom at target location, which arms and stealths after 2/2/1.5/1.5/1 second(s). Once armed, it grants true sight of nearby enemies under 30/35/40/45/50% of their maximum health. If a mushroom is placed on another mushroom, it will bounce an additional 300/450/600/750/900 units.

If an enemy steps on an armed mushroom, the mushroom will break stealth, and after 1 second, will explode in an AoE, dealing initial magic damage, applying a 1 second slow, revealing enemies hit for 4 seconds, and deal additional missing health magic DoT to enemies hit over 4 seconds.

All damage scales with AP. Slow = 70/75/80/85/90%. DoT counts as a poison for Cassiopeia.

Up to 4/5/6/7/8 mushrooms can be on the field at a time, and they last for up to 3/3/4/4/5 minutes.

Can only be damaged by champion auto attacks. It takes 2 melee attacks or 3 ranged attacks to kill a mushroom.

Can be placed while in stealth.

I decided to have it deal missing health damage, grant additional charges on takedowns, and grant true sight to low health targets to help solidify Teemo as an assassin. The delay is so skilled players can avoid taking damage from the shrooms. I also decided a stronger slow for a shorter duration would be better than a weaker slow for a longer duration to give enemies without dashes a chance to run away or charge in.

Being able to place them in stealth may be too much though, so it can be removed if necessary.

E: Global Taunt: (I named it this as a nod to the joke. IS NOT ACTUALLY GLOBAL) 75 mana

Single target skillshot that briefly reveals Teemo if he is in stealth (but does not break stealth) and taunts the first enemy hit for 2 seconds, lowering their MR.

Teemo performs his laugh when he uses this ability. MR reduction increases with rank.

Since I decided to remove Move Quick and Toxic Shot, I needed some ideas for abilities. I eventually thought of this. It works well with the rest of his kit. It can bring enemies closer to him, so Teemo can break stealth, start auto attacking, and blind them. It can be also be used to draw enemies into the shrooms as well.

R: Assassinate:

Teemo stealths himself for up to 5 seconds (after 1 second) and marks target enemy for 10 seconds, and deals 1/2/3% increased damage to them. He then gains greatly increased movement speed when moving toward the marked enemy. When breaking stealth, the marked enemy is feared for 0.5 a second, and Teemo gains the Element of Surprise. If Teemo kills or directly damaged the marked target 3 seconds before they died, he immediately cleanses all hostile CC, stealths for up to 5 seconds, and gains greatly increased movement speed while in stealth. Movement speed bonuses also increase with rank. Can be taken out of stealth by the same means as Camouflage.

This ability is primarily for team fights or cleaning up after them. It allows Teemo to eliminate a carry and get back to safely. I got the idea for it a little after the Omega Squad skin came out. It can also be used for close duels or to simply run away if necessary. All players can see the mark, so enemies can try to protect the marked target, and allies can try to help you kill them. If the target is alone, they can just place a pink ward around themselves. BTW, even if you are not the support, against stealth champions, buy a pink ward or two and UPGRADE YOUR TRINKET. Supports can only place so many wards at one time, and each player can only have one pink. Other team members have to ward too. They can just use their trinket though.

Anyway, that is my idea for how to rework Teemo. I feel it keeps his identity as an AP marksman/assassin that uses poison. Also, I suppose he could still be played top, but with this rework melee top laners would have a fighting chance.

Some core items: Lich Bane, Nashor's Tooth, Runaan's Hurricane, Liandry's Torment, etc.

Of course, people can really build him however they want, though I would recommend AP, Attack Speed, and a bit of CDR.

Well, that's everything. Feel free to comment.

2 Comments

Chuck Charles10/11/2015, 3:29:17 PM3 votes

i like the enthusiasm and I share the idea as I posted it awhile back that moving teemo's shrooms to W would be a great addition to give him a new ultimate.

however, his shrooms should be vastly reduced in damage if they deal any damage at all to compensate for the fact that they are no longer his ultimate. if they act as they do now "super annoying" im ok with that. if they are a slow and very minor poision that would work as it would still give teemo his outplay potential in baiting around his shrooms. hell you could increase the CC on them and maybe make his shrooms STUN, with a certain stacking mechanic you mentioned earlier.

I believe his move quick simply needs to be removed altogether as it does not thematically fit with his kit at all. Just move shrooms to W.

I like the stacking mechanic added to his auto attacks but rather than it just increase damage which is boring you could have it give an added effect to all his other abilities when its fully stacked. In other words, lets say his poison E auto's work exactly the same as they do now, but they can add a passive stacks that are visible up to 3 or so. At 3 you can add effects to the "Q" dart, or "W" shrooms in this rework. Shrooms then stun briefly rather than just slow, and the blinding dart can maybe bounce to two other targets or deal bonus damage? who knows, the possibilities are there.

I don't like the idea of the global taunt as it turns teemo into a joke character. sure people take teemo as a joke right now, but thats only because he is annoying while offering next to nothing if he is not really far ahead. he is kind of in a bad spot right now, but thats only because his kit is cancerous. if you rework teemo at least give him some love and identity without it being entirely a joke.

As for an assasinate ultimate I don't think it fits just quite. you are basically giving him a khazix ultimate on roids. it just sounds too powerful for what else he offers. personally I would like his ultimate to be something that is maybe short cooldown and gives him cool outplay potential with mobility. kind of like how kassadin has the riftwalk only not as stupid OP as kassadin's.

Saianna10/11/2015, 2:59:59 PM1 votes

I don't want to cut your wings, but imo not every champion requires a rework.