The teemo changes; he needs more love. What i would change & the problems.

Puddy·8/24/2015, 3:09:59 PM·7 votes·2,879 views

Teemo's a league classic. Hes the ''face'' of league. Hes seen as someone that is iconic to league. Being an annoying little yordle and throwing shrooms on the rift, teemo's map presence was unrivaled.

Was.

The latest patches are a change in the right direction; nerf teemo's ambient power but increase his visible power. However i think a lot of teemo mains did intentionally tap into this power. The shroom duration from 10 to 5 really did hurt. Teemo still has the insane lane presence, but he just feels not worth-while after these changes. The teemo detonation change (1s to 1.5s) made it so its nigh-impossible to detonate mushrooms onto your enemy in a skirmish, which was commonly used as a tactic to trade with your enemies by teemo mains.

The ultimate throw mechanic is cool, but thats it, just cool. It just doesnt feel useful at al. Not as compensation for the nerfs - at least.

The passive change is the same. I made a reddit comment on Ivan Pavlovs reddit thread, phreak argued that you could use this passive to zone enemies. I tried this and realistically its impossible. Your enemies just walk out of range every time - his auto attack range is just not really good enough to make use of the passive. Arguably - you could pull the creeps. However the way toplane bushes work you'd have to sit near the minions as teemo. As you'd imagine, you'd get destroyed in a fight by the minions and enemy toplaners. Rengar has the burst damage to compensate and the w armor increase.

And beside all of that, if that wasnt enough, his passive actually got nerfed in the early stages. The attack speed was lowered. This makes teemo main use of his passive even weaker.

The teemo ultimate bounce is cool, but seriously, i still havent figured out a way to make useful use of this.

So now we got that out of the way, these changes are the ones i'd like to see.

Blinding dart mana cost: 65/75/85/95/100 (from 70 / 80 / 90 / 100 / 110 MANA)

Explanation: The mana cost lategame is ridiculous. I get that the spell is very powerful but is 110manacost really that needed? Nomicon is awful on teemo and shouldnt be built, nor grail. This would help immensely. I went easy on this change (only 10 mana shaved off) because of how high impact the skill is.

Move Quick: Bonus movespeed from 10/14/18/22/26 to 7/10/14/19/23 (passively)

Active now triples the movement speed instead of doubles.

Explanation: The ability just feels super unsatisfying to use.. its just there giving you invisible power. I mean, its a useful ability, like fiora's old parry (passive ad). Its good, just not really satisfying to use.

Toxic shot: Fine.

Noxious trap: Range increased to 400/650/950

Now stores up to 4 mushrooms from 3.

Mana cost standardized to 70/90/100

Explanation : Im just trying to be careful with the ultimate changes. It can be really frustrating to play against teemo's shrooms. However i think these changes are fine considering the previous nerfs and the Scuttle Crab in the river walking over shrooms.

ALTERNATIVE CHANGES

Up his AP ratios.. magic pen builds are the best damage route on teemo because his scalings are awful on his ultimate and E. Though i think buffing the ap ratios and doing the above would be too much. Choose one. Or just be riot (which are way better then me at balancing)

To close off the post; these are just changes --I --would make. Im not a professional and riot is way better. Im just trying to get the message out that teemo needs help.

I really would like a rioter to comment on the status of teemo; lately they have been keeping us up to date on their thoughts a lot which is super nice (Fiora, the juggernauts)

Montage i had of the teemo pre-changes; i thought he was fine and a hidden gem.

Thats all. Thanks for reading.

1 Comments

Shroom Junkie8/24/2015, 4:49:01 PM2 votes

Personally, I hate Teemos that use mushrooms in a fight. Well, not the players themselves but the fact that they can... it seems like his mushrooms were meant for scouting and keeping vision, as he is a scout, as well as zoning people off of places and running away with the slow or otherwise making them walk around/flash/blink over. So, I do like the new Teemo changes. It also allows Teemo to split push easier by simply dropping a mushroom in a good place, and then bumping one over it to another. I use it in top lane after I'm pushing for second tower, drop a shroom in the tribush, bounce it over into the path behind the wall next to it, then take the other, drop it on the path next to the middle tower and when I get my second shroom bounce it over into the intersection.

Anyway, personally I find Teemo is pretty powerful if built right. Yes, I agree, his AP ratios are pretty eh, but building Liandry's, BotRK, and Runaan's is just powerful af. You can do more damage magic pen. from Liandry's and the %currenthealth on your Q and R and bit of AP don't hurt either, BotRK makes up for the low ratios and does more %currenthealth plus gives lifesteal and attack speed, and Runaan's is just obvious, applies E and BotRK to everyone hit and gives you insane attack speed(also good for split pushing and taking towers). Plus, building BotRK and Runaan's along with your AP items gives you a good mix between AD and AP and stops people from building against you pretty well.

However, you're right about the speed boost. The speed is just so minuscule its almost unnoticeable- not that I'm complaining, having to fight him in the top lane all the time, lol. But seriously, it might as well just be a blank spot made for a little bit of roam potential and speed to place your mushrooms quicker in far-away spots you can't bounce them to, or when you have only one shroom at the moment. It does need a buff, however the rest of his kit I find pretty good.