A Potential Change to Make Teemo Viable

BulbaSnorlax··1 votes·1,198 views

Hello! Resident Teemo main from /r/TeemoTalk here to explain why Teemo isn't annoying enough to play against, and bringing a suggestion to help make him viable at higher levels of play.

Overall, I think Teemo is a relatively solid champion. His kit is a little basic, but in the right hands he's strong and capable of (kinda) playing all 5 roles (but really only 3). Those of us over on the subreddit have had a multitude of discussions about some potential options to bring Teemo into the modern game, and I thought I'd post mine here for critique as well.

My suggested change revolves around Move Quick (W) and Noxious Trap (R, referred to as Shrooms going forward.).

  • While Move Quick is active, throwing a Shroom does not cause Teemo to stop moving. However, the arm time of any Shroom thrown in such a way is extended to 2.5 seconds (instead of 1).
  • If Teemo collides with a Shroom while Move Quick is active, he will Bounce in the direction he was moving, becoming airborne and gaining a slight burst of speed. This bounce allows you to clear small and medium walls & terrain on the Rift. A Shroom does not have to be armed for Teemo to be able to bounce off of it.
  • A Shroom that is bounced off of gets Squished (instead of detonating), creating a sticky zone with a 150 radius that lasts for 1/1.5/2 seconds (leveling with R). Enemies that are in or enter this zone are slowed by 40% and are Grounded.
  • Teemo can still cast abilities (Q & R) while airborne in this way, similar to Kha'zix and Rengar. (Optional, and potentially OP. See below.)

The thought process behind this change is to give Teemo a tad bit more mobility to keep up with the current trend of champions, as well add some depth to his playstyle. It would also slot in nicely with his theme of The Swift Scout. These changes would give him the capability to close gaps on champions more easily, or to escape from ganks over walls. Right now, Shrooms are either a set-and-forget zoning tool, or as a (mostly) defensive ability; these changes would allow him to use Shrooms as an engagement tool to help set up his team as well.

One potential concern of OP-ness would be when Teemo's team is sieging a tower or diving the enemy, Teemo could hop a side wall, throw a Shroom mid-air, and land on it right in the middle of the enemy team, causing them all to instantly be slowed & grounded for your team to pick apart. My 4th point above is an optional enhancement; giving him a brief moment on the ground would allow a bit of counterplay in the form of stuns or other CC.

I feel that top would still be Teemo's primary role, but these changes could also open him up to be more frequently seen in the jungle, and even potentially as a more viable support. It would also give players more options, whether to hop a wall or wait to activate Move Quick until after passing a previously laid shroom so that your enemy will take damage from it.

I, and the other members of /r/TeemoTalk, are always open to feedback on the ideas we come up with. Thanks for your time!

3 Comments

Stinrygar2 votes

Isn't Teemo already viable?

dunder kill2 votes

HELL. NO. Teemo does NOT need this insanely massive buff. Teemo nneds absolutely ZERO buffs at all. He still has a decent win rate with a decent pick rate. Every single one of those "mains" Reddits is the most garbage compilation of massively biased bullshit. Every. Single. One.

Ghazter1 votes

So first off, I'd like to say that the dash really needs work. Being able to use abilities, create a slow, and go through terrain all in the same ability is waaay too much.

Maybe think about some changes such as 1. don't move through terrain 2. remove shroom instead of making a slow area 3. reduce slow but can't use attacks/abilities while airborn

Point 3 is especially important since his bounce is more of a knockback aposed to a lunge/jump like Kha'Zix, Rengar and Jax.

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