Teemo Rework (compilation of ideas)
With the impending release of Omega Squad Teemo there has been a good deal of discussion about Teemo. Does he need a rework? Should he be a jungler? Does he just need buffs? And through it I've come to the conclusion that Teemo really does need a rework; nothing major, but a rework nonetheless.
My goals with this rework are to highlight his identity as a guerrilla fighter and highly trained special ops agent and assassin working under the Scouts of the Mothership division. Scout in this sense in no way means he is averse to killing or that he is just a reconnaissance soldier, and if you need further proof of this I would ask you to read his lore. After I detail my kit idea I will explain the reasoning behind it below
ALL NUMBERS ARE SUBJECT TO CHANGE
Stats: Unchanged.
Kit: Passive, Camouflage: If Teemo stands still for 2.5 seconds, he gains stealth for 4 seconds, constantly refreshing if he remains still. While stealthed, Teemo gains 15% movement speed. When Teemo breaks stealth (by attacking or the buff timing out) he gains 30/50/70% attack speed for 3 seconds. Scout's Knife bonus: Teemo stealths after only 1.5 seconds
Q, Blowgun/Scout's knife: Toggle: Teemo switches between his trusty dart gun and his more lethal melee dagger, with each granting special bonuses. Blowgun: Teemo has 500 range. His first attack against a large monster or enemy champion after switching to the dart gun gains 100 extra range and will deal bonus magic damage and blind them. Bonus damage: 70/110/150/190/230 (+70% AP). Blind: 1.5/1.75/2/2.25/2.5 seconds. Scout's Knife: Teemo loses 375 range (125 melee range), but gains 3/6/9/12/15 extra armor and mr, and extra effects from all of his other spells. 8 second cooldown. 40 mana.
W, Tactical Precision: Passive: Camouflage's bonus MS while stealthed increased to 20/25/30/35/40%. Active: for 6 seconds, Teemo enters a focused trance, allowing him to take reduced damage from his last target while restoring health and gaining movement speed on-hit. Damage reduction from primary target: 8/11/14/17/20%. Heal on-hit: 8/11/14/17/20 (+10% AP). MS on hit 16/22/28/34/40. 14 second cooldown. 50 mana. Scout's Knife bonus: increases effects by 50%
E, Jungle Toxins: Passive: Teemo poisons his weapons with deadly toxins from the Kumungu Jungle, dealing bonus magic damage on-hit as a 4 second DoT. Subsequent attacks only refresh the duration. Damage per second: 6/12/18/24/30 (+10% AP). Active: Teemo mixes his toxins together, enhancing the on-hit damage for 6 seconds, allowing the poison DoT to stack (max 4 stacks). 20/19/18/17/16 second cooldown. 60/65/70/75/80 mana. Scout's Knife bonus: While active, additionally deals 4% (+(1% AP)%) missing health as magic damage on-hit.
R, Noxious Trap: Passive: Teemo gains fresh charges of Noxious trap every 40/35/30 seconds, up to three charges. Every 500 units Teemo moves reduces the recharge timer by 1.5 seconds. Active: Teemo places a Mushroom trap at the target location that lasts for 10 minutes. After 1 second, the trap arms and becomes stealthed. When an enemy unit steps within 60 range, the trap detonates in a 200 unit AoE, slowing enemies and applying a 6 second magic damage DoT effect. If Teemo attacks an enemy marked with the DoT, it deals 100% of the DoT damage again instantly. The proc can only apply once per enemy, once per mushroom, and has a 12 second internal cooldown against the same target. Damage per second: 20/35/50 (+5% AP). Mark trigger damage: 120/210/300 (+30% AP). Scout's Knife bonus: Increases proc damage to 150% of DoT damage (180/315/450 (+45% AP)). 75 mana+1 charge. 1 second cooldown.
Problems with Teemo's current kit:
- He has no sustain as an AP DPS champion.
- His passive is very weak and relatively useless outside of cheesing your opponent.
- His blind is anti-melee (toxic lane bully interaction).
- W is very passive.
- E is another powerful bullying tool that offers limited assassination but excessive annoyance.
- R is extremely obnoxious for enemies but rarely translates into anything useful for Teemo, leaving it feeling unsatisfactory for you but plain annoying for you opponent.
- His kit has no clear identity. Is he an assassin? A mage? A marksman?
- His VO isn't cute anymore, just annoying.
How my rework dresses these problems:
- New W provides healthy sustain for an AP DPS.
- Passive is now core to his mind game pattern and has multiple uses outside of cheesing an enemy.
- Blind now requires switching into a melee form for several seconds before switching back for the blind, meaning it requires good judgement (and limits his bullying+harassment power) but also allows for more unique plays from Teemo.
- W now helps his ganking, while also providing him sustain, chasing power, and assassination safety in a 1v1.
- E has reduced 1 hit trading strength, but in an assassination allows for higher DPS and total kill potential.
- R is less annoying when stepped on, but if Teemo can capitalize on the trap he gains a useful assassination tool (less annoying for the enemy in question, but more useful for Teemo. Win-win situation).
- He is now a well defined AP DPS assassin, who can rely on either bursting a target through high AP or DPSing them to death with a more on-hit build.
- His VO is still annoying. Pls fix Rito.
I doubt this is perfect, but please leave any suggestions you have. Is the damage too high? Too low? Does it not address something you find annoying about Teemo? Does it add something that could make him more toxic (pun certainly intended)? Do you have any questions about what anything I wrote means (clarity FTW!)? Please leave a comment if you do.
I used to live by a code