Teemo Gameplay Rework
Ive heard basically everyone over the past couple days talk about how Teemo should be a Jungler and how he needs a rework. I personally think he is fine as he is, but I do also believe he could be better as well. So, I made a kit for him based on what I have seen in the past few days. Enjoy!
UPDATED KIT Teemo, the Swift Scout Fighter Secondary: Marksman Health- 535 (+85 per level) Health Regen.- 5.75 (+0.65 per level) Mana- 260 (+40 per level) Mana Regen.- 7.25 (+0.5 per level) Armor- 19 (+3 per level) Magic Resist- 30 (+0 per level) Movement Speed- 330 Attack Damage- 42 (+3 per level) Attack Speed- 0.69 (+3.4% per level) Attack Range- 550 (Ranged)
Passive- Bandle City Assassin Innate- Kumungu Poison: While Teemo is using his Blow Dart, his basic attacks deal 10 (+3 per level) (+20/25/30% AP) bonus magic damage and cause the target to take 7 (+2 per level) (+10/15/20% AP) magic damage per second for 4 seconds for a total of 28 (+8 per level) (+40/60/80% AP) magic damage over 4 seconds. Innate- Knife Master: While Teemo is using his Jungle Knife, his basic attacks grant 9/12/15% attack speed and 6/8/10% movement speed for 4 seconds, stacking up to 4 times for a total of 36/48/60% attack speed and 24/32/40% movement speed.
Ability 1- Blinding Dart/Knife Throw Active- Blow Dart: Teemo shoots a blinding dart at the target unit, dealing 70/105/140/175/210 (+80% AP) magic damage to the target enemy unit and blinding them for 1.5/1.75/2/2.25/2.5 seconds. If the target is a minion or monster, the blind duration is doubled. Active- Jungle Knife: Teemo throws a knife at the target enemy unit, dealing 5/20/35/50/65 (+100% AD) physical damage to the target and causing the target to bleed and take 50/75/100/125/150 (+60% AP) magic damage over 5 seconds. This attack applies on-hit effects and is counted as a melee basic attack. Blinding Dart Cost: 70/75/80/85/90 mana Blinding Dart Cool Down: 10/9.5/9/8.5/8 sec. Blinding Dart Range: 600 Knife Throw Cost: 55/60/65/70/75 mana Knife Throw Cool Down: 9/8/7/6/5 sec. Knife Throw Range: 700
Ability 2- Adrenaline Rush/Unrepentant Killer Active- Blow Dart: Teemo feels a rush of adrenaline course through his body, gaining 20/30/40/50/60% movement speed for 3.5 seconds. During this time, Teemo also gains 30/35/40/45/50 slow resistance. Active- Jungle Knife: Teemo feels a need to kill rush through his veins, causing his basic attacks to deal 3/3.5/4/4.5/5% of his target's missing health as bonus physical damage and apply the Kumungu Poison debuff. This lasts for 5 seconds. Adrenaline Rush Cost: 60/50/40/30/20 mana Adrenaline Rush Cool Down: 18/17/16/15/14 sec. Unrepentant Killer Cost: 35/40/45/50/55 mana Unrepentant Killer Cool Down: 14/13/12/11/10 sec.
Ability 3- Noxious Trap/Active Camouflage Passive: Teemo stores a Noxious Trap every 17/16/15/14/13 seconds. He can hold up to 1/2/3/4/5 traps at once. Teemo must have at least 1 trap in order to use Noxious Trap. Active- Blow Dart: Teemo places a mushroom trap that lasts for 3/4/5/6/7 minutes and deals 85/135/185/235/285 (+50% AP) magic damage over 4 seconds and slows targets hit by 30/35/40/45/50% for the duration of the poison. The mushroom trap arms and becomes invisible after a 1 second delay. The enemy can attack the mushroom with basic attacks to destroy it. The mushroom have 100 health and reveal the area around them, the area revealed being doubled for 4 seconds after detonating before fading away. Active- Jungle Knife: Teemo begins to enter camouflage, making him unable to attack or move for 3/2.75/2.5/2.25/2 seconds. Upon entering camouflage, Teemo can only move 400/500/600/700/800 units from his initial location before his camouflage becomes inappropriate and does not match his surroundings, causing him to exit stealth. Using damaging spells, excluding Noxious Trap, basic attacking, using Recall, or using a Summoner Spell will also cause Teemo to exit stealth. Upon exiting stealth, Teemo gains 30/35/40/45/50% attack speed for 3 seconds. If Teemo is damaged while invisible, he exits stealth. Noxious Trap Cost: 60/65/70/75/80 mana Noxious Trap Cool Down: 1 sec. Noxious Trap Range: 250 Noxious Trap Detonation Range: 75 Noxious Trap AoE Radius: 200 Active Camouflage Cost: 60 mana Active Camouflage Cool Down: 25/23/21/19/17 sec.
Ultimate- Blow Dart/Jungle Knife Toggle: Teemo switches between his Blow Dart and Jungle Knife. While Teemo is using his Blow Dart, he gains 425 increased range on his basic attacks and 10/25/40/55% attack speed. After applying Kumungu Poison to an enemy while using the Blow Dart, Teemo reduces the target's magic resist by 5/10/15/20 for the duration of the poison. While Teemo is using his Jungle Knife, he gains 10/15/20/25 flat movement speed, 10/13/16/19 attack damage, 0.5/1/1.5/2 attack damage every level, and 5/10/15/20 armor and magic resist. After basic attacking a target while using the Jungle Knife, the target is weakened, causing them to take 2/3/4/5% increased damage from Teemo for the next 2.5 seconds. This effect stacks up to 3 times. Cool Down: 1 sec.
This kit was meant to push Teemo into the Jungle a bit more. I also tried to make him easier to play against in-lane by removing his ever annoying constant speed boost that made his enemies almost never be able to retaliate without constant crowd control or high mobility. Now he has to use mana and has to level the skill in order to have a reliable speed boost.
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