Teemo Mini-Rework Concept
Hello folks! As Rito stated, that Teemo is a candidate for a VGU (not the highest priority atm though) I want to show you my personal concept.
My goal with this concept was to keep Teemos identity (an annoying piece of sh*t) since he is one of the oldest and most known champions of League of Legends.
Teemos identity:
- DoT
- Marksman
- map awareness
- stealth
- a blind
Current problems:
- passive isnt really useful outside of brush
- squishy while having a bad recovery move
- doesnt really feel like a scout
- not really useful in teamfights
- his E is just a passive (I dont like that ._.)
new (Passive) Poison Darts Teemos basic attacks poison enemies for 10/14/18/22 magic damage (at level 1//5/9/13) per second for 3 seconds and add one stack of "Poison", maximum of 3. The poison damage does not stack, but basic attacks refresh its duration.
At 3 stacks the target gets heavily poisoned, doubling the poison damage.
Since it already was a passive ability and is Teemos main tool, I moved it to his Passive. I want to make Teemo more dependent on AAs as he is a Marksman, so I nerfed the initial damage of the poison which gets stronger if he lands some basic attacks in quick succession. This makes it more rewarding to constantly harass the enemy instead of being obnoxiosly annoying with just single AA pokes.
(Q) Blinding Dart Range: 680 >>> 600 Cost: 70/75/80/85/90 Cooldown: 8 >>> 12/11/10/9/8 Obscures an enemy's vision with a powerful venom, dealing 80 / 125 / 170 / 215 / 260 (+80% of ability power) magic damage to the target unit, blinding them and causing all their attacks to miss for 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds.
Teemos signature move I didnt want to change much. Since I included a new damage tool to his kit, I nerfed the early cooldown and the range of this skill to point out its utility instead of just a random poke tool. Most people just use Q whenever they can and run away, wasting the blind. Now you have to be more careful and you need to be sure when to use it.
new (W) Guerilla Warfare Cost: 40/45/50/55/60 Cooldown: 20/17/14/11/8 Upon activation, Teemo stealths for 0.75 second and gets briefly hasted. Standing in brush before the stealth duration runs out wont unstealth Teemo until he leaves brush or attacks.
When unstealthing, Teemo gains 30/40/50/60/70% Attackspeed for 2 seconds.
_Includes Teemos old nice passive in a more interesting way imo. This ability will help a bit to handle all-in champs like Irelia or Renekton, better than his current W. Additionally, it makes Teemo quite a tough opponent to fight when this ability is maxed.
Of course Teemo stays invisible and can move freely in brushes c:_
new (E) Toxin Cost: 40 Cooldown: 16 Passive: Teemos basic attacks deal 20/30/40/50/60 (+1% of enemy max HP) (+30% of ability power) bonus magic damage to heavily poisoned enemies.
Active: Teemo shoots a dart soaked in an anesthetic in a straight line, applying a stack of "Poison" and stunning the first target hit for 1 second after 2.5 seconds.
Includes the current on-hit damage on his E, but a little bit stronger since he only obtains it by heavily poisoning an enemy. The active is just a nice little addition which came to my mind and thematically fits Teemo. Can be neat in laning phase and incredibly strong later on against all-in burst champs which need to get out fast to not die (like Zed or Katarina).
(R) Noxious Trap
Range: 400 / 650 / 900
Cooldown: 1
Cost: 75
Damage and slow duration: 4 seconds >>> 3 seconds
Reveal duration: 4 seconds >>> 6 seconds
Minimum damage: 200/325/450 (+50% of AP) >>> 125/200/275 (+35% of AP)
Maximum damage: 200/325/450 (+50% of AP) >>> 250/400/550 (+70% of AP)
Teemo places a trap which stealths and arms in 1 second. It detonates if an enemy steps on it, dealing magic damage by poisoning nearby enemies, applying a 30 / 40 / 50% slow and revealing them. The traps last 5 minutes. Teemo will store one every 30 / 25 / 20 seconds, and can have a maximum of three stocked up. Each cast requires and uses a trap. After death, Teemo respawns with 2 mushrooms.
Casting traps on existing Noxious Traps causes them to bounce 3 / 4 / 5 Teemos further in the direction they were originally tossed.
new Teemos basic attacks extend the duration by 1 second, up to a total duration of 6 seconds. Enemies hit by Noxious Trap do not take damage from Teemos Passive, but count as heavily poisoned.
I modified this ability to make it less obnoxious when randomly walking through a forgotten shroom by reducing its base damage and slow duration, but the lower shorter poison duration causes them to take the damage quicker. Additionally, I increased the revealing duration by a fair amount to make the traps a better scouting tool, greatly fitting Teemos thematic. To compensate the lost damage, Teemo gets rewarded when staying close to strategically placed mushrooms as he can extend the poison duration when hunting down an enemy who dared to walk into your territory.
Thats it! Forgive me if I made some spelling mistakes, english is nit my first language. Tell me what you think in the comments!