What Teemo Needs- More Active Abilities

Meep Man··2 votes·448 views

I literally mean that, he needs more active abilities. Right now he is so passive based that he is overly reliant on his items being above the line in order to be a good pick. If hits items are nerfed, he is bad. If they are buffed, he is good. Teemo doesn't have enough Active spells to be good. In my opinion he really only has 2 active spells, his Q and R. His W active is just a little boost that hardly provides any additional gameplay. What Teemo needs is a shift in power to provide a better overall game experience. I have a few ideas Im going to post here below for active abilities/shifts in power, but I would encourage everyone to post their own shifts in power below since truthfully Teemo is far too reliant on items rather than his own spells to every be a good champion. Now, Im not talking about a full rework like Sion or anything of the sorts. I more mean something like the Heimerdinger rework. Basically the same kit, just different spells that further enhance the fantasy of a ruthless yordle Assassin.

Teemo Mini-Rework

Ability 1- Paranoia Dart Active: After a very short delay, Teemo shoots a dart in the target direction. Upon hitting an enemy champion, the dart deals 15/30/45/60/75 (+10% AP) magic damage and applies on-hit effects. After a 0.5 second delay, the target's blood is filled with a toxin that causes them to become Paranoid for 1.5/1.75/2/2.25/2.5 seconds. During this time, the target will miss their basic attacks, are revealed, and all units, allied and enemy, will look like Teemo. If Teemo laughs, all the Teemos on the players screen will laugh. Using this ability while invisible from Camouflage will not reveal Teemo. The range is also increased by 80/90/100/110/120% while Teemo is invisible in a brush. The cool down is reduced by 50% if Teemo hits his target. Paranoia Dart resets Teemo's basic attack timer. Cost: 75/80/85/90/95 mana Cool Down: 22/20.5/19/17.5/16 sec. Range: 650 (1170/1235/1300/1365/1430 while in invisible in a brush)

Ability 2- Tactical Movement Passive: If Teemo has not been damaged by an enemy champion or tower within the last 5 seconds, he gains 7/9/11/13/15% movement speed and ignores unit collision. This bonus is increased by 100/125/150/175/200% while moving towards a target that is poisoned by Teemo. Active: Teemo rolls in the target direction, resetting his basic attack timer. If he rolls over a Noxious Trap, he will bounce 3/4/5 Teemos in the direction he rolled, based on the rank of Noxious Trap. The initial roll cannot let Teemo go over walls, but he can bounce over walls. Teemo can only bounce over 1/2/3/4/5 mushrooms per cast. Using Tactical Movement while inside a brush will not reveal Teemo as long as he is still inside the brush when the roll ends. Scoring a kill as Teemo will reset this ability's cool down. Cost: 45 mana Cool Down: 15/14/13/12/11 sec. Range: 300/325/350/375/400

Ability 3- Toxic Shot Passive: Teemo's basic attack deal an extra 4/8/12/16/20 (+10% AP) bonus magic damage and poison his target for 4 seconds, dealing 6/12/18/24/30 (+10% AP) magic damage per second. Active: Teemo prepares 4 darts over 5/4.5/4/3.5/3 seconds to be shot in quick succession, channeling during this time. Within 6.5 seconds of casting this ability, Teemo gains 4 charges of Bandle Assassination. Teemo gains 55/70/85/100/115% increased attack speed and the cool down of Paranoia Dart is reduced down to 2/1.75/1.5/1.25/1 second(s), but each basic attack and cast of Paranoia Dart will use up one charge of Bandle Assassination. Cost: 40/50/60/70/80 mana Cool Down: 15 sec.

3 Comments

Kitten of Evil2 votes

The game needs some mechanically simpler champions -- new players can pick up Annie, Teemo, Caitlyn, and Garen. Not every kit has to be overloaded with multiple actives/passives.

Meep Man1 votes

[{quoted}](name=Kitten of Evil,realm=NA,application-id=3ErqAdtq,discussion-id=q2WOiUu8,comment-id=0001,timestamp=2015-10-05T18:26:42.103+0000)

The game needs some mechanically simpler champions -- new players can pick up Annie, Teemo, Caitlyn, and Garen. Not every kit has to be overloaded with multiple actives/passives.

Yes, but Teemo's simpleness, unlike Caitlyn and Annie AND Garen, is limiting his potential to be reliant more on the player's skill rather than more abusing items to climb. Plus, do you really want Teemo to be one of the first champions a new player sees and plays against when joining?

MisterHealYoGirl1 votes

I'd play this. The third ability seems overly complicated (it might be better to make it a three-hit active attached to a Hyper Charge (Jayce's cannon W), and if you get the third off, it applies Paranoia), but I'd definitely play this.

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