Aatrox and Teemo - Let's Talk Some Buffs
Just thought I'd share some buffs for two champions whom I believe require them. I believe these buffs will allow these champions to have pressure and much more presence without being overwhelming or impossible to deal with.
Teemo
With the addition of scuttle crab during the overhaul of the map, this has been a serious indirect nerf to Teemo ever since. One of the biggest reasons Teemo was picked was for his global pressure of mushrooms. Are they annoying? Yes, of course. But being "annoyed" does not mean that a champion shouldn't be able to do what they are best at. Hell, even with shrooms everywhere his pressure isn't that great due to sweeping lens allowing the enemy team to easily clear for seconds at a time WHILST DISABLING them. Teemo also suffers from lack of teamfight presence as everyone knows. In the current META Teemo is lucky to get past a front line and even use his Q to "burst" the ADC. Hell, he is known for being annoying in lane but right now even that isn't very strong for him at the moment.
Current R -
- Noxious Trap COST: 75 Mana RANGE: 400/650/900 COOLDOWN: 1 second Teemo throws an explosive poisonous trap using one of the mushrooms stored in his pack. If an enemy steps on the trap, it will release a poisonous cloud, slowing enemies and damaging them over time. If Teemo throws a mushroom onto another mushroom it will bounce, gaining additional range. Tosses a stored mushroom as a trap that detonates if an enemy steps on it, spreading poison to nearby enemies that slows Movement Speed by 30/40/50%, reveals them and deals 200/325/450 (+50% Ability Power) magic damage over 4 seconds. Traps last 5 minutes and take 1 second to arm and stealth. If a thrown trap lands on another trap, it will bounce up to 3/4/5 Teemos further before planting. 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.
**Now here are the changes I'd like to see. **
- Noxious Trap
COST: **75/85/95 Mana ** -- (PREVIOUS VALUES - 75 Mana At All Ranks)
RANGE: 450/650/850 -- (PREVIOUS VALUES - 400/650/900)
COOLDOWN: 1.25 seconds, Cooldown Reduction does not effect this ability. -- (PREVIOUS VALUES - 1 second)
Teemo throws an explosive poisonous trap using one of the mushrooms stored in his pack. If an enemy steps on the trap, it will release a poisonous cloud, slowing enemies and damaging them over time.
If Teemo throws a mushroom onto another mushroom it will bounce, gaining additional range.If Teemo throws a mushroom onto an enemy champion or unit the mushroom explodes instantly dealing 40% reduced damage and the slow is halved. Throwing a mushroom at a champion removes the AOE. Tosses a stored mushroom as a trap that detonates if an enemy steps on it, spreading poison to nearby enemies that slows Movement Speed by 30/40/50%, reveals them and deals 190/325/425 (+50% Ability Power) magic damage over 3.5 seconds. Traps last 5 minutes and take 1.5 seconds to arm and stealth.~~ If a thrown trap lands on another trap, it will bounce up to 3/4/5 Teemos further before planting.~~ Teemo will store one every 30 / 20 / 15 seconds, and can have a maximum of three stocked up. Each cast requires and uses a trap. After death, Teemo respawns with 2 mushrooms. (PREVIOUS DAMAGE VALUES - 200/325/450 (+50% Ability Power)) (PREVIOUS STORE VALUES - 30 / 25 / 20 seconds)
What I believe this change would do is allow is for Teemo to be much more prevalent in teamfights as well as laning without dealing overwhelming amounts of AOE damage. So he can throw his mushrooms at a target, but it will only damage that target. It would be nuts if Teemo could sit back and toss massive AOE shrooms onto the ADC/Mid. Due to his lack of global pressure because of sweeping lens and scuttle crab, I believe Teemo needs something to be more useful. He isn't great at split pushing do to being squishy without being able to deal with tanks mid-late game. He isn't great at teamfight because he cannot get past a front line and when he does he loses his passive movement speed so he is kited for days or bursted.
Aatrox
Aatrox is one of those champions that is very rigorous and difficult to balance correctly. He is easily overwhelming or underwhelming, but a few changes to his passive and E I believe we could make him a strong, but not overwhelming top laner or jungle. With his current laning, he is easily poked. Aatrox in lane revolves around keeping his passive because without it he is incredibly easy to kill with his low base stats.
Current Passive -
- BLOOD WELL STATIC COOLDOWN: 225 / 200 / 175 / 150 Whenever Aatrox consumes a portion of his health, he stores it into his Blood Well, which can hold up to 105 - 870 (based on level) health. The Blood Well depletes by 2% per second if Aatrox hasn't dealt or received damage in the last 5 seconds. Aatrox gains 0.3 - 0.55 (based on level)% bonus attack speed for every 1% in his Blood Well, up to a maximum of 30 - 55 (based on level)% bonus attack speed. Upon taking fatal damage, Aatrox is cleansed of all debuffs, enters Stasis icon stasis and drains his Blood Well, healing himself for 35% of Blood Well's maximum capacity over the next 3 seconds for 36.75 - 304.5 (based on level) health (+ 100% of Blood Well's stored health) up to a maximum of 141.75 - 1174.5 (based on level) health.
Current E -
- BLADES OF TORMENT RANGE: 1000 COST: 5% CURRENT HEALTH COOLDOWN: 12 / 11 / 10 / 9 / 8 MAGIC DAMAGE: 75 / 110 / 145 / 180 / 215 (+ 60% AP) (+ 60% bonus AD) SLOW DURATION: 1.75 / 2 / 2.25 / 2.5 / 2.75 ACTIVE: Aatrox unleashes two converging energy waves in the target direction, dealing magic damage to all units hit and Slow icon slowing them by 40%.
Here are my proposed changes.
-
Blood Well STATIC COOLDOWN: 225 / 200 / 175 / 150 Whenever Aatrox consumes a portion of his health, he stores it into his Blood Well, which can hold up to 105 - 870 (based on level) health. The Blood Well depletes by 2% per second if Aatrox hasn't dealt or received damage in the last 5 seconds. Aatrox gains 0.3 - 0.55 (based on level)% bonus attack speed for every 1% in his Blood Well, up to a maximum of 30 - 55 (based on level)% bonus attack speed. Upon taking fatal damage, Aatrox is cleansed of all debuffs, enters Stasis icon stasis and drains his Blood Well, healing himself for 45% of Blood Well's maximum capacity over the next 3 seconds for 47.25 - 391.5 (based on level) health (+ 100% of Blood Well's stored health) up to a maximum of 152.25 - 1261.5 (based on level) health. (PREVIOUS HEAL PERCENTAGE VALUES - 35% of Blood Well's maximum capacity)
-
BLADES OF TORMENT RANGE: 1000 COST: 5% CURRENT HEALTH COOLDOWN: 11 / 10 / 9 / 8 / 7 -- (PREVIOUS VALUES - 12 / 11 / 10 / 9 / 8) MAGIC DAMAGE: 75 / 110 / 145 / 180 / 215 (+ 60% AP) (+ 60% bonus AD) SLOW DURATION: 1.50 / 1.75 / 2 / 2.25 / 2.50 -- (PREVIOUS VALUES - 1.75 / 2 / 2.25 / 2.5 / 2.75) ACTIVE: Aatrox unleashes two converging energy waves in the target direction, dealing magic damage to all units hit and Slow icon slowing them by 50%. (PREVIOUS SLOW VALUES - 45%)
These changes would allow Aatrox to perform better in lane and teamfights while not being so dominant in sustain that he is unkillable. What cripples Aatrox the most is the absolute lack of healing on his passive, even with
. The slow duration and cooldown reduction will allow him to poke better in lane with confidence but will lose a small portion of that slow time and in teamfights he can better stick to a carry or better peel for you own.
This concludes what I have in mind, thank you for reading if you did and please let me know your thoughts on my changes. I hope to see some love for these two champions in the future.