How to Re-Work Teemo without ruining his innate character

The Paulrus·1/15/2015, 2:09:17 PM·1 votes·995 views

Some people love Teemo , some people hate him. Most people agree that the poison yordle from hell could use a re-work. The main issue, in general, is that there is no real counterplay to his stealth and shrooms. You can itemize against them, and maybe pick up a item 3187 or a item 3185 or aitem 2047 or you just need to be diligent with an item 3364 , which is free, but overall there is very little counterplay and his current style is somewhat oppressive (and I love the little bastard).

Anywho, there are a few changes I'd recommend to the yordle from hell to give him more meaningful choices, have more utility, while giving him much needed weaknesses and counterplay while still maintaining his theme as a mobile but squishy ambush/trap based champion who excels at setting traps and luring enemies into them.

Passive: Camouflage- If Teemo stands still for 2 seconds he becomes stealthed indefinitely. After leaving stealth, Teemo gains 20% attack speed for 3 seconds. If any enemy champion detonates a shroom trap near Teemo, Teemo gains 80% movement speed towards all champions affected by the shroom explosion and gains an additional 20% attack speed against them for the 3 seconds. Staying stealthy comes at a cost as Teemo sheds his armor, losing 50% of his Armor and MR while he is stealthed. Damaging Teemo while he is stealthed removes him from stealth without granting the bonus, and Teemo has to scramble to put back on his armor, gradually regaining his armor and MR over 2 seconds.

This gives a meaningful counter to Teemo's camouflage, by allowing anyone with AOE damage to hurt him more with it and subsequent attacks, if you know where he is hiding.

Q-Blinding Dart: Reduce damage to 60/100/140/180/220 (+50% of AP). Increase range to 610. Increase blind duration to 1.75/2/2.25/2.5/3.0 seconds. Increase mana cost to 80/90/100/110/125. Increase cooldown to 10 seconds.

This gives Teemo a bit more range and duration for initiating with his blind where needbe, while drastically reducing the damage and uptime and increasing the mana cost to keep it from becoming overwhelming. It blinds for half a second more but has a 2 second longer cooldown.

W-Move Quick:: Increase mana cost to 60 mana at all levels. **Passive- **Teemo gains increased movement speed. Damage from champions and structures will disable this bonus for 5 seconds. This bonus is increased by 30% when moving near shroom traps (within 100 units). Active- For 3 seconds, Teemo doubles his passive movement speed bonus. While active, Move Quick's bonus cannot be disabled via champion or structure damage.

This allows him to bait champions more easily into his traps while also keeping his active a fairly reliable escape, but with increased mana costs, although if you watch where he moves faster, you'll be able to pick out roughly where his shrooms are, so you know where to avoid.

E- Toxic Shot: Reduce on hit damage to 8/16/24/32/40 (+25% AP) and damage over time to 4/8/12/16/20 (+20% AP) PASSIVE: Teemo's auto-attacks deal bonus magic damage and poison his target, causing them to take additional magic damage over 5 seconds. Subsequent attacks only refresh the duration. The damage over time is doubled while the enemy is affected by one of Teemo's shrooms.

This again focuses on Teemo's identity to set a trap, and then ambush his opponent. The damage is reduced substantially and spread over a longer duration, but allows him more chainable play with his R to reinforce the ambush style. Speaking of which

NEW-ISH R

R- Bag of Shroomy Tricks (Similar to TF's W) Mana cost- 100/135/175 Up to 3 shrooms can be stored in Teemo's bag at any time. Shroom charge rate: 35/30/25 Cooldown: 5 Seconds

When activated, mushrooms of different colors will flash over Teemo's head. Once the shroom type is selected, Teemo has 10 seconds to place the shroom. Teemo's shrooms become more potent as they age, increasing the duration of their effects. After death, you respawn with 2 mushrooms.

Purple Shroom- (Sight Shroom) The shroom gives 600 range vision around it (about half the range of a ward, but larger than current shroom vision) and does not count toward the number of wards Teemo has on the map at a given time. When stepped on, this shroom gives true sight all enemy champions within 225 units of the explosion for 2/3.5/5(+2 for every minute it has been active) seconds. (Max 5 of these on map at a given time.) (Duration 5 minutes)

Green Shroom- (Poison Shroom) When stepped on, this shroom does 100/150/200 (+20% AP)(+40 for every minute it has been active) over 1/2/3(+0.25 for every minute it has been active) seconds to all enemies within 225 units. The damage is increased to 200/300/400 (+20% AP)(+60 for every minute it has been active) if the target is currently already under the effect of one of Teemo's Toxic Shot. (Duration 15 minutes.)

Blue Shroom- (Slow Shroom) When stepped on, this shroom does 50/75/100 (+10% of AP) and slows all units within 225 units by 10/20/30%+(+10% AP) for 1/2/3 (+0.25 for every minute it has been active) seconds . If any enemies affected are already blinded due to Teemo's Blinding Dart, they are also rooted for 0.5/1/1.5 seconds. (Duration 15 minutes)

*The initial damage on the poison shroom is drasitcally reduced. Having the damage and duration of the effect increase over time, as well as the cooldown increase, should counter the Teemo getting pulled in by someone, for instance a Darius or a Blitzcrank , and dropping a few shrooms to kill his enemy in quick succession. Also, just stepping on a random Teemo shroom in the jungle is no longer a death sentence. Teemo has to be there to ambush you to capitalize on it. Most importantly, Teemo now has to decide which shrooms to place where. Blah blah blah meaningful choices.

Do you place a poison shroom in the enemy jungle to hope to kill an already weakened champion retreating through the jungle or set up a slow shroom to try to let you/your team catch up to him? Or do you instead set a ward shroom up to grant vision hoping to see the enemy jungler coming in for a gank so you can escape before he nails you? When he sets off that shroom do you run or take advantage of the bonus to your E? There's a lot of options for different playstyles here.

The ward shroom allows Teemo the benefit of more vision to set up ambushes, protecting his squishy self against ganks in solo lane, shrooming baron/dragon, and also allows him other options in the trinket department. While the ward shroom has the longest duration of effect to proc Teemo's E, it does no damage on it's own.

The poison shroom gives Teemo incentive to attempt to bait enemies into his mushroom traps allowing him to make use of the higher damage for a longer period of time. His damage isn't much to start with, but if he shoots you, baits you into his shrooms, then unleashes on you, you'd better hope you can kill him quickly. By removing the slow from this shroom, you have a much better shot at that.

This slow shroom gives Teemo the ability to kite, with a fairly high mana cost for the root(300 at highest levels) and severely reduced damage and gives him something to chain to his blind as well when trying to escape.*

Overall I feel this kit change offers a lot to change Teemo from OP poison yordle from hell to a bursty but squishy, trap and ambush style of character who, if caught, in open combat will likely be an easy kill. Since his damage is tied to his shroom traps, and their damage/duration is tied to how long they've been there, it weakens dropping a shroom in the middle of a fray compared to setting a trap and ambushing them, but could be used if necessary to help you get away.

1 Comments

Cornerstone11/15/2015, 5:43:43 PM1 votes

He does need a damage buff to compensate for his huge shroom nerf, but it is just a numbers tweak. His kit is fine. There is nothing wrong with simple champ mechanics. If you find the kit boring, play something else. I and many other Teemo players are quite happy with the kit.

He has huge counterplay. His blind is useless against ability bursters. Gap closers wreck teemo, and any form of light cc is death because he is so squishy. He is a terror to autoattackers, but everyone else is a terror to Teemo.

People already know not to follow a Teemo for shroom baits. Your attempt to be more interactive with his e and shrooms as bait into traps will make people avoid following him like the plague. I could possibly see adding some kind of active to his e, but not at the expense of his passive e damage.

His e damage is the only form of sustained damage that any marksmen enjoys. ADC’s get 100% of auto-attack damage, plus their crit damage. Teemo has no crits, and only gets a maximum of around 50% ap, depending on itemization and masteries. If anything, his e needs buffed to compensate for the shroom nerf.

It is not a death sentence hitting a shroom, unless you are around 1/4 health and squishy, in which case, stop moving and recall. Adding different types of shrooms doesn't really help that much, because you have no control over if/when people step on them. It is pure guesswork as to what kind of shroom would be needed where. I will grant that the vision shroom is intriguing, but it is too much vision.