Teemo Rework "Buff" (Or in other words - let's kick Teemo out of this game entirely)

Lethares·3/2/2019, 9:26:09 PM·3 votes·2,299 views
Teemo changes temporarily on PBE for early feedback

So Riot finally decided that they need to do something about a champion that they have been struggling with since almost a decade. Better late than never I guess. Here's my thoughts on the proposed changes:

You don't have to do anything with Teemo if you just change his W to a quick dash with invisibility (like Kai'sa's E), and to account for this you take away his passive and change it to something like Fiddle passive, where if Teemo is standing still then he gets movement speed or something else, other than invisibility. The current proposed rework actually makes him weaker, thanks to the slow on his E. Even a freaking Garen could now just press E and Teemo won't be able to escape even if he is camouflaged. What is the point of that E anyway? You want to create Teemo jungle or what? He can't use E to escape due to the slow, and he can't use it to chase, thanks to the slow again. He can probably use it in a fight against someone like tryndamere, but again, Trynd has never really been an issue for Teemo anyways. Also, don't you think it is kind of stupid to give MS with W and then suddenly slow down the same amount with E, basically making both the abilities useless?

The whole reason why Teemo is trolled around the world is because of his squishy kit and inability to escape. People see a person pick Teemo and think that now they will have to deal with a fed assassin or bruiser. Maybe increase his range as you put points in E? Here's what I propose for all the changes:

P - If Teemo stands still for 1.5 seconds out of bush (0.75 secs in the bush), he gains movement speed and increased attack range, both scaling with level. Q - A skill-shot that blinds anyone in the path of the poison missile for 1-3 seconds as it spreads a poison trail in its path, doing damage. W - Teemo dashes in the direction of the cursor while also being camouflaged. The distance of the dash increases with the number of points put in. E - (passive) Teemo gains poison on his auto-attacks - same as before. R - Either same as before or the changes that were proposed - both are good.

With this, Teemo's skillset is now harder to play because now he has to synergize his passive with his W. His Q is no longer undodgeable, but with the increased skill level it now also gives a greater benefit of blinding more than one enemy.

13 Comments

letsfeedtogether3/2/2019, 9:29:56 PM1 votes

the teemo rework was cancaled...

Jarring3/3/2019, 3:46:20 AM1 votes

I'd like Teemo a lot more if his traps worked like they do for TA, the hero he's based off of. I mean it's not terrible like this, but I just feel it would be more ideal if you could lay the traps in a line down the lane however you needed to.

As it stands, his invisibility passive isn't very useful in combination with his traps, which is what TA was AMAZING at..

Just laying a trap and melding on top of it while in fog of war predicting where the minions will crash is essential to her kit. If the trap sprung early when the minions crash, you lose the element of surprise. Need to wait until the enemy comes up to get a last hit, and BAM, spring trap while at the same time a Teemo(TA) who seemingly came out of nowhere will be throwing darts at you at a million miles an hour.

If this rework goes through, and his passive changes, he won't look as much like TA anymore cuz they'd only share 1 ability instead of 2.

https://dota2.gamepedia.com/Templar_Assassin Take note of her W and her R.

I remember playing this hero the week she was first released in DotA Allstars, the original moba back in like 2007? idk. She was so fun to learn how to play. I remember figuring out how to double meld in the very first game and i was addicted. She's definitely one of my mains...but i stay away from teemo mostly because his traps act like proximity mines rather than being remote.