Teemo; A Gameplay Update

Stacona··1 votes·746 views

Nothing is set in stone, so give feedback in the comments section, this is about setting in a base idea to work off of.

This is pretty much updating Teemo into more of a duo-lane marksman that is was always meant to be and is, and trying to make him more fair to play against. I have played more games as Teemo than against him, but a big thing that prevent Teemo from ever getting power in places is the stealth mushrooms dealing direct damage. So this will localize Teemo's damage to make him more fair play against and emphasize on his swift scout theme and lay-in-wait play style that his mushrooms and stealth passive provide. Also make his E into a decision making ability rather than just a passive.


Basic Attack Range: 500 units Movement: 330 units per second Attack Damage: 52 +3 per level (106 at level 18) [55 - 106 from 48 - 99; this is normalizing it to the average base attack damage for marksmen]


Element of Surprise (Passive): Ranks: @levels 1/5/10/15 Whenever Teemo stands still and performs no actions for 1.5 seconds he enters stealth, 0.75 second if in brush and while stealth in brush he can move around freely.

After emerging from stealth Teemo gains the Element of Surprise causing his next basic attack to blind his target for 1.5/1.75/2/2.25 seconds within the next 3 seconds and grants himself 20/40/60/80% bonus attack speed for 3 seconds. Casting Move Quick will grant this bonus as well.

The same target can only be blinded once every 6 seconds.

Scouting Dart (Q): Cooldown: 14/12/10/8/6 seconds; Cost: 60/70/80/90/100 Mana; Range: 1200 units; Vision: 800 units Teemo fires a swift dart in the target direction to reveal the area around it as it travels and dealing 80/120/160/200/240(+70%AP) magic damage to every enemy struck.

Scouting Dart resets Teemo's basic attack timer.

Move Quick (W): Cooldown: 24/22/20/18/16 seconds; Cost: 50 Mana Passive: Teemo gains 10/15/20/25/30% bonus movement speed when he has not taken champion or turret damage within the last 6 seconds.

Active: Teemo doubles the bonus movement speed to 20/30/40/50/60% for 3 seconds which does not go away during this time if he takes champion or turret damage.

Teemo's Darts (E): Cooldown: 1 second (Toggle Ability) Toxic Darts: Teemo's basic attacks deal 15/20/25/30/35(+30%AP) bonus magic damage on-hit which can critically strike and apply a poison for the next 4 seconds dealing 6/12/18/24/30(+10%AP) magic damage per second.

Light Darts: Teemo's basic attacks gain 80/110/140/170/200 units bonus range.

Noxious Trap (R): Cooldown: 0.25 second; Cost: 75 Mana; Range: 300/600/900 units Passive: Teemo stores up a mushroom every 30/25/20 seconds, but he is small so he can only store up a maximum of 3 mushrooms at a time.

Active: Teemo throws a stored up mushroom to the target location, if it lands on an already existing mushroom then it bounces 3/4/5 Teemos away. After a 0.75 second delay the mushroom will go into stealth and stay there providing vision around it for the next 420 seconds. If an enemy makes contact with a mushroom then it detonates slowing by 30/40/50% and apply Deadly Poison over the next 4 seconds while also revealing struck enemies.

Enemies afflicted by Deadly Poison take 50/65/80% increased magic damage from Teemo.

6 Comments

Jbels1 votes

I can't really see people not just going top, maxing E first, and abusing 700 range

Stacona1 votes

Caitlyn has 650 range at level 1, Teemo needs level 9; and you can do that with Jinx as well- people do not do it cause it is bad

It is not abuse, it is simply using range advantage, that is why it is called ranged advantage and why ranged champions have waaaay less stats than a melee champion-- honestly, I think I made enough changes that makes top lane Teemo no longer a thing, mainly because he will be stronger with gold and marksmen items so you would want him with a support so he can reach item power points

And you can still go AP Teemo, AP and AD Teemo both have the exact same marksman play style however

Jbels1 votes

{quoted}

Caitlyn has 650 range at level 1, Teemo needs level 9; and you can do that with Jinx as well- people do not do it cause it is bad

It is not abuse, it is simply using range advantage, that is why it is called ranged advantage and why ranged champions have waaaay less stats than a melee champion-- honestly, I think I made enough changes that makes top lane Teemo no longer a thing, mainly because he will be stronger with gold and marksmen items so you would want him with a support so he can reach item power points

And you can still go AP Teemo, AP and AD Teemo both have the exact same marksman play style however

It's the fact that you can still max it first and have one of the safest laning phases ever. If it didn't have as much damage attached to it, maybe, but the fact that you can keep applying a Dot from far away without the other guy being able to do anything about it (Like he already does to every melee today), once again, I can't see people not just going top to make a melee tank or fighter's laning phase hell

Stacona1 votes

Its a toggle, so you have to choose between longer range or damage; Teemo will always be a ranged champion because he is a marksman

The trade off I did to tone back top Teemo was make is blind on his passive so it is less frequent (do X to get blind or long cooldown move quick) so melee champions that can all in where their strengths lie at level 6+ can now deal with Teemo a lot better 1v1 in the early game and Teemo getting his maximum range at level 9+ (this is pretty dam easy math dude), on top of that his base damages have been toned back slightly making him less obnoxious in the early game, but he scales much better with items whether he goes AP or traditional marksmen items

I made his Q AoE since it lost its blind so Teemo can be a decent mid laner as well with the added waveclear, but I really just tried to focus on updating him into a marksman and fixing the things people do not like about playing against Teemo

rtbf349024821 votes

Teemo needs a serious rework - not just small changes but Brand new abilities. Not hit-and-run stuff, Teemo needs to get reworked to League's current standards.

I would really like Teemo to become the first champion of VISION: get vision, deny vision (reduce sight range of enemies), and (of course) become invisible. He should be the scout by excelence, the bringer of darkness, and the master of disguise. Important: allow for play and counterplay! Here are some ideas:

Passive:

    • Teemo gets stealthed when close to trees or terrain in general. Enemy champions will not see Teemo unless facing his location directly for a period of time*;
    • When standing still for a period of time, Teemo draws out his Telescope, with which he's able to keep vision on a certain area of the map (place the cursor on area)*. It takes a brief delay for Teemo to start moving again.
    • (alternative to 2.) When standing still for a period of time, Teemo becomes able to hear enemy unit's footsteps over a long range (think of RekSai), locating them (but not identifying the champion).
    • There are pools of mud scattered throughout the map. Teemo may walk on them to become shrouded in mud, gaining stealth for a period of time*.

Active (basic):

    • Shoot a dart in target direction. First enemy champion hit takes damage and gets a temporary reduction in sight range*. Teemo can still be seen if caught in another enemy champion's sight range.
    • Powerful targeted dart that can still be avoided through repositioning abilities, items, or spells, or intercepted by other enemy units.
    • Blow 3 darts (or 4 or 5 etc. can scale up with level) in quick succession in a range towards target direction (move cursor during cast to change firing direction). Consecutive darts apply reduced effects on the same target.
    • Throw grapple with rope towards target direction. If it lands beyond terrain (beyond a wall or a tree, but not the borders of the map), he can pull himself over it;
    • Throw sand/mud/etc towards target direction. Enemy champion hit loses sight over a range in opposite direction of cast (or towards Teemo)*.
    • Gain a brief boost of speed. While the boost is active, Teemo is able to jump once over a small lenght of terrain;
    • (hold) When near trees or terrain, become stealthed and move slowly, avoiding detection by vision wards. Can still be spotted if faced directly by enemy champion for a duration*. Next attack (against unsuspecting foes) is empowered.
    • Teemo throws himself towards a nearby bush, avoiding incoming attacks and targeted abilities. It should take a brief moment for Teemo to get back up again.
    • Throw charge towards target area and jump back. Reactivate to detonate, releasing a cloud of gas that reduces the sight range* of enemy units.
    • When invisible to all enemy units, send decoy Teemo to target direction. After a while, it explodes in a cloud of gas (...).
    • An ability that has one of two effects depending on if Teemo is stealthed or not.
    • Anything that's not a targeted, straight-up-stat-boost, or passive effect!

Mushroom (ultimate):

    • Lay down a trap mushroom that stealths after a duration (there's a limit for how many you can have on the field) . Can be activated in two ways, being destroyed in the process: 1.1 - enemy unit steps on shroom, taking a slow and having their sight range reduced*; 1.2 - Teemo may jump on the shroom to use it as a catapult and bounce farther in motion direction (sounds nice?).

(additional) Placing a mushroom next to another will connect them (think of Gangplank 's barrels). Shooting one detonates all connected shrooms for an area effect.

*so many ways you can play with vision, sight range and sight direction, and stealth - specially sight direction which I haven't seen as a major mechanic in any champion yet (except for Kalista's sentinel thing).

Teemo could also have a unique item to replace his trinket ward, like Night Googles that let him see into bushes but without being able to attack. Something like that.

I don't know, these ideas were written in a hurry, Riot peoples can think of better stuff. But please rework this guy. He doesn't deserve so much hate.

Stacona1 votes

Teemo needs light changes, removing direct damage from his shrooms i think is the biggest thing that will make him better to play against, and then just focus on him being an AP or AD marksman (Teemo can be easily turned into an AP marksman bottom lane and still keep his map/vision control elements; and Riot stated they want to see more diverse duo-lane metas like mages (I am adding AP marksmen because with gunblade and nashor's tooth this is viable, Teemo and Varus can do an AP marksman build, TF can too, and AP marksman is someone that is basic attack focused but building Ability Power instead of Attack Damage))

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