Discussing Teemo's Rework

Legacy Hydralpha··6 votes·4,264 views

Riot has mentioned that they plan to rework Teemo someday, but why? Teemo is one of the rift's oldest (and most annoying) champions, what should change about him? What I want to do is discuss why he needs a rework and what could change. **_ #Why rework Teemo?

I think Teemo's first issue is stale gameplay. He's a very simple champion, gameplay-wise. With only an attack enhancer, targeted ability, a self-buff, and traps, he isn't much. Not to say that isn't fun or has no skill to it, Teemo is hilarious to play and takes planning for shrooms. But his kit is anything but complicated, he doesn't offer much. Look at Warwick, he was a simple champion and still is, but now with a higher skill ceiling for higher-up players. If Teemo got a skill curve similar to Warwick, he could appeal to simple players, players who like how he is, and players who want to take him further.

Next issue is visuals. If you noticed, a lot of yordles are very expressive with their faces, asides from Veigar, Heimerdinger, and Rumble . The only reason Teemo's visuals are rather overlooked is because skins like Omega Squad and Lil' Devil fix that issue, I'm sure some of you have seen Riot's blog on making Devil Teemo. Teemo's base model (and some of his older skins) just feel outdated and post-modern, and need improving. Some of his non-legendary skins could be improved as well, I'd love to see Badger Teemo get some more changes.

And last of all, let's be honest, Teemo isn't very fun to fight. A blast to play, but not someone you want to lane against. Teemo needs to be fun for both players, or at least not aggressively annoying for the other player. Teemo's job is to be a nuisance, yes, but not unfun. **_ #What's Teemo's identity?

I see Teemo as a control character, who's main job is to put the enemy team under control while being a nuisance to all. Teemo was made to be annoying, and was made to force people to buy red trinkets. He's a champion that causes you to be wary of either his shrooms or himself. Teemo is also known for his varying playstyles, he has so much variety. AD Teemo, AP Teemo, AS/On-Hit Teemo, TANKMO, and more! People have fallen in love with the psychotic little yordle for his schizophrenia, his traps, his playstyles, and that god-damn laugh! He should keep this core identity of:

  • Low skill floor, but takes planning to master
  • Varying playstyles
  • Be a total dick to your enemies
  • Map control
  • Teemo's literally a ninja! Camouflage, blinds, poisons, traps, and moving fast are all ninja things. Even the blowpipe is a ninja thing! **_ #What changes/stays?

While everything Teemo has is basically his main move, I think he's best known for his poison and traps. Those should stay, but be built upon. Teemo is really easily countered by everything nowadays, with spell shields to block his blind and all the trinkets to destroy his shrooms, he has trouble working nowadays. Maybe different kinds of shrooms would be interesting? And he switches between them. And maybe Teemo's passive, Guerrilla Warfare, can be moved to an active ability, channeling for stealth similar to Twitch, and maybe even having a lowered reveal radius per rank? As for Teemo's Q, it could use improving and modernization, and his W isn't very interesting at all. There's better ways of making him piss people off than just running around fast. (He should be quick, though!) **_ #Closing

Teemo is this insane, little rat that pisses people off. That's his core, that's what he is. Teemo IS Satan, he is annoyance. Teemo has just fallen out of the game by now, and much can be done to him to make him loved by his fans, and hated by everyone else again. While it will be a long time before his rework, most likely, I'm going to stay hyped for what Riot could do for him. Y'all are going to hate me, but I actually really like Teemo top lane as on-hit. https://i.ytimg.com/vi/D_KKgi5gQh8/maxresdefault.jpg TL;DR: Teemo feels outdated and could be modernized to stay as the annoying little shit we all know and love/hate. Build off his identity of map control, poisons, and traps.

EDIT: Please don't downvote without saying anything! I'd like to have some discussion on the topic.

36 Comments

Valderis Vandala3 votes

Teemo isn't a ninja, he's a scout. Also nothing you mentioned as traits in his identity is actually part of his identity, all that is just stuff people do with him or like/hate about him.

If you really want to improve him you should consider giving up his R for something more healthy, its the only reason why he is disabled on certain game modes (one for all, I think it was), and considered complete cancer in others (aram), and its also one of his big weaknesses (get something that detects traps and oops he's useless now). That's not to say that he should not have traps, you just have to tone it down and perhaps give him some variety in the kinds of traps he can use and perhaps move his trap skill from R to a normal ability. This way you can move some power from his old R into his other abilities.

If you want him to have multiple different traps then you need to consider how to use those with only a single button/ability. Will the kind of trap change depending on the location you place it? (Placed in jungle: vision trap, placed in lane: damage trap, placed in bush: stun trap, placed near tower: slow trap.) Maybe holding down the skill button while placing changes the trap? (Single button press: slow trap, hold down button for x seconds: damage trap, two quick button presses: debuf trap.) Twisted Fate has a way of doing it but his way feels better on that champion. Or you can have a little menu with options ala Kindred, but the fewer such things in the game the better, it just clutters the interface.

And what kind of traps can you think of? Damage, Slowing, Stunning, Ensnaring, Blinding, Debuffing are all well and good but its more fun if you come up with something more original or just more fun. For example an hallucinating trap that alters the way you see the game world for a while, confusing who enemies and friends are. Or a displacement trap, the team rocket kind where your champion gets launched ala Poppy ult for a very long distance. Maybe a pit trap that creates a impassible barrier around the trap for a few seconds as if the champion fell down into a pit. Or a "ice" field trap, it creates a zone on the ground where champion that enter it can't respond to movement commands and continue to move into the same direction and with the same speed as when they entered it until they leave it.

You should also just combine his Q and E into a single ability, that frees up space for a new ability without loosing anything.

You should not discard his W, it fits his identity as a scout/guerrilla warfare very well, as does his passive.

And what kind of additional abilities should a scout have? Can you think of more then just poison darts and traps?

The "problem" with Teemo and his kit is that he has the identity of being a scout who uses guerrilla warfare, this is inherently horrible for whomever has to face him as the whole point of guerrilla warfare is to never directly fight your enemy but wear them down over time with indirect means. If you truly want to find a way of updating Teemo, you need to find a way to make his guerrilla warfare kind of playstyle also fun for the enemy who has to face him.

Teemo needs counterplay to his invisibility and his traps.

One way of to give counterplay to his invisibility while also giving Teemo the option to play mind games with his enemies is by means of Tracks. Give Teemo a unique new passive trait that has him always leave tracks while he's moving as long as he isn't in stealth. Normally this is bad for him, because it allows the enemy to perfectly track him even if he where to be in stealth since there would be a path of tracks leading to his position, but it would still allow Teemo to abuse bush. Now alter his W to not only speed him up but also prevent him from leaving tracks for a while. This allows a good Teemo to play mind games with enemies.

((EDIT: You can even improve the tracks passive by making it affect all enemy champions (or even just all champions). As in, Teemo forces all enemy champions in the game to leave tracks as they move as a passive ability. This would be permanent for the whole duration of this game, this allows his allies to see where the enemy has been and could prevent ambushes. Or make it count for all champions in the game and have his W work globally for his allies as well, allowing them all to set up ambushes.))

If his traps had some subtle way of being detected without the need for anti-stealth items, they might not be such a pain in the neck, the problem is how do you give tells to players without making them useless? (I have no idea) Or allow players to react to traps before they suffer the full effects, ala Jhin or Jinx traps. Or just take away the power of his traps and put it into his poison darts, at least that way Teemo has to confront his enemies instead of setting people to half health from across the map.

Legacy Hydralpha1 votes

Teemo isn't a ninja, he's a scout. Also nothing you mentioned as traits in his identity is actually part of his identity, all that is just stuff people do with him or like/hate about him.

I know just as well that Teemo is a scout, but I was trying to reference the fact that a lot of the stuff he has can be related to what ninjas used. And I feel that his identity is more so developed by the community.

If you want him to have multiple different traps then you need to consider how to use those with only a single button/ability.

My idea was to make it similar to Twisted Fate's W, so Teemo would cycle between different traps. It could also be more intuitive and easier to use, such as having him recast several times to swap between traps, and then click to place it.

And what kind of additional abilities should a scout have? Can you think of more then just poison darts and traps?

Scouts do what's in their name; scouting. Maybe some sort of vision enhancement that reveals enemies?

If you truly want to find a way of updating Teemo, you need to find a way to make his guerrilla warfare kind of playstyle also fun for the enemy who has to face him.

Having a playstyle where you're basically this undiscoverable nuisance seem pretty annoying. There could be a way to make people hunt for Teemo as he does Teemo things, such as him leaving behind small prints when he places traps, or something better for all players.

If his traps had some subtle way of being detected without the need for anti-stealth items, they might not be such a pain in the neck, the problem is how do you give tells to players without making them useless?

Maybe the ground could be slightly displaced where Teemo buried his trap, such as some grass or the ground being roughed up a bit. Something that rewards a sharp eye, and punishes those who are too blind to notice.

Valderis Vandala1 votes

The inherent problem with visual clues for traps is it tends to make traps completely useless. That's why I said I have no idea how to do it. People will simply learn the visual clues and get used to them and never again step into a Teemo trap (unless bushes), it's too great of a nerf for Teemo.

Perhaps one way of doing it might be to allow for decoy traps to be places that do not consume mana on placement but do take cooldown, both normal and decoy traps look the same but only the normal traps have damage. This would force enemies to guess and take chances. But I'm not sure if this is a good idea.

Legacy Hydralpha1 votes

Actually, decoy traps feel like an interesting idea. A fun way to mess with people. Maybe decoy traps would surprise the player and ping for Teemo on the map, while real traps can poison or do whatever.

Valderis Vandala1 votes

Yeah but it still does not solve the part of people simply learning the visual clues and never walking into them.

EDIT: There is also the problem of it being just a game of pure chance, did Teemo put down a real trap or is it a decoy? Only one way to find out if you don't have anti-stealth/trap. Not exactly riveting gameplay for the enemy, no real counterplay in it.

Legacy Hydralpha1 votes

Perhaps the real mushrooms would have spores around them, or the decoy would have markings on it (paint, tape, etc.) to show it's a fake.

Valderis Vandala1 votes

That still goes back to the original problem, if there is a visual clue people will learn it and never again walk into a trap, making them useless.

Legacy Hydralpha1 votes

Perhaps there isn't a way to make decoys work, but the idea of a trap that is meant to alert Teemo could work. What if Teemo's traps were based off the plants in the game? A revealing one, a displacement one, and one that would slow (Honeyfruit slows when you eat it) Teemo could have these traps open to him at any time, or we would have to harvest plants to make them. It promotes Teemo scouting around the map while reinventing the trap system.

Valderis Vandala1 votes

That's not a bad idea, nice one.

Valderis Vandala1 votes

The slight problem with Twisted Fate's way of doing it is that it fits so much better with Twisted Fate's theme of being a gambler/card player, it doesn't really fit Teemo. I just mentioned it as a example of other abilities that happen to offer similar multi purpose stuff.

EDIT: Intuitive design can come in many forms. You don't have to stick with what is already in the game. Try to think outside the box and find an solution that would fit Teemo perfectly.

ReZisT Lust1 votes

ctrl R for trap switchinh

Valderis Vandala1 votes

Consider combining his Q and E into a single ability that becomes his new R.

Because they are now his ult you can give them more power and move power away from his traps which now have to be a normal ability.

What this does is still give him the same vision across the map with his traps but the traps themselves are no longer cancer because they won't be chugging people for half their health. In lane Teemo can now no longer start with blinding darts or poison attacks, so he's no longer cancer against melee champs in lane either (as far as that is possible with range vs melee), at least not until level 6, and even then depending on how you make his R work (long enough cooldown) it need not be a big problem. It can even improve his team fighting a little if you give his ult a charge system so he can choose to blind multiple people in a fight or keep one person blinded for longer with multiple shots. And because this is where a lot of his power is he is vulnerable while using it unlike his mushrooms today.

But I don't know if this nerfs his laning too much. He would only have a speed up skill, a ?crappy? trap skill and a new undefined skill, I don't know if that's gonna work out for him.

Valderis Vandala1 votes

An idea for a new trap skill.

Teemo places a trigger-plate on the first cast, on second cast he places the part of the trap that does the damage, which is invisible. The part of the trap that deals damage is linked to the trigger-plate and will activate shortly after a enemy champion moves over the trigger-plate. The trigger-plate can be either visible or invisible depending on what works better for gameplay feel.

This makes it so that when you trigger a trap you don't get instantly hit by it and get a chance to dodge its effect. The part of the trap that has a effect can be placed in any direction of the trigger-plate and is gradually revealed until it activates. Think of the visual of a trigger-plate becoming visible, it triggers a visual cord that goes in the direction of the second part of the trap, which then activates and does the actual effect of the trap.

This gives some uncertainty over where exactly the damage or other effects are gonna come from while still allowing enemies to dodge them.

You can even complicate matters by giving Teemo even more options, perhaps the second part of the trap doesn't have to face the trigger-plate and can thus harm other enemy's that didn't initially triggered it. Perhaps it has a custom timer, tricking enemies or making them waste time waiting for something to happen? I think the more you allow Teemo to do with this the crazier the skill floor is gonna get so perhaps its best to just keep this stuff as simple as it can be.

There might be a problem with overlapping traps, surrounding a enemy with them might give no room to dodge while dealing way to much damage?

You can have the trigger-plate be a mushroom if you don't want to lose the shroom theme.

EDIT: The part of the trap that has an effect could have multiple options you could cycle through, a net, a pit, spikes, poison darts, etc. Cycling maybe with the mouse wheel? Disable the zoom while using it.

Valderis Vandala1 votes

A new ability for Teemo.

It would probably be best to give him a area of effect damage ability, perhaps with some form of cc so he can be more useful in team fights.

So I thought maybe a bee grenade of sorts, he can use it as any other delayed AoE skill shot with damage. It's cc would be a very short fear effect, champions and minions would flee the AoE by the shortest route, the closer to the middle of the AoE they where the quicker they move out of it.

It could also be a damage over time kind of thing.

It doesn't have to be bees, could be anything, or the runeterra equivalent, its just a AoE skill that he could harvest from nature so it fits him.

Hige1 votes

Teemo does need a rework but Teemo has been proven to be very hard to balance in the past, he had a total of 4 reworked passives, one of them increased his field of view, the other left a trail that lingered and gave vision, then it became a trail haste for your team and lastly this one but the worse version of not being able to move even inside bushes.

But that was old rito :P current one will probably find a very interesting kit for him, my guess is that they'll remove his E, add it to his passive and possibly changing the traps from an ultimate to a regular less powerful but more spammable skill, as for his ultimate then I honestly have no clue what could be added

sobi9991 votes

I don't think people should call teemo annoying anymore. Just have a look at jayce, quinn,kennen, karma and etc. Problem is that against meele champs teemo is quite the nuisance especially those with no gap closers but those are very few now. Then there is the fact that a fed teemo can't really snowball nor is he useful for the team because he sucks in team fights. You're left to push top all day long and even then his W is not enough to provide a meaningful escape. His mushrooms can provide the vision and even they are nerfed to 5 mins and not to mention oracles. His passive takes too much team cooperation which is seldom found unless you're premade.

Partly the reason why this little yordle is annoying is because his damage is mostly based on AA or target click Q which is not dodge able so he becomes annoying to deal with at top lane. His mushrooms are literally used for farming now because teemo's kit is fkn expensive. He can't go full AP now because of oracles and duskblade like items destroying his overall potential damage in mushrooms so people tend to go for on-hit hybrid teemo which lacks the burst an assasin teemo needs. So basically a top teemo requires alot of peeling which you shall seldom see anyone do for a top laner :D and you will struggle to play a specific role with teemo because he just can't risk specializing in one role (AP) which has so many counters.

He needs a rework that changes his entire kit because his kit is too overloaded and he literally has no core item (in general). I can't play teemo because he provides hardly any benefit to my team and i have seen enough level 7 teemo's do sht for their teams.

Legacy Hydralpha1 votes

I don't think people should call teemo annoying anymore. Just have a look at jayce, quinn,kennen, karma and etc.

Teemo feels more like a champion that was MADE to be annoying, with all his blinds and movement speed. Champions like Jayce and Kennen just end up feeling obnoxious.

ReZisT Lust1 votes

schizophrenia?

Legacy Hydralpha1 votes

Breakdown between thoughts, emotions, and behavior. Basically inappropriate behavior, hallucinations, or a just out-of-character actions. Teemo's usually a happy guy, but goes full unfeeling terminator when he goes on a mission.

ReZisT Lust2 votes

Its not scitz tho its jut him doing his job.

Legacy Hydralpha1 votes

Yeah but compare Tristana to Teemo. Tristana's always happy when she's on missions, which is present in her recent story to go along with her lore. Meanwhile, Satan Teemo just becomes unfeeling when going into a mission, an absolute death machine. The best example I can find from his lore is:

Despite his genuinely warm personality, something switches off inside Teemo's mind during combat so that the lives he must end while on patrol do not burden him.

Well, that's pretty dark for a champion who's supposed to be super friendly.

ReZisT Lust2 votes

Why be held back by feelings during a mission when people are trying to kill him and hes going to kill them? And teemo is not tristana hes teemo tristana goes through things her way and teemo his way. You cant compare them.

Valderis Vandala1 votes

I've got another idea for Teemo, but I really doubt this will ever be implemented because it would cost a lot to develop.

What if, for Teemo, the rift comes with all these unactivated traps that are invisible to all but Teemo, he can activate these traps one by one with one of his abilities. The traps are just everywhere on the rift, with a lot of variety in what kind of traps they are, how they get triggered, and what effects they have.

And not just traps, but also supplies he can use to restore health and mana (and ammo if that ever became a thing), maybe even wards or speed boosts or other kinds of buffs, or maybe he can activate those supplies and then allies can see and take them if he doesn't use them. You can also add in secret passages only available to Teemo, things like being able to walk through some walls (perhaps he can even share that), or underground passageways that "teleport" him to other sides of the map. Maybe this ability can also quickly reactivate the plants that where added to the rift.

The problem will probably be that this will never be a devious as his current traps, which he can placed anywhere. On the upside this ability can never become as broken as his current R, which still breaks some game modes. There would have to be some random element to the traps, what traps are spawned and where, or maybe even after use they respawn as a different trap, or maybe its on a timer, or maybe there is some limited choice available.

Legacy Hydralpha1 votes

Reminds me of the Trapper from Dead by Daylight, where free bear traps are everywhere but you have to activate them. Interesting concept, but I'm not sure about it. If Teemo's primary role became a jungler it could work. As for the passageways, not sure if Teemo needs that, but another champion with them would be super interesting!

Valderis Vandala1 votes

Sure, he doesn't need passageways, but if he had them he could lose his speed up abilities and still be safe'ish maybe.

Teemo could be made into another jungler ADC, no doubt a weird sounding change, doesn't have to be that way he could also just stay AP, its just that those traps can go either way in terms of damage type and their visual representation. And with the right supplies and buffs he might even survive the jungle and do well. The problem would be ganking, maybe, depends how the passageways work because he has no inherent cc in his kit and traps need to be set up in advanced, but if he had ways of getting into bushes by secret it could be really interesting. Not to mention he'd be an utterly annoying nightmare that could pop up anywhere.

Legacy Hydralpha1 votes

Teemo feels pretty good as an APC marksman, and could keep that identity. Not sure if he should become a full-on jungler though, I like how he can work in pretty much any role. Maybe his jungling could be buffed a bit. As for passageways, they could either work or be broken. Being able to pop up anywhere is very strong, and why top laners tend to take teleport.

Valderis Vandala1 votes

APC marksman isn't an identity, that's just a abbreviation put before the name of a role. XP

Legacy Hydralpha1 votes

Meant to say AP Marksman. Not a lot of champions in the game asides that do that asides from Kog'Maw, Ezreal, and Corki.

Valderis Vandala1 votes

That's fine, removing a C still does not make it a identity. It's still just a abbreviation put before the name of a role. XD

Valderis Vandala1 votes

Idea's for traps:

The Artillery Position: Teemo activates this "trap" with his ability, then the screen zooms out and he gets to take 1 or more skillshots at a good range until he runs out of ammo. While he is using this he is of course stationary. You can imagine different kinds of ammo for this thing, maybe it just deals damage in a good area, maybe its payload is a poison cloud that lingers for a while, maybe its just used for cc by blasting people away or fearing them away. The idea is that Teemo bends young trees to the ground, ties them up and loads them with whatever nasty he has prepared, ala cartoon logic.

The Slingshot: Teemo activates this "trap" with his ability, you get to set a location where it will fire but it does not fire just yet. Instead this will only prime the "trap", once its primed you can use it with an auto-attack which causes it to fire on the designated area. As with the Artillery Position you can image the different kinds of damage or cc this thing can have. It's basically just a shorter range version that you don't have to aim when you trigger it.

The Spikebarrier: Once activated this is an actual trap. When triggered by walking on it, it shoots up from the ground creating a impassible wall and damaging enemies hit by it. In addition enemies that get later displaced into it by whatever means suffer extra damage due to the spikes.

The Swining Log: Once activated this is an actual trap. When triggered by walking on it, a large log starts to swing in a line, anyone hit by it is damaged and displaced backwards when hit by its center. It could swing only once, or multiple times, on its return swing a enemy would of course be displaced into the opposite direction.

The Splitter: Teemo activates this "trap" with his ability, it can latter be triggered with a auto-attack. Once triggered everyone on one side of the trap is flung one way and everony on the other side of the trap is flung the opposite way. It can effectively split a team into two groups. Deals no damage unless it happens to fling people into walls, or perhaps that stuns them.

The Noose: Once activated this is an actual trap. When stepped on, the enemy is ensnared. You can also do a damaging bear trap version.

The Caltrops: Teemo activates this "trap" with his ability. This creates a visible field of caltrops that damage and slow enemies that walk on it, it lasts for quite a while.

The Poison Dart Barrage: Once activated this is an actual trap. When triggered a few skillshots are sent flying, those hit by it are damaged by poison and perhaps slowed. Because its poison you can do whatever you want with it, add whatever cc or damage you like, it does not need to be a barrage, could just be a single shot. Maybe Teemo can prime the direction the darts fire in when setting it up.

The Branch: Once activated this is an actual trap. A simple damage trap with a nice area of effect, when triggered by stepping on it, it simply swings a large primed tree branch in a arch which damages all enemies hit by it.

The Launcher: Once activated this is an actual trap. When triggered by walking on it, it launches anyone in the zone into the air and towards their nexus the same way the poppy ult works. Perhaps it could even launch both friend and foe, or maybe allies can see the trap and activate it with a auto-attack or just by standing on it if they want to use it.

The Secret Passageway: Teemo activates this "trap" with his ability, once he does a hidden trail is created that he can later use to cross the natural impassible terrain of summoner's rift. Could work in multiple different ways. Perhaps as a Bard tunnel, forcing you to move if you click on it, or perhaps Teemo can simply ignore the piece of impassible terrain and move through it at will or only in a more narrow tunnel shaped form. No doubt the second option will cause problems with other champions using jumps on Teemo when he's in there, and making him untargetable while he's in there is way to abusive.

The Tunnel Network: Teemo activates this "trap" with his ability, once set up, he can use it to teleport to a location somewhere on summoner's rift. These locations could be fixed or you could allow Teemo to choose to what point he wants to teleport but these points could also be from a limited pool of fixed points. This is a tool for Teemo to help him set up ganks, you get into a laner's bush with it, set up some traps, wait for the right moment and then jump them, all while unseen due to Teemo's passive.

The Mushroom: Same as Teemo's R, plants a deadly exploding mushroom. Why not keep this one in the game for old time's sake?

I hope this is enough of a startup to give you an idea of what can be done with this kind of ability.

Teemodanegro1 votes

Shrooms are his identity, but Riot should emphasize "the yordle SCOUT" part instead of annoying demon from hell that kills you randomly while walking.

Valderis Vandala1 votes

Neh, shrooms are just part of his theme, not his identity.

Cucoo51 votes

imho our dark lord Teemo doesn't need much to be brought into a more modern state. My thoughts are "Keep it simple" and "ultimately annoying yet fair."

Here's my thoughts:

  1. Change his W to more like Evelynn 's. Make it so that it can shake off some cc upon activation, making Teemo become far more slippery yet, at the same time, due to it's cooldown duration it still would have to be used "smartly."

  2. Move his E to a passive that's attached to his q. It now gives us a lot more options to add in a new e. Also, possibly make his q more like Quinn. Maybe not as strong but still makes them miss auto's. If it get's a bit stronger, maybe make it a skillshot... maybe. I think it just needs to absorb his E.

  3. Give Teemo another form of escape with his E when the passive is moved to his Q. This is partially inspired by that lore tip about yordles being able to see paths other's can't. So how can this work? My thought is take Talon's Parkour and mix it with RekSai's tunnels. Let's say there are area's in the map Teemo can find (or he can just choose a place and we can make it look like he found this place that happens to have a hidden tunnel), but he needs to prep them. When they are prepping/ prepped, enemies can find them and close them. He can prep multiple at a time, maybe utilizing stacks, and either use said stacks to escape through a tunnel or use them to make more.

  4. For his R, I'd say add more tricks to add to his complexity. I like the one mentioned idea where maybe he can have a small menu thing like Kindred where it shows the types of shrooms he can place. For me I would personally like:

    a) Utility: Basically better vision and maybe a reveal trap that pings when detonated. Either no slow/damage or very little slow/damage.

    b) Offense: Stronger scaling, more damage, more for chucking into enemies waves/ teamfights. May or may not want to add slow. No vision.

    c) The classic: The all rounder, like it is currently, but maybe not as effective for the other roles. Or we make the other roles more effective, either way, it's the tried and true.

    d) Defense: Hard cc, like maybe stuns or very strong slows, maybe heals for allies within detonation radius but must be detonated by enemies.

    Now how to make having multiple options work? My thought is this: Teemo can stack 3 shrooms, why not make it where he can prep what each shroom is? So you would need to plan ahead. i.e. "Ok, we're going to go into a team fight, better prep 2 offense shrooms and a defense shroom so that when I press R 3 times, I can hurt the enemy and then heal up the team to sustain." or "There's an enemy Rengar , better load up a utility shroom a defense shroom and an offense shroom and place the utility in river and place the defense shroom in lane in case he jumps me then, when he does, punish him with an offense shroom." and finally: "I want to control river since I'm in a good spot, gonna use the good ol' classic to keep control and punish anyone the old fashioned way." As a possible "oops" factor, have the classic as the default, so if you go into "CHUCK OUT ALL THE SHROOMS" mode it won't cripple you if you forget to switch from one of the specialty shrooms (i.e. you have it last set to Utility).

  5. Oh and his passive...There's two things I can think of:

    a) Remember that one glitch where it kept proccing when he had attack speed over a certain point? Well, I think part of it could be utilized: Make it where if Teemo stays in the bush and his passive is activated, he can keep the bonus attack speed as long as he stays in the bush. Or have it last much longer but eventually decay to normalcy.

    b) Have invisibility last a bit when exiting the bush, like Khazix's. Maybe not as long... possible only long enough to get between the bushes in top/bot lane. This lingering invisibility cannot occur outside a bush, or else we would have invisible Teemo's moving slowly across the map.

TL;DR

  1. His Q stays the same except it absorbs his e passive and might gain Quinn's blind style and maybe become a skillshot.

  2. W gains ability to shake off cc upon activation. Kind of like Evelynn.

  3. E becomes an escape tool that is like RekSai's tunnels except it requires planning ahead. Inspired by the Lore tip saying yordle's can see paths others can't. However, when prepping/prepped, they can be found and deactivated.

  4. R gains more utility in the form of 3 other trap types in addition to the current: Utility, Offense, and Defense. Shrooms must be "queued/prepped" ahead of time allowing for multiple combinations to be thrown out quickly for any occasion. If you try to chuck out more than the 3 you chose, it will default to classic, preventing awkward situations if you forget to switch from, say, utility. In the end, "There's a shroom out there with your name on it."

  5. Passive could use something, either a) more attack speed while in bush or b) ability to move for a bit out of the bush while invisible.

Conclusion: I'm a hypocrite whenever I say "Let's keep it simple." I agree with others that making him the one true trap master would be perfect, and that I feel we should make Teemo the one who must stay 2 steps ahead of his enemy to truly be effective. By making it so his kit revolves around planning ahead in trap preparation while allowing him to be a bit more slippery would keep him with his identity as being truly satanic to deal with. But at the same time, if it's all done correctly, it can still be countered, albeit annoying to do so since you have to keep track of him. His Skill floor would still be low enough for people to try him and not feel useless but at the same time, if mastered he can control the board. He would become the "tacticians" champion even more so than he already is. (As in, he's not meant for fast, high-action gameplay like Yasuo , more the slower, "think-it-through" kind.) Also, with all the utility in his kit, he can potentially remain viable for any role/lane as he is still (somewhat).

PsychoRazeSustic1 votes

How about this. We just add it to where whenever he gets a kill, whenever he blinds, whenever he plants a shroom, and whenever someone procs his shrooms his default laugh plays and can be heard globally.

True best rewwork. kappa

PsychoRazeSustic1 votes

Oh don't forget whenever he damages a champion in any way his laugh plays automatically

midnight oil241 votes

I just don't want his traps to be disabled by control wards.

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