Teemo shrooms are balanced around being a skillshot but..?

Alsek·2/9/2016, 12:40:43 AM·53 votes·3,233 views

So riot removed half of teemo's shroom lifespan in exchange for giving him the ability to throw them at the enemy team like a skillshot.

So in theory they're supposed to now be balanced around the teamfight mechanic rather than the objective control space they used to occupy.

Except for that the enemy team, mid team-fight, can easily just use a single trinket and disable them for 10 seconds in a large radius?

So how is this a fair trade-off for removing his ability to zone control a large area of the map?

74 Comments

Zero Skill Tank2/9/2016, 1:00:03 AM20 votes

They should make it so that if shroom would go boom the instant it arms, it still blasts even under disabling trinket, but shrooms already armed are still disabled.

Honestly using shrooms as regular combat ability is the healthiest play pattern he has, it should be encouraged not discouraged.

Teemo Bot2/9/2016, 10:31:48 AM9 votes

been a teemo main since season 1 and honestly right now, his mushrooms take much too high mana for the damage and the duration while arming super slow and most of all, an entire quarter jungle or half a lane can be cleared of all teemo shrooms with one red trinket. That probably took teemo two times over his mana bar

also it not really cant be used for gank trap due to its high mana cost and low duration if one uses mushroom to prevent ganks, he runs oom and loses the lane and the mushrooms die before he even backs.

and as someone said here, his w i can say that its the most useless skill in this game, even taking all passives into consideration. he needs something more then just a movement speed buff that has shitless long cooldown and passive getting disabled when in combat

BeatinWarDrumz2/9/2016, 10:24:27 AM8 votes

Downvote all you want, but the game is better when teemo is weak

Llanite2/9/2016, 6:11:21 AM4 votes

You didnt mention the fact that the shroom dies in 0.1s if you toss them in the middle of teamfight.

The shroom is ok, but he needs buff on his W, 10% MS is terribly low for an ability that gives nothing but speed.

Sahn Uzal2/9/2016, 10:29:03 AM4 votes

Let's be honest here, Zone control =/= Being unable to enter the topside of the map

summoner 31

Stacona2/9/2016, 10:16:44 PM3 votes

he can still control an entire area though, they also halved the creation time on shrooms in later patches

i prefer the range for scouting purposes over longer shroom durations

Lupxel2/9/2016, 12:32:24 PM3 votes

Here in bronze nobody uses trinckets.

forresto2/9/2016, 6:41:20 PM3 votes

On the other hand, the advantage is this: now when you run at a bush to shroom it, your shroom can have enough range that you're not doing a very risky facecheck every time. It also adds some utility in teamfights with yes the extra range giving more potential for kite/poke. Overall, there are definitely tradeoffs between these, but really, 10 minutes is pretty insane anyway. In a long game, a shroom could last for 25% of the whole game, and these days with the 30 minute game meta, it would be even less. Compound that with the fact that a late game shroom can chunk the average squishy for upwards of half their HP in one go(especially with deathfire touch), and we're lucky riot didn't just reduce the timer/AP scaling, and call it a day.

Only Play Darius2/9/2016, 9:26:00 PM3 votes

Because his zone control was oppressive? Pinks/scanners could only clear a fraction of the 30 shooms he could have in the jungle pre-nerf (and the lack of wards this season increases the value of his shrooms and would have made him out of control if they weren't already nerfed)

Jhin's traps are much better landmine design as they aren't DOT and give you time to escape

PePsiLemoNN2/9/2016, 5:31:25 PM2 votes

OMG item 2043 negates Akali W , or any other invisibility , rito pls buff champs 2 weak

Dehorn2/9/2016, 2:29:57 PM2 votes

this is why i build teemo as an on-hit bruiser.

item 2033 > item 3022 > item 1305 > item 3151 > item 3115 or item 3091 then whatever, games usually over by then.

this build lets you solo any top laner, lets you take towers much faster than an ap build, and gives you much more team fight presence since your damage isnt dependent on shrooms... which are really bad now.

SociopathFriend2/9/2016, 2:45:47 PM2 votes

I'm don't think the shrooms are performing the way Riot wanted them to. I'm fairly sure the point of them being throwable was so you could potentially lob them into a teamfight or bank a shot off an existing shroom to get enemies who won't come close.

In theory this is pretty cool- in practice everyone sees the shroom incoming and gets away from it. Which then just puts us back to square 1- if they know about the shroom they won't hit it- if they don't know about it they will.

Sammystorm2/9/2016, 3:29:56 PM1 votes

It is actually a good thing that the shrooms have a bad duration. It was quite honestly silly that they lasted 10 minutes and were basically a mini ward with a ton of damage. They arn't very good any more not because they don't do enough damage but because of trinkets and slow arm time. So yes they could be worked on but we probably shouldn't go back to the zone control he use to have.