Teemo Ult Re-Work Concept [Any thoughts from Riot?]

Bandle City·9/2/2016, 8:56:24 PM·3 votes·320 views

I came up with this in response to this post over here: http://boards.na.leagueoflegends.com/en/c/gameplay-balance/6GxRaTlu-teemo-mushrooms-how-can-they-be-updated-without-losing-what-teemo-is

(THE CONCEPT IS FORMATTED AS AN ACTUAL ABILITY AT THE BOTTOM OF THE POST)

One thing that I might find acceptable as a Teemo main would be to have the traps no longer stealth but also no longer be targetable but make them an actual skill shot where he throws the shroom in a target direction and it explodes if it hits an enemy champion. If it doesn't hit an enemy champion then it lands on the ground and arms as normal.

For the damage I would change it to a % missing health like an execute so someone full health barely gets hurt by it where as someone with low health takes more. Don't worry though, I'd lower the damage ratios still so that a tank doesn't get one shot by a shroom if he's 40% hp or lower. It's just going to really hurt and be a bit scary.

By having the shrooms no longer stealth though it helps the enemy to avoid them without needing to spam vision wards and oracle's and it also gives teemo new zoning and laning strategies, I suppose though that since they aren't targetable anymore then they'll need to stay on the map for a shorter duration. This also means that Teemo no longer will be hard countered by pink wards and oracle lens. I think it would make Teemo both more viable in some team comps as well as healthier to play against at the same time.


------------------------------------------------------------- Here's a proposed example ------------------------------------------------------------ **_

R: Noxious Trap [CD: .25 | Recharge: 25/20/15 | Range: 400/600/800 | Cost: 75 mana]

PASSIVE: Teemo stores a charge of Noxious Trap periodically, up to a maximum of 3 stored at once.

Active: Teemo throws a mushroom in a straight line passing through all non-champion enemy units and arms as a trap once it hits it's maximum range. If the Mushroom comes into contact with an enemy champion either in the air or while armed it will explode on impact dealing AoE damage equal to 6/12/18% of the targets missing health and 20% AP Magic Damage over 3 seconds and reducing their move speed by 30%. If a thrown mushroom lands on another one, it bounces an additional distance before planting.

While armed, mushrooms on the map remain visible and grant vision around them.

Trap Duration: 90/120/150 seconds

So, what do you guys think? I'm unsure of the balancing with my rough draft concept here but it's a start and I think it would make Teemo more interesting. :D

12 Comments

JayHog19929/2/2016, 9:43:16 PM1 votes

So your idea is removing their stealth, becoming more wards and making shrooms act as grenades... It could make Teemo more viable in team fights, maybe even as a support since you can just toss shrooms at the enemy while your adc farms... Or just use shrooms as cheap wards when you're out with sightstone.

I could honestly give this a try on PBE if I had an account.

GULAG 4 U9/2/2016, 10:06:10 PM1 votes

If you aren't removing the blind I'm still going to call teemo a piece of shit really.

lCantPauseltMom9/2/2016, 11:53:50 PM1 votes

If you made Teemo's Blinding Dart a skillshot, wouldn't it become even more like Quinn's Blinding Assault? The blinds technically aren't exact copies, but they both achieve the same effect of stopping most AA-based champions in their tracks. Maybe consider it to interact with his passive like:


E - Toxic Shot: Empowers Teemo's attacks with poison, dealing X (+Y% Ability Power) magic damage per hit. The target is then poisoned, taking X (+Y% Ability Power) magic damage per second stacking up to three times.

Q - Tranquilizer Dart: Throws a dart in a line, dealing X (+Y% Ability Power) magic damage to the first enemy struck. If the target is affected by Toxic Shot, this ability interacts with the target in the following way: 1 Stack) The target's movement speed is slowed by X%, decaying slowly down to Y% over Z seconds. 2 Stacks) The target's attack and movement speed is slowed by X%, decaying down to Y% over Z seconds. 3 Stacks) The target is fully tranquilized: They move X% slower for Z seconds and cannot attack for this duration.


This sort of gives it a unique feel of having to wear down your target while pulling it away from any other Champion abilities.