Teemo Rework to enhance his fantasy / decrease toxicity.

AHarmlessTaco·1/14/2016, 4:23:15 AM·18 votes·2,500 views

Hey guys! Thanks for stopping by to check this out. I am totally hyped to show you what I've been working on. Below I have a fairly in-depth rework for Teemo aimed at making him more thematically engaging and dynamic, both playing as and against. Everything here is still being updated periodically.

Some of the main problems I see with Teemo:

  • Thematically, Teemo doesn't have that 'scout' feeling. People say he contributes very little to team fights and his best scouting feature, the shroom, is a deadly bomb that's just being thrown around nowadays. I think a scout should be a more team-based identity.
  • Teemo's laning pattern is unhealthy. His current style is to just keep hammering at you and is very bipolar, you crush or get crushed and there is very little interactivity. Point and click blind, a simple and kind of useless W, and a poison that also isn't very exciting.
  • Mushrooms. There is just so much that can be done with these menacing little buggers. But as they are they are just throw, forget and profit when someone cleverly escapes a fight and dies because, you know, mushroom. They cause a lot of frustration and inhibit Teemo in so many ways.

My goal is to fix all of this and to give Teemo a real identity. I want people to fear Teemo when they hit a mushroom, not the mushroom itself. I want him to provide for his team in his own solo style. I want him to have counter-play but I also want him to feel less restricted than he does now. I want a versatile scout with clear strengths and weaknesses.

During this rework I tried my best to keep true to the current Teemo experience:

  • Teemo is still an auto-attack based, magic-damage dealing, poison-dart slinging badger.
  • Mushrooms are still at the core of his identity, but they should be healthier now.
  • The blind is out, but Teemo still has a great tool to disable those ADCs.
  • The little guy still scooters around the map like he has an agenda, but now it's more engaging.

Here is a preview of some of the major changes I have made: Before you ask "why" or say "that's dumb", read the new abilities. This is just for heads up.

  • Jungle Teemo is a happy Teemo; can collect gold/exp from defeated monsters and minions he didn't kill.
  • Teemo now has 4 basic abilities akin to Udyr; level 1 shrooms are a thing.
  • Critical strike chance has been incorporated for access to Zeal items.
  • Q and E have been combined; Q no longer blinds but instead applies nearsight. (Like Quinn/Graves). New poison stacking mechanics.
  • W is now momentum based, has an active roll component and interacts with mushrooms.
  • New E is a long-ranged linear skillshot that applies on hit and spell effects.
  • Mushrooms have been changed a good deal.

item 1414 item 3094 item 3020 item 3100 item 3151 item 3157 item 3085 item 3285 item 3165 item 3006 item 3931 item 3091 item 3087

.........................................................Skills........................................ **Numbers are here to give an impression, not a final result. They are subject to change. **

Passive- Camouflage After having taken no damage for 1.5 seconds and remaining still or in a brush, Teemo gains stealth. Teemo remains stealthed in brush so long as he does not attack or use an ability. However, moving or being moved while outside of a brush will also break his camouflage. Whenever Teemo breaks stealth he gains the Element of Surprise, granting him 30% bonus critical strike chance and attack speed for 3 seconds. Teemo's Critical Strikes deal no additional physical damage. Instead, Teemo ignores 20% of his target’s magic resistance for every 30% of his Critical Strike Chance (applies before magic penetration).

Q- Jungle Toxins PASSIVE: Teemo’s basic attacks deal bonus magic damage, increased by 10% (+2% per 100 AP) for every stack of Kumungu Toxins on the target, and apply a stack of Kumungu Toxins on hit while Pushroom Traps apply 2 stacks to all enemies in range upon detonation (maximum 4 stacks). Enemies poisoned by Kumungu Toxins take 1% (scales to 2%@Level18)(+0.01% per 1% of CSC) of their Current Health as Magic Damage each second for 3 seconds (up to 4 stacks). Damage is capped at 100 damage per second against monsters; additional applications of Kumungu Toxins refresh the duration. ACTIVE: Teemo’s next basic attack is coated in Puffshroom extract, causing it to apply nearsight for 2 seconds. Casting Jungle Toxins will reset the auto attack timer.

  • COOLDOWN: 7 seconds
  • COST: 70 mana
  • MAGIC DAMAGE ON HIT: 10 / 21 / 32 / 43 / 54 (+40% AP)

W- Move Quick PASSIVE: Teemo gradually gains bonus flat movement speed while unstealthed and moving. The maximum bonus movement speed is increased by 50% and ramps twice as fast when moving towards and inside Mushroom Clouds, but is reduced upon taking damage and holding still. ACTIVE: Teemo rolls a short distance, ignoring all applications of crowd control and setting his movement speed bonus to one-fifth of its maximum value. Rolling into brush grants Camouflage. While stealthed, Move Quick's active refreshes at double the normal rate.

  • COOLDOWN: 22 / 19 / 16 / 13 / 10 seconds
  • COST: 50 mana
  • Maximum bonus movement speed: 24 / 30 / 36 / 42 / 48
  • Enhanced max bonus movement speed: 36 / 45 / 54 / 63 / 72
  • Mushroom Cloud Detection Range: 3500
  • Roll Distance: 325

E- Longshot ACTIVE: Teemo inhales sharply and forcefully fires a dart in a line, dealing (100% AD) physical damage to the first enemy hit and applying on-hit and spell effects. Casting Jungle Toxins before casting this ability will cause Longshot to consume the buff; casting Jungle Toxins after casting this ability will not cause Longshot to blind on hit nor consume the buff. Longshot’s maximum range is increased while Teemo is stealthed, indicated by a RFC type circle.

  • COOLDOWN 18 / 15.5 / 13 / 10.5 / 8 seconds
  • COST: 60 mana
  • RANGE: 1400 / 1700

R- Scout’s Salvage PASSIVE: Minions and monsters killed by champions other than Teemo leave behind materials for Teemo to scavenge, granting gold and experience based on their size and numbers. These drops expire when camps respawn and have caps in lanes.

PASSIVE- Puffshroom Trap: Teemo stores a charge of Puffshroom Trap periodically, up to a maximum of 3. ACTIVE: Teemo sets a mushroom trap on the ground which stealths and arms after 0.5 seconds, lasting for up to 8 minutes. If an enemy steps on a trap, it detonates, applying a rapidly decaying slow to all enemies in range for 4 seconds and leaving a Mushroom Cloud for up to 4 seconds. Enemies that remain in the cloud have their vision gradually reduced, with the vision being gradually restored once leaving the cloud. Whenever a Mushroom Cloud is created, a small fading indicator is left on the minimap and in the Fog of War.

  • COOLDOWN: 0.25
  • RECHARGE TIME: 24 / 22.5 / 21 / 19.5 / 18
  • COST: 50 Mana + 1 Mushroom
  • CAST RANGE: 100
  • DETECTION RANGE 60
  • DETONATION / MUSHROOM CLOUD RANGE: 300
  • SLOW: 20 / 24 / 28 / 32 / 36%

item 1414 item 3094 item 3020 item 3100 item 3151 item 3157 item 3085 item 3285 item 3165 item 3006 item 3931 item 3091 item 3087

..................Skills Breakdown if You’re Super Interested...................

I think the direction I'm trying to make this all go is: I want people to fear Teemo's mushrooms. I don't want people to be afraid of being killed by them, but rather I want everyone to be afraid of what is going to happen next if they don't get out. Making the mushrooms apply nearsight is terrifying in itself. You can't see what is happening and you lose touch with the map. To really drive this in, Teemo now gains movement speed towards you and can hit you from afar with a dart that packs a punch. By converting the damage on the mushrooms to %Current HP, along with Teemo having so much MPen, it won't matter who you are if you are; if you have full hp, you're going to rapidly fall into burst range after a few mushrooms. But then mushrooms aren't as scary anymore, leaving the rest to the Teemo player.

Regarding CSC- I always wanted Teemo to be able to build AS/MS items and to have the passives from Runaan’s or Statik Shiv. Now with Rapid Firecannon and Runaan’s having CSC I think I can make a reasonable argument that giving Teemo good bases on his poison, with low AP scalings and some magic penetration from CSC, could really enhance his gameplay and itemization. He can now itemize for that team-fight aoe, or that single-target surprise burst based on how the player wants to play. This goes right with allowing freedom of skill rank up and play style.

P- Camouflage Overall I left this ability unchanged because it suits Teemo very well. It helps him hide while he is roaming and sets him up for interesting ambushes and ganks. I did swap out the attack speed for critical strike chance to really let his base damage and items do their work against all targets. Ideally, Teemo should have the bases to deal with squishies. I don't want him to insta-delete people; I want Teemo players to plan around getting people to 50% health with mushrooms and %current HP burns, then to try to burst them with his base damage.

Q- Jungle Toxins I combined blinding dart and toxic shot into a condensed poison theme. I wanted all of Teemo’s damage to be based in one skill because he uses poison darts and it makes sense to have his damage scale off the poison. That said, the damage from this skill does translate into his Longshot and Puffshrooms late game. One big note would be the %current hp damage increases per champion level, so that even with 1 point, Teemo can remain functional, yet not oppressive with maxing Q first in lane. However, the on hit effect damage does scale with rank so you can still get some damage in top lane.

W- Move Quick Helps Teemo get around and has some interaction with the new mushroom clouds. I want that cruising feeling during roaming and a small boost in safety while kiting, but after you blow that roll and get hit and lose your movespeed bonus I think you're done for.

E- Longshot Something mechanically simple in the kit, with interactions with the passive, the Q, and items like RFC and Lich Bane. Gives the player some more decision making in how Q is used and whether. Enabling a longer shot while stealthed seemed to help embrace the ambush feeling, and could help Teemo hit the enemy ADC from a safe distance when a fight breaks out. Or you can just use Q when someone jumps you then roll away, hoping they can't see where you rolled and started running to.

R- Scout’s Salvage Gold and experience gains from defeated camps would allow Teemo to roam the enemy jungle and lanes in compensation for not being able to farm his own jungle. I believe this skill to be the key to Teemo’s scouting success. It incentivizes him to explore the enemy jungle and to roam to friendly lanes, while allowing him to have a weak early game in exchange for late game power. Even if he gets counter jungled, he gets some of the booty. That said, the mushrooms lost base damage in exchange for %current HP damage to reduce frustration from escaping a fight only to die to a shroom. The slow would still be annoying and the new vision loss seems cool because it could cause anxiety in enemy junglers that stand near a camp, slowly losing vision while they farm. I would want clouds to be a fairly small, subtle thing that alert allies of ganks and jungler position, but I got rid of the vision mushrooms provided to allow for some privacy in case the support hits them.

...........................................Feedback Request....................... Thanks for reading, like I said I’d love some feedback and questions!

** Thoughts I'm working with, feel free to ignore:** % inc in dmg when hit by shroom (inc item dps) for Teemo (and allies?) ^% crit based? Q on hit crit? Allies MS boost towards clouds? Q blind dur scale with R rank? passive AP gains? bonus to LB and Ludens but less incentive to buy deathcap? Crit= MPen ; AP for burst ; AS for max stacks fast (anti tank) ; separate anti tank from burst New E: flashbomb? tripwires? replace with shroom + give new ult? W Roll ignore CC; slippery? %Current HP scale w/CSC?

54 Comments

ModThe Djinn2/11/2016, 6:37:27 PM3 votes

{quoted} Regarding CSC- I always wanted Teemo to be able to build AS/MS items and to have the passives from Runaan’s or Statik Shiv. Now with Rapid Firecannon and Runaan’s having CSC I think I can make a reasonable argument that giving Teemo good bases on his poison, with low AP scalings and some magic penetration from CSC, could really enhance his gameplay and itemization. He can now itemize for that team-fight aoe, or that single-target surprise burst based on how the player wants to play. This goes right with allowing freedom of skill rank up and play style. It also makes Liandry’s Torment a beautiful pick-up on him even with the tiny damage on his mushrooms, because that % Current HP dot should still pack a punch late game, after 3 or 4 items. It just won’t kill you.

Interesting thought here -- but it's a little odd that Crit only helps against MR stacking. I'd personally consider letting his poison ticks have a chance of critically striking for bonus magic damage, ala. Statik Shiv. Helps his synergy as a high DoT champion, and makes being poisoned something really scary, especially as the stacks build up. I think it works better than the Crit as an anti-MR design direction, and helps lock him in as a magic damage Marksman.

P- Camouflage Overall I left this ability unchanged because it suits Teemo very well. It helps him hide while he is roaming and sets him up for interesting ambushes and ganks. I did swap out the attack speed for critical strike chance to smooth out the AS builds and still allow for some unexpected burst when ambushing enemies.

I think the attack speed still works better here -- it synergizes with his kit better. Alternatively, it might be appropriate to let him burst by making his first attack out of ambush apply a greater number of stacks of his toxin and a smaller attack speed buff. It still smoothes out AS builds while keeping him firmly in the "attack more" camp, and front-loads his damage potential if he stealths.

I'll drop some more comments later, but those are two things that immediately stuck out to me.

0Silverfang2/2/2016, 10:50:06 PM2 votes

I've got to say, it's the most comprehensive rework concept I've seen yet and actually treats teemo with respect. I like a lot of it. I do think the shoots need some oomph behind them or his other abilities need strong ap ratios to keep him viable in fights, but otherwise it seems solid. I like teemo and just want him to see play more often.

NazZomLord2/9/2016, 4:50:15 PM2 votes

First of all, i rather like it. Teemo Jungle has been something i have been working on for a long time and is a super niche pick atm (Yi). Personally i find that this new kit would be amazing in the jungle...and thats it...Teemo is a swiss army knife of sorts that can be brought into different lanes to counter different problems, Darius top - Bring Teemo, Varus, Corki, Jhin mid- Bring Teemo, Draven, Vayne or AA reliant ADC- Bring Teemo. Want to support for some reason- Bring Teemo. This new kit would make laning teemo just lose up front power especially with him not being the worlds greatest roamer with no CC other than the slow from the shroom. He could control objectives but whats the point of just guarding them if iit would be extremely hard for the scout to take them, if a Nunu or WW, even a Lee SIn wants a Dragon they will get it regardless of a shroom. Yes Teemo is supposed to be the hardcore killer but making him the Rambo of just the jungle doesnt make him feel that way, its brings a level of tedious and a level of stress that a jungler has.

Personally I love the CSC idea and the stealth giving that little MP burst, would be a god send when a bruiser or tank rushes that Maw or Spirit. But my personal biggest issue is the build that would come from trying to make the most of it. item 3151 item 3135 item 3020 item 3094 item 3100 item 3089 This is what a build would roughly look like. Personally i see a HUGE problem. Great you have Mpen out the Wazoo, but not really enough AP to actually really make it worth while. With Lich bane you would lead into an ambush with a W out of a bush then toss a E at the opponent which would give the lich proc, then Q when they auto or simply AA when they run. Boom if its a squishy most likely dead or you chase them down about 6 Teemos and they are done. What about a Sion or a HP bruiser. You will literally do nothing, Great you are doing "true damage" but what happens when they have HP to back them up, even an Assassin would not have a hard time with Teemo any more due to him needing to land his W --> E --> Q combo or half of his damage is just gone from the equation.

Personally i think the build path for this kit would be a huge disaster, his only really noticable power spike would be his death cap and even then it would never be a groundbreaking one that would really make him grow in his kill potential. Obviously you would need to find a spot for the attack speed critical items which in my mind have no real good time to build. Most ADCs pick the zeal early and try to pick it up after their large AD item when its safest. His current kit would prioritize on Liandrys and Llich making a AS crit item the 4th item built or even the 5th.

Now i am all for higher base stats and lower scalings but this really does put a timer on the effectiveness of the champion depending on the kit. Essentially with this new kit he would turn into a Shaco like jungler, great counter jungling, early kill potential that is a true fear that you cant do much to stop around lvl 6. But once mid game hits he plummets and can only assassinate one target before dying or is good at objective control but cant fight another champion. And like Shaco will only be effective in the jungle.

I am rather into the idea of putting his E onto his Q and giving him another abililty, but an on hit skill shot isnt quite what should be filling the gap. Interupttig that machine gun of a dart gun hinders his damage hugely, a rather good shift of power would be to give on the on hit to his leading ability the Q with the normal blind making his E a fash bomb type of mechanic or something that woulld force the enemies movement such as how you need to move out of Graves W. A momentum mechanic would be just the best without having to press W for a hardly noticeable boost. Make the roll availabale from level 1 but give it a stupid long cooldown that scales down quite nicely. A spammable roll is toxic and annoying but one every 20 seconds can be the opening the enemy will go in on. And most of all the mushrooms. WIth your current idea i would be chaining these bad boys all day before a teamfight so that they couldnt see a foot in front of them every little trail would be filled to the brim with the toxic gas. If you couldnt walk through your own jungle without being able to escape a cloud that pings your location you would lose your mind. His current mushroom is actually one of my favorite aspects and making weaker means alot of power would need to shifted into the rest of his kit. The mushrooms are to reward the thoughtful lurking Teemos that have watched where the enemies go and cause disruption when they move in a pack. Personally %current health is the best route making Mpen still the best way to buff their damage perhaps a 1% per 75 would be the favorable route.

Overall i like it. Teemo Keep scouting!

TonyTonyMordecai2/22/2016, 4:08:09 AM1 votes

I like the things you described above in your abilities, and I do think a change to his abilities to make them synergize with crit chance is needed, since the on-hit of his (current) E doesn't even crit, but then you have Stattik and RFC magic damage critting. Almost makes no sense when you think about it.

The Ultimate:

Is this a 5 level skill now? Or does it level up passively? The numbers for the cooldown is a little confusing.

I like the sound of the new E you came up with, but I think in terms of a "scout", it should act like Karma's enhanced Q where it leaves a circle that provides vision (either from stealth or all the time) and provides that same vision even if it misses an enemy. It would be nice to have some long range scouting tools besides his shrooms, and those do cost a lot of mana if you are trying to provide zone control and use your other skills in a fight.

I think the Q should deal more damage based on how many stacks of poison are on a target. Just feels better as an auto-reset if used in the jungle or an extended fight, as what I've experienced when I've played Teemo Jungle and Lane. The Q changes would actually feel good as an assassination tool if they step on a shroom, if the Q deals more damage based on the stacks.

I think the W should keep the bonus movement speed after he rolls, because his W has always been used as a tool to help him escape. Probably add a slow cleansing or slow-immunity for a few seconds after rolling.

Overall, good suggestions. I love Teemo to death, but he is sort of underwhelming, especially with how the game feels right now because Teemo just can't do as much as other champs can do, in terms of range and contribution.