The LOL Community's Teemo Rework

RowGo·1/20/2016, 8:08:20 PM·5 votes·1,164 views

So clearly Riot will never give Teemo the rework he deserves, so I decided to make a thread were we can make our own rework.

My suggestion will be a passive were Teemo's auto attacks deal no damage (except when attacking minions) but instead apply a damage over time that scales with ability power. This dot can also stack infinity. This would solidify him as the only AP marksman and allow Teemo to leave his enemies thinking three darts is too much

So lets hear them; the most up-voted suggestions will be put in the main post.

5 Comments

Dis The Chris1/20/2016, 8:52:54 PM5 votes

I'd rather not have him as an AP Marksman but more of a Support/Utility that would fit his lore and title.

Scout's Scope - Passive When Teemo stands still for 6 seconds, he pulls out his scope and point at the cursor's direction, revealing a large conic portion of the area.


Noxius Trap - Ultimate Teemo forages a Noxius Mushroom every X second in which he can use to coat and set a deadly mushroom trap of his choice. Teemo tosses a mushroom trap on the ground which stealths and arms after 1 second, lasting up to 5 minutes. While armed, mushrooms grant Sight icon sight around them. If a thrown mushroom lands on another one, it bounces an additional distance before planting.

  • Blastshroom - Sets a deadly mushroom trap that explodes if an enemy steps on it, dealing X damage overtime.
  • Gooshroom - Sets a sticky mushroom trap that creates a large slowing area around it if stepped on, snaring the enemy unit that triggered the trap for X seconds.
  • Gashroom - Sets a fuming mushroom trap that vents blinding dust in an area around it if stepped on, blinding and reducing enemy vision on enemy units that remains.
gr8artist1/20/2016, 11:54:55 PM2 votes

I love Teemo, and I think that something that might be good for Teemo's PR image would be making him a little more skill-based, less pure strategy.

Make his Q into a skill-shot. That's the most bitched-about thing I usually hear when talking about Teemo. Ever since they nerfed his shrooms, people haven't been griping about them as much as they do about his "click and kill" no-talent Q. While I'd rather see it stay the way it is, making it a skill-shot does introduce a little more strategy and skill. Balance this by giving it the screen-darkening effect that Quinn (Valor, if you want to get technical) and Graves have.

Give him a cute little hop when he activates his W, rather than just doubling the bonus. Passively it could still improve his move speed out of combat, but when active it would be a little dodge, instead of a dash. This I really like because it opens the possibility of Teemo bouncing off of his shrooms like trampolines. Gnar can do it, why not a more modern Yordle?

Make his passive AA poison cost mana. This would increase his mana costs dramatically but it would make him have to think about the pros and cons of poisoning enemies. You could counterbalance this by allowing his poison to stack, or just increasing its damage. This would also let his AA's proc items and effects based off of spell casts, rather than magic damage.

Dis The Chris actually has some great ideas for shroom variability listed in the comment before mine. One thing I will say about the shrooms, though, is that they need to fix the interaction between fresh shrooms and truesight. A shroom will "arm" after 1 second and turn invisible, even if someone with true-sight is right next to it. It then gets revealed almost immediately, but if someone was, say, right clicking on the shroom furiously to attack it when it was first dropped, that moment of invisibility might make them walk onto it and set it off. Happens all the time on ARAM and it is bullshit. I feel bad when I'm playing Teemo and see it happen to the enemy team.

0Silverfang2/7/2016, 7:56:35 AM2 votes

I feel teemo needs to have some tools that allow him to be a scout and fight like a guerrilla. That hop idea on his W is interesting. I was feeling that a short dash/tumble that can't go over walls would suit him. And if he dashes into a bush he is immediately stealthed. This would give him means to escape a fight which he can't do right now. Also I love those shroom ideas.

Edit:

Actually I just added my own teemo creation here:

http://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/Exy4HWqL-lets-give-teemo-some-love

KaptainGato921/21/2017, 6:38:12 AM1 votes

I will make a suggestion and explain my reasoning down below, all this isn't even asking much, since all the OP champions have dummy CC combos AND sustain in lane. teemo doesn't have enough CC to survive in certain situations, nor sustain to keep up. I made these suggestions so that teemo's combo can stack w/each other, to better the use of Fervor/TL and various other items.

Passive: add some sort or magic dmg or dmg over time or make it able to stack AA/E dmg when coming out of Passive. make him able to move a couple steps before revealing, atleast enough to get behind someone near Q: Make it a skill shot, but stronger by starting the blind once they proc off the first AA on you or an ally champion, and add poison dmg over time so i can sync w/his E. Make it possible to Blind more than one enemy champ some way, BUT if this was added, blinding multiple targets would be MUCH shorter than just blinding one champion (so everyone wont cry) W: Add a jump, then Gain more speed over time while using your W (like running IRL, you gain speed as you run). Able to shoot mid air E: Able to activate and deactivate, deactivated- just does a flat poison dmg so you can cs, activating it will do dmg overtime and able to stack X amount of times. Csing will give back an X amount of mana. R: More slow % and slows mutliple times like rylais, but lessens the % during the slow time. i believe it slows x3 so it would look something like (50% 40% 30% // 60% 50% 40% // 70% 60% 50%) if not then i suggest a knock back into a slow, or a pop up into a slow. Able to one hit your own shroom making it have a bigger hitbox, but doing less damage and causing a knock back. Less mana on shrooms, since E will now have to spend mana.

-People dont even use teemo's passive as much as they should... some think its useless since they can see u go into passive and know what exact spot you are in, which is why i asked to be able to move A LITTLE bit, like the size of a bush or something. so i think they should keep the attack speed and add scaling ap, whether its over time (so sync w/his e) or just a magic damage (so it can sync w/q) -Everyone always says teemo is the most simple champion, even though hes the squishiest. this will add more skill to his gameplay, but since he doesn't have many abilities to start, it would NEED to be buffed. because one missed q, i would die instantly. -Teemo's w should have a better engage and disengage (jump, as far as a shroom can), the one hit to cancel it just makes it useless, against MOST champions. like garen... u can block his q w/teemo q, but he can just spin on u and cancel your w....

  • Shrooms need more slow imo, most on hit teemos feel like they are "forced" to build mallet and think teemo is useless w/out it (which i disagree). but as an on hit teemo main, i feel like it is lacking CC. make it possible to bounce more than once, so you can either hit ppl from far away (like GP) or use them jump the long distances to rush into team fights

Teemo has the most flexible builds, but can even be more flexible if you make these changes, so you really dont need a big rework SeemsGood

This would ruin my hybrid ad/ap/tank build, that really is broken af, but i think teemo will be waaay more viable in games. and would see him in LCS if he was like this.