[Rework Concept] Teemo, the Swift Scout

Universal Scarf··10 votes·1,756 views

Hello, Board Users! Coming in hot with some ideas that someone might like, and someone might not... because we talk about the SATAN OF THE LEAGUE HIMSELF.

http://ddragon.leagueoflegends.com/cdn/img/champion/splash/Teemo_0.jpg

Welp, now he is not in a good place. Guinsoo's Rageblade is the only option to live for him, rush that or you're done, and most top bastards (especially with the new Ryze coming in crushing all of the lanes) crush him with all these new cool life steal items, shields, mobility, etc.

And I thought: Riot are now performing class reworks. But what class is Teemo? Assasin? Mage? Marksman? Whatever you choose, the reworks have passed (except assassins, but Teemo is not at the list even), and Teemo is in none of them. Maybe, they will want to give him some separate love? So I am here to provide some ideas to think about, while considering Teemo rework. Gameplay rework, to be exact.

CURRENT ISSUES ...as I see them...


  • Forced to choose between leveling Q and E, which slows him down early-mid game.
  • For basic attack centered champion, has some basic attack animation/projectile speed problems, which screw up early game and late game.
  • Being anti-aa carry, barely survives with all the casting potential most marksmen and aa-based champions have.
  • Too reliable on Rageblade to be somewhat relevant in perspective of damage, forced to rush it.
  • Too vulnerable to CC, having barely any CC to himself.
  • Not that mobile, comparing to all the updated League of Legends champions pool.
  • Overpowered late game if snowballing, barely any late game in absence of snowball.

MY IDEAS


Changes to basic attacks > He needs a cut to the windup of his auto-attack. It is too long and sometimes leads to problems in-game when changing targets. Additionally, it would be a good quality of life improvement for him if the speed of his basic attack projectile was increased. Because, when Teemo builds attack speed, he ends up firing auto-attacks at already dead targets when using attack-move to waveclear. Windup contributes to this issue too.

Changes to Abilities


http://vignette2.wikia.nocookie.net/leagueoflegends/images/0/07/Toxic_Shot.png/revision/latest?cb=20160616211851

  • [P] - Camouflage -> [P] - Noxious Poison [P] and [E] change places. Now poison ticks faster, poison base damage reduced but now stacks up to 3 times. Here's a thing. When Teemo starts playing in early game, he has 2 sources of damage that he has to level - [Q] and [E]. This staggers his progress, because he has to either give up his follow-up damage on E for Q to be somewhat useful (which costs a little too much and the blind scaling doesn't make sense), or he has to level E and forget about the only defensive CC and nuke source he has. Passive A speed burst is too situational to make up for this, so I decided to make poison his permanent damage amplifier - and apply it to everything Teemo has in his arsenal, giving him freedom in leveling his Q power.
  • "Poison is Life" - [P] Camouflage -> [P] Noxious Poison
  • New - "Noxious Poison" - All Teemo's offensive abilities and basic attacks deal additional 30-90(+30% AP) magic damage on-hit and mark target with stack of Noxious Poison, that deals 15-80(+10% AP) magic damage over 4 seconds (tick every 0.5 seconds). Every subsequent damaging ability/basic attack will refresh the stacks timer and add a stack of Noxious Poison, amplifying the poison damage by +100% per stack. Max 3 stacks.

http://lol.esportspedia.com/w/images/c/c7/Blinding_Dart.png

  • [Q] - Blinding Dart - Can be cast on the go. 2 seconds blind on all levels. Base damage slightly down, Scaling down. Q makes little sense to me. Less blind time when average attack speed is lower? (Early blind duration doesn't give anything). It is too small of a window for Teemo to manage his target in early game, and in late game it is too large of a window for Teemo to just annihilate his target. another problem is with its cast time - again, when casted, Teemo has no chance to attack and move. So I decided to normalize his blind duration, for it to be strong enough in the beginning, and fairly less powerful in the end. Same with scaling and base damage - given new passive, such massive nuke with all additional damage in other parts of the kit will just make Teemo not fun to play against.
  • New - "Steady Aim" - Can be cast on the go.
  • Blind duration: 1.5/1.75/2/2.25/2.5 -> 2 seconds at all ranks.
  • Mana Cost: 70/75/80/85/90 -> 90 mana at all ranks.
  • Damage: ~~80/125/170/215/260 (+80% AP) ~~-> 70/105/140/175/210 (+65% AP)

http://vignette1.wikia.nocookie.net/leagueoflegends/images/f/fa/Move_Quick.png/revision/latest?cb=20160616212008

  • [W] - Move Quick -> [W] Move Swift Now gives a short burst of big, but decaying movement speed. On activation receives slow resistance, near-missing skillshots grants bonus MS. With Move Quick, everything makes sense, but the mechanic of it is just a bit old. As Riot changed his R at one point to be more relevant to threshold of usefulness by that time, I think W also needs a bit of renovation to keep up with the new things. He is a swift scout after all, so we should reward him for being that.
  • "Not Just Quick" - [W] Move Quick -> [W] Move Swift.
  • Passive Bonus: +10/14/18/22/26% -> +10/12/14/16/18% bonus movement speed and walks through units. Passive bonus not lost on damage/control.
  • New - "Miss Me" - When nearmissing enemy skillshots, gains +10% movement speed for 2 seconds. Stacks up to 2 times.
  • Active - Double passive bonus -> Increases passive bonus up to 60/65/70/75/80% bonus movement speed, that decays to amount of passive over 3 seconds. Additionally, gains +20% slow resistance for the duration.
  • New - "Swiftly!" - Teemo says "Swiftly!" out loud when activates the ability.

http://vignette4.wikia.nocookie.net/leagueoflegends/images/9/9e/Camouflage.png/revision/latest?cb=20160616211943 / http://vignette3.wikia.nocookie.net/leagueoflegends/images/e/eb/Element_of_Surprise.png/revision/latest?cb=20160616212138

  • [E] - Toxic Shot -> [E] Camouflage/Element of Surprise Same as old Camouflage for stealth part. Element of Surprise can be activated any time, which will grant AS; but activating it from stealth doubles the AS boost and gives bonus to Noxious Poison for the duration as well. Another thing about Teemo's old passive - it was unhealthily pressurizing Teemo to stay out of fight to use the power of his passive. He would intentionally stay out of fight and stay in stealth just to receive that power from passive, kill one person and then go stealth-afk again. What I am tring to say is that in teamfight stage of the game, Teemo's passive has no use. I wanted to fix that, making Element of Surprise active. But! i also didn't want to punish Teemo's ambushing potential - I instead wanted to emphasize, that the right use will be rewarded. Therefore, I give him some bonus for when he really wants to stealth kill. And a nice active for teamfight.
  • Passive: same as his current passive - goes in stealth after 1.5 of not moving. In brush, goes stealth after 1.5 seconds of not receiving damage, and can move without breaking stealth.
  • New - Active - "Element of Surprise" - On activation, grants 20/25/30/35/40% Attack Speed for next 3 basic attacks within next 5 seconds.
  • "Even more surprising" - If "Element of Surprise" is activated when stealthed, breaks stealth and grants 40/50/60/70/80% Attack Speed for next 3 basic attacks within next 5 seconds, which will apply 3 stacks of Noxious Poison on hit.

http://vignette3.wikia.nocookie.net/leagueoflegends/images/2/21/Noxious_Trap.png/revision/latest?cb=20160616212107

  • [R] - Noxious Trap - Instead of applying DoT, deals damage on explosion and applies 2 stacks of Noxious Poison. Traps can apply up to 6 stacks of Noxious Poison. Slow amount lower, decays over time. Slow stacks with every subsequent trap, applying cripple on third trap. Stacks 4 shrooms, stacking CD up. I wanted to give more sense to stacking mushrooms in one place. Give more advantage for Teemo against people that don't use true sight, though, to make him less toxic with this change, encourage him to make localized traps instead of shitting shrooms wherever he likes. So, I give him more shrooms to store, and slightly higher stacking cooldown.
  • New - "Explosive" - 200/325/450(+50% AP) magic damage over 4 seconds -> 75/100/125 (+30% AP) damage on explosion, and applies 2 stacks of Noxious Poison. Can stack 3 stacks over the cap of Noxious Poison.
  • New - "Mine Field" - enemies hit by more than one trap receive 75% damage from every subsequent trap in the next 5 seconds.
  • Slow: 30/40/50% -> 15/20/25% that decays over 4 seconds. Slow stacks up to 3 times from subsequent traps up to 45/60/75%, applying cripple effect on activation of third trap.
  • Stacking CD: 30/25/20 -> 40/30/20 seconds.
  • "Teemo Made Some Room" - stacks up to 3 -> 4 shrooms.

Here you go. These are my thoughts on how Teemo could be reworked. Please, let me know in the comments what you think about this! Do you think Teemo needs a rework at all? Suggest something else to the table, too. If you want, of course. :)

GL HF

P.S. Please excuse my grammar - I am not a native speaker. :) Check out my other creations:


Senna, the Lantern's Light Luka, the Child of Kaladoun


Universal Scarf.

27 Comments

RisenFromTheAsh2 votes

This is a fantastic idea, however the only problem i have with it is how powerful his new "E" is. He pops out of stealth with %80 attack speed and more on hit damage and three shots you, and because of the noxious stacks, you're near-sighted and can't even fight back. I fully agree with the rest of the changes though.[zombie-brand-clap]

Universal Scarf1 votes

Thanks for the feedback!

Yeah, E might be alittle too strong. I might maybe limit it to # of auto-attacks instead of time (like Sivir's Ultimate and W - gives attacks speed for 3 attacks), this might do the trick .

Universal Scarf1 votes

Also, remember that Teemo has to land Q to nearsight you. Since its click-to-target it's not too hard, but... Yi also can dodge everything you have by just pressing Q. I think here it's even :D

Friendly Ram2 votes

Dunno how much i like satan being relevant again but thanks for options.

Universal Scarf2 votes

Hahahaha yeah, satan being relevant again would be a nightmare >:D

Universal Scarf1 votes

EDITED some numbers were wrong in [R]

Scarfee1 votes

idk... does he really need a rework, though? mb a complete rework with a visual update

Universal Scarf1 votes

well, I was just talking about the gameplay rework...

If they would do a visual update, too, it would be nice.

TheOvermind1 votes

Excellent work. My feedback : Q nearsight remove it W leave it as is E bonus damage remove it

Universal Scarf1 votes

Thanks for the feedback, dude! You actually check out multiple of my works - I appreciate that! Thank you!

About Q - since it depends on the stacks of passive and there are a lot of click-to-target casters, i think this should remain - it is not too long, comparing to, for example, Quinn's nearsight, and it gives Teemo some room to escape a bad engage.

W - do you mean revert changes, or do you mean you like the way it is? Genuinely don't understand.

E - yeah, I agree. Since he already has tons of bonus a-speed, it's too much.

TheOvermind1 votes

No probleman ! As for the q: nearsight is incredibly toxic and would make teemo (an already frustrating champin) even more frustrating to play against.

W : live is fine as is. Did you really think the slow resistance through ? I mean certain champions who rely heavily on slows, how are they ever going to get on top of teemo.

Glad we agree on the e

R was fine and works Very well with his passive so I like that ! ;)

Universal Scarf1 votes

Q - okay, I agree. I just played a game vs Graves and now understand what you mean :D

W - his speeding up mechanic is old. The burst of movement speed will work better than his current bonus - with all new flow to the game that there is now, it has much more use and potential to make plays with, than his current W. And slow resistance is given only for the duration of speed burst, so it should not be that impacful. Since it's not general tenacity, it's just a tool to expand Teemo'd niche.

Universal Scarf1 votes

And eyah, thanks again for your feedback, I appreciate it! :)

TheOvermind1 votes

Glad I helped ! Hopefully riot takes some ideas from here!

Cristalation1 votes

I love teemo I find this idea is good [zombie-brand-clap] [slayer-pantheon-thumbs]

Universal Scarf1 votes

Thanks, dude! :D

Hyperiön1 votes

He isnt in a bad spot at all. Yeah bruisers have lifesteal blah blah blah. A good teemo wont try to dual with the enemy top laner, more like split push, lace the place with shrooms, causing pressure on the map so the team can clean up. And if he is good at shrooming, 1 shroom takes 3/4th of adc health.

Universal Scarf1 votes

Thanks for the feedback.

He might be in a good spot in his current niche. But, my point is that versus a lot of new toplaners he is really unflexible and weak. With a bad matchup (which is a much bigger pool than it is acceptable for a champion to have) it's not the point of if he's good or not, he will be dominated on his lane and then his topper will be free to roam, only thing left to Teemo is split push, being unable to help his team. Point of my rework is to give him a little flexibility and ability to return if he falls back, taking accent off his itemization and putting it more into level.

EDIT: Just trying to say his current niche is very small and is getting smaller with every rework riot does.

Hyperiön1 votes

He can also be taken in the jungle. I have seen plenty of games where he has gone in the jungle, AS AP, and just nukes people.

Universal Scarf1 votes

And that's one of the issues I described - he is either useless, or he is unstoppable in late game, liek you said, just nukign people. He has barely any flexibility to change that, like a lot of other old champions do - even when he goes jungle, he builds all the same things, accents all on the same parts of his gameplay, and if he fails, there is no return for him.

That is what I was trying to change in my concept - give him some flexibility.

Hyperiön1 votes

Honestly if they gave him a little bit more health/level, and adjust his E to do more dmg. That would probably fix a lot of things.

Universal Scarf1 votes

Yeah, it would fix the uselessness of his E, but without toning down the damage on Q it will be OP. And if they tone down the damage on Q, he won't have burst anymore.

There are a lot of issues to fix, and not enough material to work on (because his mechanics are too straightforward, just damage and that's it).

So yeah, giving fim a little more damage will fix some of his issues. But he has a lot of them to fix, a lot more than just damage output.

Hyperiön1 votes

He is basically an ADC, just in AP form. If you fall behind.

TheLazySunbro1 votes

Teemo...Teemo never changes Teemo

Universal Scarf1 votes

Time to change that :D

Scarfee1 votes

bluh

ItsOrval1 votes

Just play tank teemo. Shit is amazing.

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