Let's give Teemo some love.

0Silverfang·2/7/2016, 10:17:10 AM·6 votes·1,232 views

Poor Teemo has lost his place as a fun and interesting champion as of late. Don't get me wrong, I love that little hamster of death but he definitely needs an update to keep up with his fellows now.

This is a concept I've been working on. Ive taken a lot of my ideas from other teemo rework concepts I've found and I'm still tweaking mine and I could use some help with the numbers so feel free to help me out with this.

Passive - Keeping his camouflage as it is. We can put a lot of his core gameplay around this and his shrooms. His E will work very well with this enabling him to get close enough to land stacks. It also works with his ult making tracking enemy movements, without being caught, easier.

Q-blinding dart: keep it the same, just make it a skill shot. Alternatively, if riot wants to get rid of the blind mechanic altogether, make it a vision reduction like Quinn and graves. We might go with the second for balance but right now it's still a toss up in the community.

W - move quickly: this one is kind of boring so I thought maybe give it a short tumble into the speed boost to give teemo an escape and make it so he can enter stealth instantly if he tumbles into a bush. That way it let's him fight more like the guerrilla he is. It can be balanced by not letting him tumble over walls and giving it a decent cd and mana cost so that he doesn't just dodge roll across the entire map.

E - toxic shot: they could remove the immediate damage of it and make it so that when it's active teemo only adds stacks of poison that progressively tick for more damage the more stacks are on you. This ability will cost a small amount of mana per shot when toggled on. When the time runs out on the last stack that was added all stacks are removed. Damage is a base damage + an ap ratio (damage increases based on rank). Stacks last for 3 seconds.

R - noxious traps: applies a stack of mega-poison onto everyone in the aoe that last for 5 seconds. This stack is different than toxic shot and deals % current health damage and reveals everyone hit for 2 seconds. Traps last for 7 minutes and grant vision while they last. Another idea I found was that the traps would only be able to detonate if teemo was within range of them. Otherwise they would only grant vision but not detonate. (the original poster of this idea suggested 2000 units, but I was thinking 2000/2500/3000 or something like that.)

Sorry there are no numbers. Again I'm not really good at that but I'll try to get some in soon.

UPDATE: Q - all stats will remain the same except for range which I recommend increasing to 650 from 580 because it would now be a skill shot.

W - mana cost will be increased to 60 at all ranks and cd can remain at 17 seconds or be increased to 20 at all ranks. I wouldn't go higher than that though. Also I forgot to note that the passive move speed is still canceled if attacked by an enemy champion or turret. Also the percentages of the speed boost would be unchanged. I think that's reasonable. Let me know if it isn't.

E - damage would be 9/18/27/36/45 + 10% ap per stack and stacks would last for 3 seconds. Max 6 stacks. Each shot would cost 10/15/20/25/30 mana per shot. I realize it might be too much damage but I wanted to reward the player for strategic shots since the poison darts have a mana cost now.

R - stats stay the same except damage is now 50/100/150 + 10% of target's max health.

Again let me know how off I am with these numbers please. Thank you.

UPDATE 2:

Alright! Thank you to all who have posted so far. This update is taking some of what you guys have suggested and adding it into the teemo rework concept.

R: I'm moving the tracking mechanic onto his ult so that they will leave purple, fuming footprints behind the person who stepped on the shroom for 15 seconds (might be too short but I didn't want to go overboard) these footprints remain for 2 minutes and fade over time much like the trinket debris does.

Also I was thinking about changing the damage to 10% max hp with 50/100/150 base damage. Thanks to NazZomLord who suggested this change. :)

I'm going to start making edits to the op now. These updates will remain as a catalog of the changes we've made. Thanks again for posting everyone. The end result will be a collaboration of the community.

23 Comments

NazZomLord2/7/2016, 4:19:19 PM3 votes

As Teemo main...i rather like this. Although i would prefer to keep the on-hit poison damage from his E. Without it he would severely lack damage output and would lose many trades. He would have to get a few autos and run to do the same damage he can do by just autoing for the upfront damage. Other than that i really enjoy it, i mainly play him jungle and bot lane so is definitely enjoy the tracking.

Valor Bot2/7/2016, 1:36:12 PM2 votes

I like the ideas. That W sounds like it would be really fun to use and very powerful in the right situations, namely in the top lane brush and jungle.

NazZomLord2/8/2016, 5:05:01 PM2 votes

So how the GP Q works. It is the AD then the full AD of the champion. Teemo at level one will do 100 Damage per auto with a DOT. I can see this work but very easily exploitable due to the fact that 100 per AA with a DOT would be the strongest level in the game. this also means that he will do 101 more per AA at level 18. Currently i build Teemo in most cases like this item 3124 item 3146 item 3285 item 3009 item 3115 item 3091 making for a AA burst with decent AP and dueling potential for ADC or bruisers. If he got a AD on hit effect AP would not be near as needed making a more AD based build much more powerful. The most AP coming for Ragebade or Hextech or a Liandrys just blindly thrown in item 3153 item 3142 item 3124 item 3085 item 3031 item 3006 This build just trying to abuse his AD on hit making him be able to blast anyone nearby with as many AA as possible. He would see more use as a ADC but have severly split kit that would benefit from AD when actually autoing while AP when trying to play a more troll shroom build. Personally AD doesnt belong on Teemo unless it is a hybrid item. And if the AD AA passive would be in effect Zephyr would be a godtier item.

Ichinose2/7/2016, 10:20:03 AM1 votes

Nice ! But if this comes out , I'll can't play my Teemo in satan mode anymore :c

0Silverfang2/9/2016, 5:02:56 PM1 votes

You know, it kind of stinks that people keep down voting this discussion without contributing any constructive criticism. Let's be constructive here everyone. And thank you everyone who has and does contribute to the oft overlooked teemo.

Vekkna2/9/2016, 5:23:06 PM1 votes

I don't really like these ideas, personally. I don't want Teemo to change, I want him to exist as he is with a bit of modernization on his mana costs and mobility. That's it really.

Maybe add a .5-1 sec stealth on W active and give him scaling aa range to make team fights less hazardous for on-hit builds.

cinomenapplebae2/10/2016, 12:30:24 AM1 votes

I feel like the animation on the w could be him jumping into the air like a bunny for his cottontail skin, him rolling and looking out for his omega squad! I really like this