Teemo Gameplay Update Concept

Stacona·9/5/2018, 2:16:12 AM·3 votes·1,779 views

Quick rundown of what I want to accomplish with this:

  • Teemo has a pretty unique ability kit with a strong niche as the vision and area control marksman thanks to the mushrooms, he just needs a few tweaks to help him out, but most importantly change his abilities to not function differently, but just feel so much better for the player (even if overall power is down, a better feeling spell makes it feel stronger, even if it is actually weaker than before). Allowing for fun for the user without sacrificing fun for the opponent.

  • Teemo is an immobile marksman and a hyper scaling immobile marksman at that, so him having 500 range makes no sense, Lucian has his dashes and Kog'Maw has his on-demand range steroid which is why they have 500 range, Sivir has her Ricochet which effectively gives her double her attack range because of this mechanic and hits everyone. This is an outdated function and needs to be fixed and just straight up buffed, he would get other adjustments with this change as well.

  • Outside of increasing player satisfaction. I want to tone back on Teemo's base damages and focus on his being gold reliant just to tone back early game annoyance against melee champions, the compensation is that he gets tools to lane against other ranged champions, which I think range vs range is healthier for the game overall - or at least more enjoyable so you do not feel useless and bullied when laning against a ranged champion as a melee.

  • Final point, make mushrooms utility focused with a stronger slow and a larger vision radius, but no longer deal (champion) damage. I do not think invisible mushrooms that chunk you out have healthy gameplay to them at all, but I do think the land-mine mini-game is perfectly fine, so I would rather see an execution mechanic when the target is below a health threshold rather than always damage an enemy. This has better gameplay because it is fear the mushrooms when low on health rather than ALWAYS fear the shrooms, plus utility focused mushrooms means Teemo or his allies need to be near a mushroom when an enemy steps on one to capitalize and kill the helpless victim and just has a lot more strategy to how to use them! ~ I see Teemo as a very tactical strategist, not as a ruthless and mindless killer (his theme is THE SWIFT SCOUT), so being more clever with his gameplay and shroom placement to get his kills or zone teams away is a lot more fitting! Plus grants a fallback pattern with utility, so can still be useful even when behind and lacks his items for the damages.


Attack Range: 575 units Movement: 340 units per second Attack Speed: 0.690 +3.5% per level Attack Damage: Average


Toxic Shot (Passive):

Teemo's attacks apply a stacking poison on hit for 4 seconds, dealing 2 - 8 (+5%AP) magic damage per second per stack, stacking up to 7 times. Upon reaching 8 stacks of poison, the poison detonates and deals 16% (+12% per 100AP) of the target's maximum health as bonus magic damage, resetting the stacks to zero afterwards.

Blinding Dart (Q):

Cooldown: 9/8/7/6/5 seconds; Cost: 75 mana; Range: 700 units

Teemo fires a dart near-instantaneously at the target enemy, going for the eyes, dealing 50/70/90/110/130(+100%AP) magic damage and blinding it for 1.75 seconds, 50% bonus damage against minions. If this directly executes its target, then the cost and 75% of the cooldown is refunded.

Tactical Warfare (W):

Cooldown: 18/16.5/15/13.5/12 seconds; Cost: 40 mana

Passive: Teemo turns invisible indefinitely upon standing still or moving around in brush for 1.5 seconds without taking damage or performing other actions, Teemo can move around in brush without breaking his invisibility.

Passive: Teemo gains 45/65/85/105/125% total movement speed for 3 seconds upon exiting invisibility, taking champion or tower damage ends this effect. While this effect still persists, Teemo can turn invisible instantly upon standing still.

Active: Teemo instantly stops himself and turns invisible. Upon exiting invisibility, for the next 1.5 seconds Teemo's bonus movement speed is not lost upon taking champion or tower damage.

Rapid Blowgun (E):

Cooldown: 10/8/6/4/2 seconds; Cost: 28/31/34/37/40 mana; Range: 975 units

Teemo fires 3 attacks in the target direction over 0.33 second, each dealing 8/11/14/17/20(+35%AD)(+10%AP) magic damage to the first enemy in their path and applying on hit effects in full.

Glowing Mushroom (R):

Cooldown: 0.5 second; Cost: 50 mana; Range: 500/700/900 units; Vision: 500 units

Passive: Teemo grows, harvests, and stores a Glowing Mushroom every 30/25/20 seconds, up to a maximum of 3 at a time, he is small after all!

Active: Teemo hurls a Glowing Mushroom to the target location, arming and turning invisible after a brief delay, if the Glowing Mushroom lands on already existing Glowing Mushroom then it bounces 3/4/5 Teemos further.

If an enemy steps on a Glowing Mushroom, then it explodes and strikes all nearby enemies, for the next 4 seconds they are revealed with True Sight and slowed by 40/55/70%, struck non-champions are dealt 180/230/280(+80%AP) magic damage over the duration.

Enemies struck by the initial explosion and below 15/17.5/20%(+1% per 100AP) health, then they are executed.


UPDATE NOTES:

Tactical Warfare: Total movement speed increase lowered to 45/65/85/105/125% from 50/75/100/125/150% Cooldown lowered to 18/16.5/15/13.5/12 from 18/17/16/15/14 seconds

Rapid Blowgun: Cost changed to 28/31/34/37/40 from 25/30/35/40/45 mana Base damage changed / lowered to 8/11/14/17/20 from 6/12/18/24/30 [Total base damage lowered to 24/33/42/51/60 from 18/36/54/72/90]


6 Comments

Alzon9/5/2018, 1:54:30 PM3 votes

The innate passive’s explosion damage seems much too strong... The base %HP damage should scale up from half with levels, and the AP scaling should be straight up halved.

Q’s base damage is too low, and the scaling too high, for a high-range, low-cooldown targeted ability. Try 50/75/100/125/150 (+75% AP). It also has way too much utility versus minions. Either the bonus damage or reset + partial refund has to go.

The W passive seems easily abused to gain ridiculous out of combat movement speed, totally outclassing Miss Fortune (but not Quinn). I do like how trollish the active is, especially if you were to attach a laugh to it (think Singed’s fling, or Fiddlesticks/Veigar ult). But the numbers are on The Fast levels and should be toned down. Until Stormrazor + Hail of Blades, The Fast had to make concessions in his build to achieve his status. Now he’s a topic of heated discussion here on the boards. As for Teemo, try 25/32.5/40/47.5/55% total movement speed, possibly increased by 50% when out of combat. Also with a delay on the passive of at least half a second to avoid abuse by simply stutter stepping.

The E’s cooldown at max rank is ridiculous for a triple-shot ability, especially if he’s rooted while channeling it. Either way, Teemo would turn into an impossible-to-control hailstorm of darts. Try 12/10.5/9/7.5/6 sec instead.

The ultimate is weird. It works the same for waveclear, which is unneeded if Q were to keep its reset mechanic. It also doesn’t deal damage to champions, instead slowing them by a ridiculous amount and granting True Sight. Oh, and EXECUTING them beneath a rather generous threshold. My take would be to have the ability deal %missing HP damage, with a minimum amount versus non-champions. The slow should be decreased (possibly 25/35/45%) or the True Sight changed to normal vision. Damage: 1.5/2/2.5% (+0.75% per 100 AP) missing HP per second, with a minimum of 20/40/60 (+10% AP) per second to non-champions and a maximum of 100 per second to monsters.

Crashbox39/5/2018, 6:42:40 AM1 votes

Teemo Upvote Teemo

arcDapineapple9/6/2018, 6:30:36 AM1 votes

i honestly want teemo to get a knife and be a range and melee champion. A range Assassin

Stacona9/6/2018, 6:43:57 AM1 votes

UPDATE NOTES (1):

Tactical Warfare: Total movement speed increase lowered to 45/65/85/105/125% from 50/75/100/125/150% Cooldown lowered to 18/16.5/15/13.5/12 from 18/17/16/15/14 seconds

Rapid Blowgun: Cost changed to 28/31/34/37/40 from 25/30/35/40/45 mana Base damage changed / lowered to 8/11/14/17/20 from 6/12/18/24/30 [Total base damage lowered to 24/33/42/51/60 from 18/36/54/72/90]