Teemo Rework (2nd iteration)

AHarmlessTaco··4 votes·426 views
AHarmlessTaco: Teemo Rework

After making considerable alterations to my previous rework post (thanks to anyone that commented) I have a new and much more interesting rework to propose. I also took the time to learn how to use LOL Wiki's formatting and put it on there so that it was a lot cleaner and more engaging to read. I would love it if you guys took some time to read through my ideas and to leave a comment either on here or the Wiki. If there is a demand for a big discussion I can definitely leave bigger context goals, but I tried to make things pretty self-evident in the Wiki post.

Thanks!

6 Comments

JayHog19921 votes

I'll be honest... I expected the rework to be something I've already saw, but this...

I'll be honest, I would consider playing Teemo with this new kit and such, it seems more interesting, and the fact that you have to scavenge for shrooms instead of them being recharged makes his shroom management either easy or hard, depending on the planning.

I'm impressed to say the least, shame that Riot hasn't planned on reworking him, not even next year according to some videos.

AHarmlessTaco1 votes

Thanks! I'm glad you liked the kit. Was definitely going for a more engaging play style than what is live.

Sexy Jack Rabbit1 votes

Only downside I can see to this is continuous roaming may be necessary in order to find enough shrooms. Whilst it's a nice mechanic, it's just not all that plausible in the top lane. Majority of Top Laners are built to either Roam consistently via the use of Abilities (Pantheon), Gank via other means (Gangplank with his Global), duke it out till Mid - Late game (Fiora/Yasuo) or just plain Farm till late (Nasus). The means or gathering resources, is a really cool idea in my mind, but once you run top lane dry of resources (Or at least run low) you're forced into a disadvantage. If you keep a consistent amount of resources in Top lane anyways, it will remove any need to roam. My only really qualm is that with so much roaming required, and not many real goals for it besides shrooms, would seem a little redundant.

AHarmlessTaco1 votes

That is a very insightful argument and it took me a bit to think of a good response.

The intended goal (that I just developed a bit more) was more along the lines of Teemo being able to maintain each area that he roams to with just enough mushrooms to provide basic coverage for that area. A top lane Teemo would have access to roughly 3-4 areas (base, 2 top lane regions, top side jungle) with which to supply his lane with mushrooms. If he roamed and did not pick up mushrooms from the area he roamed to, he would not be able to provide coverage in that area or his top lane would suffer limited coverage for a duration of time.

I do not think that Teemo should be REQUIRED to roam so much as encouraged to do so. Mushroom and minion/monster rewards are a sort of trade off for the time Teemo invests into scouting the enemy jungle, looking for mushrooms in new regions, and covering lanes with mushrooms. I think that simply ganking and warding the enemy jungle is of great importance and are rewards in themselves, so providing additional rewards for doing so should seem like icing on the cake rather than a chore.

DictatorKnuckles1 votes

I really like the kit! Teemo would be a lot more dynamic with it and it makes for a lot more interesting gameplay with him and gives him some depth. The only issues I find is the damage from the passive looks pretty high (but really that's not so much of a biggy, in fact it would keep him relevant later on) and perhaps he should start out with a maximum supply of mushrooms at the start of game and have them replenished when he returns to base much like Kled regaining Skaarl once he returns? Overall, though, it is very interesting!

AHarmlessTaco1 votes

Thanks, I'm glad you like it! As for the passive: being his only source of damage, I had to make it look reasonably big. He has to be able to clear camps and fight utilizing only those numbers. It was a weird balancing act of bumping Teemo's basic attack range, giving him minimal needed damage to clear as to avoid oppressive dueling, then tacking on some extra scaling into the late game. He doesnt have on demand damage so that also plays a role in giving him larger damage over time (of course my numbers would always be off unless I had a way to test them).

Backing to replenish mushrooms could be something that works. I honestly don't know if that would be better than properly tuning mushroom foraging or not. Unlike Kled, Teemo would have a way of replenishing them out of combat, which Kled cannot do with Skaarl. Again, that would be a tuning factor that I can't say would work or not.

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