Teemo Rework Concept

KregsList·10/1/2017, 9:38:50 AM·1 votes·199 views

So Teemo has been kind of lack luster lately, he has to build on-hit to be viable and he only seems to be picked in really specific matchups, his kit is very simple so there's not much room to be creative with his abilities, and because of this he has no real combos, he just shoots darts and runs around and places mushrooms. (though i guess you could call setting up a mushroom assault a combo with his auto attacks) , either way I thought up a concept for how a full teemo rework could look like, keep in mind I have no real numbers on these I don't know anything about balance, this Idea just seemed kind of fun to me. So without further ado, my concept for a teemo rework.

(placeholder names im bad at this)

Passive: Poison Tips

Poison is on auto attacks passively and the damage scales with level. (There would be no bonus on-hit magic damage, just the poison overtime.)

Q: Noxious Dart

A straight line skill shot that deals magic damage, enemies hit with his Q are marked for his passive poison to do bonus damage.

W: Scout Roll

Teemo does a short roll in the direction pointed towards.

E: Mushroom Toss

Teemo throws a short range mushroom grenade that explodes in a small area dealing magic damage and slowing the enemy. 50% less damage to minions. ( small delay on explosion kind of like urgot Q)

R: Jungle Scout

After a 2 second channel teemo is stealthed for 5 seconds, gaining movement speed, upon leaving stealth teemo is given an attack speed boost that lasts for 3 seconds.

Now this kit isn't perfect but this is just my take on rebalancing some of the issues people have with teemo as of yet while also giving his kit a bit more unity so you could chain together some abilities a bit better.

By moving the stealth to his ultimate it could make him great for flanking in a team fight like twitch, and making his mushrooms a thrown skillshot that never stealths and explodes on a delay still keeps that part of him while simultaneously not making the enemy team live in fear of hitting a teemo mine field. I think giving him some type of dash would be really useful since he relies on staying at range.

Anyways this was just my take on it, I would love to hear your thoughts on this or just any you have had on your own about potential teemo fixes/changes.

1 Comments

iLBGAMing10/1/2017, 11:04:18 AM1 votes

I really like these ideas, it makes fighting against teemo a bit more fair in terms of melee champions that would be matched against him.