Teemo should get a rework

Son Olivia Hye·4/27/2015, 2:05:58 AM·3 votes·714 views

I think that Teemo needs a rework but not that kind of a change. Here's what I have in mind for this monster.

Passive - Swiftness Teemo gains increased movement speed (10/18/26%) Damage from champions and structures will disable this bonus for 5 seconds.

Q - Blinding Shot Remains the same

W - Intel
Teemo plants a totem on the ground which grants 1000 vision around the area for 60 seconds. This can be destroyed.

Mana Cost: 20 at all ranks Cooldown: 20/15/10 seconds Limit: 1 intel can only be on the ground while Teemo can hold about 2 charges in his trusty backpack

E - Toxic Shot Teemo's auto-attacks deal bonus magic damage (25/30/35/40/45(+ 35% AP) and poisons his target, causing them to take additional magic damage (20/ 30/40/50/60 (+ 40% AP) (+ 1/2/3/4/5% of the target's missing health) over 3 seconds. Subsequent attacks only refresh the duration.

R - Noxious Trap Remains the same

7 Comments

Yiu1134/27/2015, 2:19:16 AM1 votes

There's a few problems with this, in my opinion. Removal of Camouflage makes him no longer able to ambush people, which makes it so that people can no longer be punished for not having vision. While Teemo isn't used much in higher levels of competitive play, removal of Camouflage would make him likely even less used.

Having no W to be able to get away quickly also hurts his concept; he's a skirmisher, meant to get in, poke, and get out really quickly. His entire kit, with the exception of his passive, currently supports that; His W gets him in and out quickly, his Q makes retaliation through basic attacks not an option, his E makes it so that they take damage over time from the poke, and his ultimate punishes them if they try to give chase. As far as concept to kit, he's very well designed.

The change to his E has the same problem that Fizz with his W. Damage over time based on missing health is incredibly hard to balance. In addition, increasing the on-hit damage but reducing the over-time damage against high-health targets encourages Teemo to get into long fights, as opposed to the skirmisher/ambush concept he seems to be designed around right now.

While the mini-ward he gets is a step in the right direction, at least in my opinion, everything else about the change would make Teemo have a change in role, from a quick skrimisher/ambush champion, into a long fight champion.

Sylverost4/27/2015, 2:57:46 AM1 votes

Just wondering, why do you think Teemo should be reworked? Is it that you think he is too op and should be nerfed? or that he is too weak and should be buffed? or just why?

donkeygirlsister5/31/2015, 1:00:00 PM1 votes

I was hoping this Satan should get reworked anyway his damn passive and every time you buy pink wards he destroys it and I am tired of Satan shooting darts at me and his DAMN SHROOMS

catraven5/31/2015, 3:26:16 PM1 votes

I had an idea for his ult. Basically if he pressed R on a shroom while stealthed, he could move in stealth to another shroom in a direct line across boundaries.