Teemo - The Swift Scout [Rework Concept]

Fellowish·1/7/2019, 7:43:12 PM·20 votes·9,221 views

Teemo

Hey. Teemo needs a rework. Not because he's too annoying, but because he needs to be more annoying. He needs to be more of a little satan than he is right now, because I don't hear people screaming in agony when laning against him anymore.

Right now, Teemo just isn't the best champion, even though he should be. But people like me play him so much that we're able to play around this fact. We do nothing beyond attempting to inflict torture upon our opponents. But, in reality, Teemo is not able to do this as well as he once was. In this rework concept I aim to fix this once and for all. Not by making him overpowered, no... But by changing just a few things about him. Riot, I give you full permission to steal this idea. I don't even care about credit. Just please, please, take it and run with it. Make this a reality. For me.


#NEW [Passive] Swift Scout:

Teemo gains [5%/10%/15%/20%] bonus movement speed if he hasn't taken damage from enemy champions or turrets for 5 seconds. Whenever Teemo uses an active ability, he instead gains an extra [10%/20%/30%/40%] bonus movement speed for 3 seconds and prevents it from being disabled by damage for the duration. Swift Scout does not stack.

Notes: Passive gets stronger at levels [1/6/11/16]. You can already tell what this is doing. I'm swapping his W and his Passive. With this passive, he's able to easily kite, as long as he has abilities up. However, the passive is actually weaker than his current W in terms of raw numbers due to the fact that it's up more often. This doesn't make it weaker by any means, mind you. It simply means it's a better passive than what he has right now.

#[Q] Blinding Dart: (Cooldown: 8)

Teemo shoots a dart at a target enemy, dealing [40/60/80/100/120 (+60% AP)] magic damage, blinding an enemy for [1.75/2/2.25/2.5/2.75] seconds.

Notes: It's effectively the same, with a slightly huge change to the numbers to compensate for his new W. I debated on making this a skillshot, then realized that his dart being a point-and-click was both its greatest strength and greatest weakness.

#NEW [W] Guerrilla Warfare: (Cooldown: [30/27.5/25/22.5/20])

Teemo gains invisibility for 1.5 seconds. Autoattacking or using other abilities breaks the stealth immediately. If Teemo isn't moving or is inside of a bush when the duration ends, he will remain stealthed as long as he doesn't move, doesn't act, and isn't displaced. If teemo is in a bush when the duration ends, Teemo may move freely within its boundaries without breaking stealth. When Teemo breaks stealth, he gains the Element of Surprise for 3 seconds, granting him [10%/20%/30%/40%/50%] bonus attack speed.

Guerrilla Warfare's cooldown can only go down when the ability isn't active.

Refund 1 second from Guerrilla Warfare's cooldown every time an enemy champion or monster takes magic damage from Teemo.

Notes: Now this is the main chunk of the change. His previous passive now lands amongst his abilities, making it more proactive to use. Also, with me being so gracious to all non-teemo mains, it prevents him from gaining an advantage by standing still in lane before minions head over.

It works the same as before, only with a small change of granting him invisibility while moving and acting for 1.5 seconds. To mitigate this huge utility, I added a long, long cooldown at early levels. However, in order to incentivise a teemo to take longer trades and keep his poison up, I added an addendum to the ability that refunds a bit of this long cooldown. Which, by the way, is also me being gracious to non-teemo mains. Now by being forced to take longer trades, you'll have more opportunities to kill him.

You're welcome.

#[E] Toxic Shot:

Teemo's basic attacks deal [15/30/45/60/75 (+40% AP)] bonus magic damage. Enemies damaged by this bonus magic damage are poisoned, and all poisons already applied to the enemy get refreshed.

Toxic Shot's poison deals [6/12/18/24/30 (+ 10% AP)] magic damage per second for 4 seconds. Toxic Shot's poison does not stack.

Notes: Very much the same, but reapplies poisons. Referring to his ultimate and his E here.

#[R] Noxious Trap : (Cooldown: 0.25) (Recharge: 30/25/20)

(PASSIVE): Teemo stores a Noxious Trap charge periodically, up to a maximum of 3 at once.

(ACTIVE): Teemo tosses a Noxious Trap mushroom trap on the ground, which stealths and arms after 1 second, lasting up to 5 minutes. While armed, mushrooms grant sight around them. Mushrooms can bounce [300/400/500 units] if they land on top of another mushroom.

If an enemy steps on a mushroom, it detonates, poisoning all nearby enemies, slowing them by [25/35/45%], and granting sight of them. The mushroom's poison deals [50/70/100 (+12% AP)] magic damage per second for 4 seconds.

Noxious Traps have 6 maximum health and can only be damaged by champion basic attacks (2 damage from ranged attacks and 3 from melee attacks).

Notes: A solid nerf to the numbers to compensate his E. Also, mushrooms can now bounce infinitely. Cause we all know people love watching mushrooms bounce. Now they bounce more! You're welcome. Again.


I implore you to remember a time when Teemo was good at making you hate your life. Thing is, this doesn't happen often anymore! Which is terrible! Teemo deserves better, and I assure you, that league itself will get better as a result of this change.

Trust me.

No, stop. Don't leave. Look in my eyes. Look at them. Look at my beady small eyes and tell me to my face, out loud, that you don't want Teemo to be great again. You can't. Cause I can't hear you through your monitor.

I'll assume you agree with me in that regard.

Let me know down below whether or not you think this nerfs him, in which case I'll take it into account! Also, let me know if it doesn't sound like it'll make you hate your life enough, in which case I'll reconsider my life. Make sure to like and subscribe as well.

16 Comments

Gilgayu1/7/2019, 10:52:20 PM4 votes

When you say "refresh any poison duration they have if they are already poisoned." Does it include his ult, like extending its duration practically forever until the death of the enemy?

and are you aware that the total ap ratio of his e is 40%, while his ult is only 12%. Sure, his ult is dot, but teemo can attack far more than once per second.

Another thing that I believe would be cool is to add another effect to his w. Make him able to see camouflaged (not stealthed) enemy champions if they are within his fog of war. It would make sense since he has goggles xD. It would also make him somewhat less vulnerable to ganks, since right now he can't do much to champions like kha or wukong.

Another thing that might be good to change is his ult. Make it do even less damage, but the longer the enemy has that poisoned effect of his ult, the more damage it will do (something like stacking, and 10/20/30(+6% AP) for every stack, and it stacks infinitely?), therefore synesizes way better with his e.

King Livid1/8/2019, 2:30:15 AM3 votes

I get tilted whenever I see Teemo in game. It's not even because he's annoying anymore (except for his mushrooms)

He made learning the game hell.

Inkling Commando1/7/2019, 11:26:13 PM3 votes

I don't think shuffling his powers count as a rework.

3thereal1/8/2019, 9:28:28 PM2 votes

Maybe have the poison start with less damage, but the longer the poison is, the more magic damage and magic pen it does, since literrally adaptive helm shuts down teemo instantly. I've had the pleasure of facing a Caitlyn that started adaptive helm just for me...

Talon Gerrard1/8/2019, 4:06:41 AM2 votes

Honestly, I think Teemo does need a slight kit update, but not exactly a change. If anything, he just needs some of that damage that was stripped from him back because it made him a bit TOO weak. They did lower the mana costs of his Q and R to help him stay in lane but at that cost of removing just a bit too much damage in too many areas. Also, he needs something added to his W so it's not such a bland ability. There are too many champions that can simply get directly to him and blow him up since he's so squishy so something that could help compensate for that would help him greatly in this assassin one shot your opponent before they one shot you meta we're in right now.

Gabresol1/7/2019, 8:30:05 PM1 votes

I do not like his Q and never will. His blind is a useless debuff since the range is too low and the travel time too large to prevent another marksmen from hitting him 2 times during the animation and most bruiser can just wait it out. And I am persionally not a fan of the shrooms just being poisen bombs. It is just too simple. Additionally, since the Cho'Gath changes, his E needs some changes.

But I really am a fan of the Passive and W change. Though I would put a cd on second part and make "When dealing damage to an enemy champion". That would make him more combat oriented, instead of getting random movementspeed buffs when placing shrooms or trapping.

jocomotion1/8/2019, 6:14:21 AM1 votes

Ok yes, but those numbers on move quick should be looked at. Mostly just the movespeed on active abilities. (Unless that portion has some sort of cooldown like Aatrox Passive)

B1oFrost1/8/2019, 12:48:55 AM1 votes

Hey, I agree with all the changes but I must ask when invisible is teemo immune to damage taken?