[REWORK] Teemo, The Swift Scout

Kobolt·7/22/2018, 8:31:34 AM·3 votes·1,510 views

So my idea for this rework is to make this little s***, annoying squirrel?, yordle, actually a scout. Actually benefit from going out and literally scouting. That's the whole point of being a scout. So instead of just having this boring, 1 dimensional game play, I gave him options and decision making! Making it exciting and advantageous to going out and roam. So heres what I came up with. Some of the stuff I left alone, most of it I changed.

P - Guerrilla Warfare: Innate: Teemo gains invisibility if he stands still for 1.5 seconds without acting or being acted upon. He will remain stealthed so long as he doesn't move, act, or is displaced. If within a brush, Teemo gains stealth after 1.5 seconds even while moving and may move freely within its boundaries without breaking stealth.

Element of surprise: When Teemo breaks stealth, he gains the Element of Surprise for 3 seconds, granting him 20-80% bonus attack speed.

CHANGES: - Changed bonus attack speed to scale with level. [BUFF]

Q - Toxic Shot: Cost: 60/55/50/45/40 Mana Cooldown: 8s Refill cooldown: 5 seconds Ingredient fill channel: 2 seconds Ingredient capacity: 1/1/2/2/3 Poison explosion range: 200

Passive: Teemo's basic attacks deal 5/10/15/20/25(+15% AP) bonus magic damage on hit and poisons his target for (6/12/18/24/30(+10% AP) .

Active (Blowdart): Deal 40/80/120/160/200 (+60% AP) (+15/30/45/60/75 per ingredient) magic damage.

Active (Forage): While in the jungle, Teemo adds ingredients he foraged from walking around the jungle. Adding any ingredient makes teemos next 'Blowdart' blind for 0.4/0.8/1.2/1.6/2 seconds.
	- While adding ingredients near blue buff, his next 'Blowdart' explodes in a poisonous cloud dealing double 'poison' damage to all enemies in the area.
	- While adding ingredients near red buff, his next 'Blowdart' deals an additional 1/2/3/4/5% of the targets maximum HP as magic damage over 6 seconds.
	- While adding ingredients in river, his next 'Blowdart' slow for 10/20/30/40/50% for 0.25/0.5/0.75/1/1.25 seconds.
	- While adding ingredients near dragon, his next 'Blowdart' increases the blind duration by 0.2/0.4/0.6/0.8/1 second(s).
	- While adding ingredients near baron, his next 'Blowdart' converts 4/8/12/16/20% damage dealt to true damage.

NOTE: The large monster does NOT have to be alive in order to get the ingredients. Teemo just has to be in the general area of where that monster would be.

CHANGES: - Changed and compressed the old E and Q into something completely brand new. [REWORK]

W - Move Quick: Cost: 40 Mana Cooldown: 18/17/16/15/14 seconds

Passive: Teemo gains 10/15/20/25/30% bonus out of combat movement speed.

Active: Triples his out of combat movement speed for 3/3.5/4/4.5/5 seconds, but gets reduced to double when damaged.

CHANGES: - Slightly Increased bonus movement speed per level [BUFF] - Increased movement speed duration per level [BUFF] - Added new text to give him triple movement speed out of combat [BUFF]

E - Familiar territory: Cost: 100/95/90/85/80 Mana + 1 charge Cooldown: 120/105/90/75/60 Capacity: 1/1/1/2/2 Recharge time: 50/45/40/35/30 seconds

Passive: Teemo gains true sight for 6 seconds when revealed by an enemy ward or trap in the ally jungle (300/285/270/255/240 second cooldown).

Active: After channeling for 6 seconds, Teemo constructs a recon tower that acts as a ward for 60/120/180/240/300 seconds.
Teemo can climb into this recon tower to gain 30/60/90/120/150 attack range, and empower his autos, dealing 0.5/1/1.5/2/2.5% of the targets maximum health as bonus magical damage over 5 seconds.
While in the recon tower, Teemo gains 1000 sight, but can be seen in a 1500 unit radius regardless of the fog of war. (Max: 4)

CHANGES: - Completely new [REWORK]

R - Noxious Trap: Cost: 75 Mana + 1 charge Cooldown: 0.25 seconds Recharge time: 60/45/30 seconds Target Range: 400/650/900 Collision Radius: 60 Effect Radius: 200 Bounce Range: 300/400/500

Passive: Teemo stores a Noxious trap charge periodically, up to a maximum of 2/3/4 at once.

Active: Teemo tosses a mushroom trap on the ground, which stealths and arms after 1 second, lasting up to 4/5/6 minutes. While armed, mushrooms grant sight around them. Mushrooms thrown on top of eachother bounce on the previous one a short distance before planting. 
Noxious deals an additional 1% bonus magical damage for every 45/30/15 seconds the mushroom has been armed. If an enemy steps on a mushroom, it detonates, poisoning all nearby enemies, slowing them by 30/40/50%, granting sight of them, and dealing 50/80/110 (+10% AP) magic damage every second for 4 seconds. 
Walking around in the jungle triples the cooldown reduction of Noxious Trap.

CHANGES: - Changed capacity of mushroms to carry 1 less level 1, but 1 more level 16. [Neutral] - Changed time of mushroms to last 1 minute less level 1, and last 1 minute more level 16. [Neutral] - Added scaling mushroom damage with how long it was armed [BUFF] - Nerfed the base damage and AP scaling [Nerf]

5 Comments

Shmeeve7/22/2018, 4:27:54 PM1 votes

what if I told you... teemo is already easy to kill, this is why we have kayn shadow assassin form

99White Terror997/22/2018, 5:41:53 PM1 votes

when i opened the post i thought it would be a stupid rework of someone who doesn't know notthing about teemo and pretend to say what riot should change even if right now teemo has different ways you can play him ("normal", assassin, adc, tank/bruiser) but, i changed my mind, i like the new Q and E and i would definitly enjoy playing teemo with them, maybe you should adjust a bit the numbers because i think one or two things are too strong but that's a good rework

with the Q you could put something that teemo can forage, like a strawberry or an insect that spawn in a random location in the area you said and teemo needs to find it, like a little simple mini game

gj man

J4K ShadyBacon7/25/2018, 4:46:36 AM1 votes
  1. Passive - Can agree with, but would like to balance test (gives him more late game damage)

  2. Ability Q - Cool idea, but scavaging from killing jungle camps might be a better idea so that you can bring the buffs with you on ganks, not really sure about what playstyle you were trying to create here. I think you want him to stay in the enemy jungle primarily and so you wanted proximity buffs for being near camps, but as a result, it makes his ganks super weak to the point of almost making him one-dimensional

  3. Ability W - Can agree with, but dang is he zooming now out of combat, might be a bit too mobile

  4. Ability E - I really do not like the active idea on this ability as it kind of defeats the objective of a scout (to get info on enemies without being spotted) and just feels a bit cringy. For the active, I would like to take the idea from another Teemo rework where he had this ability cause Teemo to pull out a combat knife and deal damage in a straight line (think Yasuo Q) that has an execution effect. This to me feels more scout like since if a scout is spotted they will either want to run away or swiftly kill the enemy that spotted them before they can tell their allies or in this case get aid.

  5. Ability R - I agree with this, it gives the ability more progression with levels and makes the position of shrooms more meaningful since you will not want to plant it directly on enemies anymore. (Walking around in the jungle triples the cooldown of Noxious Trap? - reduces it or makes it longer)