Teemo the NEW Swift Scout

Tuquin·4/8/2015, 11:20:26 AM·5 votes·6,117 views

To start off, we have to decide and identify Teemo's niche. Basically, in what situations do we want to pick or have Teemo on the team. Right now, he pretty much wins most top lane match ups, but falls off pretty hard. In teamfights he doesn't provide quite enough damage or tankiness to become a truly valuable member of the team. He isn't top tier splitpusher either. Imo, most importantly, his biggest strength is objective control via his shrooms. Next thing, we have to discuss what are the annoying and iconic elements of Teemo. Most iconic elements are his shrooms and being fast. He can kite around his enemies and bait them into shrooms. He has a hit and run play style. What is annoying in Teemo: -The single hit and run play style, because it creates frustration in the enemy, and doesn't enable a healthy game play overall. -The point click blind. -In lane trade pattern. The issue here is, that his trade pattern isn't really a trade. He pokes and runs away, but if he gets caught he dies. This isn't healthy for either of the sides. -To some extent his passive, because it is mostly useless, or is used to cheese an early kill. Also, it doesn't quite work well with his kit. -His kit lacks interaction. Q is a pointclick ability. W a very poor escape ability. E a passive ability.

Suggested kit:

Scout Passive: Part 1: If Teemo stands still and takes no actions and remains in brush, while taking no damage for 1.5 seconds, he gains stealth. When Teemo enters stealth while in brush, he can move around and maintain his stealth as long as he doesn't attack, use an ability or exit the brush. If he enters stealth while outside of a brush, moving or Airborne icon being moved also breaks his camouflage. When the stealth is broken, Teemo gains the Element of Surprise Element of Surprise, granting him 20 / 40 / 60 / 80% bonus attack speed for 3 seconds. Part 2: Teemo can track enemies tracks/foodprints on the ground. Small red footprints or something. A certain amount of time after the enemy is gone, the tracks will fade away.

Blinding Dart Q: ACTIVE: Teemo shoots a dart at the target enemy, dealing them magic damage and blinds icon blinding them for a short duration. NEW: Skillshot. If you want to remove the blind make it a sight reduction like Quinn or something. MAGIC DAMAGE: 80 / 125 / 170 / 215 / 260 (+ 80% AP) BLIND DURATION: 1.5 / 1.75 / 2 / 2.25 / 2.5 Blinding Dart does not reset Teemo's autoattack timer.

Roll and run W: ACTIVE: Teemo roll/dash a short distance and is given a 1-2 sec movement increase. The short dash/roll is just long enough to get through narrow terrain. If Teemo dashes into a bush that has no enemies in it he becomes invisible.

Poisonous Dart E: Active:

Noxius Traps R: PASSIVE: Teemo stores a charge of Noxious Trap periodically, up to a maximum of 3 stored at once. ACTIVE: Teemo tosses a mushroom trap on the ground which stealths and arms after 1 second, lasting up to 5 minutes. While armed, mushrooms grant Sight icon sight around them. If a thrown mushroom lands on another one, it bounces an additional distance before planting. If an enemy steps on a mushroom, it detonates, Poison icon poisoning all nearby enemies, Slow icon slowing, granting Sight icon sight of them and dealing them magic damage over 4 seconds. 「 MAGIC DAMAGE PER SECOND: 50 / 81.25 / 112.5 (+ 12.5% AP) 」 SLOW: 30 / 40 / 50% Mushrooms have 6 health, can only be damaged by champion basic attacks and take 2 damage from ranged attacks and 3 from melee attacks.

This rework/update would give Teemo the very needed teamfight power he doesnt have, and also would give him a fail safe mechanic, with which I mean that even if he doesn't get to fight in the shroomed area, he would still have some.

Besides that i saw this awesome art work from a Riot Art Contest. This is the vibe i would like the new Teemo to have. A more badass scout but still the cuteness of a Yordle underneath. Also i think it would be cool had different voice cast when in and out of combat. For example out of combat he's sweet: "hut..2..3..4" But in combat he becomes a bit darker. Since he is a soldier and war veteran he has seen alot of death.

https://www.youtube.com/watch?v=bMnlJMqpx74

Tell me what you think?

20 Comments

warwiller4/8/2015, 11:46:10 AM3 votes

You've turned him into Ziggs with poison.

Critmaster Garen4/8/2015, 11:54:59 AM1 votes

first af all. you didnt change any of the problematic parts of his kit, that you listed. you just massively added onto it, without making cuts anywhere else. including, turning his obnoxious shrooms into a regular ability. you kept his anoying hit and run style poke and additionally gave him a stun in case he gets caught.

second, some of the numbers are totally out of whack. the q for example. a .8 ap scaling? seriously? its even rare for mages to have such high ap scaling on an ability. and thats just the active part on top of the passive.

0Silverfang2/7/2016, 9:28:13 AM1 votes

This is a concept I've been working on.

Passive: make it a 2 parter, first part keeping his camouflage. Second part giving him a tracking mechanic. He shouldn't be able to revel an entire area. Quinn can because she has a bird. Teemo should instead be able to track on the ground. Spotting champion moments by their footprints which fade over time. There's no need for making him able to sense nearby wards when you consider all the other methods of vision control already in the game now.

Q-blinding dart: keep it the same, just make it a skill shot. Alternatively, if riot wants to get rid of the blind mechanic altogether, make it a vision reduction like Quinn and graves.

W - move quickly: this one is kind of boring so I thought maybe give it a short tumble to give teemo an escape and make it so he can enter stealth instantly if he tumbles into a bush.

E - toxic shot: they could remove the immediate damage of it and make it so that when it's active teemo only adds stacks of poison that progressively tick for more damage the more stacks are on you. This ability will cost a small amount of mana per shot when toggled on. When the time runs out on the last stack all stacks are removed. Damage is a base damage + an ap ratio (damage increases based on rank). Stacks last for 3 seconds.

R - noxious traps: adds 3 stacks of poison onto everyone in the aoe that last for 5 seconds. These deal % current he damage and reveal everyone hit for 2 seconds. Traps last for 7 minutes.

Sorry there are no numbers. I'm not really good at that and wouldn't be able to put in balanced numbers.

Mystery Ghost2/9/2016, 10:07:43 AM1 votes

I agree that Teemo needs a visual update badly, his original skin is very out of date