My concept for Teemo's rework (with drawings)
Hi there everybody.
Several days ago I submitted a Teemo rework concept on the french LoL forums ( http://boards.euw.leagueoflegends.com/fr/c/creations-de-la-communaute-fr/INAb4E5T-rework-de-teemo-idaoes-et-dessins ). It was received pretty well and I've been advised to post here too, so here I am! I hope you'll like it (I'm not a native english speaker so let me know if there are things that you don't understand).
Before we start I'd like to explain my objectives with that rework:
Teemo is extremely versatile. People play him in every role with a lot of different builds (AP, AD, Attack Speed/AP, Attack Speed/On-hit, Tank). I wanted to keep this idea of an adaptable champion, and even push it to an extreme. I wanted to make him in a way that he can choose any path he wants, but once he took one path he can't go back.
I also wanted to preserve the concept of an annoying champion really strong in lane but weak in teamfights, who can easily blow up a squishy target if they found themselves in a wrong place at a wrong time. All of these things would still exist, but in a way that is less frustrating for the enemy and more challenging for the Teemo player. Globally I wanted him to stay mechanically easy to play while requiring a lot of strategy and decision making skills.
Now without further ado, let's dive into this rework!
Important note : There will be no values in my concept. No damage amounts, no cooldown, no mana costs, no ratios. Since I can't test my ideas and have the theorycrafting skills of a goat I wouldn't want to add bullshit numbers. The thread is more about ideas and homemade drawings!
NEW GAMEPLAY ELEMENT: GEARS
At the start of the game Teemo doesn't have any spell, but he can find in the shop several free items named Gears. These are consumables that change Teemo's appearance and skills when used. There are four different Gears in total (you can check out the forms on the image below):
http://i.imgur.com/AZD8qVn.jpg
-
Soldier Gear: As a Soldier, Teemo focuses on high DPS and kiting. He's very effective in extended trades against tanks and bruisers, which he can keep away from melee range long enough to slowly kill them.
-
Hunter Gear: As a Hunter, Teemo is able to deliver a massive single-target burst and have the capacity of clearing rapidly neutral monster camps. He uses traps to create and defend a specific position, and if a squishy target makes the mistake of trespassing they will disappear in a (poisonous) smoke.
-
Scout Gear: As a Scout, Teemo is able to offer vision and map control to his team while gaining a huge mobility out of combat. This gear is not made for fights and will make Teemo very weak as long as he'll be scouting ahead, forcing him to go back to the shop to get a more aggressive gear.
-
Medic Gear: As a Medic, Teemo focuses entirely on supporting his allies : he heals them, buffs them and prevents the enemy from harming them. The medic gear is also the only gear who got its own ultimate, while the others gears just modify the usual mushrooms.
Teemo can only buy** two different gears** each game, but once he chose them he can switch between the two as much as he wants in the shop. Only one gear at a time can be carried in the inventory.
Every player in the game (allies and enemies) can know in real time which form Teemo has by pressing tab: a little icon next to his portrait will indicate that.
http://i.imgur.com/DvPJUWn.jpg
http://i.imgur.com/GTJ6KW8.jpg
UNIQUE PASSIVE REGARDLESS OF THE GEAR: GUERRILLA WARFARE
No matter which gear you choose, Teemo still got the same passive as live: when he stands still for a short duration, he turns invisible. He can move around in the bushes while staying invisible and, when he breaks his stealth, he gains an attack speed buff. This is the only thing that doesn't change.
SOLDIER: SKILLS
**Passive - Strategic shot: **Teemo's basic attacks poison their target, dealing magic damage over time equivalent to a base value + a small percent of their maximum health, stacking four times. The stacks fade away very quickly.
This passive helps Soldier Teemo fighting tanks and bruisers without making him too oppressive against squishier targets. Since the stacks disappear quickly Teemo is forced to make the trades longer, as a more periodic harass will be less effective.
Q – Blinding dart: Shoots a dart that blinds the target. A blinded target will miss his first auto-attack, the following autos will deal reduced damge and won't be able to apply on-hit effects for the blind's duration.
I'm reworking the blind completely: only the first auto will miss. It makes the spell less frustrating but still powerful since we can reduce his mana cost and increase the duration of the blind. The on-hit effect removal works for everything, including spells (Nasus Q, Jax W, Kog's W) and items (Tiamat, Sheen, BotRK).
W – Firecracker: Teemo detonates a powerful firecracker, dealing magic damage and knocking back both himself and his targets (think Nautilus hook, but in reverse). If Teemo uses Firecracker on a green mushroom, it will explode immediatly.
This spell will allow Teemo to keep away melee champions, putting himself in safety while staying in range to keep attacking. The firecracker can be used offensively as well since it can detonate the shrooms: the R-W combo will deal decent damage. But that skill has a pretty long cooldown so Teemo will have to chose between defense and offense when using it.
E – Move Quick: Passive: When Teemo attacks an enemy champion with his autos or Blinding dart, his movespeed briefly increases. Active : Teemo sprints, increasing his movespeed and removing every slow affecting him.
I'm giving Teemo a similar passive to the phage's. The goal with the Soldier gear is to give him a good DPS and kiting ability to the detriment of burst. The active will help Teemo getting out of sticky situations.
R – Noxious trap: Commando:
http://i.imgur.com/oNKkis0.jpg
Puts a** Green** mushroom on the ground. It explodes if an enemy steps on it, dealing magic damage over time and slowing in AoE. The damage will be moderate if the target stands still after the mushroom detonates, but will greatly increase if they move while they are poisoned.
Basically the same shrooms as live, but I added them a mechanic similar to Bloodseeker's ult (DotA). If the enemy takes the mushroom while nobody is around, they can just stand still and won't take that much damage. But the mushrooms will be a lot more effective if the enemy tries to run away or to catch Teemo or his allies.
HUNTER: SKILLS
**Passive – Poacher's shot: **Teemo's basic attacks poison their target, dealing magic damage over time. These damage are amplified against neutral monsters.
Added passive – Stalking zone: A large circle is visible around Hunter Teemo. Outside of this circle, every one of his traps (except the Meat) disappear.
The first passive is rather obvious: Hunter Teemo is made for the jungle. As for the second passive, it forces Teemo into a specific zone in which he'll place all of his traps. The goal with this form is to prepare an area beforehand, not to be a threat everywhere on the map.
Q – Sedative dart: On enemy minions or champions: Shoots a dart that deals a lot of magic damage and slows the target. On monsters: Shoots a dart on a monster, dealing damage to it getting it to sleep. A sleeping monster cannot attack nor move for a few seconds before slowly regaining his normal movespeed and attack speed.
An effective jungle tool but with a long cooldown: You gotta keep it for large monsters or buffs. Later during the game that dart will be a great part of your burst.
W – Bait:
In a monster camp:
http://i.imgur.com/cDvppf1.jpg
Places a morsel of meat in a monster camp, which activates after a few seconds (max 4 morsels). The monsters are attracted by the meat and will begin "eating" it (they will attack it but they won't be able to destroy it). While they eat, the monsters are slowly poisoned to death. Enemy champions can destroy the meat by stepping on it. The meat does not work on blue buff, red buff and epic monsters.
That spell will allow Teemo to farm without being on the camps. As for how it works, imagine an invulnerable Shaco box drawing monster aggro while attacking them. That may seem op but keep in mind that the poisoning is very slow.
On the ground:
http://i.imgur.com/9kFK1UL.jpg
Places a piece of cake on the ground, which spreads a delicious smell in a area around it. The first unit (minion, pet or champion) stepping into the area will be drawn to the piece of cake and eat it. Eating the cake will mark the target for a few seconds: if Teemo attacks a marked target, they will take additional magic damage.
The cake can draw an enemy champion into a dangerous situation, especially given the other traps that Hunter Teemo got in his kit.
E – Snare:
Places a snare which activates after a few seconds. If a enemy steps on it, they're briefly leashed to it (they can't leave a small area around the trap, maintained by a rope). Doesn't give vision, but a little animation signals a snare got activated.
http://i.imgur.com/k4hTfWN.jpg
The snare doesn't deal any damage, but it can be very useful to catch a fleeing opponent or to cover your own retreat. Note that, like the cake, it takes several seconds for the snare to activate: it will be uneffective for emergencies and situations requiring quick actions (improvisation is actually Soldier Teemo's job). For the leash mechanic I got inspired by Slark in DotA 2.
**R – Noxious trap: Predator: **
http://i.imgur.com/XWHyBIb.jpg
Puts a** Yellow** mushroom on the ground. It explodes if an enemy steps on it, dealing massive magic damage over time and slowing in AoE.
This is the culmination of your burst, the center of Hunter Teemo's assassination kit. Every other trap exist to push the enemy into these shrooms, near which you will wait in stealth to finish off your victim with a Q and autos. This technique has a few weaknesses : if you do it wrong the enemies can predict you or ignore the risky area to go somewhere else on the map. You'll also have a rough time if a tanky enemy steps into your traps : your burst will often not be enough to kill them, and all of your traps will be consumed for nothing.
**SCOUT: SKILLS **
Passive - Fallback shot: Teemo's basic attacks poison their target, dealing magic damage over time. While the poison is active, Teemo's speed increases while running away from the poisoned target.
The scout kit is not made for combat: Teemo cannot afford to meet enemy champions while he's scouting. He's compensating his lack of damage by a increased mobility and ability to retreat.
**Q – Tracking dart: **Has a limited number of charges that refill in the base.
On a minion or champion: Shoots a dart, dealing low damage and giving true sight on the target for a few seconds.
On a neutral monster: Shoots a dart on a monster, dealing no damage but marking them for a long period of time. If an enemy champion attacks the marked monster, true sight is given on them. The vision persists a few seconds after the monster is being killed.
This dart is not very useful on champions (only use it in emergencies). On monsters however it's insanely good: a part of Teemo's scouting phase will be dedicated to put tracking darts on as much monsters as possible (in his jungle or in the enemy jungle) to keep an eye on the enemy jungler. But keep in mind that the number of charges is limited, so Teemo will have to chose wisely which monsters will get shot... and not waste it on champs too much! For this spell I got inspired by the hunter Abe in Evolve.
W – Trampoline: Passive: Teemo gains out of combat movement speed. Active: Targets a blue mushroom. Teemo jumps on it and bounces towards the cursor. If the cursor is near another blue mushroom Teemo bounces again, and so forth. Mushrooms can only be used once by W.
This spell is the funniest imo. It gives Scout Teemo a lot of mobility after level 6, which allows him to do his job as a scout and not wasting too much time/XP/gold wandering around the map.
E – Torch: Places a torch on the ground which reveals an area around it for a few minutes. Enemies cannot destroy the torch but can put it out by getting close and clicking on it. Teemo then has to come back and click on the torch to relight it and allow it to give vision again. 3 torches max.
This spell is a powerful vision tool, but can be easily countered. You cannot use it to scout areas with a lot of enemies (while they are attacking the Baron, for example). You'll still be able to know where your opponents are, and if you're about to get ganked.
**R – Noxious trap: Explorer: **
http://i.imgur.com/0KRFTW5.jpg
Puts a **Blue **mushroom on the ground. It explodes if an enemy steps on it, slowing and giving vision on the target, but not dealing any damage. Blue mushrooms last the longest and got a rather short cooldown.
Those shrooms are small and harmless, but there can be loads of them and they are really useful to control an area and give vision. They also allow Teemo to create little routes to bounce on with Trampoline.
MEDIC: SKILLS
Passive – Incapacitating shot: Teemo's basic attacks poison their target, dealing magic damage over time. While the poison is active, the target's damage is slightly reduced. _ Yep, Urgot's passive on Medic Teemo. I don't want to make his autos too powerful in this form : poison damage and ratio will be low. But the damage reduction will be nice for him and his lane partner if he has one._
Q – Stimulating dart: Shoots a dart on a ally, increasing his movespeed and attackspeed for a few seconds.
A tool to help adcs, increasing their dps and kiting ability. Of course Teemo cannot drug himself. I admit that I got inspired by Ana from Overwatch on this one.
**W – Bandage: **Channels on an ally until that ally moves, until one of them takes damage or until Teemo cancels the spell. During the channel, Teemo heals the target for a few HP every second, draining his mana.
Here we have a heal that can only work out of combat: Teemo and his ally have to put themselves in safety, heal up and then return in combat. They can lose farm by doing so but the sustain is really good. Teemo has to be careful not to drain his mana too much or he won't be able to cast other spells.
**E – Spore grenade: **Throws a grenade, damaging and stunning the enemies where it lands and leaving a spore cloud that slows everyone in the area.
A good cc useful for ganks, trades or covers. It will be hard to aim with it, though (think Heimer's E).
R – Watchtower: Channels a few seconds to deploy a temporary watchtower. An ally (or Teemo himself) can enter the tower to gain increased vision and range on their auto-attacks, however they cannot use any of their spells while in the tower. Besides the tower Teemo will find a chest: if he clicks on it he will automatically switch between the two gears he chose. The watchtower has a lifebar and the enemy can use a hard cc on it to force out his occupier. Melee champs cannot enter the tower.
http://i.imgur.com/tpOJJvc.jpg
I know creating buildings in game is not very practical, but I really like the concept, and I wanted to go beyond Azir turrets. This ultimate has a very long cooldown, and will probably be the only viable contribution in a teamfight from Teemo.
GEARS COMBINATIONS
As I said, you can only take two different gears each game. That means you have to find the best combination for your needs. I wrote down every pair with their possible uses.
-
**Soldier & Hunter – The Killer: **That Teemo wants blood... and he will get a lot of it! The two most aggressive gears will give Teemo the ability to destroy both tanky champs and squishy champs. Played well, he can gather a lot of gold, trigger the enemy team and become an unpredictable threat with huge damage potential.
-
**Soldier & Scout – The Splitpusher: **Teemo will get enough map control with torches and blue mushrooms to splitpush safely. Preparing the map with Scout before recalling, coming back as a Soldier and starting to push can be an efficient strategy. Teemo will then be able to use green shrooms to clear minion waves or to fight the fool who will come and try to defend.
-
Soldier & Medic – The Aggressive Support: Teemo can support his adc both with Blinding dart and damage from the Soldier kit, and with heals, boosts and stuns from the Medic kit. Later in the game, the watchtower can be used by your adc to attack safely, and Teemo can use the chest to alternate between Soldier and Medic, damaging the frontline or supporting his allies.
-
Hunter & Scout – The Objective control Jungler: That Teemo can use the Hunter's kit to rapidly clear monster camps, and the Scout's kit to give vision on the enemy jungle and then have the opportunity to steal buffs or control dragon or baron. His ganks, on the other hand, will be a lot less effective.
-
Hunter & Medic – The Supporting Jungler: The Hunter's kit will allow Teemo to clear the jungle while the Medic's kit will provide interestig ganks by stunning the ennemies with Spore grenade and boosting your ally with Stimulating dart. If the gank fails, you can still heal your ally so his laning phase will get easier: with a blue buff you can even become an ambulance roaming on every lane to heal your mates! The tower will be useful to offer a powerspike to your ally in lane, and later in teamfights. While your teammates use it, you can switch to Hunter and prepare your traps for your prey.
-
Scout & Medic – The Generous Support: That Teemo is entirely dedicated to his teammates: heals, buffs, vision, your allies will love you... Well, as much as one can love a Teemo.
-
**One single gear – For Beginners: **Teemo's kit seems overloaded and his learning curve a lot higher compared to live Teemo, but a new player will be totally fine with the Soldier's gear alone: that kit is exhaustive enough to offer a viable gameplay.
WHAT ABOUT THE SKINS?
This rework gives Teemo a lot of different forms, and new props appearing on the map. You can wonder how it will work with all the Teemo skins.
Well, I would have loved to draw all the iterations of Teemo with his skins, but it's too much time consuming. Try to imagine little tweaks to each skin: slightly different armors for Omega Squad, various onesies for Cottontail/Panda, different types of demons for little Devil (changing the horn shape, the fur color, the trident...), and so on.
As for the props, I made a little table with ideas. Feel free to add yours:
http://i.imgur.com/jNWC4f3.jpg
CONCLUSION
I hope you liked my project! Feel free to ask questions, correct my english or suggest me anything!