Teemo Champion Update

Oneshot1killguy·8/12/2015, 4:55:27 PM·2 votes·917 views

First of all, I'd like to start off by saying I really love the direction the devs have been taking Teemo these past few months. Everything from the Omega Squad skin back in April to the more recent updates to his Passive and R have really helped in solidifying his role as a stealthy little special forces assassin. That being said, I feel like from both a gameplay as well as a concept standpoint, there is still more work to be done. I say this mainly for two reasons: Firstly, Teemo is not a very high skillcap champ. As long as you can figure out how to kite with him, you've just about reached the pinnacle of your prowess with what he can do. Secondly, although he is small and relies on stealth, I feel that his concept is incomplete without him relying on range as well. I know that if I was a tiny special forces operative in a world full of giant and scary prey, I would definitely rely on stealth and claymore mines (shrooms), but another big part of my kit would be range, only going into short range frontal assault mode if the enemy gets too close. With the concept out of the way and without further ado I present to you my proposed update for Teemo, the Swift Scout:

Passive- No longer grants an attack speed bonus. Instead, his first attack within 3 seconds after stealth has a 100% crit chance.

Q- Is now a skillshot, applying the same effects as live to the first enemy hit.

W- Same as live, or no passive move speed bonus and active is a dash if E is toggled on.

E- When toggled off gives the same damage bonus as on live but now also provides 20/40/60/80/100% attack speed. When toggled on increases Teemo's attack range to 680 and doubles the damage bonus of the on hit effect, but gives Teemo's auto attacks a 1sec CD and each auto attack costs 10 mana.

R- Same as live.

Since Teemo no longer needs to build attack speed, his Recommended Items should be updated to have Luden's Echo replace Nashor's Tooth under the Essential category, and not include Runaan's Hurricane in Offensive Items.

Up for debate:

I believe the above changes will both give Teemo the much needed complexity he requires and finalize his role as a stealthy assassin. These changes, while relatively simple, should alter his playstyle quite drastically to give him an improved feel while increasing his skillcap and providing more opportunities for counterplay.

There are more changes however, which I feel are important but not necessary as they would require a more massive overhaul of Teemo as he is on live. Nevertheless, what I feel are my more contraversial ideas for Teemo's update are as follows:

  1. Change Teemo's scaling from AP to AD. This would obviously require a complete overhaul of his recommended items, but I believe would make sense for him as a champ. The numbers and scaling should all stay the same but could be adjusted should it prove to be too much. The only thing that should change as a result of such an update would be that his E, when toggled off, should only provide the attack speed bonus but no longer a damage bonus since he will now get his damage directly from AD.

  2. Increase his normal auto attack range to 550. This might prove too overpowered due to his insanely high attack speed late game, and access to insane range early game which is why it is up for debate, but I believe that if Teemo was to go AD he should have the same range as the average ADC. Then again, if his range remains the same I feel he could work as an ADC just as well (and possibly be more interesting) if he uses his W movespeed bonus to run up for last hits guerilla warfare style, switching to sniper mode to secure the more dangerous CS.

  3. Lastly, it might be a good idea to reduce the range of his Q to be equivalent to his attack range on live. This would reduce his ability to harass the enemy champions hiding behind minions even further, but still keep it as a tool to keep him safe in a fight. Since turning his Q into a skillshot AND drastically reducing its range would be quite a huge nerf, adding a slow in addition to its other effects should be taken into consideration as compensation for its reduced effectiveness, as well as an added reward for the skilled Teemo player.

Thank you for taking your time to read through my ideas and please let me know what you think! :)

3 Comments

FearfulMinion8/12/2015, 7:31:38 PM1 votes

ad teemo? worst idea ever.

Lord Mac Tire8/12/2015, 7:59:07 PM1 votes

looks like someone's a garen main... lol

teemo is nerfed enough.

Oneshot1killguy8/12/2015, 10:41:55 PM1 votes

Hello again!

Upon further consideration of the balance issues implicit in such an update, I've come to the following conclusions:

  1. I believe Teemo would definitely need to be altered to scale with AD rather than AP. Mainly so that the crit from the passive I'm proposing has an effect but also to keep the concept of a stealthy special ops assassin rather than some sort of mage who buys a staff and a deathcap, then goes around shooting people with his blowgun (sniper rifle if you're Omega Squad). The following would also need to happen as a result of this change:

    a) As mentioned previously, obviously his recommended items would need to be updated.

    b) Also as mentioned earlier, the damage bonus from his E would need to be applied only to his sniper attacks when E is toggled on. This means no more poison on his regular attacks, but his regular attacks do more damage since they would scale with AD, and his sniper attacks gain a bonus on hit and poison effect that scales with AD as well.

    c) Scaling with AD poses a lot of scary possibilities for Teemo with the setup I've described. One of which involves staying in brush and harassing his lane opponents non stop with crits from his sniper attacks. In order to tone it down a bit, I now understand that while still technically an auto attack, his sniper attacks need to be treated as an ability in order to keep the game unbroken. As a result of this, I propose changing the CD of the sniper attack from 1sec to 9/8/7/6/5, and increasing the mana cost from 10 mana per shot to 60/70/80/90/100. Also I believe that this bonus damage should scale by the same amount it does now, only with AD rather than AP instead of double the current amount as I mentioned in my OP. This would prevent Teemo from auto harassing his opponent out of lane, while still enabling him to perform long range/high damage crits from stealth when he needs to.

    d) In addition to the aforementioned changes to his E, I feel that having an ADC passively gain 100% attack speed of frontloaded AD is pretty gamebreaking. As a result of this I feel it is appropriate to lower the passive attack speed bonus his E gives him from 20/40/60/80/100% to 10/20/30/40/50%. These changes allow Teemo to still build some more attack speed if he wishes, while leaving a full focus on pure AD also viable (and possibly even preferable if he prefers to utilize his stealth sniper aspect).

  2. His Q should, IMO, have it's range reduced to 500 in addition to becoming a skillshot, but should have a slow in addition to its existing effects. However, since Teemo would now be using his E sniper shots as harass instead of his Q, I believe it is safe to lower the mana cost of this ability to 20/40/60/80/100 so he can keep it as a tool to help Teemo neutralize an enemy that catches him off guard or secure his escape in addition to W.

  3. The most difficult decision for me was to keep the same range on his basic (non sniper) attacks as it is on live instead of bringing it up to par with most other ADCs. The reason for this being that although it would be difficult for Teemo to secure CS at short distance without his blind, I believe that all the changes I proposed for him allow a resourceful Teemo player to harass the opponent from afar, run in to secure CS, and retreat if necessary (while retaliating in the process).

I believe that's all for now. As always thank you for your feedback and please try to support your reasoning with facts moving forward. :)