A general concept for a Teemo Rework and what I would expect from it.

Gentleman Gems·2/21/2019, 5:46:32 PM·3 votes·1,789 views

Hi, I was letting my mind wander and I began to think of ways that Teemo could be changed to help define his play style a bit more. I originally wanted to do a big page with exact numbers but I couldn't get the math down and I was far more interested in the conceptual aspect the numerical aspect, so here it is. THE TEEMO REWORK IDEA NO ONE HAS OR WOULD LIKELY ASK FOR BUT I MADE IT SO BLEGH!!!

Passive: Toxic Shot: Teemo’s auto attacks apply a light poison that deals a tiny amount of magic damage over a few seconds, stacking up to two times, both stacks being lost upon the end of the duration, and each new application resetting the duration of the poison. For each stack of poison Teemo applies on a target, that target loses a bit of flat Magic Resist, the shred scaling every other level or so, maxing out at a small flat amount.

Q: Blinding Dart: Teemo fires a poisoned dart at a target, dealing a small amount of Magic Damage and Blinding them, preventing the target from seeing anything but themselves for a couple or so seconds. This counts as a Poison under the effects of Teemo’s Passive.

W: Move Quickly: Passive: Teemo gains a small bit of Movement Speed when damaged. Teemo gains Bonus Movement Speed and Tenacity on activation, but loses the passive effect while the ability is on cooldown

E: Guerrilla Warfare: Passively Teemo enters a stealthed state after not moving for a few seconds, he can remain invisible while moving if he’s in a bush, and stealths faster while in a bush. When activated Teemo applies a bit of Glamour to himself, allowing him to remain invisible for a couple seconds even when moving outside a bush, Teemo can only activate this while he’s already invisible, and cannot become invisible again while the ability is on cooldown.

R: Noxious Trap: Passive: Teemo stores a mushroom every so often, up to the usual cap of 3. Active: Teemo plants a mushroom in a nearby target location. When an enemy steps on a Mushroom they take a fair amount of initial magic damage, becomes slowed a great deal for few seconds, and reset the duration of any soft CC currently affecting the target. They also have a stack of Mushroom Poison applied to them, small amounts of Magic Damage per second for a few seconds; Noxious Trap lasts about the same amount of time it does in the current version. While Noxious Trap is active, it grows buds over it's life span up to a cap, each bud adds small bits of Magic Damage to the Mushroom’s Initial Damage and Overtime Damage. Noxious Trap gains bonus effects based on where they are planted. When planted in the allied jungle they gain bonus vision range, when planted in the enemy jungle a small percent of their damage is converted to true damage against large monsters, and when planted in the river they release a poisonous cloud when stepped on, causing the poison effect to spread to an area and last for a few seconds.

Notes: At first I thought of adding numbers but I really wasn't feeling like doing the math and instead exploring the character play Style. From both personal experience and the collection of thoughts and opinions of much better league players (mostly streamers and youtubers) I decided I wanted to build this conceptual rework on the idea that Teemo (or the player) already has most of the fight planned out, maybe some bat man plan b's sprinkled in but for most part the battle has already been predetermined by both the prior knowledge of the player as well as their foresight. This means that a good Teemo player should always plan his fights ahead, and be very careful of the Odd variable in their combat equation, since this odd variable can and should be something to exploit. For an example of this, lets go Top lane Fun, I know. The Top lane match up is a Teemo (Blue) VS a Quinn (Red). In this theoretical match up the enemy jungler, Kayn, has been ganking Teemo for some time, using his wall shadow ninjitsu to flank him from behind when ever he tries to engage close to tower. Teemo most likely know's where Kayn likely would walk to start this gank. While Teemo is pushed up a teammates ward catches the Kayn going into topside blue jungle, so Teemo falls back and plants some mushrooms in the expected gank position preemptively before settling down in the bush. At this point the Quinn notices the Teemo falling back as Kayn enters the jungle, but for the purpose of the example we say she doesn't communicate that to Kayn. Kayn will position for a gank, only to get slowed and hit with a surprise blind dart. In an attempt to catch Teemo, who ran away with Move Quickly as soon as he landed the Q, Kayn fires off Sweeping Strike in the direction of Teemo, landing into another stroom and having the blind reset, all the while Teemo already turned his attention back to lane, leaving Kayn weakened and flailing about as Teemo's Jungler, a Vi, comes in to gank the Quinn for Teemo. At this point (for the sake of the example) Vi secures a kill for Teemo while Kayn is left weakened and lost, easy pickings for a 1v2. In another timeline we have Quinn warning Kayn of Teemo's Shenanigans, and so Kayn likely either decides to abort the gank and come back later, or, knowing he was seen, perhaps ask the quinn for help taking out the Vi who's walking towards him. At this point Teemo could help, but when working with improve over the carefully planned trap he set, he is far weaker and can do little to help his Teammate Vi.

Final Summery: To put it simple, this rendition of Teemo should be at his strongest when things go according to plan, and relies more on the skills of the player (or lack of skill of the enemy player >->) to preplan their fights; while being very weak when the plan go's awry, leaving wide openings to get stomped on if he's not careful when using his skills. It also rewards creative and outside the box thinking from both Teemo and his Team, as Teemo's mushrooms can be used better in team fights beyond "Extra damage and a slow", by allowing interactions to found from Teemo's pals, like a Malz silencing some enemies before they step on some shrooms in order to extend the moment of silence they have before being turned by the enemy team.

Comment or critique in the comments, I'm interested in your thoughts

4 Comments

JarodDempsey2/21/2019, 6:28:15 PM2 votes

I wouldnt mind extra effects on r with some conditions or his ability to sustain camouflage but it seems like you nerfed the damage on his q a lot and that's his primary poke skill and most of his damage outside of ult and should not be nerfed.

Cind3rkick2/21/2019, 5:53:55 PM1 votes

I dont think this would be enough for a full scale rework as it doesnt really add any new aspects to teemo They are mainly his old ones with other aspects added to them (And his passive and e swapping)

Minimac20002/21/2019, 7:33:06 PM1 votes

Just give him old akali shroud on his w. All the rework he needs lmao