Teemo Rework New Kit and Explanations. Notice me RITO... :D

SWAGnDRAGON·7/30/2016, 5:41:55 PM·6 votes·1,858 views
https://i.ytimg.com/vi/9h5nkk-MRBY/hqdefault.jpg

Hello guys! :D

This is my first ever post on this site, but I've been a long time player of the game. This is a rework idea for Good ol' Satan himself. I know Teemo is beloved and hated in the League community, but in seeing as there is a assassin rework coming soon this year, I'd like to see Teemo getting a rework as well. Teemo has such a cool backstory and lore, being a sort of special operations lone assassin sociopath, that isn't being realized in his current kit, it's more of a joke at the moment. Being honest, Teemo's current kit feels outdated and lazy as well, being that he has one damaging ability, a passive that requires you to not do anything(boring), and basically two other passives. His ult, while basically being Teemo's whole identity is again on the whole, non-interactive. I don't feel his current kit is healthy and/or is really that enjoyable for the player. People enjoy the persona and reputation of Teemo more than the champion itself and I don't think it has to be that way. Hopefully the Rito Gods will read this and consider it maybe for a future update. :)

This is a rework Idea I came up with on my own, and I feel it works fairly well together, as well as giving the player something to do, both in lane, and in team fights, and possibly in the jungle too. The goal was to make him more interactive and rewarding to play, with a different winning strategy than other champs already in the game, hitting home that "strategic diversity" goal Riot Games had a while back. It would be a pretty heavy rework, similar to Taric, and Poppy, but I feel it would benefit the game greatly.

TEEMO REWORK:

Passive: Toxic Shots-

Teemo's auto attacks applies poison to the target dealing scaling lvls of magic damage. Poisoned enemy champions give Teemo scaling lvls of bonus movement speed for the duration of the poison. (Combined his old W and E into a passive)


Q: Toxic Surprise-

-Passive- Auto Attacks and E apply stacks of Toxic Surprise. Upon reaching 3 stacks, the target is crippled, dealing bonus DOT magic damage and reducing movement speed for 1 second. Cannot trigger on the same target until after 7 seconds. (Note that while the poison from auto's don't stack, the auto poison and the E poison would, as well as the bonus q damage.)


W: Yordle SSCD Mk 8-

Teemo uses his "Swift Scout Cloaking Device" to cloak with invisibility, after a 1.25 second casting animation, for 5 seconds, gaining movement speed for the duration. Auto Attacking and actvating traps ends invisibility, as well as being displaced by enemy CC. Functions on a charge system, holding a max of two charges with a 30 second cooldown on regaining charges. (This is meant to give him an intentional and more useful way to use invisibility, a part that I think deserves to stay in his kit but needed some re-imagining. Also for added flavor, when the cloaking ends, the SSCD emits Teemo's laugh :3 )


**E: Noxious Trap- **

Place a poison explosive(mushroom) in target location. These explosive traps cloak after 1 second of being placed on the ground. (These traps can be reactivated the second they hit the ground however.) Upon reactivation, it explodes dealing AOE DOT Magic damage to all enemies in the area. -Matrydom- If Teemo dies, a trap explodes from himself as well.

(Similar to how R is now but requires activation to feel more intentional, as well as preventing minions and scuttle crab from messing up otherwise perfect traps. These would deactivate if Teemo wanders too far away, and Matrydom is kind of a almost useless tweak that could be funny, could be removed as well, also, I was theory-crafting ways in which teemo could have multiple traps out at once, maybe a cap of three and double tapping e in rapid succession sets all traps off? I don't know if that's possible on the coding side of things, that's why i didn't include it, but it would be very cool to do)


**R: Biological Warfare- **

After channeling without taking damage for 2.5 seconds, call down a huge AOE poison explosion that lingers for 4 seconds. All enemies within the range take initial damage and are blinded. Also deals passive lvl of poison damage over time as well as Q stacks every second of staying in the zone.

(The range for this would be similar to new ryze's rank 1 ult range, requiring the teemo player to be on the brink of combat, and easily within range to be spotted by the enemy team. It rewards clever positioning and teamwork, due to the channel being ample time to escape the zone if used directly onto the players. If the teemo player is predictable, he will be spotted and most likely die. This encourages creativity for ult placement. As far as animations go, I imagined him laser pointering at a location to triangulate the biological weapon airstrike over the 2.5 second channel if that makes any sense, and the laser pointer pattern would be visible to all players, including the enemy team, and the pattern would get bigger and more noticeable as the channel progresses. So that maybe in a hectic teamfight it could go unnoticed until it's too late, but in ganks and roams it would be used to cut off escapes and such, almost like pantheon's ult does)


Notes: The aim is to re-imagine his kit to feel more interactive and stealthy, and to solidify his role as a situational teamfighter/assassin. The kit allows him to make or break a teamfight with his ult, depending on how the Teemo player or the enemy team plays around it, as well as pick off crippled targets like the swift scout was always intended to do with swift new QE combo's. Early on his damage and poison DOT would be quite low, relying on the Q bonus damage to trade in lane effectively.(The Q slow allows the Teemo player to trade and get away, or perhaps keep pummeling if he's feeling confident) He would have generally low base damages and high scaling with items, allowing him to be a mid to late game powerhouse. The W functions as an escape or engage(So he may have one, but not the other), giving the swift scout ample time to maneuver and still have time to lay traps and channel the ult if not spotted( note that enemies while not seeing Teemo, can see the mushroom being laid down for the 1st second.). E keeps the value and flavor of his old ult, but requires reactivation in order for the player to feel more involved in the destruction of his/her enemies. The ult is meant to give him a teamfight presence, and nods a head towards his special operations ruthless military backstory. While dealing damage and blinding(could possibly change to heavy slow, I originally put blind in there because it's a thematic part of his kit that was missing and made sense in a teargas-esk lingering ult animation), the damage aspect would remain low due to it applying the passive levels of poison damage in the zone and Q procs. Combining smart use of the W and R, Teemo would have the power to solo win a teamfight (maybe an exaggeration) or fall flat due to being spotted.

As far as animations and base model go, I think just clean up his model, give him a clothing change of like maybe a torso piece, such as a vest, that matches his pants, with a bandoleer of mushrooms going across his chest (keeping it light however, no need to weigh down the swift scout.), with of course the bright red scarf, and the iconic captain Teemo hat :D Probably give him a new walking animation too, just to match other more recent champs. (but don't get rid of the bunny hops, astronaut floats, or super hero flying :3) The Q cripple animation would just be the slow animation, maybe with a purple tint. For the W, have the little Yordle reach for his belt and crank his SSCD up, (doesn't work the first time, but he gets it on the second time, to fill up the 1.25 second casting time). The E would borrow from the old ult animation, maybe tiny adjustments. And I described my vision for the Ult above, so go back and read it if you missed it. :)

He would remain a squishy damage carry, with sneaky assassin qualities as well as being a stealthy teamfight nuker, something League doesn't have in its current state. I think it could be a cool and unique identity for the little furball of death, but I'm open to all thoughts and comments anyone has :D (also if Riot actually reads this and comments I'd flip...)

13 Comments

TheLazySunbro7/31/2016, 1:29:39 AM2 votes

You never change the boi Teemo

I like your ult doe, good stuff.

Nanoucraft7/31/2016, 3:05:19 AM1 votes

Don't touch my teemo ;-;

I really like the current teemo, but your ultimate idea sounds LIT!! :D

GoronMuncherV7/31/2016, 3:59:00 PM1 votes

My tankmo could work with it.

Abyss Gear Syxx7/31/2016, 10:45:22 PM1 votes

I feel like he needs a rework and thats why I upvoted but I don't exactly agree with how you are reworking him. He doesn't stay true to his theme of being a boyscout or camper or survivor of any kind with an ult that is an airstrike. Making his passive an active makes him a lot like twitch. I thought of a few ideas myself but having him be a hunter + gatherer takes up a lot of writing and may be too complex for gameplay. Overall if he had a theme however I think it should include that.

Like Gnar, Kennen and Heimer he should have some setup mechanic but unlike heimer it should be counter playable. Right now he is classified as an Assassin marksman but he is not quite as good as either of them nor does he scale well with either of them unless you include his ult and Q. [His ult you don't get till level 6, and his Q is his only damage ability till then except toxic dart.] Also he is supposed to be a scout of some kind but he is slower than most instantaneous movement and there are a lot of champions whom have this. There are also a lot of champs that 'move quick'er than he does.

I would like it to be some counterplayable thing like Kindred by in which he roams and kills mobs on the maps to gather items and increase output of his abilities but the issue is he doesn't have much lane pushing power unless he is dominating lane and it is after level 6. He has no skill shot either and his regular non skill range is VERY low for a marksman of any sort and he lacks the burst damage of an assassin unless he has a huge lead. He also only has blind and his ult for ccs, his ult is easy to dodge or counter and his blind doesn't work on physical damage that isn't part of an auto attack [Nor is it a true blind like quinn or graves and it came out first.] In order to update teemo giving him a movement ability is almost mandatory but it should actually do something unlike move quick. [ I don't even know how that is boy scout related, just scouting related.]

If anything Noxious trap should be renamed to the noxious poison on his darts he should be gathering supplies for this. He should be using a bear or net trap, with a camp fire and giving trip wires/ropes to minions. Maybe if he has a camp fire set up he can light the net trap or trip wires on fire and while the enemy is tangling up and being roasted the poison gives a sweet release to the agony. I still don't know how this could be implimented in a fair counterable way that doesn't feel exactly like gangplank and is as effect as playing an actual assassin or marksman.

SWAGnDRAGON8/1/2016, 4:16:28 AM1 votes

I edited his W to be unique from twitch's stealth ability, as it was very similar before. Added a more Yordle friendly name and flavor to the ability as well. :D