Teemo, the Swift Scout Gameplay update
Hey guys, Kloqdq here to deliver an idea to update the hell spawn of League himself, Teemo.
Now I really like Teemo as a champion but let’s be real, he isn’t the best champion in league. This is due to a lack of power within Teemo’s kit that doesn’t offer much to both Teemo players and his teammates. Although Teemo can make shit happen, it’s very rare and doesn’t feel very rewarding in the long run. This Gameplay update aims to keep Teemo largely the same but make small improvements to enhance his theme and overall power to make him a more viable pick across the board. All the changes below are only dealing with Teemo’s abilities and not his base stats. I do believe some of his bases could be changed as well but I didn’t want to get into that as I am not here to really take hard numbers but rather ideas on how to make Teemo a much engaging and resourceful champion. Now let’s get onto the update!
Passive Toxic Darts Passively, Teemo’s basic attacks deal bonus magic damage, poisoning targets. Poisoned targets suffer magic damage for 3 seconds. Subsequent attacks refresh the poison’s duration.
Magic Damage On-hit 15/30/45/60 (+30% Ability Power)
Magic Damage per Second 3/6/9/12/15/18/21/24/27/30/33/36/39/42/45/48/52/55 (+10% Ability Power) Total Magic Damage over Time 9 - 165 (+30% Ability Power) Total Magic Damage in a Single Hit 24 – 225 (+60 Ability Power)
The new passive basically takes Teemo’s current E ability and shift it to the passive. This is due to the E basically being a passive to begin with. The damage has also been slightly shifted out to be weaker earlier on but much greater as the game goes on. Teemo finds himself being the most powerful in the early game often causing lanes where he will win greatly, set up shop in top lane and then fall off. With his new passive, the power of Teemo has overall be moved out so he finds more power as the game goes on to scale and be more useful while losing some of his pure power early on. Since this scales over the course of the game passively, it will allow Teemo to level up other abilities to get a steadier stream of power. Don’t worry about his old passive as it comes back in a new form later!
Q Blinding Dart TARGET RANGE: 680 COST: 70 / 75 / 80 / 85 / 90 Mana COOLDOWN: 10 Teemo shoots a dart at the target enemy, dealing them magic damage over 2 seconds and blinding them for a short duration.
Total Magic Damage over Duration 80 / 125 / 170 / 215 / 260 (+ 80% AP) Blind Duration 1 / 1.25 / 1.5 / 1.75 / 2
New Blind now functions as near-sight similar to Graves and Quinn.
Now yes, this is a slight nerf overall but the main reason for these changes is one, the ability is a point and click mega nuke on live. This is good and bad for Teemo as point and click nukes aren’t really all that healthy when they have 680 range on them. What these changes do is make the Q function like a poison to give enemies a chance to survive if they can heal it or shield or something. Playing up Teemo’s poison theme is something I really like and offers him a lot more variety from other champions.
Changing the Blind to be similar to Grave’s and Quinn’s only seems reasonable. Due to that however, I lowered the Blind Duration to make it a little more fair. I also increased the Cooldown by 2 seconds to make it not as abusive. Cooldown reduction is everywhere so it is very likely you will have 40% and still be hitting close to live (6 second compared to 4.8 on live with 40% CDR). Overall the ability is roughly the exact same with small shifts from live so Teemo isn’t nuking people in 1 second on point and click.
W ** Guerrilla Warfare** Cost: 50 Mana Cooldown: 20 Passive Teemo gains invisibility if he stands still for 1.5 seconds without acting or being acted upon. He will remain stealthed so long as he doesn't move, doesn't act, or is displaced. If within a brush, Teemo gains stealth after 0.75 seconds even while moving and may move freely within its boundaries without breaking stealth. Active Teemo doubles his bonus movement speed for 5/6/7/8/9/10 seconds and gains 0/20/40/60/80% slow reduction. If Teemo enters a bush during the duration of Guerrilla Warfare, he will instantly become invisible as long as he remains within the bush.
Entering combat with a champion cuts the duration of Guerrilla Warfare in half.
While Guerrilla Warfare is on cooldown, Teemo must stand still for 3 seconds regardless of his location.
Note: If Teemo has a level 5 W than it lasts for 10 seconds. If he enters combat, the ability is then cut in half and lasts for 5 seconds. This is to prevent him from running down enemies forever
While Guerrilla Warfare is on cooldown, Teemo takes 2 seconds to gain invisibility regardless of where he is.
Now the changes made to W aimed to not only improve the ability overall to make it more interesting but also keep Teemo’s staple Invisibility. Right now Teemo’s new W keeps his Live passive 100% but his new W updates the active to be a lot more interesting. With a longer duration of movement speed, Teemo is not capable of darting across the map faster than most champions. Teemo is the swift scout yet doesn’t feel very swift overall.
Move Quick is a rather bland ability overall. The goal of Guerrilla Warfare was to not only make his W more interesting but also to give it a clear amount of power. Simply put, Teemo can still go invisible but he can also book it. Just now is a faster and sneakier yordle.
E Elemental of Surpise Cost: 65 Mana Cooldown: 12 Teemo loads his next 3 darts with special poison. Each basic attack deals causes targets Field of Vision to be reduced for 2 seconds. Subsequence attacks reset the timer while also greatly increasing Field of Vision reduced pre-hit on the same target. While active, Teemo gains 10 / 20 / 30 / 40 / 50% bonus attack speed. The field of vision on the mini-map is also reduced to that champions location.
Field of Vision Reduced 1st hit: 200/300/400/500/600 Field of Vision Reduced 2nd hit: 400/500/600/700/800 Field of Vision Reduced 3rd hit: 600/700/800/900/1000
Note: Champions have a slight range of 1200 units Note: The mini-map is basically turned into fog-of-war in the area around the champion to prevent them from just looking on the mini map
New E is very different from what is currently on live. Unlike live, the E is now a 3-hit active that doesn’t deal damage but instead reduces the field of vision of the champion. This ability on paper may or may not seem strong but in lane it gives a ton of power by screwing with a champion’s ability to see around them, allowing say a jungler to come into a lane of a champion unable to see what is around them. As the game gets later, the blind becomes a real threat that can complete screw with a person’s ability to see. Combined with Q, Teemo is able to tag people blind for a large duration of time, especially harming ranged champions from doing their job.
R
Noxious Trap
TARGET RANGE: 400 / 650 / 900
COLLISION RADIUS: 60
EFFECT RADIUS: 200
COST: 75 Mana + 1 Charge
COOLDOWN: 0.25
Recharge Time: 30 / 25 / 20
Passive: Teemo stores a Noxious Trap charge periodically, up to a maximum of 3 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 around them. Mushrooms thrown on top of each other bounce on the previous one a short distance before planting. If an enemy steps on a mushroom, it detonates, poisoning all nearby enemies, slowing them, granting sight of them, and dealing them magic damage over 4 seconds.
Bounce Range: 300 / 400 / 500 Magic Damage per Second: 50 / 81.25 / 112.5 (+ 12.5% AP) Total Magic Damage: 200 / 325 / 450 (+ 50% AP) Slow: 30 / 40 / 50%
Noxious Trap has 3 maximum health and can only be damaged by champion basic attacks.
Noxious Trap remains largely unchanged. The only real changed made to it was the Traps having 3 health and only taking 1 damage against all champion rather than 6 health, taking 2 damage for ranged and 3 damage for melee. They now take damage just like a ward. This makes it a small buff overall as melees now need 3 hits just like ranged.
Overall, Teemo with this update is pushed into a direction of a viable roaming champion that is the champion you pick when you want total vision control. He is fast enough to run around the map while keeping his powerful map control elements. Much of his damage is funneled into a DoT allowing players to interact with Teemo more by blocking some of it a lot better with heals and shielding, and lower his raw burst into longer trades. Much of Teemo’s power has been placed into longer trades and giving him a better chance to survive long fights like a DoT characters should and not be a raw burst character like Live has him.
I do think he will likely need some balance changes to prevent him from going full tank for example and just being a complete bitch to deal with. Maybe that comes in having better scaling or something. However, the real benefits of this kit is one, it lets Teemo players have more skill and interesting game play patterns while also introducing better counter play for the enemy. Teemo is an annoying champion and while that will largely going to stay the same, a lot of power has been shifted to try and make him less annoying.
The other benefit to this kit is it allows Teemo to offer something a lot more meaningful to his teammates. Live Teemo really only has 3 options, Blind the ADC, Blow someone up, or go for tank and splitpush. All these options can be decently strong but don’t allow Teemo to shine outside of the odd times. This kit gives teemo 2 hard vision tools to screw over enemies while also keeping his swift nature to make him rotate like there is no tomorrow and gain vision across the map.
I really like Teemo and along with this I would love to see him get a small update. Thinking like a bigger scarf that flows behind him as he is running and just a lot more bouncy and adorable. Because the cutest enemies are of course the deadliest :’)
Leave some thoughts and ideas bellow because I’d love to hear them! Thanks for reading and keep an eye out for whatever else I come up with! [slayer-jinx-catface]