Teemo Rework

Homeshake·5/7/2018, 7:24:40 AM·3 votes·2,055 views

(Newly updated based on some requests.) This is a talkative post so please bear with me. So I've Been thinking alot about a kit rework for Teemo that still stays true to his guerilla warfare type champion design and feel. This is for a couple different reasons, basically People don't enjoy playing against him as muuch, playing as him doesn't feel as skill oriented as it could and his kit seems a bit outdated overall. Not to say that it's a bad kit but it could be changed to provide more versatility, counterplay and general fun. In this concept he's intended to remain a mana resource champion however I didn't feel the need to discuss mana costs atm. That being said lets get into some concepts.

Passive - Hit And Run - After Being Unseen for atleast 1 second, Teemo's next basic attack against an enemy champion will provide 30% movement speed for 2 seconds. (Duration of Buff 4 seconds)

"this fits into the hit and run tactics of guerilla warfighters and increases the versatility of his passive. The counterplay could be maintaining vision of teemo or avoiding his empowered auto-attack)

Q - Flash Bang - Lobs a grenade into target location dealing 60/95/130/165/190 +65% AP and blinding all enemies hit who are facing the direction of the blast for 1.5 / 1.75 / 2 / 2.25 / 2.5. 325 effect radius. 1200 projectile speed

"this would provide a skill-shot to an otherwise skillshot-less champion, increasing the versatility by being able to provide potential aoe blind / dmg and making his Q feel like a unique piece of equipment rather than just another dart. The counterplay could be dodging the skill or utilizing the situation upon it missing/being on CD as well as facing away from the blast if un-avoidable to prevent getting Blinded.

W - Upper-hand - Passive: Teemo gains 10/15/20/25/30% attack speed and 5% tenacity for 10 seconds when an enemy spell comes within 150 units of you and misses or when an enemy champion hits a Noxious Trap. stacks up to 3 times. Active: In the Moment - Teemo can consume 2 stacks of Upper-hand to dodge incoming auto-attacks for 1.5 secs. In this moment can be used for up to 2 seconds after landing a blinding Flash Bang to consume no stacks. CD 14/13/12/11/10

"Ok the current W is incredibly lack luster being an ability that makes you move slightly faster and an active which makes you move even faster than that. It fits his kit thematically, and is practically useful however isn't fun to use, requires no skill and gives little counter play. This new ability is skill oriented, rewarding teemo for dodging spells effectively with the added ability to dodge attacks and avoid something if they time well. Secondarily I think that he should have a way to dodge attacks even if the enemy has no skill shots. Also it forces teemo to sacrifice useful attack speed from Upper-hand if they missed their grenade or be S.O.L. Counterplay would be landing skillshots on teemo effectively keeping stacks down, dodging his Flash Bang blind, being consious of shrooms and/ or avoiding him while his stacks are up or forcing him to burn his in the moment CD

**Toxic Shot **- Active: Teemos next 3 auto attacks in 10 seconds apply toxic shot dealing 20/30/40/50/60 +40% AP + 3% of Current health as bonus magic damage and poisons his target. % Current health damage is doubled when attacking a target afflicted with Noxious Trap. Poisoned targets take 6 / 12 / 18 / 24 / 30 +1% (+1% per 100 AP) of targets Max health per second for 4 seconds.

"His current toxic shot is awesome yet provides no skill and little counter play. with this revised toxic shot with revised base dmg's and more AP ratio you can still kite and punish but only in certain windows that your opponent can potentially dance around while being much more effective if used to the fullest potential E.G. Attacking a shroomed target or Maximizing the duration of poison by attacking every 4 seconds."

Noxious Trap - The same in every way except instead of dealing dmg, it deals a damage amplification debuff on the enemy by 10% from all sources as true damage for 4 seconds.

Everyone hates stepping on a random shroom and taking 1/3 hp + for teemo having done almost nothing and most would agree that the vision control and slow should be what this is centralized around yet you can't take away something so important without giving something else in return and i think that damage amplification is what would do the trick. Meaning that a good teemo shroom in a teamfight or in laning phase can still be devastating, but not just randomly walking to your red buff.

Now this is obviously just a quick concept of potential rework ideas for Teemo and by no means am I a professional. Just trying to provide some options for a healthier and more enjoyable Kit to an outdate one IMO. If you have any Thoughts, ideas of your own you'd like to share or any constructive criticism please feel free to comment below.

10 Comments

Beacon Magnetron5/8/2018, 3:30:22 AM2 votes

I'm a huge fan of the current teemo. That being said I would love to see something like this so he's more technical to play. Higher reward for increased risk but also very punishable.

Digitallyjinxed5/7/2018, 2:36:11 PM2 votes

I love the idea of a more skill based Teemo but agree that an AOE blind would be a bit over powered, perhaps changing it to require the target to be facing the point of detination to be aflicted my balance it a bit more...this also keeps to the narure of the mechanics of flash bangs

OatheSworn5/7/2018, 9:15:31 AM2 votes

I'd rather Teemo didn't become more aids than he already is. One blind is annoying enough and you want to make that an AoE with an untargetability?

Teemo will just walk in a bush -> turn stealth -> auto enemy+E -> move-speed provides easy stacks for W and retreat -> repeat until enough stacks for untargetability -> walk in again -> Q for blind -> auto+E -> once blind ends, consume W stacks for untargetability -> continue attacking until kill or retreat to do it again.

Any form of retaliation would be difficult or next to impossible because for one, they've already taken tons of damage from all of the above and two, movespeed+shrooms would highly discourage chasing. Sorry but heck no, Teemo would basically become another Rengar Top who sits in bush and pops out every few seconds to deal damage.

Myren Quiddle5/9/2018, 7:23:16 AM2 votes

I really liked it and was excited for your ult rework, which you kept the same... The one thing I absolutely hate about Teemo is his ult. He just puts down a trap, then when you happen to walk over it, it does a shitload of damage for which Teemo does nothing, he doesn't even need to be in range.

Homeshake7/17/2018, 11:40:28 AM1 votes

I have updated alot of this rework in line of some suggestions and thoughts, i appreciate the feedback.

Stacona5/8/2018, 12:25:51 AM1 votes

Make him unique like play around his vision and map control of shrooms harder and have him commit to his target for his damage i.e. deals a chunk of damage after he applies so many poisons which the poisons stack and explode for that extra damage. Mushrooms need to be shifted into pure utility ultimate to make his gameplay healthier and update his kit to have his abilities do the same thing, but feel better for the user while fixing some unhealthy gameplay that he has.

Gabresol5/14/2018, 9:44:21 AM1 votes

About the Passive I like it. Nothing to say about it.

About his Q I think most people have the same idea, when it comes to a rework for his Q being some kind of aoe explosive and I like it. However. Instead of blinding enemies, I would make the explosion create a "poisinous cloud" which works like Graves W, but also applies poisen damage as long as the enemy is inside it. That would give him waveclear and gives him a tool against ganks. He could also actively manipulate the waves.

About his W I like the idea of passive attackspeed, but the whole ability miss thing is not for me. Same goes for him becoming untargetable. I would instead give him the ability to become invisable after a short cast that ends when he moves, unless he is in a bush. That would synergize with his passive.

About his E I like the %-health damage, but I find the 5-shots passive unnecessary. I would instead move the "of max health" part to the ability-passive and make it count for all poisen that gets applied by teemo's abilities. You could also make his basic attacks refresh poisen durations.

And because it would make more sense. I would move "% Current health damage is doubled when attacking a target afflicted with Noxious Trap" to Noxious Trap itself.

About his R Why I do like the ability myself, I would find it more appropriate if it would be more of a vision and ultility tool than taking 1/3 of an ADCs health when he tries to get his red. So reduce the damage, replace the slow with the "poisenous cloud" I also suggested for his Q and add the %health damage like written just above.

These are my thoughts on it. [slayer-jinx-catface]