Teemo Gameplay Update Concept

Stacona·12/10/2018, 11:39:34 PM·1 votes·569 views

This is a soft rework concept, where it introduces new abilities across the board, but still keeps everything he can do now.

Three majour points to deal with here:

  • Create better fairness when against Teemo, mainly change his mushrooms to be an utility ultimate rather than damage, but they can still execute low health targets that get hit by the explosion. Other part is tone back his one burst spell to better focus his identity as a sustain damage dealer, and thereby a tank murderer since he is a marksman (AD or AP is irrelevant, both builds do the same thing, just slightly differently).

  • Update Teemo to the modern day. Teemo's attack range, as a mostly immobile marksman, makes no sense and needs to be increased. Everything else just tuned to feel better for the player and feel good "buffs" even though they may be neutral or weaker than what they are now. Adding in more power would be safe here as his upfront burst damage and unfairness is being toned back and/or removed completely, so it balances itself out.

  • More emphasis on Teemo's theme as the SWIFT SCOUT, but also making him the poison marksman as well which goes with him being an ability power marksman and allows for him to play around something, where as AD Teemo will be playing like a normal marksman outside of his team utility of his mushrooms and blind.


Attack Range: 575 units Movement: 335 units per second Attack Speed: 0.690 +3% per level Attack Damage: Average


Tactical Warfare (Passive):

Standing still or being inside brush for 1.5 seconds causes Teemo to turn invisible indefinitely. Teemo can freely move around in brush without breaking his invisibility.

Toxic Shot: Teemo's attacks on hit poison his targets for 2 seconds, stacking up to 8 times, each stack of poison deals 3 - 10 (+5%AP) magic damage per second (max 21 - 70 (+35%AP) magic damage per second). After 8 stacks of poison, the poison is consumed and detonates on the target, dealing 8%(+12% per 100AP) of the target's maximum health as bonus magic damage.

Teemo deals 5 (+45%AP) bonus magic damage against minions.

Blinding Dart (Q):

Cooldown: 10/9/8/7/6 seconds; Cost: 70 mana; Range: 700 units

Teemo fires a dart at the target enemy, applying 1/2/3/4/5 stacks of poison and blinding for 2 seconds. This resets Teemo's attack timer. Deals 100/130/160/190/220(+90%AP) magic damage against minions and monsters.

Direct executes refund the cost and 75% of the cooldown.

Move Quick (W):

Cooldown: 18/17/16/15/14 seconds; Cost: 40 mana

Passive: Teemo gains 12/15/18/21/24% total movement speed when he has not taken champion or tower damage for 5 seconds. Increases to 60/75/90/105/120% total movement speed for 1.5 seconds upon exiting invisibility, while this enhanced movement speed is active Teemo instantly turns invisible when he stands still.

Active: Teemo gains 60/75/90/105/120% total movement speed for 1.5 seconds. This is not removed upon taking champion or tower damage.

Relentless Warrior (E):

Cooldown: 20 seconds; Cost: None

Passive: Every second being invisible reduces Relentless Warrior's cooldown by 5/7.5/10/12.5/15%.

Active: For the next 4 seconds, Teemo gains 20/35/50/65/80% bonus attack speed and his attacks do not interrupt his movement. If Teemo's attack speed was above 2.4/2.3/2.2/2.1/2.0 attacks per second, then Relentless Warrior increases his attack speed to 3.000 attacks per second.

Glowing Mushrooms (R):

Cooldown: 0.5 second; Cost: 50 mana; Range: 500/700/900 units: Vision Radius: 500 units

Passive: Teemo stores a Glowing Mushroom every 30/25/20 seconds, up to 3 stored at a time.

Active: Teemo hurls a Glowing Mushroom to the target location, arming and turning invisible after a brief delay, remaining in play for 300 seconds. If it lands on an already existing Glowing Mushroom then it bounces 3/4/5 Teemos further.

If an enemy steps on a mushroom, then it explodes in a large radius, revealing with True Sight and slowing by 35/55/75% for 4 seconds against struck enemies. Enemy champions below 40% health take 50/75/100(+25%AP) magic damage per second. Minions and monsters are always dealt 40/60/80(+20%AP) magic damage per second.


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