Protect The Teemo!

Izzumz·9/13/2015, 6:18:24 PM·1 votes·615 views

Hey GD, I'm hosting a game right now, feel free to join. New players, keep in mind that this game is a little bit different from Capture The Teemo and other similar gametypes.

Protect the Teemo is a custom game set in the Crystal Scar for eight players. The game is set up in Blind Pick, or can have a lobby draft before the game starts to set up fair and diverse teams.

Each team must elect someone to play Teemo, and the other players on each team can pick whatever champions they want. The ultimate goal of the game is to both protect your team's Teemo, and kill the enemy's.

The play area is restricted to the "Jungle", or any area other than the always-visible outer ring. The game plays in elimination-style rounds, where at the start of each round, each team enters the play area together, but upon dying must wait for a new round to start. The two teams use whatever tactics they choose to fight and evade, but if one team's Teemo dies, play stops altogether, and both teams must recall to base... Except the surviving Teemo, who captures the Windmill for his team before recalling.

This brings an asymmetrical element to the game, where teams are forced to consider themselves on 'offense' or 'defense', depending on who is in control of the Windmill. Once everyone on both teams have revived, a new round starts and both teams enter the play area once more. The team in control of the point will usually play defensively, since they want to maintain control of the point as long as possible. Inversely, the team not in control can be considered on offense, since every second spent with the enemy in control of the Windmill brings them closer to defeat.

The Teemos on both teams are allowed to participate in fights, but keep in mind that proximity equals danger in most cases, and a risky move without payoff can cost a lot of points. Players are allowed to build whatever items they want, and remember that since both Teemos can go invisible, keeping an Oracles Elixer or other vision item handy is most often required for victory.

If one team feels they are unable to win a round, and want to end it early, the Teemo on a team can throw in the towel by calling, "WE SURRENDER!" The round ends immediately as if the surrendering Teemo was killed. Play continues in this manner until one team's Nexus loses all it's health.

Stepping outside the playable area counts as dying. This is a good way to deny the enemy any extra gold, but at a last-ditch effort.

Players are allowed to use their abilities even after being eliminated, so long as they remain in the spawn pool. Watch out for Ashe arrows!

A round ends in a tie if a team's Teemo is unable to capture or re-capture the Windmill. This includes Death by Mushroom, so beware. Tie disputes are settled by sending a member of the offensive team to NEUTRALIZE the point before starting the next round.

TL;DR 4v4 on Crystal Scar Players cannot enter the outer (visible) ring. One Teemo per team All champions allowed. Round ends when one Teemo dies. Not allowed to return to base unless dead, or round is over. Cannot leave base after dying until new round begins. Winner of the round caps the top point At the end of round, both teams must regroup in base. Only Teemo can surrender the round. If a tie condition is met, the top point is neutralized. Teemo can go invisible, so make sure to buy oracles and/or vision items. There shouldn't be any creeps that spawn ever. But no killing them anyways.

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