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Size is a Liability: A Teemo Rework Idea

Creator: OTGBionicArm April 12, 2015 12:24pm
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OTGBionicArm
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Hey MOBAFire. It's been awhile since I did one of these so I thought I'd share my latest rework idea. This one's about Teemo, everyone's favorite Swift Scout.

Keeping it simple, let's go over why I feel Teemo should be reworked.

1. Teemo has no clearly defined role. He is not a Marksman, nor is he a fighter, or a Mage. He is simple Teemo. The closest role you can really throw him into is that of an assassin, which is what this rework aims to make him exclusively (as well as a jungler).

2. Teemo is toxic. His ranged auto attacks and heavy harass, plus targeted burst/blind on his Q make him obnoxious to fight in top lane for nearly all melee champions. This Rework aims to take him out of the lane and remove or add counter play to many of these elements.

3. Omega Squad Teemo feels more true to his lore than normal Teemo. I tried to model the kit around the idea of elite jungle guerrilla warfare.



Now, In the past I used to think that Teemo should simply be a marksman and have his damage and ratios shifted to justify the role, but looking closer at what he really is, he definitely feels like more of a "set traps and bait people" assassin.


But enough about my reasoning; let's go to the rework so you Teemo die hards can yell at me about him being perfect the way he is! *Cough* Janitsu *Cough* Joxuu * CoughCough*



General Changes:
Teemo's Attack Range would be reduced to 425 for this Rework.

Move Quick (Passive):
Teemo passively enjoys 10% bonus movement speed. This bonus triples for 3 seconds and decays over time when he becomes unstealthed. This passive goes on cooldown for 10 seconds after this effect occurs.


Poison Darts (Q):
Teemo's attacks passively deal bonus magic damage plus magical damage over time. This passive deals 20% more damage to neutral monsters. Teemo can activate this ability to fire a heavy tranquilizing dart in a direction that deals magical damage to the first target it hits. If the tranquilizing dart strikes an injured enemy (25% health), it stuns them for 1 second. If it strikes a target with more than 25% health, they are merely slowed for 2 seconds. Poison Darts' passive is disabled while this ability is on cooldown.
On-Hit Damage: 10/20/30/40/50 (+30% of AP)
Damage Per Second: 6/12/18/24/30 (+10% of AP)
Magical Damage: 80/125/170/215/260 (+80% of AP)
Slow: 15/20/25/30/35%
Range: 900
Cooldown: 8 seconds
Cost: 70/80/90/100/110 Mana


Camouflauge (W):
Teemo becomes stealthed and can sneak around a small area for up to ten seconds at a decreased movement speed. Upon becoming unstealthed he gains the element of surprise; a massive attack speed steroid for 3 seconds. If Teemo strikes an enemy impaired by one of his Noxious Traps within 2 seconds of becoming unstealthed, he deals bonus magic damage equal to a percentage of the target's max health.
Area of Stealth: 1000/1100/1200/1300/1400 Units
Decreased Movement Speed: 40/35/30/25/20%
Attack Speed: 30/35/40/45/50%
Bonus Damage: 6/7/8/9/10% (+1% per 100 AP) of Target's max Health
Cooldown: 30/28/26/24/22 Seconds
Cost: 70 Mana


Scout Ahead (E):
Teemo can create his own scouting wards that have 1 hit point and are visible to enemies. He can place these at a far greater range than normal wards. Ranking this ability reduces the charge time, and Teemo can hold up to 3 charges. Charge Time is affected by CDR. Scouting Wards have their own cap of 3 at a time and do not interfere with Sight Ward cap.
Range: 1000
Vision Radius: Half that of a Normal Sight Ward
Charge Time: 20/19/18/17/16 Seconds


Noxious Traps (R):
Teemo can forage for toxic mushrooms to use as traps. An icon will show Teemo where these can be found on the map. Teemo is only big enough to hold 4 mushrooms at a time. Normally, these mushrooms are visable when placed and deal heavy damage over 4 seconds when detonated. If placed when in stealth, they are invisible to enemy players, deal significantly less damage, but also heavily slow enemies for 4 seconds and blind them for 1 second. Traps last for 10 minutes or until detonated or destroyed. Visible Traps will detonate when struck by auto attacks.
Damage Over Time: 50/81.25/112.5 (+30% of AP)
Stealth Trap Damage: -30% Damage
Slow: 30/40/50%
Detonation Range: 60 Units
Radius: 200 Units
Cost: 75 Mana
Spawn Rate: 1 every 30/25/20 seconds at a random nearby location on the Map



Now it's time for some ideal setups and scenarios!

Summoner Spells:
Smite
and
Flash/ Ignite

Runes:
AS
Armor
AS or MR
AS or AP


Masteries:
21/9


Essential Items:
Stalker's Blade - Devourer, Sorcerer's Shoes, Nashor's Tooth


Offensive Choices:
Rabadon's Deathcap, Liandry's Anguish, Rylai's Crystal Scepter, Luden's Tempest, Lich Bane

Defensive Choices:
Zhonya's Hourglass, Abyssal Mask, Banshee's Veil, Randuin's Omen, Guardian Angel




Where would this this Teemo shine?


This Teemo excels as a jungler rather than a laner. This is made possible by giving him better clearing, and CC and utility to use, while nerfing his range to further deter him out of laning, while not eliminating it as a possibility. The Range nerf is also to kill ADC Teemo.


What kind of tricks and tactics can he employ?


With this rework, Teemo would have a much greater emphasis on map control and creating zones (or playgrounds, as I'd call them) where he can deter enemies from traversing, or kill them for attempting to do so. By throwing down Scouting Wards and littering the area with Noxious Traps, both visible or Stealthed, Teemo is warning you that this area is under his watch, and you are likely to be pelted with poison darts of death for entering.

Using his Camouflage, Teemo can juke and set up invisible traps to bait a would be attacker into a losing fight with their blinds, and his massive steroids for Element of Surprise.



What counterplay does this Teemo have compared to old Teemo?

1. Teemo no longer has an on demand blind, and his Q is no longer targeted. This means his main burst can be juked effectively, and melee champions have a better chance of outplaying him. Having his old Toxic shots passive tacked onto his Q, and removing the passive while it is on cooldown means that Teemo must decide correctly if he should use the ability as a large part of his DPS ceases when it is on cooldown.

2. Teemo is much more reliant on stealth tactics; Oracle's Lens is your best friend against him.

3. Noxious Traps currently deal absurd damage and slow people heavily. Now, they deal either obnoxious damage and can be easily cleared by ranged champions, or deal less damage and slow people heavily (and blind them!). Teemo must use his utility stealth traps to outplay opponents and use his heavier, more damaging traps as more of a threat to oncoming enemies.

4. Teemo has lower range. This makes him more vulnerable in lane, especially now that he does not have an on demand blind. This is somewhat made up for by his stealth for escapes. However, this rework is better suited for jungling.



Anyway, that's all I got for now. What do you guys think of this rework? Fun idea? Does it thematically read as ruthless yordle jungle assassin? Do you hate me for even suggesting that Teemo should be changed? Let me know in the comments! :D
The_Nameless_Bard
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inb4 everyone plays this as a support because free wards
OTGBionicArm
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inb4 everyone plays this as a support because free wards
Wouldn't be as bad as current support Teemo.
Joxuu
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I think the blind and range are a must because that's the only thing making Teemo playable at the moment.

"A person giving you advice isn't perfect and has their own shortcomings but they may give you the piece that you're missing."
OTGBionicArm
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Joxuu wrote:
I think the blind and range are a must because that's the only thing making Teemo playable at the moment.


That's why I buffed him in other areas, such as jungle clearing and burst.
IPodPulse
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I like it, some small problems though.

W- This stealth thing, is it an instant stealth like Shaco or gradual like Twitch? the max health shred seems a bit much tbh, especially with the fact that if the mushrooms are stealthily placed you could probably insta kill somebody with R, W and Q.

E- Okay, these wards are too good. I like the idea but the fact that Teemo can have 6 wards at once is insane and like Nameless said it would turn more into a support Teemo then jungle Teemo. The wards need to be capped with his stealth wards, otherwise Teemo will have the most vision in any game.
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OTGBionicArm
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Yeah those wards have half the vision range though, and can be instantly killed for the most part. They are mostly supposed to be used as bait. (The enemy wants them removed but may have to move through a minefield, or Teemo himself to get them)

And yes the stealth would go in gradually. But he doesnt have the ! reveal thing Eve does.
mastrer1000
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you have both comouflage and scout ahead as w, one of them needs to be e :)
I havn't read the complete thing yet, I just wanted to poitn it out before I forget it.
Thanks to IPodPulse for this <3^
OTGBionicArm
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Fixed it. Thanks!
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ok, so I think that I would consider something like that pretty obnoxious, but less so that teemo right now, so mission accomplished I guess. I am pretty sure that it would be a personal thing and not general consensus of 95% of the community.
I also have a couple of questions concerning his w:
Does Teemo have vision of the affected area? Can the enemies see it?


edit: You might also wanna say something about the mana cost of his e
Thanks to IPodPulse for this <3^
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