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Teemo - Rework

Lilxtiger August 11, 2015 User blog:Lilxtiger

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Champion Background Strategy Skins & Trivia
Statistics
Health 515.76 +82 Attack damage 49.54 +3
Health regen. 5.74 +0.65 Attack speed [*] 0.69  (+ 0 +3.38%)
Mana 267.2 +40 Armor 24.3 +3.75
Mana regen. 7.205 +0.45 Magic resist. 30 +0
Ranged 500 Move. speed 330


Abilities

Scout's Art
Camouflage

Camouflage: If Teemo stands still and does nothing for 1.5 seconds, reduced to 0.75 seconds if he is in brush, he gains stealth.

If Teemo enters stealth while in a brush, he can move around and maintain his stealth as long as he doesn't attack, use an ability or exit the brush. If he enters stealth while outside of a brush, moving or Airborne icon being moved also breaks his camouflage.

When the stealth is broken Teemo gains the Element of Surprise Element of Surprise and 20 / 40 / 60 / 80% bonus attack speed for 3 seconds.

Toxic Shot: Teemo's basic attacks deal (3 × level) (+ 25% AP) bonus magic damage and Poison icon poison his target, causing them to take additional magic damage (6 × level) (+ 50% AP) over 6 seconds. Subsequent attacks refresh the Poison icon poison's duration.


Okay I finally have time to tell you what changes I've made.

Camouflage is the same - it's a good skill in my opinion that gives you control bushes and leads to paranoia, making Teemo remain the most annoying person ever. Great!

I've moved Toxic Shot to the passive. There is absolutely no interaction or intelligent thinking behind Teemo's Toxic Shot except "AA them for damage" which you should be doing if they're in range if you're a range champion. I've extended the duration of the poison from 4 -> 6. This should gate Teemo's E being moved to his passive because he can't constantly stack the poison and in effect he has a frame where he can't deal enough damage. Late-game if you go for an assassin gameplay then it should remain the same.

Blinding Dart
RANGE: 750
COST: 70 / 80 / 90 / 100 / 110 mana
COOLDOWN: 8
Blinding Dart

Active: Teemo shoots a dart, hitting the first enemy touched, dealing them magic damage and Blind icon blinding them for a short duration.

  • Magic Damage: 60 / 115 / 170 / 225 / 280 (+ 90% AP)
  • Blind Duration: 1 / 1.25 / 1.5 / 1.75 / 2


Blinding dart has turned into the infamous Ryze. The projectile now hits the first enemy touched. This is to add some counterplay, to what is Teemo's extremely strong blind, one of the few that remain the game. I've increased the AP ratio to 90% to compensate and increased the range. I have however reduced the blind duration as in many cases Teemo's Blinding dart can often win games if hit on an ADC, and with the range change it actually becomes more easier. Furthermore Teemo can easily get into a position where Blinding Dart can be applied, especially in lane through his new E active.

Detection
ChampionSquare

Passive: Teemo detects a trail that the enemy leave behind them for 10 seconds.

  • New color every: 10 / 5 / 3.3 / 2.5 / 2 seconds

Teemo can detect these trails if he is within 550 range of them.

These trails have different colors depending on how long it was since the enemy was on the trail.


This is designed to be Teemo's one-point wonder. This skill comes into effectiveness mainly mid-lategame where it effectively allows you to detect if enemy's come into your jungle/recently went into bushes. This gives Teemo immense vision control in exchange for his sub-par late-game damage and finicky build path.

Evasive Maneuvers
COST: 40 mana + 1 Charge
COOLDOWN: 1
Recharge Time: 16 / 14 / 12 / 10 / 8
Move Quick

Passive: Teemo gains bonus movement speed if he hasn't taken damage from enemy champions or turrets for 5 seconds.

  • Bonus Movement Speed: 6 / 12 / 18 / 24 / 30%

Teemo's bonus movement speed is reduced by 1/3 for every missing charge.

Teemo can store up to 3 Evasive Maneuver charges.

Active: Teemo rolls two Teemos.


Teemo's bonus movement speed has been removed. There was no interaction for Teemo's W movement speed active as it was "Press W to run faster if hit." There was no interaction. His new E I feel has the potential to allow Teemo to dodge projectiles, and places more emphasis on maintaining the passive movement speed to allow him to kite enemies. However the trade off is too much charge spamming will effectively reduce his ability to map-roam/run off later on.

Noxious Trap
RANGE: 「 300 / 600 / 900 / 212.5 / 60 / 200 」「 600 / 1000 / 1400 / 212.5 / 60 / 200 」
COST: 75 / 100 / 125 mana + 1 Mushroom
COOLDOWN: 1
Recharge Time: 35 / 31 / 27
Noxious Trap

Passive: Toxic Shot has 1/5 of its poison AP ratio converted into the on-hit ratio.

Passive: Teemo stores a charge of Noxious Trap periodically, up to a maximum of 3 stored at once.

Active: Teemo tosses a mushroom trap on the ground which stealths and arms after 1.5 seconds, lasting up to 5 minutes. While armed, mushrooms grant Sight icon sight around them. If a thrown mushroom lands on another one, it bounces an additional distance before planting. If an enemy steps on a mushroom, it releases slowing spores, Slow icon slowing all nearby enemies. After a second the shroom releases poisonous spores Poison icon poisoning all nearby enemies - dealing them magic damage over 5 seconds.

「 Magic Damage per Second: 50 / 81.25 / 112.5 (+ 15% AP) 」「 Total Magic Damage: 200 / 325 / 450 (+ 75% AP) 」

  • Slow: 30 / 50 / 70%


The slow has been increased and no longer decays. The change here is that Teemo's shrooms slows when hit. They stay revealed and then a second later they release the poison. The increased slow and removed decay means that enemies are meant to use flashes/dashes etc to avoid the damage that they know is going to occur or use a sweeper/vision ward. This should hopefully remove the frustration that enemies feel when facing against his shrooms but in exchange Teemo's shrooms have increased damage.

Not finished page glitched. ;_; I need to add some context and the actual changes for those too lazy to read it all. All numbers are probably over tuned and the numbers there are just for the feel.

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