Heya! Tridan here! With another rework!
This time in the Tridan's Rework Wahey Show:
The horrible, the cruel, the personification of all that is evil and demonic!: The Great Lord Satan himself!
Yes, Satan, loved by some, hated by most. The vile scourgerat that cowers on the Rift's top or mid-lane. Every single League-player in the history of the game will tell you that this guy is one pain in the buttocks to deal with. His current kit seems to make him the ultimate douchelord against anything that is AD in the league. And even though I don't hate him as much as some others, he remains a champ that is in need of some reworkin'.
So here goes, what is wrong with his kit and how did I attempt to change it without taking away his core identity?
First of all, his outrageous perma-stealthing jimmy-rustling butt-fondling passive. While this is definetely not the most toxic part of his kit it is one of the key elements of Teemo's gameplay: Stealth. And while stealth in itself is not a bad thing, specifically not considering Teemo's playstyle and role in the game, it should not be that it can last forever and that it can be triggered this easily.
Following up with his dastardly annoying Q. Whilst this ability isn't that bad on itself, it's the combination of it causing a debuff that disables 90% of everything AD in the league, along with the fact that you cannot dodge it, unlike Quinn's former Q. On top of that, it blinds you for a total of 3 seconds. That is one of the longest single-ability CC-durations in the entire game, along with Morgana's snare, which is a skillshot with absurdly slow travel-time. And Ashe's ult, which needs to travel half the freaking map to stun that long. This thing definetely needs an overhaul, I'm not going to keep the blind in his kit.
Then his Kenyan Badger-ability with one of the most uncreative ability names in League. While this is by far not his most annoying ability, it remains the must frustrating thing ever if you're trying to catch up to him after you stepped on one of his landmines. While high mobility isn't necessarily a bad thing, it still remains annoying and I think the ability could be replaced with something more .
Fourthly, his neurotoxin which he stole from GLADoS. I think that this thing may very well be the core of the Teemo-identity, poison. While this ability is probably the least toxic one of his kit, it could still be reworked into something more interesting whilst retaining the poison-aspect.
And last and definetely least of his current kit, Napalm Landmines of Death. This stuff will fuck you up in the blink of an eye. While traps form a core-part of his identity, the way the shrooms work is downright annoying.
- 1: They are the longest lasting trap in the game.
- 2: Their damage is off the charts, even for an ultimate, considering they can stack indefinetly.
- 3: You can place hundreds of 'em without ever hitting a cap.
I think that even before this explanation, you as a reader, agreed on the fact that this piece of badgersh*t needs a rework.
However, before I can rework this guy whilst keeping his core identity. I first need to know what his identity is.
Now, as Riot stated some time ago in an interview, Teemo is too small to cause any direct harm to you. He can't outpower you in a fair 1v1 combat situation. So what does he do? He withers you down with a variety of toxins whilst running around you. He edges around the outskirts of the battlefield, remaining just outside of your grasp. Or he stealths in and ambushes you when you least expect it.
What things accompany an identity like that? Very simple: Stealth, poison and his most infamous ability: traps.
Now I want to say that for the Teemo-fans out there who still want to see the cute lil' badger warmachine that is Teemo, I do not entirely agree with you.
With the recent addition of Omega Squad Teemo to his skin collection, I got overexcited. And I rarely do about skins.
This completely different view of Teemo is one we rarely get. The gritty, cruel warmachine in flesh and bones. His quasi-emotional statements along with his relentless killer-instinct made this a Teemo that I'd like to see more often on the Rift.
And so, in this rework, there would be a shocking overhaul. From chipper compatriot, to gritty assassin.
Yes, with this rework, Teemo's baseskin would be changed to his Omega Squad-skin. His lore would get a slight touch to emphatize more on his gritty side. And in the arena, he'd carry his blowdart-gun and his Bantam Mines with pride.
His passive is nerfed somewhat and shifted to his W as a passive-ability. His new passive emphatizes more on the trophy-collecting we saw in the Omega-Squad-teaser, where you would see accesories of various other champions stalled out. His new passive allows him to gain bonus attack speed and on-hit magic damage for every assistless kill he gets, to emphatize on the lone-assassin feeling and to bring back his passive magic damage to his basic attacks.
His Q no longer blinds! And is an overhauled version of Neurotoxin McStingy! It now empowers a couple of his next basic attacks with DoTs, and while the poison is stronger than his old passive poison, it also only applies to 5 attacks and has a damage limit. This is to maintain his poison, which is one of his core-parts as explained earlier.
Then comes his W, which is his overhauled old passive. It now has a stealth-duration limit, along with taking longer to stealth. It still grants attack speed, although decently reduced.
His new E is the nerfed version of his carpet bombing, along with a fresh icon that I definately didn't steal from his Omega Squad-splash art. It now has a cap at how many mines can be deployed, deals way less damage but also has a shorter cooldown to compensate for.
And now, the new icing on the badger-cake, his ultimate. While it is probably the most interesting and possibly the most overpowered part of his kit, it still remains a new-idea. It's a delayed AoE snare that stops enemies from grouping the same way Teemo's old ult stopped enemies from grouping up. And while it's damage ratios may seem outrageous at first glance remember that to hit that insane damagecap, you first need to hit 4 enemies within a small radius and make sure they stay grouped together for 4 full seconds. Given that if you have a bowlingball singularity or an arrow of justice you could probably pull that off.
So that's it, probably by far not the best Teemo-rework in the world but definately one I had fun doing.
I personally think this would fit his thematic better and lower his toxicity in the League-community by a lot so we can focus on what's.
Let me know what you think of my idea in the comments!
Is he nerfed to much? Or is he still the annoying badgerboy he used to be?
Would this make dueling him even more bastardly difficult, or did this emphatize his assassin-nature better?
Did I dun goofed or did I dun good?