Teemo's long list of problems taken from another topic:
| He's got 3 passives of questionable use. His only really solid moves are his Q and R. He's very unpolished. He's fun, but he needs a remake. Mostly he needs something to contribute in team-fights, and perhaps a little more map control/vision buff of some kind. |
| Sivir, Ashe, Nidalee all have a wider variety of skills (and the skills they have are better than Teemo's) and better aoe, burst, and sustainability. |
|
Dots in this game right now, if they do not come with healing reduction, are only useful in killing fleeing enemies who have no heal. Basically, Teemo can play clean-up crew, but not actually participate well in any fight that involves more than himself and one enemy. |
| More often, when you run into plant shrooms during a teamfight, a good mage with just CC you and instagib you. |
|
It depends on the mage. If you're talking about Anivia, Fiddle, or Annie, then yes - they do have that good CC. And while Banshee's Veil is nice, rushing into a team is just going to get it popped. And it might not always be with the spell you want blocked. You can plant the mushrooms ahead of the fight and hope someone walks into them, but if the fight doesn't move and stays mostly stationary, you're not contributing much. And you know, a smart player can just by Oracle and farm your mushrooms. Basically, Teemo's usefulness decreases exponentially for every mage the enemy team has and increases for every melee character the team has. |
|
It seems like Teemo's attack damage simply isn't that high, and he thrives on using his skills. Luckily, KI+Shunpo gives me just about as much immunity from his attack as his blind against me. Once I'm toe to toe with the little bugger..well, I think he's allergic to knives. I don't think he was ever meant to be a full carry. He's equipped for hit and run tactic, and he's more of a support DPS--good CCs, pretty good survivability, and great scouting ability. Oh wait--he's a bloody scout, that's why. |
So this is the idea I've been toying with:
Blinding Dart - Keep it the same.
Noxious Trap - Keep it the same.
Move Quick - Ditch camouflage, it's a joke. Make Move Quick his passive.
Toxic Shot
Passive: Teemo's basic attacks poison their target for 8 / 14 / 21 / 28 / 35 (+0.15 per ability power) magical damage each second for 5 seconds.
Active: Teemo's Toxic shot becomes more powerful for 10 seconds. It lasts for 7 seconds instead of 5 and reduces reduces healing and health regeneration by 50%.
Spell Stats
Cooldown
45 seconds
Cost
50 / 60 / 70 / 80 / 90 Mana
Range 1
Scout's Bounty (Replaces Move Quick as active)
Teemo marks an enemy with special tree sap, causing it to smell awful and lower their defenses.
Reveals the target for 12 seconds. Champion armor and magic resistance is reduced by 20/25/30/35/40% for the duration. Teemo gains 3 / 5 / 7 / 9 / 11 extra gold if the target is killed with the debuff on them.
Spell Stats
Cooldown
22 Seconds
Cost
60/75/90/105/120 Mana
Range
600
This turns Teemo into the go-to support Champion for debuffs, which is a niche that has not yet been filled.


