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Crouching Tiger, Hidden Teemo

Here we are in the midst of many big changes being implemented right before the World Championships (Corki Buffs, where you at?). Many of these reworks, changes, buffs, and nerfs are very controversial, and I can foresee us going in depth with these changes and analyzing them when they become set in stone outside of the public beta. However, patch 5.15 has shown some very interesting changes in itself, and in this short article we are going to focus on the physical manifestation of evil itself, Teemo, The Swift Scout.
To start, I’ll just outline the changes that were made to Teemo, and then dive into what those changes mean for the little raid boss.

Passive– Camouflage
ATTACK SPEED BONUS: 40% at all levels ⇒ 20/40/60/80% at levels 1/5/10/15
STEALTH TIMER: 2 seconds ⇒ 1.5 seconds
NEW – SWIFT SETUP: Teemo stealths twice as fast while in brush
NEW – CROUCHING YORDLE HIDDEN TEETO: Moving inside brush while Camouflaged no longer breaks stealth

The changes towards Teemo’s Passive are by far my favourite alterations to his kit. The change to his passive alone will make him better in the laning phase from level five onwards. He now gets an attack speed buff from coming out of stealth, which scales all the way up to 80%. Yes, you heard me correctly, 80%. This doubles what it was before, which is huge. Especially since you now move faster in stealth and can relocate inside the brush without breaking stealth, in order to position better. Teemo lacks any real counters in lane, with the exception of match-ups against caster-type top laners like Fizz and Swain, who can essentially control the pace of the lane.

Ultimate – Noxious Trap

DURATION – 10 minutes ⇒ 5 minutes
NEW – SHRIVELING SHROOMS: Slow now decays over 4 seconds
CAST RANGE200 ⇒ 300/600/900
ARM TIME1 second ⇒ 1.5 seconds
NEW – THANKS ZIGGS: Casting traps on existing Noxious Traps causes them to bounce 3/4/5 Teemos further in the direction they were originally tossed
NEW – FUNGUS FARMING: Mushrooms now die to 3 basic attacks from ranged champions (2 basic attacks from melee)

The changes to Teemo’s ultimate can either be a buff or a nerf, depending on who you ask. I personally see it as quite a mix of both.
Why it is a nerf: First off, the slow now decays, as opposed to before when it was just a flat slow. This will not deter ganks nearly as much. Before, if a jungler hit a shroom on their way into lane, they would usually just skulk back into the jungle, knowing they had been made and wouldn’t have much else to offer, as you could just pop ‘Move Quick’ and zip back to your tower. This is not so much the case anymore, due to the changes. Also, the arm time is slightly increased, which isn’t a huge deal to be honest, but it is a stat worth noting none the less. The biggest nerf of all, however, is the duration of the shrooms being cut in half. Late game Teemo is all about controlling the map and all of its objectives by placing shrooms. Now, once late game rolls around, this can be frustrating to play against, but it is one of the few things Teemo really brings to the table. With this change also comes a difference in the vision the shrooms offer. Previously, the shrooms gave vision in the surrounding area where they exploded, but now on the live servers the shrooms give no vision. Riot has mentioned that this change to the vision was unintentional, as it wasn’t mentioned in patch notes, so we will likely see this come back when the next patch rolls around (it is already being tested on the PBE). Speaking of the Public Beta, they are currently experimenting with the shrooms giving vision of the champion hit by the shrooms, instead of the surrounding area. So it is slightly less vision than before the changes, but still vision none the less.
Now, why is patch 5.15 a buff? First of all, the cast range. Wow. Gone are the days of old where Teemo would have to face check the brush he was going to place a Noxious Trap into, because now at max rank you have up to 900 range, increased from the old 200. Now, that is much larger than some people may think, as it now gives you the ability to place shrooms over walls and into brushes without having to actually be near them. This will lead to significantly less instances of a Teemo getting demolished in the enemy’s jungle, as he is frolicking around littering his goodies everywhere. Another beneficial change is the new mechanic where if Teemo casts one shroom on top of another, the shroom will bounce. This is going to offer him something new in team fights, like the ability to dump some shrooms in the backline without placing himself in immediate danger. Last but not least, the shrooms do take a little more time to be destroyed by an enemy. They have similar health bars to those of wards now, where ranged champions take three autos, and melee champions take two, so they have to work a little harder now if they want to be clearing everything out.

All in all, I’m happy with the changes Riot have made. It makes Teemo a little more fun to play, as well as adds some interesting mechanics to a champion that deeply lacked any before. I do think that there may need to be some form of compensation for the shrooms, however. Perhaps in lower mana costs or duration. But as long as the vision addition comes to fruition, I think Teemo will be in an okay spot, even though he wasn’t in a terrible one to begin with. Regardless of any changes, Teemo will forever be the #1 pick in my heart, coming soon to one-shot a carry near you.

Warmest Regards,
Huge Troll Ponnox

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