Teemo nerf?

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CondaMagoo

Senior Member

10-18-2010

* Stats
o Base movespeed increased to 305 from 300
o Base damage reduced to 47.5 from 51.3
o Damage per level reduced to 3.0 from 3.3

* Camouflage
o Fade time reduced to 2.0 seconds from 3.0
o Being invulnerable will now prevent Teemo from Camouflaging. Specifically, Zhonya's Ring and Guardian Angel's effects will block Camouflage while they are active.
o Recalling and Teleporting will now prevent Teemo from Camouflaging

* Blinding Dart
o Duration reduced to 1.5/1.75/2/2.25/2.5 from 1.5/2.0/2.5/3.0/3.5
o Cooldown reduced to 8 seconds from 10
o Blinding Dart will now cancel autoattacks in progress when the blind is applied

* Move Quick's tooltip will now update to display the effects of cooldown reduction

* Toxic Shot per tick damage reduced to 6/12/18/24/30 from 8/14/21/28/35
* Toxic Shot on-hit damage increased to 9/18/27/36/45 from 8/14/21/28/35

* Noxious Trap
o Teemo now gains a "stored mushroom" charge every 30/26/22 seconds. Maximum three charges
o Each cast requires and consumes a charge
o Time to gain a charge is reduced by cooldown reduction effects
o Time to gain next charge does not progress while you are at maximum charges
o Teemo always has two charges stored upon reviving at base
o Cooldown on placing a trap reduced to 1 second from 20
o Damage changed to 250/475/700 from 350/500/650
* Recommended items updated


75% nerf, 25% buff.

Nerfs:
- Teemo's attack damage was decreased a whole lot, both with base damage and damage growth.
- Teemo's speed increase isn't worth noting (he was going to get buffed to 315, but they gave him a 5 point increase instead).
- Blind nerfed. 2 second cooldown reduction doesnt make up for 1 second nerf to blind duration.
- Teemo's poison damage nerfed.
- Mushrooms do MUCH+ less damage, up until you hit level 3 shrooms late game.

Buff:
- Camouflage takes 1 second less to activate (they were going to make it 1.5 but change it to 2).
- 2-3 Mushroom's can be placed in a burst.
- Teemo does 10 more magic damage per shot (with the toxic shot on-hit buff). The nerf to tick damage counteracts this, however.


Not the rework everyone thought was coming. A couple of small buffs that dont make up for the surprise nerfs.

tl;dr: Teemo got nerfed.


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AbyssalSpector

Senior Member

10-18-2010

Morello explains this why they needed to nerf his dmg. They buffed his initial dmg and nerfed his over time dmg, making it more helpful for teemo to stack AS with items like Nashor's tooth and the new malady teemo will be slightly more playable


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TheVoidOne

Junior Member

10-18-2010

I disagree, the mushroom change is awesome. Much more useful, and will make him a lot more fun.


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Sindae

Senior Member

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TheAmberTeahouse

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Senior Member

10-18-2010

im scared of this mushroom buff


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CondaMagoo

Senior Member

10-18-2010

Quote:
All they did was nerf his attack damage, and give a some of that to his toxic shot on-hit damage.

It's only 10 damage as well, which scales only with AP.
Now that our damage has been nerfed, Teemos will have to rush to level up toxic shots now in order to have the same attack power they had before the nerf.


Yes, shrooms are better now at level 18. But worse before then, because the damage was nerfed significantly before level 3. Teemos will have to place shrooms very close together to achieve the same damage, which lowers his map control and scouting, because he'll need 2 shrooms to do what 1 could do before the nerf (before level 3 shrooms).

And Teemo's blind was nerfed a lot. Indisputably.

Finally, his movespeed 'buff' is a joke. Many of us were looking forward to a 315 base speed. Teemo's are STILL slower than almost everyone else during combat.

And 2 of his 4 moves are still passives that other champions have as actual passives that they don't need to skill into.

Poor Teemo


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SlyGoat

Member

10-18-2010

Mushroom buff is massive, although I believe the damage nerf is uncalled for, or at least too harsh. 300 damage for level 1 mushrooms minimum IMHO.

Base damage nerf doesn't really matter because DPS Teemo is already a joke. And he already has the highest attack speed in the game for hitting with poison.

Blinding dart puts out more damage. They had to nerf the blind duration if they were going to reduce the cooldown. 3.5 second blind on a 4.8 second cooldown with 40% CDR? for some characters that might as well be a permanent stun, since you are incapable of doing anything while blinded on, say, Twitch.

Overall, the only thing about Teemo that got majorly nerfed was Camouflage. 1 second shorter fade time isn't going to matter in the least. The only use for Camouflage was stealthing during blue pill, which you can no longer do. So Teemo's useless passive is now even worse. Which, since it was already useless, isn't much of a net nerf.

Teemo wasn't really nerfed or buffed much IMO. He's about where he was, he just plays a little different. The mushroom change really does look to be for the better, especially if you take a solo lane and can thus make up the damage difference with levels faster.


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CondaMagoo

Senior Member

10-18-2010

My point is that Teemo did not need a buff+nerf, he needed a buff. He was a joke before this buff, and he'll still be a joke after it, because he's the same champ.

(and trust me when I say im a huge Teemo fan, but this is a huge disappointment)
If I could ask for one thing, it would be speed during team battles. Right now, Teemo is one the slowest team fighters.


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Unbreakable

Junior Member

10-18-2010

So Teemo will suck early, mid and late game now. Nice.


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SlyGoat

Member

10-18-2010

Quote:
Originally Posted by CondaMagoo View Post
My point is that Teemo did not need a buff+nerf, he needed a buff. He was a joke before this buff, and he'll still be a joke after it, because he's the same champ.
I agree completely, but that doesn't make this change a "nerf" any more than if Teemo were a good champion.