: > [{quoted}](name=Great Daimadoshi,realm=EUW,application-id=RaE1aOE7,discussion-id=jeqWOGE6,comment-id=0002,timestamp=2019-08-28T13:47:38.905+0000) > > You positioned Shyvana to the front-line and she got oneshotted, don't you? > So is not totally a RNG bad luck. Where else are you supposed to position Shyvana, exactly? She's melee until she transforms, so she has to be out front to actually deal/take damage.
Crystal clear, till you see that an enemy is building the phantom comp. You need to consider that the RNG can choose to phantomize her and act in advance. The question is "Can my Shyvana survive enough time to regen and transform?" if the answer is yes, letting her in the front-line is ok, otherwise is totally your fault.
: How do ppl pick champions up when other ppl can't at the start of the game?
It's a bug, theoretically fixed in the new patch (I didn't try it yet). > Little Legends that get inside the initial shared draft barrier before it comes down are now booted out.
RËDA (EUW)
: TFT Pantheon description Bug
They know it, it's written in the patch notes too XD https://na.leagueoflegends.com/en/news/game-updates/patch/teamfight-tactics-patch-917-notes#patch-new-champion
: my lvl 3 shyvana with warmog and 6 shapeshifter buff just got instakilled by phantom buff
You positioned Shyvana to the front-line and she got oneshotted, don't you? So is not totally a RNG bad luck.
Rioter Comments
Arcade Lulu (EUNE)
: This happened to me too I had Gnar and Leona in the shop I bought the Leona, the Leona disappeared from the shop but i got Gnar
Sick bug. I ended up losing the game because I never ever found a MF and cannot level up her to 2 stars.
Rioter Comments
Wong Guy (NA)
: Not sure what the other target Darius hit, but Darius will not heal from a spinning Garen as he is immune to abilities.
Yes, of course but he should heal from the other targets, because the spinning Garen doesn't grant magic damage immunity to the nearest units. Honestly, since the last patch I didn't saw this bug again.
: Honestly, I'd be fine if it just dropped their level for a few seconds and then let them bounce back up if they survive. Nothing breaks my heart more than seeing a gold-level Shyvana reduced to 0 stars by a bronze-level Draven in the first five seconds of a match. Especially since there's literally no counter to it, and getting one is 95% luck.
It's an idea. Right now, Cursed Blade is unhealthy because it nullify not your ability to position the units or the items, but your golds. You spent a lot to upgrade a unit and this item just say you a big NOPE.
Rioter Comments
Rioter Comments
Rioter Comments
: Even the Liandry's, Deathcap, and Luden's build? Well, yes. He bursts pretty damned hard with that build. But that's not neccesarily what one would consider an assassin *build.* And. OK. You're kinda moving the goal...oh. You aren't the same guy. Well, I guess you aren't moving the goal post then. And yes. I did say that Nashor's is neccesary because it feels like shit otherwise. I would not, however, neccesarily call it (with Nashor's) still sluggish.
The Nashor's is necessary for me too, because without it Teemo's atk speed is ridiculous. I hope they will take a look on him in the next pbe cycle.
: If you've give me a sample build of the two, then I'd be happy to run the numbers for you. Of note: Nashor's Tooth is a must-build, just because it feels like shit without it.
Here I am, sorry for the wait. I did a comparison between live and pbe of the two builds, same items, same level, same runes. The Wits End got a buff in the pbe (more atk speed and more damage on hit) but I believe it's negligible for the experiment. I did the experiment launching a shroom on the dummy and proceding to Q then AA him for the entire duration of the shroom indicator on him, so maybe it's not really a Math calculation but I believe it's similar to what I probably do while playing. Don't complain about the items, the point is that are the same items in both the tests. The full ap build in pbe do almost 1k damage lesser than live. The on hit do almost the same damage. The point is that the difference between the two builds is huge: in live the on hit got ~800 more damage, in the PBE got ~1600/2000. It's HUGE. A difference like this force you to go on hit to stay relevant in almost all the cases. [Full AP LIVE](https://ibb.co/Qpfrhh9) [On-hit LIVE](https://ibb.co/KmzJh23) [Full AP PBE](https://ibb.co/XyN8q4Q) [On-hit PBE](https://ibb.co/NVrWCZz) It's not a complete test but this confirm my idea that on-hit Teemo will be better in damage output.
: Mmm. Again. Arguable. Is it pretty strong? Yeah. Does it completely hedge out AP, like AP does for on hit (on live)? Not really. You are still getting that amped AP ratio to when by just attacking them. Sorta like how ADCs work with AS and AD. Now, if you mean "I can't one shot a squishy from across the map," then yes. Then again, on-hit doesn't do that either. By what metric are you wanting to measure a build as "better"? Different builds do different things. Vs a sustained damage team, you'll want to focus more on the burst. Vs a tankier team, you'll want to hedge closer to sustained damage. And when the enemy is full assassin, you build tankmo and tell them to take their ults and shove it. The classical trifecta. And you are almost always between the "pure" builds games based on your needs / desires. (Indeed, it's more the pure builds that took the greatest hit.)
I would like to say that I tested it a lot but I'm from EUW and the PBE's ping hits me hard. I suppose that I can consider the atk speed/on hit build stronger than the full AP because I can land more AA and do more amplified damage to a poisoned target with the new passive. I'm almost sure that the math will prove my point, I will try to do it asap. Btw I'm only a silver dude trying to understand what Teemo's going to be.
: Eh. I've been playing him AP, AS, hybrid. And as support, no less. I'm finding no troubles with the builds. I mean, the shrooms do bugger all for damage, but if that's the trade off for this new Teemo, I'm all for it. https://imgur.com/a/g5mH4FE
> [{quoted}](name=Shadowmender,realm=NA,application-id=A7LBtoKc,discussion-id=feXH2xEk,comment-id=003a0002,timestamp=2019-03-22T08:11:15.183+0000) > > Eh. I've been playing him AP, AS, hybrid. And as support, no less. I'm finding no troubles with the builds. I mean, the shrooms do bugger all for damage, but if that's the trade off for this new Teemo, I'm all for it. > https://imgur.com/a/g5mH4FE The atk speed, on-hit build gives you a better power spike, simply because of the new Q + toxic shot amp: if you can land more AA, you can do more damage. Ofc you can have good times with full ap build but my point is that on-hit build is simply better.
Hocker (NA)
: Your points are fair... but do you hear what riot is saying when they mention how if they give more utility or stats somewhere, they have to change something else or he's gonna be too powerful? My fear is that to suggest more than they've offered would take something else away, (and as a Nasus player... I'd rather Teemo NOT be obscenely overpowered)
Well, I prefer an utility Teemo than an assassin one. https://boards.na.leagueoflegends.com/en/c/developer-corner/feXH2xEk-teemo-changes-temporarily-on-pbe-for-early-feedback-part-2?comment=0048
Riot Jag (NA)
: Teemo changes temporarily on PBE for early feedback, part 2
Since the announcement of Teemo rework with the first post made by Riot Jag, I continued to think in what way the little yordle can maintain his identity and change to be modern and usefull to the team. I ended up merging my idea with the [last PBE cycle](https://www.surrenderat20.net/2019/03/35-pbe-update-april-fools-skins-new.html#balance). What make Teemo really unique? Invisibility and shrooms. Starting from this, my idea: _**Attack speed per level lowered from 3.38 to 2.4**_ _**[New] Move Swiftly (W)**_ Cooldown: 18/16/12/8/5 Mana cost 30 at all ranks Passive: Teemo gains 10/20/30/40/50 bonus movement speed Active: Teemo can jump on a shroom making it detonates Jump distance: 400 units The jump speed is based on Teemo movement speed. _**Guerilla Warfare (E)**_ Cooldown: 40/35/30/28/24 [New] "After a 2/1.75/1.5/1.25/1 second delay, Teemo becomes Invisible indefinitely if standing still or in brush, and can move up to 5/6/7/8/9 Teemos while out of brush. Teemo can see 15/20/25/30/35% farther while stealthed. Upon breaking Guerilla Warfare, Teemo gains 20/30/40/50/60% Attack Speed for 3 seconds. While on cooldown, standing in brush will tick down guerilla Warfare's cooldown faster." Nearby enemies gain “Teemo proximity” signal when an hidden Teemo is 1500 units near. At rank 3, Teemo learns to hide better and stops giving that signal when he is invisible in a brush. _**Noxious Trap (R)**_ Base Damage lowered from 200/325/450 to 200/300/400 Effect radius changed from 450 at all ranks to 400/450/500 Traps now become stealth after 1 second Traps cannot be destroyed Traps now are automatically disabled by Control Wards. Melee champions can disable a trap with 2 auto attacks, ranged champions with 3 autos. A disabled trap cannot expire and Teemo can rearm it paying half the cost of mana but it will last only 3 minutes. Teemo can rearm only 3 traps in a row. Rearm cooldown: 140/120/100 Teemo learn to improve traps using the jungle plants. At lvl 6, when the plant is consumed by Teemo, it will leave behind a scheme that Teemo can store in a little bag. This bag can store 2 schemes at time. Teemo choose which scheme use for the next shroom clicking on it. Schemes can be discarded dragging it out of the bag. Honeyfruits scheme: the next shroom tossed will release 3 fruits too. Walking on the fruits restores the greater amount between 3.5% maximum health and 20 − 130 (based on level) health and 2% maximum mana, but slows by 35% for 0.25 seconds. Scryer's Blooms scheme: the next shroom tossed will reveals invisible units for 4 seconds. Blast Cones scheme: Teemo can auto attack the next shroom to detonate it. The explosion knocks up all enemies for 0.75 secs and instantly damage them for ⅓ of the total damage. This kind of shroom doesn’t poison the targets. Enemy team can't distinguish this trap from a normal shroom. Teemo can toss only one modified trap every 30 seconds. Something like this: [The tiny bag](https://ibb.co/TbKNrGM) [The full bag with the active scheme](https://ibb.co/n3Jz95h) In this way, Teemo's player needs to think a lot about the shrooms positioning and a nice coordination with the team can provide a lot of vision and ambushes. Enemy team can still counters Teemo with Control Wards and Oracle Lens.
Hocker (NA)
: moving fast and setting up shrooms as explodeable wards counts as scouting and vision
> [{quoted}](name=Hocker,realm=NA,application-id=A7LBtoKc,discussion-id=feXH2xEk,comment-id=003a0000,timestamp=2019-03-13T16:12:49.523+0000) > > moving fast and setting up shrooms as explodeable wards counts as scouting and vision Have you ever tried Teemo? The W ms boost is a joke nowadays that a lot of champion got dashes or speed debuffs. And if they don't have dashes, they can run faster than Teemo in any cases. The shrooms are good vision tools but the range is really really low and serious players always go oracle lens AND control wards, making Teemo's ultimate useless both as damage and vision tool. Why an ultimate can be countered by a free item in a free slot or by a 75g item?
Riot Jag (NA)
: Teemo changes temporarily on PBE for early feedback, part 2
I tried it on PBE and I think that the on-hit build is way stronger than a full ap, you're forced to go into an atk speed build if you want to do a good dps. I would like a W rework, as I already said, something like a jump or a vision tool, Teemo his a swift scout, he needs to grant more vision and be "agile". I like the E changes but the footprint trail it's really bad, I would prefer a "teemoximity", something like the camouflage warning without breaking the invisibility, so the enemy will know that you're near and can try to spot you (I would love a giant teemo smile over the enemy champion!) Also, a reduced time to enter the stealth will be appreciated, maybe scalable with lvls or points, because if you're not in a brush it's really simple for an enemy to guess where you're going.
Daniolo (EUW)
: > [{quoted}](name=Great Daimadoshi,realm=EUW,application-id=A7LBtoKc,discussion-id=fOgfco8Y,comment-id=02250000,timestamp=2019-03-12T10:32:52.886+0000) > > On PBE, the camouflage and the slow has been removed. Now he can be _**invisible**_ activating the E and standing still or in brush I meant to say "move quick and stealth" as in "one ability to move fast and another to hide/conceal/bee invisible". It's still a problem. Just see how the champions I listed share the movement ability with the stealth ability. If Teemo had an ability like this, it could open a totally new ability related to his "supposed new lore". And according to my suggested changes, it could be a new ultimate.
> [{quoted}](name=Daniolo,realm=EUW,application-id=A7LBtoKc,discussion-id=fOgfco8Y,comment-id=022500000001,timestamp=2019-03-12T13:42:13.097+0000) > > I meant to say "move quick and stealth" as in "one ability to move fast and another to hide/conceal/bee invisible". > > It's still a problem. Just see how the champions I listed share the movement ability with the stealth ability. If Teemo had an ability like this, it could open a totally new ability related to his "supposed new lore". > > And according to my suggested changes, it could be a new ultimate. I understand, the idea is that the W, now not breaking the invisibility, can sinergy with the E while moving, but Teemo can move not so far while invisible. I would rather have a W as dash/jump, to fit the idea of the switch scout.
Daniolo (EUW)
: I guess Teemo should just have **one** movement ability instead of two (move quick and camouflage). Maybe they should be merged as one like Twitch's Ambush. Yes, they may overlap in the game as they both inflict poison damage, but it's ridiculous how small the amount of time Teemo can get stealthed outside bushes. I couldn't even cross the three top bushes because the stealth ends before I reach the third one. Let's check current stealth state: * Akali: base 5 - 7 seconds; extended 8 - 10 seconds. * Evelynn: perma-camouflage after level 6 and some other bonuses. * Kai'Sa: only 0,5 seconds but she gains 55% - 75% move speed AND 40% - 80% attack speed. * Kha'Zix: 1,25 seconds, bonus damage to isolated, 40% bonus move speed and ignores collision. Also an ultimate with 2-3 casts. * LeBlanc, Neeko and Wukong: 0,5, 1 and 1,5 seconds but they leave a clone/decoy. * Pyke: 5 seconds camouflage and 40% move speed that scales with lethality. Also, gets healed due to passive. * Rengar: ultimate 12 - 20 seconds camouflage, 40% - 60% move speed, true sight, free jump, bonus damage and armor reduction. * Shaco: 1,5 - 4,5 seconds after a blink. * Talon: 2,5 seconds plus 40% - 70% move speed and it's his ultimate (deals huge damage). * Twitch: 10 - 14 seconds camouflage plus 10% - 30% move speed AND 30% - 50% attack speed. * Vayne: another ultimate 1 second, triple passive effect, bonus damage, multiple casts. * Teemo LIVE: permanent invisibility while **standing still** or inside bushes. Bonus attack speed after it's broken. Just that. I feel it's not enough compared to other champions. I don't know his current state because it has changed few times since the creation of the thread but last game I played, his E lasted like 2 or 3 seconds and leaving a **glowing trail of footsteps**. Still no bonus besides attack speed. Is this **a joke** or are you really pissing on Teemo? At least I like the poison stack, but the little yordle still feels inmobile. I also want to point to the suggestion [I made on page 37](https://boards.na.leagueoflegends.com/en/c/developer-corner/fOgfco8Y-teemo-changes-temporarily-on-pbe-for-early-feedback?show=flat&comment=01d9): > [{quoted}](name=Daniolo,realm=EUW,application-id=A7LBtoKc,discussion-id=fOgfco8Y,comment-id=01d9,timestamp=2019-02-28T23:20:12.950+0000) > > I feel like the Noxious trap ability shouldn't be his ultimate. I feel it too weak for a level 6 ability because it just reminds me of some abilities like Jhin's traps but with more damage. > This opens new options for a new ultimate ability related to his theme: _the swift scout_. > Perhaps someone has any suggestions? {{champion:17}} Can't wait to see his true rework, honestly. I have too much hopes in this.
> [{quoted}](name=Daniolo,realm=EUW,application-id=A7LBtoKc,discussion-id=fOgfco8Y,comment-id=0225,timestamp=2019-03-11T23:37:28.650+0000) > > I guess Teemo should just have **one** movement ability instead of two (move quick and camouflage). On PBE, the camouflage and the slow has been removed. Now he can be _**invisible**_ activating the E and standing still or in brush (in brush he can move without consuming the "invisible teemos steps". [https://www.surrenderat20.net/2019/03/35-pbe-update-april-fools-skins-new.html#balance](https://www.surrenderat20.net/2019/03/35-pbe-update-april-fools-skins-new.html#balance) The problem is that a non-period damage breaks the invisibility, making it useless to hide from enemies when they know you're nearby, since a lot of champ got skillshots/AOE damage.
Riot Jag (NA)
: Teemo changes temporarily on PBE for early feedback
I'm ok with the changes to Q and R and I really like the last E features. I would like to propose something: Base stats: Movement speed: 340 W Let's scout! PASSIVE: Teemo can see 20/30/40/50/60% farther while stealthed, even through walls. Every movement speed buff is 25% more effective on Teemo. ACTIVE: Teemo dashes a maximum of 4 teemos over the target structure or piece of terrain, with the dash's speed based on his own Movement speed. Teemo cannot cast _Let's Scout_ on the same area of terrain for a set duration. The active part is exactly like Talons' one but Teemo can't dash as much as him, because he's clearly tinier. In my mind, those changes will fit the idea of a **swift scout**, making him usefull for the team (probably much more in high elo).

Great Daimadoshi

Level 125 (EUW)
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