迅捷斥候 提莫提莫The Swift ScoutTeemo的攻击成长是多少?Fp

微信:doyo_game
迅捷斥候提莫加点出装插蘑菇全面分析
  应交响曲童鞋 和广大认为teemo酱油的童鞋的要求 决定写一篇teemo的攻略
  迅捷斥候-提莫
  看到他的名字 我们知道了什么? 对!他是斥候 不是T(估计也T不起来)也不是carry 当然我不否定他有carry的能力 不过我认为
teemo就是一个在战场上穿梭 东打一下 西啃一口的斥候
  作为一名斥候 你的任务就是猥琐 绝对的猥琐 什么时候 敌人走草丛怕踩蘑菇 走大路 怕teemo突然出现给你一标 打个野还要时时刻刻小心 不会被抓 那么
你这个斥候 就可以毕业了....
  还是先来看一下属性成长 首先补充一个表里没有的数据 是我自己测试来的 teemo的攻速成长
  18级接近1.1的攻击速度 teemo绝对是 所有英雄中攻速成长最高的(至少在我测试的英雄中是这样) 为什么有这么高的攻速成长呢...
  因为很低的生命成长 很低的魔法成长 这不过是给teemo的一个补偿而已..对不过是一个补偿
  虽然teemo有输出的能力 但是打carry绝对不是teemo该干的事
  被动技能:伪装
  如果提莫站着不动,且没有受到任何攻击的话,那么4秒(编:作者,我记得是2秒)后,他将进入潜行状态。在打破潜行状态后,Teemo会获得出奇制胜的增益效果,在3秒的持续时间里提高他40%的攻击速度。
  我可以毫不客气的说,这是LOL中最强大的隐身技能,没有之一!
  首先 无限的隐身时间
只要你不被阳甲或者其他AOE技能波及到,你就可以无限的潜行下去,虽然比不上其他英雄的潜行,他的潜行不能移动,但是,潜行时间给了你无限埋伏的可能性。
附带的出奇制胜buff,虽然只有三秒,但是他不想老鼠还要持续潜行多久才能获得,只要你进入了潜行状态,那怕只有0.01秒,你也会获得全额的buff效果。
  再,她(编:女ta,作者你的输入法出卖了你……)是个被动技能,无任何消耗!
  吐个槽 TX的翻译 隐形的翅膀.....我起鸡皮疙瘩了....
  Q:致盲***
射出一支***,对目标造成 80 / 125 / 170 / 215 / 260
(+法术伤害*0.8)点魔法伤害,并致盲目标,使其命中率降到0%,持续1.5 / 2 / 2.5 / 3 / 3.5秒。
  冷却时间:10 / 10 / 10 / 10 / 10
  施法消耗:70 / 80 / 90 / 100 / 110 点魔法值
  施法范围:680
  这个技能,就是大家能忍受队伍里有个酱油teemo的原因了,在这个虚弱不致盲的年代里,满级3.5秒的致盲效果,足矣拯救一次团战!
对于这个技能
我建议 如果敌方队伍中有蛮王易之类的 强力物理DPS 优先点满吧
  如果没有这类英雄 那就一级足矣
  W:迅速移动
  被动效果 提莫的移动速度提升10 / 15 / 20 / 25 /
30%。如果提莫在开启此效果时被英雄或炮塔攻击,那么迅速移动的状态将被解除。
  主动效果 提莫获得双倍的移动速度增加效果持续4秒,这个效果不会被英雄或者防御塔击中后技能取消。
  冷却时间:0
  施法消耗:40 / 40 / 40 / 40 / 40 点的启动魔法值
  施法范围:1
  核心技能之一
  斥候 什么叫斥候 在战场上穿梭 不停地将敌人的最新情报 交给队友 同时对敌人进行不停的骚扰 这就是斥候
  兵法有云 知己知彼 方能百战百胜
  而teemo就是这个能知己知彼的人 这个技能 就是teemo能知己知彼的依靠
  目前这个版本 增加了双倍移动速度的主动效果 比原来不知好了多少倍 自然是件好事
  E:毒性箭
被动技能:提莫的普通攻击会使他的目标中毒,每秒造成8 / 14 / 21 / 28 / 35
(+法术伤害*0.14)点魔法伤害,持续5秒。
  冷却时间:0
  施法消耗:被动技能
  施法范围:1
  核心技能之二
  teemo骚扰的主要技能 被动效果 无需主动释放 只要点人就行了
  前期压人效果非常之强
  R:毒菌陷阱
  提莫使用一个已储存的蘑菇来布置陷阱,如果敌人踩到它,则它会爆炸,并使周围的敌人中毒。中毒的敌人会在5秒内受到250/475/700+(法术强度*1)点魔法伤害,并且减少30%/40%/50%的移动速度。陷阱持续10分钟。
  提莫每过30/26/22秒就会搜寻到一个蘑菇,但他由于体型不够大,一次只能携带3个蘑菇。
  冷却时间:1
  施法消耗:75 / 100 / 125 点魔法值
  施法范围:230
  这是teemo的灵魂技能 本次攻略就是要介绍蘑菇的埋法 让敌人不带眼出门就不习惯
  高达1.0的AP加成 可以说是AP流teemo的福音
  其他的混杂在下面一起说明
  技能介绍完了 下面说一下加点吧...
  推荐加点
一级点E无需多言 大部分人都是点这个二级以及优先点满W则是要增加teemo的机动性 前期的移动速度都不会太高 超高的机动性 有利于侦查三级点一级Q是为了防止被杀 或者gank
  老规矩 截下来是第二种加点方法
  这就是第二种推荐加点了 适合有高效DPS输出的局
  不要想团战了 你无力的 并不是不让你参加 你只要上去给人家一个标就可以了
  其实可以打carry 不过我就不介绍加点了 因为teemo打carry太无力了 很依靠装备
  一个一个说哦~
闪现:我个人推荐 按我的打法你就没有生存的能力 所以 多一个逃生技能总是好的洞察:也算是一个推荐技能吧 既然你不参加团战 那么帮队友查查野区 看看龙 还是可以的旗帜:推teemo的无用技能 不作介绍了点燃:在我的这篇攻略里不推荐这个技能 施放距离太近 容易被人搞掉 算了吧清醒:小小的推荐一下这个技能 因为回蓝比较慢 蓝的成长又很低 所以小小的推荐下吧巩固:虽然不至于无用 不过对teemo来说 是个绝对的鸡肋技能净化:推荐技能之一 没有逃生技能的teemo被控制就悲剧了 带一个也可以传送:带这个不是不行 是用处太少 而且CD较长 不过如果热衷于 推塔可以搞一个重击:哈哈 和上次一样推荐打野帝带上吧 你再来个打野的teemo好了重生:对teemo绝对的无用技能 完全用不到治疗:此技能同清醒 小小的推荐一下就行了鬼步:重点推荐技能之二 虽然teemo带无限鬼步 但却有一个致命缺点就是会被打断 虽然增加了双倍速度的主动效果
不过鬼步这种逃生技能还不错的虚弱:如果是改版之前 还会推荐带一下 不过现在完全不用 自带致盲 还带虚弱干嘛
  推荐这种9 0 21加点,点出了法穿,还有两个冷却时间减少,回蓝,最大蓝值,以及buff的持续时间。
  具体为什么,法穿就不多说了,冷却时间是为了更多的埋蘑菇,回蓝和最大值也是一个意思,buff大家都懂。
  这次我就只介绍这一种加点方法了,不在说第二种了,因为接下来还有好多东西。
  这次的符文也只介绍一种了,不多做赘述。
  蓝色和***成长回蓝,紫色精华是移动速度,红色是法术穿透。
  总价大概是在13000些。
  接下来就是重头戏了,本攻略主要就是介绍各种蘑菇的埋法,会根据不同的情况,进行相对应的解决。
  首先要说一下,如果没人拿中路的话,teemo就去中路吧,尽快到6级,然后进行埋蘑菇的大计,六级就换人,千万不能留恋,不能因为你的留恋,让队友晚到6级。
  废话不多说,先上图。
  图比较大,大家多等一会就看到了。
  这张图介绍的是优先埋点,这些点 一定要优先埋好。
  记住有些地方,比如中路两边的草丛,中路外塔旁边野区的两条长条形的草丛,每个里面要埋三个蘑菇,才能全面的控制视野。
  还有上路和下路外塔边上的两条草丛 要在最靠近塔的那一边埋蘑菇,在两条草丛中间的那一小块空地上埋一个蘑菇。
  龙点就不多说了 一会回详细介绍。
  这些点至少要埋一个,缺了就要马上去补上,做到最好的控视野。
  这些是次要埋点,埋了主要以后,如果有蘑菇就去这些地点埋,都是小型团战爆发的地区,也是埋伏的好地点 所以要控好。
  一样 在主要埋点蘑菇不被破坏的前提下,如果被人踩了,就去补上。
  这两个长形区域,是即将推上高地,但是又推不上去的埋点,因为如果推不上去,你们3了以后,敌人由于怕被抓,只要有点想法,一般都不会走大路,会从野区绕,自然要控好视野。
  详细的龙点蘑菇埋法,小红圈是蘑菇。
  大红圈插眼 (以真眼为佳)
  大龙的埋发和这一样,不过要在靠近野区的地方埋一个,因为有的时候,有人会用闪现传送进去。
  这个埋点适合一塔丢了,二塔快丢,或者一塔二塔都丢了,然后守高地的埋法。
  充分考虑了人踩了蘑菇后的反应,而设计的埋法,我用这个埋法坑了很多人了。
  大家想想如果兵线踩了蘑菇,你会不会跟着兵线走了?一般情况下都是往边上走。所以,在边上设计了几个,由于又踩了蘑菇,自然要再边上一点,然后就又中计了。
  曾经有过 5人推中踩到为这种蘑菇 然后被我们团灭的案例。所以,这种蘑菇也是我个人的一种看法。
  做图很费劲剩下的我就说好了
  第一:在塔下埋蘑菇,远程就不考虑了,近战,尤其是肉,一般喜欢在塔的后方推塔,一是可以打, 二是可以帮自己的小兵顶一下地方小兵,所以,
蘑菇要埋在塔后大概一个兵长的距离。
  第二:守高地的时候,蘑菇要埋在兵营的左右和后面原理和塔下是一样的。
  第三:守召唤水晶的时候,蘑菇要埋在左右两边,和前方大改一个兵长的地方,一是能防兵,二是能防偷。
第四:最重要的一点,就是蓝buff,前期一定要勤拿,不能落下。还有眼,身上多备几个眼,当然,以真眼为佳。
  出装路线
  这里就简单的说下好了
核心装备有三个 第一个 法穿鞋第二个 杀人书第三个 那什之牙
  其他的挑法伤的出就行
  我的teemo是斥候是坐在家里等人头的类型所以法伤一定要高
而且因为蘑菇法系加成是1.0 自然要出法伤
  团战的时候调准时间看好人,给物理DPS上致盲。
  或者作为诱饵将敌人吸引到自己的蘑菇地和友方的埋伏点。
  很多人喜欢管teemo叫打酱油的,其实不然,玩的好的teemo看起来是在打酱油
  但是确实在想团队的其他队友,时时刻刻的更新敌人的情报!
  不是说teemo没有输出的能力,而是他不擅长输出。
  希望这次的攻略能给大家带来帮助,那本团长也没白忙活一上午加一中午的时间。
  然后感谢迪克的图。
  还有庆祝下俺成为了版主。
  迅捷斥候 - 提莫
  在班德尔城,提莫是流传于兄弟姐妹中的一则传奇。就约德尔人而言,提莫有点与众不同。虽然他喜欢与其他约德尔人结伴,但他也常常坚持要单***匹马地执行保卫约德尔城的任务。他为人真诚,性情温和,然而一旦进入战斗,提莫就像变了个人似的,在巡逻时会果断了结那些敌人的性命。在他还是一名年轻的新兵之时,军事训练的教官与其他学员就发现----虽然提莫平常和蔼可亲,很有魅力,然而一旦搏斗练习开始,他就变得异常严肃,效率极高。提莫的上司很快便引导他朝着"母舰斥候"的方向发展。"母舰斥候"是约德尔城最富盛名的特种部队之一,与麦灵突击队齐名。
  大多数约德尔人都不能灵活巧妙地处理单人的侦查任务,提莫却精通此道。他保护约德尔城免遭奸细渗入,顺理成章地让他成为最危险的约德尔人之一。虽然当你与提莫在他最钟爱的小酒馆举杯畅饮蜂蜜酒时,你对此是浑然不知的。班德尔城选择提莫作为他们的第一位联盟英雄,提莫也对此仿佛如鱼得水一般。他的标志性武器是一把******,使用他从库莽古丛林采集而来的一种罕见的厄菌铊毒药。为了有助于解决自己长期的孤立隔绝,提莫最近与崔斯坦娜建立了友谊,崔斯坦娜是一位联盟英雄,同时也是班德尔城特种部队的成员。这份友谊对双方都大有裨益,虽然瓦洛兰贪得无厌的媒体大肆散布谣言,宣称他们的友情已经转变成爱情。尽管如此,提莫仍然是英雄联盟的大众宠儿,也是许多人都甚为忌惮的小个子对手。
  "提莫既是一位活泼开朗的同胞,又是一名无与伦比的杀手,但他始终是我朋友的不二人选。"----崔斯坦娜
  呃 teemo和小炮 有一腿(这里要用妖尾里哈比的卷舌音来读....编:这不是被发朋友卡了嘛!焚淡!)
  还有 teemo是个军人 这无需否定 以前也有人说过 的确 TX的翻译 让人蛋疼.....不过 嘛~嘛~大家喜欢就无所谓了....
/article/187286
阅读本文后,您的心情是:(选择后可查看结果)
人气:2157399
今日关注游戏From Leaguepedia | League of Legends Wiki
This is the approved revision of this page, as well as being the most recent.
The Swift Scout
Release Date:
February 21, 2009
Attributes:
Marksman, Assassin
Statistics
4.65 (+0.65)
Mana Regen:
6.45 (+0.45)
Move Speed:
Attack Damage:
49.54 (+3)
Attack Speed:
0.690 (+3.38%)
14 (+3.75)
Magic Resist:
Friends/Rivals
Teemo is a legend among his yordle brothers and sisters in Bandle City. As far as yordles are concerned, there is something just slightly off about him. While Teemo enjoys the companionship of other yordles, he also insists on frequent solo missions in the ongoing defense of Bandle City. Despite his genuinely warm personality, something switches off inside Teemo's mind during combat so that the lives he must end while on patrol do not burden him. Even as a young recruit, the drill instructors and other trainees found it a little disconcerting that, while Teemo was normally charming and kind, he turned deadly serious and highly efficient the minute combat exercises began. Teemo's superiors quickly steered him toward the Scouts of the Mothership, which is one of Bandle City's most distinguished Special Forces unit alongside the Megling Commandos.
While most yordles do not handle solo scouting missions with a great deal of finesse, Teemo is remarkably efficient at them. His record of success in defending Bandle City from infiltrators easily makes him one of the most dangerous yordles alive, though you'd never know it by having a cup of honey mead with him at his favorite inn. Bandle City chose Teemo as their first champion for the League, and he has taken to it like a duck to water. His signature weapon - a blowgun - uses a rare ajunta poison he personally gathers from the jungles of Kumungu. To help cope with his lengthy periods of isolation, Teemo recently struck up a friendship with Tristana, a fellow League champion and fellow member of Bandle City's Special Forces. This connection is healthy for both yordles, though now Valoran's voracious media outlets circulate rumors that the friendship is turning into a romantic relationship. Regardless, Teemo is a crowd favorite in the League of Legends, and a pint-sized foe that many have come to fear.
"Teemo rides a thin line between chipper compatriot and unrepentant killer, but there's no one else I'd rather have as a friend."
PassiveCamouflage
(Innate) If Teemo stands still and takes no action for 2 seconds, he becomes stealthed. Moving or taking actions will break Teemo out of stealth and will boost his attack speed by 40% for 3 seconds.
QBlinding Dart
(Active) Teemo shoots a venom-coated dart at the target enemy, dealing magic damage and blinding them for a few seconds, causing all their autoattacks to miss for its duration.
Cooldown: 8 seconds
Range: 680
Cost: 70 / 80 / 90 / 100 / 110 mana
Magic Damage: 80 / 125 / 170 / 215 / 260
(+0.8 bonus Ability Power)
Blind Duration: 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds
WMove Quick
(Passive) Grants increased movement speed until struck by a champion or turret. This bonus is restored 5 seconds after last being struck by a champion or turret.
(Active) For 3 seconds, Teemo gains double his passive movement speed and will not lose it regardless of whether he is hit or not. The passive is restored after the duration of the active.
Cost: 40 mana
Cooldown: 17 seconds
Passive Movement Speed: 10 / 14 / 18 / 22 / 26%
EToxic Shot
(Active) Teemo deals extra magic damage with his autoattacks. Additionally, his attacks will poison the target, dealing magic damage each second for 4 seconds. This poison will not stack but the duration will be refreshed with every subsequent attack.
Magic Damage on Hit: 10 / 20 / 30 / 40 / 50
(+0.3 bonus Ability Power)
Magic Damage per Second: 6 / 12 / 18 / 24 / 30
(+0.1 max Ability Power)
Total Magic Damage: 33 / 66 / 99 / 132 / 165
(+0.7 max Ability Power)
RNoxious Trap
(Active) Teemo places a trap which stealths and arms after 1 second. The traps grant vision around a very small radius while armed. If an enemy steps on the trap, it will detonate, poisoning and revealing all nearby enemies for its duration. The poison slows enemies and deals damage to them every second. The poison slow does not decay. This poison will not stack but the duration will be refreshed with every subsequent detonation. Mushrooms have 100 health and can be destroyed by autoattacks if they are visible, but they are immune to spell damage. The traps last 10 minutes. Teemo will generate and store one every several seconds, the time of which is affected by cooldown reduction, and Teemo can have a maximum of three traps stocked up. Each cast uses one trap. Noxious Traps are worth 10 gold.
Range: 230
Cooldown: 1 second
Activation Radius: 120 (estimate)
Explosion Radius: 400 (estimate)
Sight Radius: 425 (estimate)
Cost: 75 / 100 / 125 mana
Magic Damage per Second: 50 / 81.25 / 112.5
(+0.2 max Ability Power)
Total Magic Damage: 200 / 325 / 450
(+0.5 max Ability Power)
Charge Receive Time: 35 / 31 / 27 seconds
Slow Amount: 30 / 40 / 50%
Win %
Picked/Banned in % of Games
Click [Show] for Additional Tournament Stats
Win %
Picked/Banned in % of Games
Cottontail Teemo’s chromas no longer use Teemo’s base splash in the loading screen
Omega Squad Teemo no longer copies Classic Teemo’s movement voiceover lines when both are in the same game
More traps.
Alright. We know people are going to come into this section thinking ‘Why buff Teemo?’, but let’s be honest with ourselves. While Teemo’s always been a serviceable laner, the Swift Scout has been on the weaker side of the spectrum for a long while. The root causes are many, but we’re targeting two: Teemo’s awkward mana usage, and his inability to set up the mushroom fields he’s known for.
Getting into specifics, Teemo players find themselves opting into sometimes ranking up W - Move Quick not because it’s particularly good, but so the costs of his other spells don’t go through the roof. Similarly, a Teemo that’s behind is pressured against laying traps due to their high cost and cooldown, making them lackluster when the enemy team’s already gaining control of the map. Releasing the mana pressures across Teemo’s kit allows him to spend more time thinking critically about when and where to use his abilities.
Passive - Camouflage
SHH: Entering stealth won’t interrupt autoattacks in wind-up
Q - Blinding Dart
COST: 70/80/90/100/110 mana => 70/75/80/85/90 mana
R - Noxious Trap
COST: 75/100/125 mana => 75 mana at all ranks
AMMO RECHARGE TIME: 34/28/22 seconds => 30/25/20 seconds
Attack damage up. R range increased. Passive stealths while moving in brush.
Another champion that's been struggling in 2016, Teemo's woes have not gone unnoticed. The prevalence of Farsight Totem has hurt his ability to play hide-and-seek with Camouflage, while losing out on the bonus attack damage from the old masteries means he's having a harder time in lane. Tuning these while adding a bit of range to Noxious Trap go a long way toward improving his strategic ability to scout - as well as feed into his natural prey of fighters and juggernauts.
While the below changes might look like a buff and a nerf to Camouflage, the double stealth mechanic wasn't necessary (as you will now be entering stealth the moment you walk in instead of needing to stop), so you take about the same time to stealth but can also stealth while running. Now that's sneaky.
BASE ATTACK DAMAGE: 47.54 => 49.54
Passive - Camouflage
CLOAKING YORDLE: Teemo can now stealth while moving in brush (combat still resets the delay)
REMOVED TAKE YOUR TIME: Teemo no longer stealths twice as fast while in brush
R - Noxious Trap
CAST RANGE: 300/600/900 => 400/650/900
Traps arm faster and have a lower cooldown.
"Heads Up! Due to a mistake behind the scenes, only the tooltip for Noxious Trap’s cooldown was changed, not the actual value. As-is, only the arm time change will be in 5.20. We’ll have the CD fix in for the next patch. Sorry!
We’ll leave the Tee we recognize the scout’s not performing well after our last round of changes, so we’re stepping in to aid his swift recovery. The big idea for 5.15 was to broaden Teemo’s traps applications (trapplications?), allowing him the option to convert advantages from a solo lane to teamfights, but we drained too much power in the process. Administering a booster-shot to Noxious Trap’s arm-time and ammo count helps Teemo’s reliability across all phases of the game, no matter how you choose to terrorize your enemies."
R - Noxious Trap
Arm Time: 1.5 => 1
Cooldown: 35/31/27 seconds per charge => 34/28/22 seconds per charge
Blinds work intuitively.
"Previously, Blinds would check your status when you began your attack. This meant that sometimes attacks that looked like they should have missed would land right on target. With this fix, you should feel a lot better about your tossing poisonous darts into the eyes of enemy marksmen."
Q - Blinding Dart
THAT'S GOTTA STING: Blind 'miss' window changed from on-attack declaration to on-attack launch (For reference, 'attack launch' is when the missile is created for ranged champions, and the moment before an attack hits for melee champions)
Teemo’s shrooms are now slightly less annoying.
“Late game, Teemos stacking pure AP could pretty much opt out of fighting by laying deathshrooms everywhere and spamming the laugh button. If you’re ever close to losing it after dying to a shroom, millions of Teemos die each day .”
R - Noxious Trap
ABILITY POWER RATIO: 0.8 => 0.5
SPELL EFFECT :: Fixed a bug where Toxic Shot could apply some spell effects like Tribute or Spell Weaving
Noxious Trap
Fixed a bug where mushrooms gave experience
Noxious Traps are now worth 10 gold (from 0)
Toxic Shot
Ability Power ratio on impact reduced to 0.3 from 0.4
Noxious Trap
Damage reduced at later ranks to 200 / 325 / 450 from 200 / 400 / 600
Fixed: Tooltip now indicates the correct cooldown
Base Movement Speed increased by 25.
Fixed a bug with Toxic Shot so the poison damage now works correctly at higher attack speeds
Toxic Shot
Damage on impact increased to 10 / 20 / 30 / 40 / 50 (+0.4 Ability Power) from 9 / 18 / 27 / 36 / 45 (+0.14 Ability Power)
Poison Ability Power ratio reduced to 0.1 from 0.14
Fixed a bug where the poison was lasting longer than intended
Damage values will now update correctly when Teemo hits a unit with a lower level Toxic Shot poison
Teemo now gains Camouflage's attack speed buff instantly after leaving invisibility
Move Quick cooldown reduced to 17 seconds from 22
Fixed a bug where Noxious Trap's recharge time wouldn't update with new ranks or cooldown reduction until reaching full ammo charges (3)
Fixed a bug where Teemo's Toxic Shot was doing less damage than intended at higher attack speeds.
Health per level increased to 82 from 77
Move Quick's passive component now shows a cooldown timer
Noxious Trap arm time reduced to 1 seconds from 2
Noxious Trap now has an ammo stack and reload time indicator on the buff bar
Noxious Traps will now show the area they trigger in when cast
Noxious Traps will now 'level up' if Teemo ranks up his R slow while the traps are active
Fixed a bug where Move Quick did not proc on-spell cast effects such as
Move Quick is now removed even if the damage is shielded
Noxious Trap
Mushroom reload time increased to 35 / 31 / 27 from 30 / 26 / 22
Damage reduced to 200 / 400 / 600 from 250 / 475 / 700
Fixed a bug that calculated the AP coefficient lower than intended
Move Quick cooldown increased to 22 seconds from 13
Move Quick - Ability rework
Passive - Now grants 10 / 15 / 20 / 25 / 30% increased movement speed until struck by a champion or turret
Active - Teemo gains double his passive move speed for 4 seconds. This bonus is not lost on hit.
Noxious Trap
No longer give any gold as a bounty when killed, down from 25
Now show their remaining duration when selected
Base movement speed increased to 305 from 300
Base damage reduced to 47.5 from 51.3
Damage per level reduced to 3.0 from 3.3
Camouflage
Fade time reduced to 2.0 seconds from 3.0
Being invulnerable will now prevent Teemo from Camouflaging. Specifically,
and 's effects will block camouflage while they are active
Recalling and Teleporting will now prevent Teemo from Camouflaging
Blinding Dart
Duration reduced to 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds from 1.5 / 2.0 / 2.5 / 3.0 / 3.5
Cooldown reduced to 8 seconds from 10
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
On-hit damage increased to 9 / 18 / 27 / 36 / 45 from 8 / 14 / 21 / 28 / 35
Noxious Trap
Teemo has gains a "stored mushroom" charge every 30 / 26 / 22 seconds. Maximum three charges
Each cast requires an consumes a charge
Time to gain a charge is reduced by cooldwon reduction effects
Time to gain next charge does not progress while you are at maximum charges
Teemo always has two charges stored upon reviving at base
Cooldown on placing a trap reduced to 1 seconds from 20
Damage changed to 250 / 475 / 700 from 350 / 500 / 650
Recommended items updated
Fixed a bug with Toxic Shot where it was not applying the poison damage immediately upon hit
Removed base dodge
Camouflage
Fade time reduced to 3 seconds from 4
Fixed a bug in which somtimes the fade time would take too long
When Teemo breaks stealth, he now gains "Element of Surprise", increasing his attack speed by 40% for 3 seconds
Blinding Dart
Mana cost reduced to 70 / 80 / 90 / 100 / 110 from 70 / 85 / 100 / 115 / 130
Cooldown reduced to 10 from 12
Blind duration reduced to 1.5 / 2.0 / 2.5 / 3.0 / 3.5 from 1.6 / 2.2 / 2.8 / 3.4 / 4.0
Move Quick
Now only breaks when taking damage from an enemy champion or turret
Movement speed buff decreased to 15 / 20 / 25 / 30 / 35% from 20 / 25 / 30 / 35 / 40%
Toxic Shot
Now applies the first application of damage immediately upon hitting the target
Poison duration reduced to 4 seconds from 5 (total number of applications still remains at 5)
Noxious Trap fade time reduced to 1.5 from 2.0
Camoflague stealth timer reduced to 4 seconds from 4.5
Fixed a bug where Bantam Trap was granting vision of an area for too long after an enemy triggered it
Camouflage time to Stealth reduced to 4.5 seconds from 6
Bantam Trap
No longer affected by Volley, Missile Barrage, and Sow the Wind
Poison duration reduced to 4 seconds from 5
Fixed a bug where several spells would show a particle as they passed over Bantam Trap
Blinding Dart
Ability power ratio reduced to 0.8 from 1.0
Blind duration reduced to 1.6 / 2.2 / 2.8 / 3.4 / 4 seconds from 1.5 / 2.25 / 3 / 3.75 / 4.5
New passive - Camouflage
If Teemo stand still for 6 seconds without taking damage, he becomes stealthed
Base movespeed increased to 305 from 300
Base damage reduced to 47.5 from 51.3
Damage per level reduced to 3.0 from 3.3
Camouflage
Fade time reduced to 2.0 seconds from 3.0
Being invulnerable will now prevent Teemo from Camouflaging. Specifically,
and 's effects will block Camouflage while they are active.
Recalling and Teleporting will now prevent Teemo from Camouflaging
Blinding Dart
Duration reduced to 1.5 / 1.75 / 2 / 2.25 / 2.5 from 1.5 / 2 / 2.5 / 3 / 3.5
Cooldown reduced to 8 seconds from 10
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
On-hit damage increased to 9 / 18 / 27 / 36 / 45 from 8 / 14 / 21 / 28 / 35
Noxious Trap
Teemo now gains a "stored mushroom" charge every 30 / 26 / 22 seconds. Maximum three charges
Each cast requires and consumes a charge
Time to gain a charge is reduced by cooldown reduction effects
Time to gain next charge does not progress while you are at maximum charges
Teemo always has two charges stored upon reviving at base
Cooldown on placing a trap reduced to 1 second from 20
Damage changed to 250 / 475 / 700 from 350 / 500 / 650
Recommended items updated
Increased damage per level from 2.8 to 3.3
Increased attack range from 450 to 500
Move Quick cooldown reduced from 8 seconds to 6
Blinding Dart range increased from 600 to 680
Bantam Trap now has a new explosion particle
Increased mana gain per level from 30 to 40
Blinding Dart damage increased from 60 / 120 / 180 / 240 / 300 to 90 / 140 / 190 / 240 / 300
Toxic Shot damage increased from 7 / 14 / 21 / 28 / 35 to 8 / 14 / 21 / 28 / 35
Increased base damage from 47.5 to 48.5
Bantam Trap
Increased set duration from 2 seconds to 2.5
Now has a bonus 150 armor while stealthed
Move Quick no longer costs mana to turn off
Bantam Trap ability power ratio reduced from 1.0 to 0.8
Bantam Trap slow percent reduced from 40 / 50 / 60% to 30 / 40 / 50%
Move Quick can no longer be cast without sufficient mana
Bantam Trap no longer limited to 15 (but his mines have a 10 minute duration)
Fixed a bug where Teemo's passive was leaving dots on the minimap
Trailblazer movement speed yielded slightly incresaed
Blinding Dart miss chance duration modified from 2 / 2.5 / 3 / 3.5 / 4 to 1.5 / 2.25 / 3 / 3.75 / 4.5
Toxic Shot now has a 0.7 ability power ratio
Blinding Dart
Changed functionality from Target Champion misses his next 1 / 2 / 3 / 4 / 5 attacks to Target has a 100% miss chance for 2 / 2.5 / 3 / 3.5 / 4 seconds
Changed mana cost from 65 / 85 / 105 / 125 / 145 to 70 / 85 / 100 / 115 / 130
Reduced cooldown from 12 seconds to 11 seconds
Bantam Trap
Reduced damage from 375 / 550 / 750 to 350 / 500 / 650
Added particle to detonation
Reduced health per level from 84 to 74
Toxic Shot damaged per tick reduced form 10 / 18 / 26 / 34 / 42 to 7 / 14 / 21 / 28 / 35
Made Noxious Trap magic immune
Toxic Shot is now a passive skill
Move Quick no long slows you upon being hit (it does still remove haste buff)
Blinding Dart now causes your opponent to miss a set number of attacks instead of increasing their miss percentage
New Passive: Trailblazer: Teemo leaves a trail as he moves, increasing the move speed of allies and granting him sight radius of the area for an extended period of time
New Ultimate: Noxious Trap: Teemo places a trap which, when triggered, will poison surrounding units, slowing and damaging them for the duration.
Adjusted recommended items
Toxic Shot damage changed from 2 / 4 / 6 / 8 / 10 per debuff stack to 8 / 16 / 24 / 32 / 40 damage, and no longer stacks
Scout's Bounty
Armor reduction changed from 20 / 40 / 60 to 30 / 45 / 60
Bonus gold increased to 100 / 140 / 200 from 50 / 100 / 150
Basic attack damaged increased to 41 from 39
Blinding Dart miss chance increased to 10 / 20 / 30 / 40 / 50% from 14 / 22 / 30 / 38 / 44%
Fixed a bug where Move Quick did not toggle off properly after taking damage
Fixed a bug where Teemo was not getting bonus tamage from items with his Toxic Shot active
Fixed timing attack bugs
Fixed tooltip typos for Move Quick and Toxic Shot
Classic Teemo
Happy Elf TeemoLimited Edition
Recon TeemoLegacy Skin, Unavailable
Badger TeemoLegacy Skin, Unavailable
Astronaut Teemo
Cottontail Teemo
Super Teemo
Panda Teemo
Omega Squad Teemo
Original Art for Happy Elf Teemo
Original Art for Recon Teemo
Chinese Art for Classic Teemo
Chinese Art for Recon Teemo
Chinese Art for Astronaut Teemo

参考资料

 

随机推荐