Talk:Teemo/@comment-8506165-20131122054512/@comment-8506165-20131126061915

Wh- I looked at the Oracle's Lens page before when I was trying to figure out counterplay for Teemo in S4, and I'm sure it said 180 second cooldown then, but now it says 90s... maybe I mouseovered the wrong thing.

Well, that's somewhat more reasonable. >.> But anyway... I don't think my point is entirely invalidated by it...

The new S4 changes require that everyone wards, because the support can literally only get 3 greens down no matter what, so other roles have to pick up the slack. So the obvious problem here is what happens if your team gets to full build and you've had to buy 5 sweepers. Your support probably has a Sightstone, and... uh... yeah, three wards total. Meanwhile the enemy team's got a support with sightstone and probably at least three guys with warding totems. And the map control that Teemo himself provides just became a whole lot more valuable with less wards out for everyone.

I find the shrooms frustrating (let's be honest, who doesn't?), but honestly, as a guy who mained support through S3, they bothered me less than everyone else because I was the one with the Oracle's. I ran the numbers on shrooms with Liandry's purely to demonstrate that "make your tank asplode them all" wasn't viable, seeing as you seemed to be suggesting MR items would make a tank able to walk through a minefield of them.

With current gameflow I still think 10s of stealth reveal is too short given the range of the reveal and the sheer number of areas needed to be covered. Say you're shoving mid back and the enemy team is missing because you only have three wards down and they're at Drake, Baron and one jungle intersection... mmhm. So you have to clear... your jungle, to make sure you don't get ambushed from there... midlane itself... river brushes... Baron and the surrounding area in case they go for that (you'll be wanting to sweep Baron for wards anyway)...

Look at it this way. The justification for Teemo's shrooms being powerful in terms of damage, slow, and sheer "ARRRGH" factor before was "But at high-level play people break out the Oracle's and pinks and then most of them get neutralised". There is no Oracle's any more. So...?