Catch the Teemo is a non-official game mode that was spawned by players with a deep seated hatred for the rodent. It has been around for awhile but I felt I should give it a post on Reign of Gaming in order to make the rules more easily accessible. The basic gist of it is that there is a player in each team that picks Teemo and runs around the map while the opposing team tries to kill him. He cannot fight back, stealth or stay in the same place for long and he cannot build tank items. The team that kills the opposing Teemo x amount of times will be declared the winning team.
The rules will be detailed below for the general rules, the players and for the Teemo. Some general tips and options will also be detailed below. This game involves several variables that can be "toggled" in order to customize the game a bit further.
This is a topic I often have to bring up with my stream or when someone brings up the phrase "It's just for fun!" There was a heated debate on my stream over the fact that I was strict to some of my subscribers when we were playing a subscriber game (fans + me). Some of the viewers felt that the subscriber games were meant to be "for fun" despite the fact that "fun" is subjective and that subscriber games are not automatically held as a certain type of game. I use my subscriber/fan games mostly for tutorial/teaching games. I do not enjoy the idea of sitting down and tutoring one person in private and I would rather just showcase it and teach more at the same time. This way I can teach the most important aspects of teamwork to everyone since I believe teamwork is the most important thing in the game.
That all said it is quite tiring to have to explain to people that just because one decides to take the game more seriously does not mean they are not having fun. Fun is purely subjective and this is fact. Everyone has a difference opinion on what is fun for them. To assume your idea of fun is fun for someone else is simply arrogant.
I have begun to stream and one of the accounts I play on is made to play almost strictly to counter the enemy team with champion picks and builds. Sometimes I am prompted to take madred's razor (very rarely wriggle's lantern) and that causes some of my viewers to ask the question "why did you build that item?" or "lololol madred's razor?" which, at this point, has become rather tiresome to explain. It has motivated me to write this article, despite already having written a bit about it in past posts, so I can "mass" answer people who ask this question. There isn't much to say about this but needless to say it is a topic a lot of people keep asking questions about.
As I mentioned previously, I have already written a few articles that detail important details that are needed in order to understand 'this' article along with another article that mentioned the madred's and spirit line. It is crucial to understand what opportunity cost is and the article that is hyperlinked onto the term will help understand it - or the video that was posted at the top of this article. Needless to say, it is a concept that escapes a lot of players.
Skarner and Rengar are both receiving buffs that will (apparently) improve their jungle at the cost of reworking some of their abilities. In some ways this is a rework of the characters that is not completely drastic and it tries to honor their original champion designs. I look forward to playing those champions when they are remade especially considering they are trying to emphasize their jungle strengths instead of their laning prowess.
That said, there are a few characters out there, most being traditional junglers, that still need buffs and reworks. Some of them are so antiquated that their kits just need to be reworked before they can become viable without having to gamble with a numbers change. This article is purely my opinion on what I think could be done to buff up a few of these junglers. It has no bearing on what Riot is cooking up for these junglers. The article pretty much done for fun considering Worlds is of higher importance right now.
Once again I decided to rank up another smurf at the suggestion of my fans and I decided to hybridize the attitude of this account. Eimi was the "let's love everyone" account and Ryrk was the "silent brooding" type who never spoke to anyone. The new account I am taking through ranked is N0rthdale, which is an account that will carry the personality of few words, always calling jungle and doing what is necessary to win. It is a bit of Eimi and Ryrk.
I wrote about the differences between the accounts in an older article such as how Ryrk was the "play whatever you want" account, whether it is jungle or top lane, while Eimi was the "I'll play what my team needs!" account and I took notice of how each of them developed. Eimi had an easy time and just crushed towards the path to Platinum. Ryrk, on the other hand, struggled using the same philosophy at first and just got destroyed. I'll repeat that, Ryrk tried being the team player and kept getting sunk. It got to the point where the account had worse gains of lp than losses and I just could not constantly rely on teammates to carry. I turned Ryrk selfish and I was able to finally dig my way out of there.