Teemo, The Merciless Scout (FULL KIT REWORK PROPOSAL)
(Okay, I don't think this belongs here but I posted it in concepts originally where it was deleted and I was told to post it here instead... Soooooo.... Yeah. lol)
Greetings everyone, so for so very long Teemo has never really fit into any meta and though I personally have a lot of fun playing him his kit is rather outdated and over all I don't think it fits his lore's theme as well as it could in addition to being weak. It's very annoying to play against sure, but it's still weak all the same.
Here is a rough draft I formulated of a potential rework for him to make him stronger and more viable while also introducing elements of counter play such as making his bling and ult into skill shots rather than point and click abilities. Naturally though, if those abilities are going to become jukeable skill shots they also need to be a bit stronger. Anyways some of this might be OP while other aspects may be under powered, it is just a rough draft after all.
Please tell me what you think though. :D
PASSIVE: Ambush / Swiftly
AMBUSH: [ CD: 10 seconds ]
- If Teemo stands still for 1.5 seconds without acting or being acted upon, he gains stealth. Movement will break stealth after 3 seconds and attacking a unit breaks stealth immediately. If Teemo attacks a target while stealthed he gains the Element of Surprise for 3 seconds, granting him 20 / 40 / 60 / 80% bonus attack speed.
SWIFTLY:
- Teemo gains 10/14/18/22/26% movement speed if he hasn't taken damage from enemy champions or turrets for 5 seconds.
Q: Pacifying Dart [ RANGE: 600 | MANA: 70/75/80/85/90 | CD: 10 seconds]
Active:
- Teemo throws a dart in a straight line blinding the first target it hits for 1.5/1.75/2/2.25/2.5 seconds dealing 60/120/180/240/300 (+ 30% AP) magic damage and 50% AD physical damage. If the target was poisoned prior to being hit they also become fatigued, reducing their movement speed and ability damage by 10% for the duration of the blind.
W: Scout Ahead [ RANGE: 1200 | MANA: 75/80/85/90/95 | CD: 10 seconds ]
Active:
- Teemo uses his trusty scouting binoculars to scout a target area from a distance gaining true site of any units in the scouted area. If an enemy is revealed in this way they become marked for 2 seconds granting vision of them even if they leave the scouted area. If an enemy becomes marked Teemo gains 10% bonus movement speed for 1/1.25/1.5/1.75/2 seconds.
E: Poisonous Darts
Passive
Teemo's basic attacks deal 10/20/30/40/50 (+ 10% AP) bonus magic damage on hit and apply a stack of poison his target causing them to take an additional 6/12/18/24/30 (+ 2.5% AP) magic damage over 4 seconds stacking up to 5 times.
Once a target has 5 poison stacks on them they become critically poisoned consuming all 5 poison stacks and reducing their maximum health and all incoming healing by 20% and dealing 50/100/150/200/250 (+ 20% AP) (+ a percentage of the targets current health equal to 2.5% AP) magic damage over 3 seconds and can't be poisoned any further.
Once a target is no longer critically poisoned they are granted poison immunity for 10 seconds making them immune to all damage over time effects for the duration with the exception of true damage.
R: Noxious Trap [ RANGE: 400/600/800 | MANA: 75 | CD: 0.25 | Recharge: 25/20/15 ]
Passive:
- Teemo stores a charge of Noxious Trap periodically, up to a maximum of 3 stored at once.
Active:
Teemo throws a mushroom in a straight line passing through all non-champion enemy units and arms as a trap once it hits it's maximum range. If the Mushroom comes into contact with an enemy champion either in the air or while armed it will explode on impact applying 2 stacks of poison and dealing AoE damage equal to 15/20/25% of the targets missing health (+ 30/45/60% AP) Magic Damage and reducing their move speed by 30% over 3 seconds. If a thrown mushroom lands on another one, it bounces an additional distance before planting.
While armed, mushrooms on the map remain visible and grant vision around them.
Trap Duration: 90/120/150 seconds
PATCH NOTES:
> v1.01
* Greatly reduced AP scaling ratios on Teemo's E per aggreable community feedback regarding balance concerns.
* On hit damage down to ~~10~~% AP from 20%.
* DoT at 5 stacks reduced down ~~20~~% AP from 40%.
> v1.02
* Reduced bonus movement speed ratios per agreeable community concerns regarding balance.
* Passive movement speed greatly reduced down to 6/7/8/9/10% from ~~10/14/18/22/26~~%.
* W active movement speed bonus reduced down to 10% from ~~20~~%
* Noticed a trend of reducing numbers by half and have since realized I may not know how to balance things correctly, further feedback is massively appreciated.
> v1.03
* Removed confusing grammatical elements from Teemo's E to enhance informational cohesion.
> v1.04
**Q: Pacifying Dart**
* Reduced base damage from ~~120/165/210/255/300~~ to 60/120/180/240/300 to create a healthier laning phase while still maintaining decent mid to late game power.
* AP scaling is also down to 20% from ~~30%~~ reducing the Damage of AP builds to be more focused on damage from Teemo's E and R.
* AD scaling is now up to 60% from ~~50~~% in order to promote AD builds since they cannot rely on E for strong damage output but should now get more damage out of Q than a standard AP build would.
**E: Poisonous Darts**
* Changed % current health damage to be equal to 2.5% of Teemo's AP instead of a flat 10% meaning that only AP Teemo will benefit significantly from the E at all and even still Teemo needs to build nothing but AP in order to obtain significant % current health values.
* _**(I do not think this ability can be considered busted anymore because of this, if you disagree please explain your math and reasoning so that I may understand.)**_