Teemo Gameplay Update
Okay let's try this Teemo thing again.
The overall goals are: ~ Emphasize Teemo as the vision marksman, this would include area/map control, mushrooms playing the biggest part in this ~ Please stop seeing Teemo as this top only champion (I don't know why he is the only immobile marksman shunned to the top lane when others can do it better in the top lane than Teemo) ~ Have some kind of better counter play against mushrooms, thinking something along the lines of mushrooms only deal champion damage when the champion is below a certain % health threshold - allows them to keep their land mine mini-game but removes their ability to chunk champions out before the fight even begins, minions/monsters will always take damage for the option to use a mushroom for waveclear
NUMBERS ARE TENTATIVE!
Basic Attack Range: 575 units [from 500] (this will help better tune some things, also only stat change)
Element of Surprise (Passive): Ranks: @levels 1/5/10/15 If Teemo stands still or stays within brush for 1.5 seconds he will turn invisible, Teemo can move around in brush without breaking his invisibility.
Upon exiting invisibility Teemo gains 20/40/60/80% bonus attack speed for 3 seconds. Teemo gains 10/20/30/40% bonus attack speed for 1.5 seconds whenever he attacks a poisoned enemy. These bonuses do not stack on top of each other.
Blinding Dart (Q): Cooldown: 8/7.5/7/6.5/6 seconds; Cost: 70 Mana; Range: 700 units Teemo shoots a dart at the target enemy blinding it for 2 seconds while poisoning it for 60/85/110/135/160(+60%AP) magic damage over 2 seconds, 100% increased damage against minions.
If the target dies during this poison duration then the mana cost and half the cooldown is refunded.
Move Quick (W): Cooldown: 20/18/16/14/12 seconds; Cost: 40 Mana Passive: Teemo gains 15/20/25/30/35% bonus movement speed when he has not taken champion or turret damage for 5 seconds.
Active: Teemo gains 200% bonus movement speed that decays over 1 second and refreshes this passive.
Toxic Shot (E): Cooldown: 20/17.5/15/12.5/10 seconds; Cost: 40 Mana Passive: Teemo deals 15/20/25/30/35(+40%AP) bonus magic damage on-hit, this can critically strike.
Active: Teemo grants himself and all of his mushrooms currently in play 50% increased sight radius plus an additional 200/250/300/350/400 units for the next 3 seconds. Teemo's next basic attack poisons his target for 40/60/80/100/120(+200%AP) magic damage over 4 seconds.
Noxious Trap (R): Cooldown: 0.25 second; Cost: 50 Mana + 1 Mushroom; Range: 500/700/900 units Passive: Teemo stores a mushroom every 25/22.5/20 seconds, up to a maximum of 3/4/5 at a time.
Active: Teemo tosses a mushroom to the target location, after a brief delay, it turns invisible and remains in play for 300 seconds granting vision around it. If the mushroom lands on an already existing mushroom then it bounces 3/4/5 Teemos further.
If an enemy steps on a mushroom it will explode revealing and slowing nearby struck enemies by 40/55/70% for 4 seconds. If an enemy champion is below 40% health they are poisoned for 200/300/400(+80%AP) magic damage over 4 seconds, struck minions and monsters are always dealt this damage.
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