Teemo Rework?
So, many think Teemo could use some reworks right now. He is widely belived to be very good in low elos and useless in high elos, also, his kit is very old and many consider him a troll/flame champ who's primary goal is to send the enemy top laner afk. Well, I've given some thoughts to it and here's what I thought of! (Before you ask, yes, I'm a Teemo main so hopefully I know what to do here and please don't hate me.)
The main problems that I see: Teemo is a scout who should be an expert in hit and run and ambush tactics (basically guerilla warfare, as his current passive even suggests now) and yet, he lacks the means to set up a decent ambush. Sure he has his passive, but that's very occasional since he has to be where his enemies WILL be after several seconds and he has virtually no way of leading or keeping them there. Besides, excluding his W (the movement speed buff) he has nothing that feels like "a swift scout" and even that W often proves to be nothing when you get slowed somehow.
My solution: P: Poision dart Teemo's basic attacks poison his enemies, dealing X %AP magic damage on hit and then X magic damage (based on target's % max health and Teemo's %AP) over X seconds. (Essentially his old E.) Somewhat weaker early-game but stronger late-game. the damage itself is somewhat reduced but the effect can stack (NOT with 100% efficiency, I was thinking of maybe a 30% but it would have a maximum stack ceiling).
This is maybe even more of a signature ability for him than his notorious mushrooms, but it's at least an evenly signature one. Something had to move in order to make his shrooms a basic ability and since this is a passive by nature it made sense for me to move it here and move the current passive to the "scout gear" ability as a passive. Also, the %HP damage is there for two reasons: 1, it makes sense for a poision. 2, Teemo has a very bad time dealing with tanks right now especially before he can buy void staff. To deal efficiently with them he often requires a specific anti-tank build. (This is based on my experience though.)
Q: Blinding dart (Essentially the same.) Blind changed to nearsight. Point-click changed to skillshot. (Possible CD reduction or damage boost?)
Not much to say here, the blind change makes far more sense. Especially since a melee fighter might still feel that he had struck something with his blade and may therefore be able to still pull off some attacks but a long range mage for example has much less chance to pull off the same feet and right now the blind has virtually no effect on them. The skillshot is there for fairness reasons.
W: Scouting gear/Scouting proficiency Passive: Movement speed buff. Doesn't work while active is on cooldown. Doesn't get disabled by taking damage. Passive: Stand still or be in a brush for X time to become invisible. Can move in bush without breaking the effect. Upon leaving stealth, get attack speed boost (based on skill level). Active: Break all CC effects and get a movement speed steroid. Afterwards, get X% resistance for movement speed impairing effects (but NOT for hard CC) for X seconds. If he broke hard CC with this, the movement speed steroid is significantly reduced (or even not granted at all?). Busting out with this from the stealth passive has a small boost on the movement speed steroid. Cooldown is increased at lower levels, same or just slightly reduced on higher levels. The guaranteed movement speed boost from the active is lower but the potential bonus is higher.
The added CC break and resistance makes more sense for a "swift scout" and offers some kind of hope for him when caught by a CC spell, rather than having him say "Okay, so if I'm already dead here, let's just try taking someone with me.". The cooldown is a compensation for this buff and it helps preventing him form having this available at anytime, 1 mistake can be forgiven, but two can still mean death for him.
E: Toxic minefield Place a mine which arms in X time and stays on the battlefield for X time. The mine is invisible after it arms. When enemy units step on it, the mine explodes, dealing X initial magic damage and then X magic damage over X seconds. multiple mines' damage can stack (NOT with 100% efficiency) but the slow can only be refreshed. (Essentially the old R.) The damage and slow (both intensity and duration) are nerfed while the cooldown/ammo recharge is buffed. This will make the mines less powerful overall (as they should be in order to become a basic ability) but it will allow Teemo to set up actual minefields. The mana cost is reduced so that he can use it frequently. Throw range reduced but arm time too.
So, he needed a new tool for setting up ambushes, but for that something had to move. Well, people often flame after getting executed by a shroom that was placed there just 5 minutes ago. Now, the shrooms are less toxic and so are the people. These shrooms will be weaker, but the possibility of making an entire minefield is now a thing. It could make for a more satisfying play for the Teemo player ("lol, now I have an actual minefield, not just 6 mines and 0 mana"), and since the shrooms are weaker, the enemy can be happy too. The maximum throw range was a bit too much for a basic ability though, so now it's not.
R: Scout's mark Passive: Teemo can mark 1 champion (such as Rengar or Kindred) IF he has already damaged it within the last X seconds/minutes. The mark activates quickly but not instantly. Marked champions take % more damage (based on ability level but NOT on Teemos stats, this is a flat number) from allied champions. The bonus damage is more for Teemo. Champions consume the mark when they die and they can NOT be marked twice in a row. The mark can be replaced without killing the currently marked champion, but this can NOT be used to reset the "already marked and killed" effect. The mark can not be replaced for a minute after Teemo declared his target. Active: Teemo can place down a tripwire. This requires a small time to set up. Teemo has to be right next to the location to set up the tripwire. Then the tripwire will be activated and it will be invisible and untargetable (can be destroyed by skillshots and AOE effects). (Alternately, the tripwire could be visible but indestructible.) When an enemy champion walks over it, it reveals the champion for 5(?) seconds and slows (based on ability level) it by 50%->70%->90% which rapidly decays over 1->1.5->2 seconds. The tripwire also effects champions that walk over it in 0.5 seconds after the first one did. The tripwire does NO damage. It stays on the battlefield for 4(?) minutes but if it's placed between two points of permanent terrain, it stays for double OR 1.5 that long. Cooldown: relatively low (for an ultimate) Cost: about as much as the current R costs Works on ammo: 2->3->4 at a time (based on ability level)
Hey, if you read the whole thing, please make sure to give me some feedback on it, what do think about it as a Teemo-player and as a Teemo-hater, what improvements do you think of, what are the problems with this, etc, etc, etc...
Thanks for reading and commenting!
(Ps, I have a roleplaying blog for Teemo and Tristana, check it out if you're interested!)