Possible Teemo rework ideas?
Simply put, I want this thread to be a place for theory crafting ways to rework Teemo' kit, help remove toxic issues with him so he can be made viable without having to be in such a hard nerfed state. (I'm not saying he's impossible to win with, but he's annoying to play against or annoying to play as and giving him a better identity would really help his standing with LoL players.)
This is purely my ideas, nothing in stone that Riot should do, any suggestions for better abilities or critique is welcome.
Passive: Camouflage: If Teemo stands still and takes no action for 2 seconds, he becomes stealthed. Taking any action or being moved will break his camouflage, gradually becoming visible again over the course of 1/2/3 seconds. The length of time it takes to become visible again increases at lvl 6/11/16.
Q: Blinding Dart RANGE: 700 COOLDOWN: 8 Teemo fires a straight line skill shot which explodes upon collision with the first target. Dealing damage to and blinding all enemies withing 200 radius.
I figured something similar to Quinn Q, giving Teemo a good way to harass without running into range for most champs to just jump him and kill him.
W: Move Quick COOLDOWN: 17 Passive: Teemo gains increased movement speed. Damage from champions and structures will disable this bonus for 5 seconds. Passive Movement Speed: 10 / 14 / 18 / 22 / 26% Active: Teemo dashes forward 300/400/500 units.
Give him a little added mobility while trying not to make him too safe.
E: Toxic Shot COOLDOWN: 10 Passive: Teemo's auto-attacks deal bonus magic damage. Magic Damage on Hit: 15/30/45/60/75 (+40% AP) Active: Teemo's next auto-attack instead poisons the target dealing magic damage over 4 seconds. Magic Damage per Second: 9/18/27/36/45 (+10% AP)
One, or the other, give Teemo good AA damage with something else for when you want to try and deal some burst.
R: Noxious Trap RANGE: 550 COOLDOWN: 5 Recharge Time: 35 / 31 / 27 Passive: Teemo generates a new trap periodically, and can only store up to 3 traps at once. Active: Teemo throws a trap ahead of him in a straight line skill shot. If the trap does not strike a target, it will root itself to the ground after a second, arming. Any enemy that steps on an armed trap will take 50 / 81.25 / 112.5 (+ 12.5% AP) magic damage and slowed by 15%/20%/25%. Armed traps last for 10 minutes. If instead the trap strikes an enemy while in the air they will instead be poisoned, taking 200 / 325 / 450 (+ 50% AP) over the course of 4 seconds and will be slowed by 30%/40%/50%. Passive: If a target is afflicted with both Toxic shot and Noxious Trap, they will take 350/500/650 (+80% AP) over the course of 4 seconds.
Give him a little global influence, but scale it back so it's not toxic. Also gives him a way to assassinate, but only when up close and ready for a fight.
All thoughts are welcome. :)
, magic pen, and all AP items) already provide hefty damage boosts.