Mini-Rework Suggestion For Teemo - Making Him Feel More Like A "Swift Scout"
Here's Teemo's LoLWiki page for reference: http://leagueoflegends.wikia.com/wiki/Teemo Let's get right into it.
Passive: Camouflage So the idea of it is to basically camp somewhere and then surprise attack someone who walks into you with the attack speed bonus. Thing is, this doesn't really work.
This is because Teemo has two builds - an on-hit centric attack speed build and a full AP build.
The problem attack speed Teemo has with this is rather simple. After Berserker's Boots and two attack speed items, Teemo is already overcapping attackspeed with the buff Camouflage gives him. Since you usually go for 3-4 attack speed items in total, you already reach the attack speed cap without camouflaging. Which essentially makes it kinda useless.
AP Teemo doesn't really need the attack speed in the first place. He primarily deals damage with his shrooms and only picks off low HP targets with a Q and one or two autos from time to time, or Qs the enemy ADC in a teamfight. Because of the lack of extra on-hit, attack speed, and the tankiness that an on-hit Teemo has with Frozen Mallet and Wit's End, constantly autohitting as AP Teemo is impossible in most cases. After camouflaging AP Teemo will Q and auto one, maybe two times and then get the heck out of there. If your target isn't dead after that anyway because of the burst you have.
So the change I propose is that after breaking camouflage, instead of getting an attack speed bonus, Teemo's next autohit deals bonus magic damage based on level with a 30-40% AP ratio and slows its target for 3 seconds.
This way both Teemo builds can make better use of it.
For AP Teemo, this will just add to his bursty hit-and-run playstyle and won't force him to constantly auto to even make use of Camouflage.
And even though the extra damage on that one auto won't make a lot of difference on on-hit Teemo, the slow will definitely help him with sticking to his target after breaking Camouflage.
R: Noxious Trap: Alright, being the central ability of Teemo's Kit it also has a lot of problems.
First off I want you to pay attention to the title of this post again, making Teemo feel more like a "Swift Scout" - because currently he doesn't really do that.
Right now his traps are used more for damaging unsuspecting enemies and securing an area defensively instead of actually scouting and clearing the area for himself and his team.
And even at both of these intended purposes, he is struggling way too much once his enemies have figured out how to counter it.
In higher elos and competitive gameplay Teemo just doesn't work in his current form. Because of the extremely coordinated vision management that they have there it will be really unlikely that they will even step into one shroom after they've reached the midgame because at that point they have upgraded their sweepers and planted pinks everywhere.
The only reason why this works in your typical Solo Que game and why Teemo has such a high winrate atm is because of the lower tactical skill level and the super bad coordination you have in diamond and below. They will sweep in the worst possible situations and places and have only one or two sweepers per team, if any at all. When it comes to warding and vision control they won't have enough to see Teemo placing his traps and to keep vision of him. When they don't know where his traps are, they will stick super near to each other and will take the aoe shroom damage instead of sending the tank in first to clear the area.
I'm not saying this to flame anyone, I'm a plat pleb myself and I do these mistakes all the time too. I'm just making it clear to anyone that if Teemo is supposed to see play in competitive matches at any point in time something will have to be done about his shrooms.
So here's what I thought of.
First off, make the throwing range of shrooms 900 units at all ability levels instead of having it be lower than your attack range at lower levels.
Teemo is supposed to be a scout, securing an area for you and your team so that you can enter it more safely. But how is he supposed to do that if he can't even facechek with his shrooms before level 16?
Next up I thought of another mechanic that would make Teemo feel more like a scout and maybe even make him an option for competitive play.
So shrooms have an explosion radius of 200 units, which means that everything within those 200 units falls under its effects which are the damage over time, slow and vision reveal for the next 4 seconds.
Now what I thought of is that on top of that, shrooms will now spread mushroom spores 900 units around the shroom when they explode. Everything that is hit by the mushroom spore explosion will be revealed on the map for the next few seconds, maybe around 20-60 based on level, this would have to be tested. They will only be revealed on the map though, in the actual game you won't have vision of them.
On top of that, everytime a shroom will be revealed by the enemy team because of a sweeper or a pink, it will now instantly explode and not just stand there until it is destroyed.
So what this would do is making Teemo and his team able to track the movements of your enemy on the map when they are hit by a shroom. Since you can only see them on the map it will hard for you to actually attack your enemy based on that alone. It will allow you to better keep track of the enemy rotations and use that to your advantage though.
For example, now that you know that no one is nearby you will be able to sneak a tower or dragon before the enemy reaches you or you can try to meet and catch them if you are planning ahead correctly.
Another thing to note is that shrooms would instantly explode when spotted. Since the vision range of a pink or a sweeper is above 200 the enemy won't be hit by the damage, slowing and vision reveal effect but they will defnitely be hit by the mushroom spores which have a 900 unit range to reveal them on the map.
While in your average SoloQ game this won't change a lot because of the low coordination and the fact that only advanced Teemo players will be able to actually use this to their advantage, this would give Teemo a much needed power boost for competitive play.
This way, Teemo shrooms can't just be ignored and swept away, they will also now reveal you on the map for a few seconds. This means that Teemo would have actual value in picking him over other champions, just because he has that.
Then there is one last thing I thought of when it comes to his shrooms and that is maybe changing their damage to be based off the target's max HP instead of just dealing flat damage. While not absolutely necessary, it would help with the fact that tanky targets can mostly just shrug off the damage without even caring while on the other hand, squishy targets sometimes get 3/4 of their HP eliminated with little counterplay when the enemy Teemo is fed enough.
Let me know what you guys think.