I think Teemo could use a rework in the future.
Everyone who plays League knows who Teemo is. He is meant to be a major annoyance to the enemy team but Teemo currently suffers from having most of his power come from his shrooms. The reason this is a problem is because they have so much counter-play and yes, all champions should have counter-play but a champion shouldn't be completely shutdown by an item you can buy for FREE. More experienced Teemo's are likely gonna say that you shouldn't be relying on his shrooms and should be poking instead but there are other champions that can do exactly that but better, safer and unlike Teemo actually contribute something to the team. The reason I would ask for a rework rather than a buff is because if his kit ever did become meta, he would be a very anti-fun champion to play against.
So far this thread has gone over everything that is wrong with Teemo and why he could use a rework but no ideas have been presented yet so I'm gonna do just that. My goal with this Teemo rework concept is to make a Marksmen/Assassin whose goal is to disrupt the enemy team and is meant to push him into the Jungle while still making him an effective Top Laner.
New Basic Attack Range: 550
Passive - Toxic Shot:
Basic attacks from Teemo applies a stack of Toxic Shot which applies 4/8/12/16/20 (+10% AP) Magic Damage per second and makes his next basic attack apply 1.5%/3%/4.5%/6%/7.5% bonus AD per stack. Toxic Shot can be stacked up to 5 times and lasts for 4 seconds. Each auto resets the duration of this passive.
Explanation: Basically, I moved his E to be a passive so that he could have more room in his kit for other things. The stacks were added to make Teemo work harder to do massive damage and encouraging his plan ahead play style. His poison still does Magic Damage so that Teemo could still take advantage of AP builds.
Q - Blinding Dart:
Cooldown: 7
Mana Cost: 60/65/70/75/80
Active: Teemo empowers his next basic attack to deal 50/90/130/170/210 Physical Damage (+65% Bonus AD) (+40% Bonus AP) and blinds an enemy for 1.5/1.75/2/2.25/2.5 Seconds. He also applies an additional stack of Toxic Shot. If Teemo doesn't use this ability with-in 5 seconds of activation the ability will go on a 1 second cooldown before you can active it again. Teemo cannot use Tranquilizing Dart when this ability is active.
Explanation: Not a lot has changed here from his old Blinding Dart but it now works as an empowered auto-attack and because I want to make him more like a proper marksmen his blinding dart does Physical Damage. He still has AP scaling so that people can use AP builds on him if desired as stated above.
W - Guerrilla Warfare/Tactical Retreat:
Cooldown: 17
Mana Cost: 40
Passive (Guerrilla Warfare): If within a brush, Teemo gains invisibility after 0.75 seconds even while moving and will remain in stealth as long as he doesn't leave the boundaries of the brush, doesn't act and doesn't get displaced. When Teemo breaks stealth, he gains the Element of Surprise for 3 seconds, granting him a 20/35/50/65/80 attack speed bonus.
Active (Tactical Retreat): Teemo does a quick roll towards the cursors direction and afterwards gains a 20%/28%/36%/44%/52% movement speed bonus for 3 seconds. Tactical Retreat's passive will not work when it is on cooldown.
Explanation: One of current Teemo's problems is that he doesn't have much mobility and this ability gives him that even if it isn't a whole lot. The reason for the stealth passive is because it wouldn't fit anywhere else on his kit and getting rid of his stealth would make Teemo lose part of what makes him Teemo. The idea behind him losing his passive on cooldown comes from the idea that he uses leaves to camouflage and when he uses the ability he lightens the load of his leaves to make himself get away faster. This was also done so that Teemo would have to use has escape wisely and fit his plan ahead play style.
E - Noxious Trap:
Cooldown: 1.5
Recharge Time: 18/17/16/15/14
Mana Cost: 55/60/65/70/75 + 1 Charge
Passive: Teemo stores a Noxious Trap charge periodically, up to a maximum of 3 at once.
Active: Teemo tosses a mushroom trap on the ground, which stealths and arms after 1 second, lasting up to 5 minutes. While armed, mushrooms grant sight around them. Mushrooms thrown on top of each other bounce on the previous one a short distance before planting. If an enemy steps on a mushroom, it detonates, applying 2 stacks of Toxic Shot on all nearby enemies, slowing them for _20%/25%/30%/35%/40% _, gaining sight of them and applying 12/20/28/36/44(+10% AP) Magic Damage over 4 seconds.
Explanation: Current Teemo faces several problems like having no reliable CC or wave clear outside of his current Ult. Jungle Teemo also cannot work well because he has poor clears pre-6. Teemo's current Ult is also pretty weak for an Ult despite the fact that Teemo relies on it a lot. So I figured that the best thing to do would be to weaken the Shrooms damage and make them a basic ability instead. They apply his passive so that they can work as a quick way to get stacks on Teemo's passive and encourage his plan ahead play style. They are otherwise more or less the same thing.
R - Scout's Sight:
Cooldown: 100/90/80
Mana Cost: 110
Active: Teemo and his allies gains True Sight on all enemy champions for 8/10/12 seconds. During this duration Teemo also gains 45%/55%/65% Movement Speed Bonus when moving toward enemy champions and gains a 40%/60%/80% Attack Speed Bonus.
R - Tranquilizing Dart:
Cooldown: 100/90/80
Mana Cost: 85/90/105
Active: Teemo is unable to use basic attacks or Blinding Dart for 0.25 seconds while equipping his Tranquilizing Dart and then empowers his next basic attack to deal 140/230/320 Physical Damage (+85% Bonus AD) (+60% Bonus AP) and inflicts Drowsiness (Drowsiness works like a Stun that wears off if the inflicted target is damaged by any damage that isn't already being inflicted over time.) onto an enemy for 3.5/4/4.5 Seconds. Teemo also applies 2 additional stacks of Toxic Shot. If Teemo doesn't use this ability with-in 5 seconds of activation the ability will go on a 1 second cooldown before you can active it again. Teemo cannot use Blinding Dart when this ability is active.
Explanation: In the last previous post I had a different ult idea which can be seen above the current idea. Even though my last post got deleted that wasn't before I got suggested to make Teemo able to set-up plays for his teammate. Hence, why this is his ult.
FInal Notes: This is basically what I wanted to throw out there. Now, I am aware that there are champions currently being reworked like Eyelynn and Urgot and champs that are way more desperate for a rework like Garen but this is just a concept. I am also aware that I might have just wasted 2 days of my life for a thread that like 5 people are gonna look at. I would like you guys to discuss how to make this concept better or even your own concepts and the idea of a Teemo rework in general. Also, for the 2 people who read the previous post, yes this is a reupload of the previous post because my last post got deleted for being in the wrong boards section. Thanks for reading this post.