Idea For a Slight Teemo Rework
Let's talk about his passive first. While the thought behind it is really cool you can rarely make use of it. To have someone walk into a place you predicted them to walk in already is really conditional which is the first problem it has. With it being so conditional, you should get rewarded for that and I think it's not really fitting. Sure, you have the element of surprise but the attackspeed buff is something Teemo won't make that much use of. Teemo has always been more of a utility mage with his shrooms and Q blind and and a burst mage with his Q-autohit combo. He is not an on-hit carry like Kayle. While Kayle has her Ult, much more autohit range, a heal a slow and a movement speed buff to constantly autohit an enemy, Teemo has nothing of that, except for his W. What I'm saying is, he will rarely get more than a Q and 1-3 autohits off in a fight anyway, even with an attackspeed buff, he won't be able to constantly autohit an enemy like a marksman or Kayle does. So except for his current Passive I've though of something that would enhance his burst and that is less conditional:
Passive-Camouflage: If Teemo stands still and does nothing for 1.5 seconds, reduced to 0.75 seconds if he is in a brush, he gains stealth. If Teemo enters stealth while in brush, he can move around and maintain his stealth as long as long as he doesn't attack, use an ability or exit the brush. He will remain stealthed for 1 second after moving out of a brush while stealthed or starts moving while stealthed outside of a brush before getting visible again, unless he attacks or uses an ability. When the stealth is broken, Teemos next three basic attacks / blinding darts will deal 20-80( based on level )( + 30% AP ) magic damage.
The extra 1 second to walk around after he leaves his camouflage position will make his Passive much more reliable to pull off. The important part is that is three next autoattacks/Qs will deal extra magic damage, which is much easier to make use of than the attackspeed that it gives right now.
When it comes to his Q I actually think that it works as a burst tool but fails to be a good utility tool. It does not help in any way against non-autohitting champions and applies a blind that is way too long for something that removes your ability to attack for up to 2.5 seconds. When 1v1ing any ADC they have no option except to run for these 2.5 seconds and it lacks counterplay, simular to how Kassadin's or Leblanc's silence back in the day lacked counterplay for mages. I think we should just give it the Quinn treatment and make it a spell that reduces vision instead:
Q-Blinding Dart Range: 580 Cost: 70/80/90/100/110 Mana Cooldown: 8 seconds Teemo shoots a dart at the target enemy, dealing it 80/125/170/215/260 ( + 80% AP ) and reduces its vision by 900 for 2 seconds.
This way his Q remains the element of being a blinding dart and being a utility tool while not lacking counterplay or being only good against specific kinds of champions.
Lastly I wanted to talk about his shrooms. I really like the idea of them being thrown from a safe distance but I don't get why I should have a range that scales with level. Other traps like Nidalee's W or Maokai's E for example have a fixed range and it also wouldn't make sense if they would have 1/3 of their range at early levels, so why would this be the same case for Teemo, epsecially since it is his ultimate?
R-Noxious Trap: Range to 900 at all levels from 300/600/900 at ability level 1/2/3.
That is all I had on my mind, I'd love to see ome feedback on that.