Decision making and Teemo
Teemo needs a rework. He is old, he is popular, he is statistically inferior.
I would not mind him staying the way he was if simple champions were being given the same base damage as champions who complex or are 'meant to be tanks' but this isn't the case so it's needed.
Teemo's biggest problem is that he falls off because he is very dependent on an early lead. This early lead however can be easily shut down by ganking. Even a Teemo with map awareness will have problems escaping a champ with a gap closer and cc on their kit. Some just need the gap closer.
Rather than making Teemo complex I'd really like it if he could make choices since he has been listed as an assassin at some point. I'd really like to see the ability to make decisions of risk available to him.
These abilities in general should be looked at:
W: Move quick... Firstly no... it's not move quick, it's move faster. Faster than who though? Everyone else has a gap closer and this is literally a wasted ability with no damage on it. Even the ones who get a movement speed increase on their kit get it stronger and incorporate something more into this. This skill is useless in the sight of the current gameplay unless you aren't hated. And lets face it. If you are teemo, you are hated.
W: Move like a butterfly
- When activated, click or leave your cursor over a friendly unit within flash range and blink to that target. Bouncy Shrooms/Don't copy me.
- This can be used on mushrooms which will lower it's cd and bait enemies a lot easier into them giving it some sort of risk for foes.
E: Toxic shot This shot isn't really all that deadly. Most tanks build magic resist and have hp regen. I couldn't explain it before but this is the reason why damage spread out over time sucks in general. You do as much damage but not only does every tick receive the mitigation but in the face of hp regen and potions it becomes close to useless without a lead. People are adamant about building teemo ap because of the poison but how many times have you chased a tank down to about 1 toxic shot worth of damage only for them to live? Not only that but every auto from toxic shot resets the timer and only gives 1 additional tick worth of damage. [As it's easy to mitigate with potions, hp regen and a tiny bit of MR] Against a tank besides singed, this doesn't really work out too well.
Remember when Teemo could buy malady, AND wits end? I do. And actually kill a tank that wasn't singed? Those days were nice weren't they?
E: Toxic shots [Toggle] Toxic shots : Creeping poison Initial damage down from regular shots with a higher ap ratio on the dot damage. Each additional auto attack adds .5 additional second of poison plus the base damage. When the timer on the poison reaches zero it bursts on the target. [So say it's 6 damage per second, you autoed 6 times for plus 3 seconds of poison plus the base damage of 6 damage per second. which would be a total burst dot of 66 damage]
Toxic shots: Instant poison Initial damage from regular shots is higher [scaling lightly with ad as well as ap.] with a lower ap base and ratio on the dot damage. Each additional attack reduces the opposing champion's resistances by 1 to a maximum of 5. The reducing effect will stay on the target as long as they are poisoned at all. Each additional attack increases the poison duration by .5 with no other effect than resistance being lowered. [Though swapping the poison will keep this effect running.]
Before there was no decision to make and it really isn't skilled to just auto someone not being able to take into mind their abilities. A burst dot might get around a shield and instant damage helps against foes who want to burst you down. Teemo is currently forced to rely on itemization to change his focus but most people do build him on hit ap because especially this season, the burst is needed. There is no reward for him correctly choosing the poison that suits the situation and there really should be as it's already a risk if he decides to fight someone for longer than aa q aa. If he is making a good choice he definitely should be rewarded for it too.
R: Noxious trap Well currently it really isn't all that noxious again, most people who say "liandries" expect you to itemize before YOUR ULTIMATE IS GOOD.... This is the crux of the character so what is up with that? No this is bad design, sorry Riot. Liandries doesn't proc on his autos and Q isn't sustained damage so overall it's a bad build on teemo for anything besides pen and hp. Two items separeately are better. [Say T2 boots and any hp ap item...]
R:Crippling Trap The name doesn't matter but not only does the target take poison damage based on the mushroom but also all poison applied on the target afterwards should receive bonuses by the rank of the ability. Poisons added receive additional effects.
Crippling Trap applies crippling poison which cannot be renewed without another crippling trap. While crippling poison is active: toxic shot: instant poison should do true damage [will not receive any other benefits from crippling poison.] toxic shot: creeping poison will do an additional 20% damage when it expires. Crippling poison: If it is already there it will refresh. Crippling poison's non-slow effects are doubled including duration. This doesn't stack any more than this time. Blinding poison: This poison while crippling poison is active will work like graves or quinn blind in the areas that crippling poison was active during crippling poison's duration.
Remember that only toxic shot is getting a buff in damage not his itemization. Attack speed and on hit will still be fresh but guinsoos and gunblade should be teemo's go-to build items since malady isn't in the game, and wit's end isn't an effective item to build for the most part. [Poor end game potential. Even for resists teemo could do better with abyssal scepter because it doesn't need to stack] I could however see nashor's tooth working quite nicely both in this build and a straight ap build with these remakes.
Crippling trap does slow the same way as it does currently, but half of the damage should be upfront to people walking into the shrooms while people around it will receive the damage but over time.
These are things that would make playing teemo more interesting and fun and a bit more skill based in addition to actually synergizing and going with his kit rather than only relying on his ludicrously expense build path while having really poor defensive stats and abilities.
Teemo would have more choices and wouldn't always have to run from fights and could play tankier and still do a decent amount of damage with a tanky atk speed build. Which would be rewarding and something many of his allies want to see.