Teemo Balance - My Proposals For A Soft Rework
#Proposed Teemo changes
Riot seems to be playing around with Teemo a bit and I have a few suggestions to make his kit a bit more healthy.
The main objective I have is to really allow different build paths to give Teemo different play styles and abilities. Currently, Teemo is balanced to prevent his any of his build path having too much utility, but not balancing in a way that targets each build path individually.
The changes I'm suggesting focus on two build paths:
- On-hit, AA focused Teemo (Aggressive playstyle)
- AP, Burst, Shroom Bot Teemo (Passive playstyle)
The focus is to grant Teemo the tools he needs to be aggressive, without giving it to him while he's playing a passive playstyle and vice versa. These are just ideas, so take everything with a grain of salt.
All changes to abilities are bold and italic or have "(new)" in front of them
##Camouflage (Passive)
If Teemo stands still and does nothing for 1.5 seconds, reduced to 0.75 seconds if he is in brush, he gains stealth. Teemo also gains stealth after 1.5 seconds in a brush if he hasn't taken damage or used an ability.
This is more of a quality of life buff. It's often annoying having to stand still upon entering a brush, especially for players not used to pressing the S-key to prevent Teemo from auto-attacking nearby targets. I think giving it the full 1.5 second timer will keep it balanced
##Blinding Dart (Q)
I think this ability is fine where it's at.
##Move Quick (W)
PASSIVE: Teemo gains bonus movement speed (10/13/16/19/22% 「+ 1% for every 15% bonus attack speed」from 10/14/18/22/26% ) if he hasn't taken damage from enemy champions or turrets for 5 seconds or while moving toward an enemy poisoned by Noxious Trap.
ACTIVE: Teemo removes all slows affecting him and doubles his bonus movement speed for 3 seconds and prevents it from being disabled by damage.
It allows On-Hit Teemo more ability to be in a fight by giving him the mobility to do so effectively. The bonus utility from Noxious Trap also allows Teemo to follow-up stick on a target. While nerfing some slow off Noxious Trap to compensate.
##Toxic Shot (E)
(new) TOGGLE: When active, Toxic Shot becomes airborne, causing enemies hit by Toxic Shot to spread it to other nearby monsters or minions, poisoning them for 3 seconds. (COST: 15 Mana per auto attack)
An easy way to tweak Teemo is to give his E a freakin active. Here is a concept that I like to help his wave clear without him having to waste all his shrooms to do it.
##Noxious Trap (R)
MAGIC DAMAGE PER SECOND: 40/70/100 (+ 12.5% AP) from 50/81.25/112.5 (+ 12.5% AP)
(new) If an enemy is poisoned by Toxic Shot, Noxious Trap deals an additional 25% base damage.
SLOW: 26/33/40% (+ 2% per 100 AP) from 30/40/50%
RECHARGE TIME: 34 / 28 / 22 「reduced by 2.5% per 100 AP」
COST: 100 mana at all ranks from 75/100/125 mana
RANGE: 50 per champion level (300/350/400/450/500/550/600/650/700/750/800/850/900) from 300 per rank (300/600/900)
Base damage changes is to reward Teemo more when he's in combat with the enemy rather than them randomly stepping on a shroom across the map.
Slow amount will be reduced to give it less disengage potential for on-hit team, but actually buffing it when building AP. On-hit Teemo will get bonus movement speed when following a champion affected by Noxious Trap, from his new Move Quick passive. The recharge time will scale with AP to be only accessible to AP building Teemo, however.
Mana cost, I think also makes sense to normalize at 100 mana like most champions and makes sense with the other changes being made.
The range buff is also a quality of life change just because the range is such a large, awkward jump between ranks and it doesn't really make sense for it to need to be bound by ability rank.
