Thoughts and Discussion: Teemo
This is not a meme place, Teemo is an actual champion in the game and going to be treated as such here. No one is a mind reader here and everyone does not know who you are, so you must rationally and thoroughly share your thoughts; whether it be what you like, dislike, what you want to see kept around, changed, etc.
To get things started:
~ Teemo is not a chaos driven champion. He is a very calculated champion that plans his moves out carefully, do not to clear this up.
~ Teemo has a very cool identity being the vision and map control marksman thanks to his mushrooms. For counter play purposes it be best for their ability to chunk enemies out to be removed entirely and more focus on their slow and vision that they grant to control areas and get picks either for himself or his teammates.
~ Mushrooms being land mines I like, post death kills or cross map kills are always hilarious, and watching your step when low on health I feel has a fair gameplay to it, but being chunked to half health with liandries and a single mushroom is not since mushrooms are invisible. This change will really make Teemo no longer frustrating to play against and allow him to gain power on his slightly outdated kit.
~ I like Teemo having his blind.
~ Teemo's ability to roam the map quickly and with his mushrooms granting a ton of vision really emphasizes his Swift Scout theme that he has.
~ To shift Teemo away from ranged vs melee abuse in the early game, tone back his base damages and give him even more scaling power than he already has. This will allow him to have a better time with ranged vs ranged, particularly in the duo-lane (still do not understand why Teemo is the one marksman relegated to being a top laner, especially since someone like Twitch, Vayne, Caitlyn, etc. all do it better).
~ Give him some kind of active with his E slot so it feels better to use, Toxic Shot still be is main damage source however.
~ Shift Move Quick's power around to have even better roaming potential passively, less active movement speed, but even better reactive movement speed to dodge skill shots. Basically, Move Quick becomes more notice-able and feels more powerful to use without becoming stronger. Teemo remains as an immobile marksman with powerful map roaming, just to be clear.
~ Not going to force an AD, AP, on-hit, or hybrid build; but the idea of a potential AP marksman with attack speed and crit sounds super cool and currently unique just to Teemo, we can have ways to reinforce this even more.
~ Guerrilla Warfare is a horrendous name change for a passive, also completely inaccurate to how Teemo plays, even worse being a lay in wait stealth passive.
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Basic Attack Range: 575 units from 500; 500 for an immobile marksman in this day-and-age is very short, this updates to the current standard - Lucian has his dashes, Sivir has her movement speed, and Kog'Maw has his W range. Base Attack Damage: Increased by around 5, to be on par with other marksmen at level 1 (Teemo has very low base AD) Other Stats: Same
Tactical Sweep (Passive): Teemo becomes invisible after standing still for 1.5 seconds, or being in brush for 1.5 seconds. Teemo can move around in brush and cast Noxious Trap without breaking his invisibility.
Upon exiting invisibility, Teemo gains 45% bonus movement for 3 seconds. This bonus is lost upon taking champion or tower damage. While this bonus is still in effect Teemo turns invisible immediately whenever he stands still.
Blinding Dart (Q): Cooldown: 10/9/8/7/6 seconds; Cost: 60 mana; Range: 750 units Teemo shoots a dart at the target enemy blinding it for 2 seconds while dealing 50/75/100/125/150(+80%AP) magic damage, this can critically strike.
Blinding Dart deals double damage against minions. Direct executes refund 75% of the cost and cooldown.
Move Quick (W): Cooldown: 20/18/16/14/12 seconds; Cost: 40 mana Passive: Tactical Sweep's movement speed bonus is increased to 60/75/90/105/120% for 3 seconds.
Active: Teemo triples his total movement speed, this bonus movement speed rapidly decays over 3 seconds.
Toxic Shot (E): Cooldown: 16/15.5/15/14.5/14 seconds; Cost: 40 mana; Range: 900 units Passive: Teemo deals 10/14/18/22/26(+50%AP) bonus magic damage on-hit, this can critically strike.
Active: Teemo shoots a pass-through dart in the target direction applying a poison to struck enemies for 3 seconds, this can be increased by 1 second on-hit up to a maximum of 9 seconds total. This poison deals 20/30/40/50/60(+20%AP) magic damage per second.
Teemo gains 20/35/50/65/80% bonus attack speed for 3 seconds upon activation.
Noxious Trap (R): Cooldown: 0.25 second; Cost: 50 mana; Range: 500/700/900 units Passive: Teemo stores a mushroom every 20 seconds, up to a maximum of 3/4/5 at a time.
Active: Teemo tosses a mushroom to the target location to arm and become invisible after a brief delay remaining in play for the next 300 seconds, revealing the area around it [400 units from 212.5]. If a mushroom lands on an already existing mushroom it bounces 3/4/5 Teemos further.
If an enemy steps on a mushroom they are poisoned for the next 4 seconds, which applies true sight and slows them down by 50/60/70%. Poisoned enemies are dealt 150/225/300(+80%AP) magic damage over 4 seconds and are dealt 15/17.5/20% of their missing health every 4th second of being poisoned by Noxious Trap (max 400 vs monsters), champions are only dealt damage when below 50% health.