[Rework Concept] Teemo, The Swift Scout
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Passive - Guerrilla Warfare: Teemo gains invisibility if he stands still for a few seconds without acting or being acted upon. He will remain stealthed so long as he doesn't move, doesn't act, or is displaced. If within a brush, Teemo gains stealth after a second even while moving and may move freely within its boundaries without breaking stealth.
- When Teemo breaks stealth, he gains the Element of Surprise for 3 seconds, granting him bonus attack speed.
Q - Be Prepared: Teemo swaps to the next type of Dart.
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Soothing Salve: Teemo's basic attacks can target allies, but not damage them. Units shot are slowed a small amount and gain a stack of Dazed each time they are hit, up to a cap, which is increased base on the target's max health. Once reaching the maximum cap, the target becomes untargetable for a breif moment as they fall asleep, being unable to do anything until they wake up or are damaged. While asleep, they heal for a portion of their max health, and once they are healed they wake back up, and if they are woken up early, they stop healing.
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Toxic Shot: Teemo's basic attacks deal bonus magic damage and poison his target, causing them to take additional magic damage over 4 seconds. Subsequent attacks refresh the poison of Toxic Shot's and Noxious Trap's duration.
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Blinding Dart: Teemo's basic attack causes their target's next attack to miss, while applying a stack of Blinding to them, which causes their radius of vision to decrease slightly. After Blinding them 4 times, they become Nearsighted and their vision is greatly reduced. Enemies can't be blinded again after the 4 shots for several seconds.
W - Swiftly! - Passive: Teemo has bonus movement speed when he hasn't taken damage for several seconds.
- Fleet Foot - Active: Teemo rolls in a target direction, gaining a burst of movement speed that decays over a second. While invisible, Teemo can target near by bushes he hasn't been in, in the past couple of seconds. Targeting those bushes will cause Teemo to roll from bush to bush, without breaking his invisibility. When rolling from bush to bush, the cooldown of this ability is greatly reduced.
E - Noxious Trap - 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 camouflages and arms after 1 second, lasting up to 3 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, poisoning them and slowing them, and dealing them magic damage over 4 seconds. Detonated Mushrooms cause them to Ping their location. Clustered Mushrooms only ping once. Noxious Traps can be destroyed from 2 melee attacks or 3 ranged attacks.
R - Be the Jungle: Teemo causes all of his Mushrooms to become bushes as well as traps. For several seconds, Teemo gains double the bonus attack speed from Element of Surprise. When the traps are triggered the bushes decay over a second.
