Teemo Rework Concept!!
"Oh Teemo, how far you've fallen. Viability was of no concern to me during my League youth and so, fittingly, you provided me with such delightfully trollish excitement. We would dance and laugh all over top lane, despite (and perhaps, encouraged by) the envious hatred of our opponents. Our opponents. Our viable, scale-happy, FotM opponents. Opponents that I would eventually join hands with as my League experience grew and your depressingly unforeseen weaknesses exposed themselves to me shyly, in the same manner that a tone deaf bird would attempt a song in front of a lover who had never heard him sing before.
'How could I have let you die so easily?', I asked aloud, worry percolating through my soft, confused voice and you lay still at the feet of that monster, Jax. 'But we did everything right', I lied. 'Our blind should have negated most of the beast's damage, and the shroom that we placed at our feet should have dissuaded him from a prolonged trade', I spit out naively, growing more unsure of myself with each word that I uttered. The reality is that you lacked, Teemo. We both lacked. There are things I needed from you that you couldn't offer, and my inexperience proved fatal in regards to your well-being. I'm sorry, Teemo... I'm so sorry."
Hey everyone. I know this is a risky thread. It seems as though merely mentioning Teemo's name is blasphemy here in our bustling little corner of the internet. But I fear not the downvotes nor the ridicule, for my attempt at bringing an under-played member of the League family to light is just. I encourage you all to treat this as a two-way discussion rather than a show-case of some sort which we all circle around in a slew of approval or disgust. Let me know why you agree or disagree with my ideas, and provide some of your own as well if you feel inclined. Perhaps somewhere in between my wild imagination and the collective thoughts of this creative community lies a perfect concept for a Teemo rework. Let's find out.
My idea is simple. Teemo should be more flexible. My hope is that this will cement him as a top laner, but you can never really guess what people will conjure up. Perhaps his passive lends itself to jungling. Perhaps he would be played mid. Maybe the numbers I provided are way off. I don't know. You decide.
Passive - Scout's Code - Teemo gains 15% movement speed when moving towards the Fog of War, 20% movement speed when traveling through brush, and 25% movement speed when stealthed. These do no stack. The highest value will be chosen in times of conflict. Decays linearly over 1.5 seconds.
Q - Blinding Dart - **Passive **- Teemo's auto-attacks deal bonus magic damage and poison his opponent, dealing magic damage over 4 seconds in .5 second intervals. This effect stacks up to 4 times. Every subsequent auto-attack after the fourth refreshes the fourth stack.
Magic Damage On-Hit - 10/20/30/40/50 (+30% AP) Magic Damage Magic Damage Per .5 Seconds - 1/2/3/4/5 (+3% AP) Magic Damage
Note - Remember that this ability now stacks and applies every half-second instead of every second. The numbers I provide above nerf the damage of a single stack compared to current kit, compare equally at the third stack, and buff his damage if 4 stacks are applied
**Active **- Teemo shoots a dart at target enemy, dealing magic damage and temporarily blinding the opponent.
Magic Damage - 80/125/170/215/260 (+80% AP) Cooldown - 7/8/9/10/11 Seconds Mana Cost - 80/90/100/110/120 Range - 580
W - Covert Operations - Teemo instantly stealths for 3/3.5/4/4.5/5 seconds. Upon activation, Teemo's current cooldowns are reduced by 30%. Auto-attacking or casting a spell will prematurely unstealth Teemo. Upon unstealthing, Teemo gains 20% attack speed and 8/11/14/17/20 AP for 3 seconds.
Cooldown - 15 Seconds Mana Cost - 60
Note - Covert Operations goes on cooldown after unstealthing. Thus, this spell does not reduce its own cooldown.
E - Toxic Charge - Teemo unleashes a toxic charge in a 60 degree conic area in front of him. Enemies hit are inflicted with Toxicity for 3 seconds. Enemies inflicted with Toxicity are dealt magic damage every half second for the duration. If Toxic Charge hits an enemy champion, Teemo gains 10% movement speed for 2 seconds (does not increase with more enemy champions hit).
Magic Damage Per Half Second - 10/15/20/25/30 (+15% AP) Total Magic Damage - 60/90/120/150/180 (+90% AP) Cooldown - 11 Seconds Mana Cost - 80/90/100/110/120 Range - 650
R - Noxious Trap - Same as current.