Change Teemo for good (or at least for the least evil)
Premise
has always being a difficult champ to balance, for various reasons
He has historycally being either too annoying because of the combination of his long duration blind and his shrooms dot damage/slow if he was ahead, or too useless because in teamfights/duels he coudln't do anything if he get behind and/or enemy built enough MR and/or the enemy had enough damage to burst him down immediately
His trademark shrooms contributed hugely to give him a strong (and evil) identity in the game, but the fact that too much of
power budget was put in them made almost impossible to balance him through the rest of his kit, and so Teemo fate depended on how strong were the shrooms combined with items and general meta. Buffs/nerfs to Teemo and items synergizing with his shrooms have been for a long time the deciding factor in evaluating teemo strength
In addition to that, the fact that
has this strong identity as the small-evil-marksmen-yordle-swift-scout-placing-venomous-annoying-shrooms made very difficult to ideate new abilities to diversify his kit in a way that can fit with his lore/identity and to make him less of a binary champ
TL;DR Following the premise, I tried to think of some abilities that could fit Teemo identity and could help to diversify his kit without drastically change his playstyle for Teemo mains
NEW TEEMO KIT
General Stats
Range: 500 -> 525
Movement Speed: 330 -> 335
Explanation: You'll understand later when you'll see the changes made to what are the current W/E
Passive (Camouflage) do not change
**(Q): Blinding Dart **
Range: 580 -> 600
Cost: 70/80/90/100/110 -> 85 at all levels
Magic damage: 80/125/170/215/260 (+80% AP) -> 80/120/160/200/240 (+70% AP)
Blind duration: 1,5/1,75/2/2,25/2,5 -> 1,6/1,7/1,8/1,9/2
Explanation: This is overall a nerf on Blinding Dart effectiveness, simply because as you'll see later a lot of the power budget put in it has been spread to the overall kit. To put it into context, Teemo has acquired different ways to damage and CC the enemy so he he would not need to rely on his Q alone to do those things. Also, reduce blind duration also helps to lower the frustration for the enemy to play against teemo, one of the reasons why he has been considered a toxic champ
**
(W): Noxious Trap (REWORKED)**
Shrooms duration: 5 min -> 3 min
Max charges stored: 3 -> 4/4/5/5/6
Cooldown: 0,25 sec -> 1 sec
Recharge time: 35/31/27 -> 27/25/23/21/19
Arm time: 1,5 sec -> 1 sec
Sight radius: 212,5 -> 175
Detonation radius: 200 -> 175
Cost: 75/100/125 Mana + 1 Mushroom -> 40/45/50/55/60 mana + 1 Mushroom
Magic damage per second: 50/81,25/112,5 (+12,5%AP) -> 25/30/35/40/45 (+10%AP)
Slow: 30/40/50% -> REMOVED
The enemy champs hit by a mushroom are marked with Toadstool for 8 seconds and receive 50% less damage by subsequent mushrooms while they are marked
Explanation: YES, THIS IS THE BIG CHANGE. His actual ulti is placed on W. Finally
's main problem is solved
Teemo trademark mushrooms acquire a brand new meaning in his gameplan's economy. The damage component is finally seprataed from his CC component (and partially vision component), so Teemo balance will not depend anymore only from mushrooms strength, but he can finally diversify his gameplan. Mushrooms damage isn't anymore oppressive while you get caught in the middle of a field of mushrooms when you are facing Teemo, but now as Teemo the mushrooms can be used more often for clearing waves purpose and to deal damage in fights/trades thanks to higher amount of charges stored and reduced arm and rechearge time
(E): Patrolling Equipment (NEW)
Passive: Toxic Shot
Magic damage per second: 6/12/18/24/30 (+10%AP) -> 10/15/20/25/30 (+8% AP)
Magic damage on-hit: 10/20/30/40/50 (+30%AP) -> REMOVED
Passive: Quick Move(old W passive)
Bonus Movement Speed: ~~10/14/18/22/26% ~~ -> 15/19,5/24/28,5/33
Active: Zip Line (NEW) Cost: 50 mana at all levels Cooldown: 13/12/11/10/9 Range: 900
Teemo use his grapple dart and shoots a tiny zip line that stick on the closest wall (P.S. for skill purposes it is considered also impassable terrain created by skills like Jarvan's ulti) for 4 seconds **While moving on the zip line, he loses Toxic Shot passive, but Teemo bonus movement speed is doubled (not being disabled by damage), and he deals bonus physical damage on his auto-attacks which is increased by 33% on enemies marked with Toadstool ** While Zip Line is on CD, Teemo loses the Quick Move passive
Physical damage on-hit: 15/25/35/45/55 (+ 10% AD) (+ 30% AP)
Explanation: Teemo's old W and E are packed together to create a new and more exciting skill to use for Teemo This new skill create new options for Teemo, that has new tools to fulfill his swift scout identity, being able to use the Zip Line to either chasing and hit fast and hard an enemy which is escaping, or to quickly move out of trouble and avoid to fight in unfavourable situations or hit and run in fast harassing maneuvers around the enemy. The phsyical damage component make more difficult for the enemy to itemize against Teemo and allow him to deal damage even against competent teams that properly itemize to reduce his magic damage The accurate use of Zip Line active (especially in snyergy with the Camouflage passive) create rooms for proficient Teemo players to actively make plays and would saperate the good from great Teemo players, and at the same time do not drastically change Teemo identity
(R): Tripwire (NEW) Range: 600/750/900 Tripwire length: 900/1050/1200 Duration: 6 min Max charges stored: 3 Cost: 45/55/65 mana Cooldown: 1,5 sec Rechearge time: 50/37,5/25 Sight radius: 225
Teemo places a trapwire between two points on the map, invisible to the enemy. The first enemy that passes through it triggers the tripwire and is stunned for 0,25 seconds and then slowed by 90%, rapidly decaying over 2 seconds, while the enemies that subsequently passes through it in the next 5 seconds are slowed by 40% for 1,5 seconds, granting vision of them . Teemo can connect various trapwires by attaching a tripwire to a pre-existent hook. The hooks grant vision around them, and are stealthed to the enemy when placed into bushes unless enemies have true sight of the area, the enemies can destroy hooks by standing on them for 1,5 seconds (like Rek'Sai tunnels)
**The first enemy that pass through the tripwire is marked with Deadly Toadstool . For the next 8 seconds, he can't be stunned by a subsequent tripwire ( he is still subject to the slow, though) , but receive 33% extra damage from Noxious Traps and 50% extra damage from Zip Line on-hit active **
Explanation: Here it closes the full circle. The new Teemo ulti retains the purposes of bringing CC and vision to his kit, and these components are here strengthen once separated from the damage component. Teemo can use this new ulti to control the map like he did with the old ulti, and can bring also CC in a teamfight, which is a novelty for him. Smart Teemo players can control a game this way, and can combine the Tripwire CC with Zip Line to make plays not only reactively, but also proactively. In addition to that, the players that face Teemo do not get frustrated by being randomly killed from a Mushroom placed there minutes before by Teemo, but Teemo players can still set trap in advance to kill them with proper timing and correct use of Deadly Toadstool mark
Tl;DR I think this new kit could fix a lot if not all of the Teemo problems, and at the same time making more satisfying to play as him and less frustrating to play vs him
What do you think? Thoughts?