Turning Teemo Into "The Swift Scout" (MODS make up your mind, where does this go?)
TLDR= E moved to Passive (does bonus damage if enemy hit by Noxious trap), Shrooms moved to W(deal less damage, but can have more of them and grant more vision), E is a mounting mechanic that allows him to camouflage in the jungle passively(stealthed while mounted to an ally for active), R is a large AOE smoke screen that grants move speed on cast to teemo/allies. Teemo can dash to allies or enemies for duration. (he deals damage if he autos an enemy champ after dashing to them and grounds them for a few seconds)
So we all love or hate our league version of Satan. But he has always faced a few issues with his kit. He is either overly oppressive and dominates. or he is gutted to where he is definitely still fun and playable for the mains, but is just straight up less useful than other champions outside of lane phase. He can't team fight well, he doesn't particularly split push well, and he relies on dominating early and transitioning his lead and/or cheesing people with shrooms/stealth. (not fun to play against, but core part of his identity) So here's my attempt to turn Teemo into an actual "Swift Scout" while keeping his current identity in tact for teemo players.
**PASSIVE: 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 POISONS duration. Enemies that have been hit by a noxious trap are dealt extra damage (based on level)
Magic Damage On-Hit: (10-50 based on level)(+30% AP) Magic Damage Per Second: (6-30 based on level)(+10% AP) Extra Damage if hit by Noxious trap: 5-25 based on level)(+15% AP) for initial on hit TOTAL DAMAGE if affected by Noxious trap: 15-75 (+45% AP) on hit. (per second damage stays the same)
NOTE: his current E moves to passive, he loses perma stealth in bush and standing still, but he will still have stealth in his kit. keep reading.
Q- Blinding Darts
Teemo fires a barrage of darts in a volley(similar to ashe W but much smaller radius and range) BLINDING all enemy targets(like quinn) and neutral monsters (doesnt work on epic monsters) dealing area of effect magic damage.
EFFECT RADIUS: 850 ANGLE: 57.5 degrees (not sure if this is right, just stole it from ashe wiki) BLIND DURATION: 1-2 seconds based on rank COOLDOWN: 12-8 seconds based on rank DAMAGE: 80-260 (+65% AP)
NOTE: makes him less oppressive vs melees, but gives him a strong team fight utility tool and still some self peel if anyone is getting on him. since its a linear colliding skill shot, melee champs can now at least play around their minions to avoid being blinded and try to play the bait game vs teemo.
W: Noxious Trap
Passive: Teemo stores a Noxious trap charge periodically, up to a maximum of 5 at once. Teemo gains charges of these faster while in the enemy jungle.
Active: Teemo tosses a mushroom trap on the ground, which stealths and arms after 1 second, lasting up to 8 minutes. While armed, mushrooms grant sight around them equal to about 75% the vision a regular ward would grant. If an enemy steps on the mushroom, it detonates, SLOWING them for 4 seconds and GROUNDING them for the first two seconds.
Noxious traps have 6 maximum health and can only be damage by champion basic attacks (2 damage from ranged, 3 from melee).
TARGET RANGE: 900 COLLISION RADIUS: 60 EFFECT RADIUS: 200 COST: 50 Mana + 1 Charge COOLDOWN: 0.25 sec RECHARGE TIME: 40/35/30/25/20 (scales with CDR) TOTAL DAMAGE OVER 4 SECONDS: 50/100/150/200/250 (+25% AP) (damage does not stack, it refreshes with multiple shrooms just like on live) SLOW: 30/35/40/45/50%
NOTE: his current has damage gutted significantly (basically cut in half) and moved to W. Old W just straight up removed. By gutting the shrooms damage, he will lose the ability to cheese someone to half health from a single shroom, but they are now significantly more useful granting vision and acting as a pick tool if someone walks over them since it grounds them for the first two seconds of the slow.
E: Guerilla Warfare
Passive: When teemo is in the JUNGLE he becomes CAMOUFLAGED(think twitch, eve, rengar) and gains move speed based on rank. It takes 1 second for teemo to become stealthed upon entering the jungle.
Active: Hops on allies back and grants both of them move speed based on rank. While on an ally teemo is CAMOUFLAGED so enemy champions will not know teemo is with his ally unless revealed by TRUE sight or the enemy gets within vision range of camouflage. (just like with twitch/eve) Teemo can active again at any time to dismount his ally and he and his ally are granted a burst of move speed and attack speed based on rank when dismounting. Teemo cannot control his allies movements, but can dismount at any time and can mount any time regardless of his allies wishes. If his allies takes damage from an enemy champion while Teemo is mounted, he is immediately KNOCKED DOWN and dismounted.
MOVE SPEED BUFF(mounted): 5/7/9/11/13% move speed MOVE SPEED BUFF(after dismounting): 10/20/30/40/50% ATTACK SPEED BUFF: 20/40/60/80/100% ALLY ATTACK SPEED BUFF: 10/20/30/40/50% COOLDOWN: 20 Seconds (reduced by 75% if forced to dismount by ally taking damage)
NOTE: Basically gives him some form of his old passive but allows him to actually move around in stealth! but only in the jungle. keeping his theme in tact and giving him the identity of the champion you do not want to chase in the jungle. He will have all the control as he cannot be seen easily and he can bait you around into his shrooms etc. this ties his entire kit together while keeping him similar to current teemo. The downside is the ability doesn't do anything in lane for Teemo by himself. But considering his shrooms are available pre 6 now and he has an AOE effect for wave clear on Q I feel he is compensated enough for having a situational spell on his E. While the rework I am suggesting for fun is aimed at keeping Teemo as a solo laner, I saw an opportunity to give him some play as a support. As a scout who will be placing shrooms for vision in the enemy jungle this gives him a good support ability that also makes him offensive for himself even when in a solo lane. he buffs himself and ally but can also bait enemies into thinking an ally is alone to surprise them with a sneak attack. This fits his identity really well I feel as he can scout for vision, learn where they are at, and play around that to bait enemies into thinking his allies are alone for a surprise double attack. it also makes him viable as a support since the buff is an attack speed buff to him and an ally. (ally gets 50%
R: Omega Squad Ambush
Active: Teemo throws a smoke bomb in a large area of effect (think ziggs ult size) that deals magic damage upon landing and lingers for 5 seconds after detonating. Enemies hit by or standing in the lingering effect of the smoke bomb are blinded (like quinn) and denied vision of allies (like nocturne) for the duration (if hit by) or for however long they stay in the area of effect. (think like graves smoke screen but much much bigger). For 5 seconds Teemo can DASH to ally and enemy champions within 700 range. If dashing to an enemy champion, teemo's next auto attack shoots them with a crippling dart that deals magic damage and grounds the enemy for 3 seconds. Teemo and his nearby allies gain move speed based on rank upon initial cast.
COOLDOWN: 120/100/80 INITIAL MAGIC DAMAGE: 100/200/300 (+40% AP) BONUS MAGIC DAMAGE ON ENHANCED AUTOS: 50/75/100 (+25% AP) MOVE SPEED ON CAST: 20/30/40% (decays over time like sivir ult) COOLDOWN ON DASH DURING ULT: 2/1/0.5
NOTE: Think about this as a combination of graves smoke screen, rakan's ult and E, but a bit different. It gives teemo a BIG team fighting tool and allows him to pump out some damage and utility, but he has to be shifty and play around the enemy's lack of vision to stay safe. Teemo is going to still be as squishy as ever, so he's only going to want to dash to enemy's who cannot see him, and dash out before enemy's who CAN see him can get to him. Picture a big smoke screen going off and teemo dashing all around crippling enemies and jumping in and out to safety. It helps him catch out key targets and help his team pounce on and attack the targets. Giving him a true sense of a scout/assassin feel.
FINAL THOUGHTS: kit is probably overloaded as all hell, but the idea here was to start with too much and maybe tone it down later if needed (assuming this wasn't just for fun). I'm interested in people's thoughts on it if they can get through my essay of text. its probably too much to read so I included a TLDR up there for you so you can read the sections that you think interest you the most rather than have to read a wall of text. My idea was to update Teemo to better fit his thematic while keeping the core elements that make Teemo our loveable devil yordle.