Can we give Teemo the same treatment as Fizz does?
Like Rito said, it is pretty toxic that a certain assassin's main damage, which is an ult, is not taken at full responsibility in using it, while simply dishing out shitton of damage simply by autoattacking and stuff. And do you know who does this too but worse?
. Yes, it's this guy right here, who can simply autoattack like 2-3 times, and let his poisons do the work, whilst, leaving his shrooms everywhere without a care in the world of knowing where to wisely put it.
So this is my propose change, but you don't have to agree to it too hard. The numbers here aren't just lowered, some of them will also receive a mercy treatment into making an actual Satanic Teemo assassin.
Passive- Camouflage
New effect: Now gains 8/10/12% bonus movement speed after leaving stealth for 3 seconds. Attacks that hits Teemo (including minions & monsters) will reduce the movement speed boost by 0.15% each.
Teemo now takes 2 seconds 3 seconds to stealth
Q- Blind Darts
Damage change to 70/130/190/250/310 (+80% Ability Power) from 80/125/170/215/260 (+80% Ability Power) Mana costs change to 60/75/90/105/120 from 70/80/90/100/110 Mana Cooldown increases to 14/13/12/11/10 seconds from 8 seconds at all ranks.
W- Move Quick
Mana cost decreases to 30 at all ranks from 40 at all ranks Passive: Change to 14% at all ranks from 10 / 14 / 18 / 22 / 26% Active: Doubles his passive movement speed bonus for a duration of 3 / 3.5 / 4 / 4.5 / 5 seconds.
E- Toxic Shot
Magic damage upon impact decrease to 4/8/12/16/20 (+5% Ability Power) from 6/12/18/24/30 (+10% Ability Power) DoT damage decrease to 5/15/25/35/45 (+20% Ability Power) from 10/20/30/40/50 (+30% Ability Power)
R- Noxious Trap
Mana cost increases to 125/150/175 from 75/100/125 Damage change to 250/385/520 (+60% Ability Power) from 200/325/450 (+50% Ability Power) Slows change to 35% at all ranks that gradually decreases over time for 3 seconds from 30/40/50%.
New Passive: Teemo can only place a total of 8/10/12 shrooms around the map. Additional shrooms will remove the oldest shroom placed.
I have made some big buff of numbers of Q & ult's late game, as Teemo's assassin potential rises tremendously, instead of just mindlessly throw everything that is off cooldown. This time, Teemo mains will have to think twice of whether certain attacks is worth throwing/shooting out or not, especially the shroom placing, so parts like placing a 5-shroom wall on river strategy goes down the drain.
His E nerf is something that has to be dealt with, as it is pretty toxic that all Teemo does to take down a target in-lane is simply by autoattacking from a range, which seems detrimental to most melee champs. But of course, Teemo becomes a monster late game with all his improved damage, and fighter champs will always have the time to re-think of their "builds against Teemo" strategy.