New Rylais and Teemo changes
I don't believe Teemo needs any big changes, just very minor changes to improve his feel while not killing the popular AD/On-Hit Teemo players.
Toxic Shot change
I think allowing Spell effects on the on hit portion(not the over time portion) of Teemo's Toxic shot(E) would go a long way to improve AP Teemo's place in the game. Frozen Mallet has shown to be a crucial item in recent Teemo builds and with the Rylais change weakening the slow I think this is now a possible change. A lot of people would make a argument that Teemo would become to strong because of liandrys but I honestly think it allows him to actually remain a threat to tanks that rush Health and MR (
,
). While not making him strong enough to destroy his counters (
)
A Build consisting of
would now be considered more of a Ap Teemos core items giving teemo a (weaker than shrooms) reliable slow(
),Magic Pen, Health (works well on Teemo since he is so squishy), and current percent health(he has this on his shrooms but teemo wants to poke tanks down not just all in them, its insanely unrealistic to poke tanks down with shroom instead)
Shroom Change idea
Give a mini Timer before Teemos Shrooms can be revealed/disabled by
. (lets say 30 seconds)
For example: Teemo has 3 Traps stored up, He and his team get to dragon first he shrooms entrances. For 30 seconds enemy team has to make a decision to run through the (now reasonable) amount of shrooms, wait for the 30 seconds or take another route. You can not insanely shroom for objectives anymore but since they cant see shrooms for 30 seconds there is a mental aspect for enemy. They can no longer trinket up and storm in with complete safety. A change to how many shrooms Teemo holds would basically set max amount of shrooms he can have on a objective without changing how much shrooms he can have on map.
These changes should clean up teemos gameplay alot while not really changing much or hurting his builds.
Thank You for reading