Teemo; A Gameplay Update
Nothing is set in stone, so give feedback in the comments section, this is about setting in a base idea to work off of.
This is pretty much updating Teemo into more of a duo-lane marksman that is was always meant to be and is, and trying to make him more fair to play against. I have played more games as Teemo than against him, but a big thing that prevent Teemo from ever getting power in places is the stealth mushrooms dealing direct damage. So this will localize Teemo's damage to make him more fair play against and emphasize on his swift scout theme and lay-in-wait play style that his mushrooms and stealth passive provide. Also make his E into a decision making ability rather than just a passive.
Basic Attack Range: 500 units Movement: 330 units per second Attack Damage: 52 +3 per level (106 at level 18) [55 - 106 from 48 - 99; this is normalizing it to the average base attack damage for marksmen]
Element of Surprise (Passive): Ranks: @levels 1/5/10/15 Whenever Teemo stands still and performs no actions for 1.5 seconds he enters stealth, 0.75 second if in brush and while stealth in brush he can move around freely.
After emerging from stealth Teemo gains the Element of Surprise causing his next basic attack to blind his target for 1.5/1.75/2/2.25 seconds within the next 3 seconds and grants himself 20/40/60/80% bonus attack speed for 3 seconds. Casting Move Quick will grant this bonus as well.
The same target can only be blinded once every 6 seconds.
Scouting Dart (Q): Cooldown: 14/12/10/8/6 seconds; Cost: 60/70/80/90/100 Mana; Range: 1200 units; Vision: 800 units Teemo fires a swift dart in the target direction to reveal the area around it as it travels and dealing 80/120/160/200/240(+70%AP) magic damage to every enemy struck.
Scouting Dart resets Teemo's basic attack timer.
Move Quick (W): Cooldown: 24/22/20/18/16 seconds; Cost: 50 Mana Passive: Teemo gains 10/15/20/25/30% bonus movement speed when he has not taken champion or turret damage within the last 6 seconds.
Active: Teemo doubles the bonus movement speed to 20/30/40/50/60% for 3 seconds which does not go away during this time if he takes champion or turret damage.
Teemo's Darts (E): Cooldown: 1 second (Toggle Ability) Toxic Darts: Teemo's basic attacks deal 15/20/25/30/35(+30%AP) bonus magic damage on-hit which can critically strike and apply a poison for the next 4 seconds dealing 6/12/18/24/30(+10%AP) magic damage per second.
Light Darts: Teemo's basic attacks gain 80/110/140/170/200 units bonus range.
Noxious Trap (R): Cooldown: 0.25 second; Cost: 75 Mana; Range: 300/600/900 units Passive: Teemo stores up a mushroom every 30/25/20 seconds, but he is small so he can only store up a maximum of 3 mushrooms at a time.
Active: Teemo throws a stored up mushroom to the target location, if it lands on an already existing mushroom then it bounces 3/4/5 Teemos away. After a 0.75 second delay the mushroom will go into stealth and stay there providing vision around it for the next 420 seconds. If an enemy makes contact with a mushroom then it detonates slowing by 30/40/50% and apply Deadly Poison over the next 4 seconds while also revealing struck enemies.
Enemies afflicted by Deadly Poison take 50/65/80% increased magic damage from Teemo.
new abilities. Not hit-and-run stuff, Teemo needs to get reworked to League's current standards.
), locating them (but not identifying the champion).
's barrels). Shooting one detonates all connected shrooms for an area effect.
's sentinel thing).