[Champion Rework] Teemo
Hello Everyone,
I know what you are thinking, "Teemo needs to rot in Bronze 9 hell for eternity". I am here to propose some ideas to get him out of that oppressive state and into a place that is more challenging and interactive for the player and those who play against him. I am not a Teemo main, but I do enjoy playing him and recently, after a lot of games of not playing him, I came up with an idea to not have him in a polarizing state of either yordle whipping boy or Toxic Deathspawn.
With the recent assassin changes and vanguard updates, Teemo has been in a position where bursting him down in either top or mid lane is relatively easy. His range is laughable compared to other marksmen, so ADC Teemo is hard to make viable. Support Teemo is a pretty much a troll pick. I believe that the Jungle is where Teemo belongs and to me it makes sense from a lore perspective. So I give you Teemo, the Yordle Commando!!
Passive = Survival Instincts: In the jungle Teemo gets increased movement speed based on his current level. In brush Teemo, gains attack speed based on his movement speed.
Q = Noxious Trap: Teemo throws a trap that does poison damage (AP scaling will be less than with his previous Ult) and applies 2 stacks of Jungle Fever. If it makes contact (or close enough, similar to a Syndra ball toss) with an enemy it triggers immediately, greatly slowing them down for 2 seconds with a low AP damage. If the trap is not immediately detonated by a champion within 1 second, it will arm it self and turn invisible. The slow is decreased and damage is increased when the trap is armed. Armed Traps last for 3 minutes and only 10 traps can be on the map at a time, they also provide limited vision. Teemo can store up to 2 charges of traps at once. 3 second cooldown in-between stored charges{The skillshot slow is useful for ganking}
W = Invisible Predator: Teemo after a short delay turns invisible for 2 seconds and gains movement speed for 4 seconds. Attacking breaks invisibility, but the movement speed is kept {Long Cool down: used for ganking, disengage, and seeting up Ult}
E = Kumungu Toxin: Teemo applies poison to his auto attacks (AP scaling should be weaker than current scaling). PASSIVE: Jungle Fever: Every auto attack that hits an enemy applies 1 stack of Jungle Fever. At 7 stacks the enemy is nearsighted for 2 seconds and some percentage health damage is done (low). An enemy recently Jungle Fevered cannot be Jungle Fevered for a short duration of time. Certain abilities can apply stacks of Jungle Fever. Jungle Monsters take 3 stacks for a Fever to occur. {useful for clearing jungle, needs 7 stacks for an effect so counterplay is to disengage for stacks to reset}
R = Toxic Cloud: Teemo takes 2 seconds to prime an explosion of his stored poison. After priming, the area around Teemo is covered with a small cloud of poison (AP Scaling). Enemies within the AOE are blinded and slowed for 2 seconds. 1 stack of Jungle Fever is applied.
A full level 6 Teemo gank would look like: Use W to get close, throw out the trap for the slow, AA, AA, ult for the blind and slow, finish the stacks with AA
I know any Teemo related subject will generate toxicity from the community but hopefully with the added elements to this proposed Teemo rework, Riot can find many way to tune him to a viable/less troll state. Any additional comments are more than welcome!