@Riot: What is Teemo suppose to do?
So after this last nerf awhile back to Teemo's Ultimate; aka lowering the AP Ratio from .8 to .5, Teemo's Ult in the last 2 seasons has had a grand total of a 33% base nerf and 37.5% (38%) AP Ratio Nerf. Overall, his damage was nerfed a lot by his mushrooms.
You said you don't want AP teemo to set a mushroom in a forest and 50% of the apc and adc's health goes bye bye with one mushroom. On the other hand, you want teemo to die with a single focus as he has a very low health pool and zero hard CC to deal with divers.
Teemo can not play support like he used to with all the tank supports being 250% better at supporting. Teemo is not a good pick for mid as mid champions are suppose to have burst combos and teemo has a single AA+Q+AA Combo which still requires him to get into basically melee range when comparing him to the range of a mid burst champion, heck even mid range mages like Ryze and Annie out range his Q with every attack and Annie has a longer AA range. Teemo is a bad pick for top as you are better off with split champions like Tryndamere or Olaf as they can be tanky or have high survival as compared to Teemo, which only does well vs top champions pre 6 and falls off after level 6.
So a quick over view of what I figure out what you want from Teemo (who I must add has a low play value in Challenger & Diamond; not as low as Urgot but still low enough).
- AP Teemo is not a pick as his Mushrooms are too weak now to be game changing or force his team to have a good fight set up.
- Tank Teemo is not good as he just doesn't have a single CC outside of slows from Mushrooms which deal almost no damage.
- ADC Teemo is not a pick as he can not deal that carry damage like other adc do and his range is just too low and ad scaling is too low to be a good pick for adc role.
- Support Teemo doesn't work as he brings blind shot and that is it for support role; 580 range is not long enough to get the poke damage across to say the cost of mana and the damage is on par, and again other supports just do the job 250% better in form of CC, Tanky, & Damage set up for the adc to get the kill as teemo's (E) poison could tick and take kills away from the adc.
So the question I have is: What is Teemo suppose to do Riot?
There is no viable place for Teemo to be played at in this game. You attacked a champion that has a higher death ratio than kill ratio but has a decent size assist ratio via mushrooms.
Should Teemo be in the works for a Hard Rework? Yes.
First off, define: What is Teemo suppose to do? Based on Teemo's back story, he should be a recon base champion. So he should get unique ways to find people within the bush, around corners, etc. Mushrooms do this but people hate him because of the mushrooms, aka dying because they decided it was smart to walk into bushes with a Teemo in the game while they were at 20% or lower health.
Idea's for a rework:
Passive: Surprise Attack - After Teemo hits a target, he marks the target for 3 seconds, showing the location of that target and all surrounding enemies during that duration. Teemo gains bonus damage if attacking from a bush: Deals 5/10/15% of their max health in physical damage from Auto Attack and Abilities, cant not happen more than once every 10 seconds to the same champion.
Mushroom Assault (Q): Teemo throws a mushroom into an area. The mushroom explodes on landing dealing magical damage and slightly knocking any enemy away from the impact. CD: 16 seconds; Range 900; Radius 300 Mana Cost: 70/80/90/100/110
Plushy (W): Teemo leaves a hand made doll in his place that looks like him which is made up of twigs and filled with sap. Teemo gains stealth for 1.5 seconds, after 1.5 seconds, the doll explodes and all enemies caught in the radius are slowed by 50/55/60/65/70% while they stay within the sap (radius of explosion) Upon leaving sap they are slowed for .5 seconds at half the speed within the sap explosion. CD: 18/16/14/12/10 seconds; Range of sap: 425 Mana cost: 80
Explosive Dart (E): Teemo fires an explosive dart in a straight line. Upon max range or first target it, the dart will explode dealing physical damage. The first target hit will take max damage and stun for 1.2/1.4/1.6/1.8/2 seconds, all other enemies take 60% of the damage as physical damage. CD: 14/13/12/11/10 seconds; Range: 900; Projectile speed 1800 Mana cost: 80/90/100/110/120
Nature's Grace (R): Teemo's passive will proc on each ability and auto attack for 5 seconds and does not need to be in a bush. CD: 140/100/60 seconds Mana cost: None
Role: Assassin/Fighter/Marksmen
How to play: Teemo would change from a champion that fits no role to a solid champion at the following roles: ADC, Mid, Top lane.
Teemo would play a good range base assassin/fighter for a team that deals mix damage. This rework would remove the mushroom problem since the change in season 4 to remove oracles.
Giving Teemo some range abilities and CC to be used in team fights will full fill the needed purpose aka the role in a team. Teemo's W rework gives him that escape card that he doesn't have right now for a squishy champion.
Obviously numbers are to be adjusted to fit balance, hints why I didn't bother putting AP/AD Ratio and base damage, but wanted to give examples of what I'm looking for in the idea of range and mana cost for the abilities as they follow other champions cd/mana cost which have similar abilities.

or an off-tank item with cdr that lets him run even faster than he already does like
mmmMMMM
if you're bad at csing then talisman is still good regardless of your status as support btw
