Here's the way you balance Teemo's shrooms: Make them 1 health. Right now, I think the biggest issue with his shrooms is not the fact of they can kill you from across the map if you're facing a good Teemo, but because they're a pain in the ass to get rid of. Oracle's elixir made stealth champion useless, so they took it out of the game, but with the unintended effect of having Teemo turning the entire map into a minefield. There are other counters, sure, but the best way to really fix Teemo is to make his mushrooms 1 health, and have them explode when they hit. The AP ratio can go to .75 that way, and Teemo would be perfectly balanced. Give a 2 second delay on the stealth, but only 1 on the arm, and good ranged carries can pick them off before they stealth and detonate. And if you have someone with a sweeping lens, you get the ranged carry to an area of interest, and if Teemo had a minefield day on that area, you just get the adc to pick off all the shrooms. It puts more emphasis on strategic placing of the shrooms, not just "OH NO, THE ENTIRE ENEMY TEAM IS CHASING AFTER ME BECAUSE I AM THE SPAWN OF SATAN! BETTER PLACE 3 SHROOMS TO BLOCK OFF THEIR RUNNING PATH!" It makes a long range adcs and all in melee fighters good counters on Teemo, while punishing to those who try to kite and poke him within Teemo's attack range.