Teemo, the Swift Scout (REWORK)
Alright, so I personally feel that Teemo, while uniquely powerful... Is powerful in a bad way. When he isn't working, he's worthless on a team, and when he does - It's usually just because he's being a dick to auto-reliant/melee champions. Two abilities in his kit don't even require interaction by the player most of the time, let alone enemies. He's stat-checky, too, and that's a bad thing. Lastly, don't even get me started on how dumb it is for his mushrooms to take off 70% of someone's HP for stepping on -just- one.
Regardless of his kit's power, I don't think Teemo even matches his identity as a 'scout'. The only ability even slightly oriented towards this is his mushrooms, and then arguable the W movespeed (which is super generic). I feel if we made him a counterjungling assassin rather than a strange offhand AP marksman in top lane, he'd feel a lot better as a champion.
So, here's my proposed Teemo Rework:
PASSIVE: Guerrilla Warfare (Unchanged)
Why unchanged? Honestly, this is a really good passive for his theme, and being able to stalk enemies whilst invisible definitely will benefit the imagined new role.
Q - Sleep Dart: Teemo fires a projectile in a line, which deals damage (scaling with AP) to the first enemy hit, inflicting Drowsy. After a few seconds, the enemy will fall asleep, granting the next attack against them bonus damage.
Reasons for change: Teemo's current Q is... Boring. It's a guaranteed hit that doesn't get to be played around, and makes you absolutely useless if you're an auto-reliant champion. This new dart will allow more interaction, and also provide Teemo a ganking tool. It will also interact with his new E.
W - Field Snacks: Teemo takes a brief moment to eat a cupcake, because every Yordle scout needs to get his energy back. This will restore a small amount of HP and Mana, but cannot be used during combat. The healing will be doubled if 'In Enemy Territory' is active.
Reasons for change: Really, Teemo's movement speed boost on W is about as generic as it gets. This was fine, back in like, 2012. Not so much anymore. Pushing him into a jungle role will give him some need of sustain, and giving him a bonus as an aggressive counterjungler is also nice.
E - Jungle Tactics: Two part ability.
Passively: If Teemo is in the enemy jungle, he gains a 20% movement speed buff titled 'In Enemy Territory'.
Active: Teemo lashes out with his combat knife, dealing damage to all enemies in front of him. If an enemy is movement impaired, they will take bonus damage. This damage can be increased even further if the ability is used from stealth.
Reasons for Change: Teemo's old E was a very generic DoT that had no real interaction with his other abiltiies. You put points into it and never look back, and it's just scaling damage. This new E promotes ambush tactics in the jungle, which will require map awareness.
R - Noxious Trap: A small change, namely lowered damage, and the introduction of vision reduction on the target. (IE: Graves Smokescreen/Quinn Q)
Reasons for Change: Teemo's mushrooms are signature, but they shouldn't obliterate a target without any interaction from him. The introduction of the shortened vision on an enemy will keep his 'blinding poison' theme a bit. It also still provides a slow on the target, allowing Teemo to gain bonus damage from his E.
I'm curious as to opinions on this rework, and I'd love to hear any feedback. I personally just think he is stagnant in his current form, and doesn't play into any actual fantasy element.