Teemo Rework
Teemo rework idea from a diamond Teemo main:
source(s): I have played Teemo ALOT in ranked and have a lot of knowledge about his pros and cons.
Base Concept: I understand counter picks are part of this game, i would just like to put forward a change which would give Teemo the capability to fight back in a countered lane or teamfight.
Abilities being reworked : Passive (Camouflage) and Ultimate (Noxious Trap).
Passive
Passive Camouflage If Teemo stands still and takes no action for 2 seconds, he becomes stealthed. Taking any action or being moved will break his camouflage, giving Teemo the Element of Surprise, 40% bonus attack speed for 3 seconds.
Rework:
Passive Camouflage When out of combat Teemo can use brushes to gain Camouflage, a temporary 1 second stealth and 30% bonus attack speed for 2 seconds. If Teemo stands still and takes no action for 3 seconds he will also gain Camouflage. Stealth is removed upon entering combat.
notes :
The current Camouflage has some fun factor but its not a key part of Teemo's kit, its just used for cheese i would rather have a passive that can be integrated into lane. This new passive still allows the 'fun' cheese for casual players, its just slightly nerfed the attack speed increase and it takes a little longer to stealth. This new passive also allows lane to be played similar to rengar having Teemo dodge in and out of the brush, as his lore would suggest is the way he would play the lane.
This new passive also allows Teemo to inch closer to champions such as Cassiopeia and Syndra and would allow him to be more active in ganks.
Ultimate
Ultimate Noxious Trap RANGE: 230 COST: 75 / 100 / 125 MANA COOLDOWN: 1 RECHARGE TIME: 35 / 31 / 27 「MAGIC DAMAGE PER SECOND: 50 / 81.25 / 112.5 (+ 12.5% AP)」SLOW: 30 / 40 / 50% PASSIVE: Teemo generates a new trap periodically, and can only store up to 3 traps at once. ACTIVE: Teemo places a mushroom trap on the ground for 10 minutes, which stealths and arms after 1 second. While armed, the traps grant vision in a 212.5-radius. If an enemy comes within 60-range of the trap, it will detonate, poisoning, slowing and dealing magic damage over 4 seconds to nearby enemies within 200-radius.
Rework:
Passive Noxious Trap RANGE: 200 COST: 60 MANA COOLDOWN: 1 RECHARGE TIME: 35 / 31 / 27 「MAGIC DAMAGE PER SECOND: 35 / 60 / 85 (+ 17.5% AP)(+ 15% AD)」SLOW: 20 / 30 / 40% PASSIVE: Teemo generates a new trap periodically, and can only store up to 2 traps at once. ACTIVE: Teemo places a mushroom trap on the ground for 8 minutes, which stealths immediately and arms after 2 seconds. While armed, the traps grant vision in a 212.5-radius. If an enemy comes within 60-range of the trap, it will detonate, poisoning, slowing and dealing magic damage over 4 seconds to nearby enemies within 200 -radius. DEATH FROM ABOVE: Every 40 seconds Teemo builds a catapult that is able to launch a trap upto 1000 units away and explode for 60% normal damage, cost no mana and grant vision in a 400-radius, this does not consume a charge will not slow and will detonate on impact with the ground dealing damage to all within 200-radius. If used within 200 a normal trap will be placed.
Notes: Lets start with all the small changes - Range 230 -> 200. small nerf to how far away shrooms can be placed, he isnt throwing them he is placing them.
Cost: 75 / 100 / 125 MANA -> 60 MANA. makes shrooming early about the same. But level 16+ you wont have to recall as often simply from placing shrooms making you OOM.
MAGIC DAMAGE PER SECOND: 50 / 81.25 / 112.5 (+ 12.5% AP) -> 30 / 60 / 90 (+ 15% AP)(15% AD). Changes the overall ability power ratio by 20%, from 0.5 to 0.7, but reduces base damage, adds AD scaling to shrooms, this makes 'Marksman' Teemo more viable. The early game damage reduction would make Teemo less obnoxious in lane, shroom damage would be the same as before midgame, and slightly better lategame. This is important because lategame it is almost impossible to acquire shroom control at all when their whole team has upgraded red trinkets map control isn't an option.
SLOW: 30 / 40 / 50% -> 20 / 30 / 40%. Small slow reduction, the utility this slow brings can be useful in some situations but reducing it early is important to stop him facerolling certain matchups a little more.
3 traps at once -> 2 traps at once. This helps determine a good Teemo from a great Teemo, having shrooms up for teamfights is VERY important so reducing the maximum that can be carried will improve the skill cap of a champion who is inherently very easy to play.
trap on the ground for 10 minutes -> trap on the ground for 8 minutes. Shrooms simply dont need to last so long, Teemo isnt a map monster anymore and reducing the time it takes for them to be destroyed means shrooms have to be placed in better locations, again this helps raise the skill cap.
stealths and arms after 1 second -> stealths immediately and arms after 2 seconds. This means 2 things, the first is that its harder for other players to know where shrooms are making it harder for them to remove them with abilities or trinkets, it also means in the middle of a fight shrooms take longer to arm allowing more counterplay.
DEATH FROM ABOVE: Every 40 seconds Teemo builds a catapult that is able to launch a trap upto 1000 units away and explode for 50% normal damage, cost no mana and grant vision in a 400-radius, this does not consume a charge will not slow and will detonate on impact with the ground dealing damage to all within 200-radius. If used within 200 a normal trap will be placed.
Death from above would allow Teemo to come into his own in a teamfight, spreading shroom damage onto his target nomatter where they are, the damage would be reduced but he could aoe the backline with a catapulted shroom, similar to a corki Phosphorus Bomb in graphics and missle speed. It would also allow Teemo to be more competitive in lanes against Morgana, Cassiopeia, Syndra, Lulu etc, this wouldn't make Teemo the favourite to win and they would still be good counters it would allow Teemo to poke back now and then. Early shroom damage has been nerfed remember so the damage would be like 5% of a health bar. Teemo can also use the ability to push lane from a safe distance and tag enemies with a Dot.
These changes wouldn't increase Teemo's damage. But make him more interesting and more playable.
TL;DR Throwable shrooms at 60% dmg and a more integrated passive.