Let's give Teemo some love.
Poor Teemo has lost his place as a fun and interesting champion as of late. Don't get me wrong, I love that little hamster of death but he definitely needs an update to keep up with his fellows now.
This is a concept I've been working on. Ive taken a lot of my ideas from other teemo rework concepts I've found and I'm still tweaking mine and I could use some help with the numbers so feel free to help me out with this.
Passive - Keeping his camouflage as it is. We can put a lot of his core gameplay around this and his shrooms. His E will work very well with this enabling him to get close enough to land stacks. It also works with his ult making tracking enemy movements, without being caught, easier.
Q-blinding dart: keep it the same, just make it a skill shot. Alternatively, if riot wants to get rid of the blind mechanic altogether, make it a vision reduction like Quinn and graves. We might go with the second for balance but right now it's still a toss up in the community.
W - move quickly: this one is kind of boring so I thought maybe give it a short tumble into the speed boost to give teemo an escape and make it so he can enter stealth instantly if he tumbles into a bush. That way it let's him fight more like the guerrilla he is. It can be balanced by not letting him tumble over walls and giving it a decent cd and mana cost so that he doesn't just dodge roll across the entire map.
E - toxic shot: they could remove the immediate damage of it and make it so that when it's active teemo only adds stacks of poison that progressively tick for more damage the more stacks are on you. This ability will cost a small amount of mana per shot when toggled on. When the time runs out on the last stack that was added all stacks are removed. Damage is a base damage + an ap ratio (damage increases based on rank). Stacks last for 3 seconds.
R - noxious traps: applies a stack of mega-poison onto everyone in the aoe that last for 5 seconds. This stack is different than toxic shot and deals % current health damage and reveals everyone hit for 2 seconds. Traps last for 7 minutes and grant vision while they last. Another idea I found was that the traps would only be able to detonate if teemo was within range of them. Otherwise they would only grant vision but not detonate. (the original poster of this idea suggested 2000 units, but I was thinking 2000/2500/3000 or something like that.)
Sorry there are no numbers. Again I'm not really good at that but I'll try to get some in soon.
UPDATE: Q - all stats will remain the same except for range which I recommend increasing to 650 from 580 because it would now be a skill shot.
W - mana cost will be increased to 60 at all ranks and cd can remain at 17 seconds or be increased to 20 at all ranks. I wouldn't go higher than that though. Also I forgot to note that the passive move speed is still canceled if attacked by an enemy champion or turret. Also the percentages of the speed boost would be unchanged. I think that's reasonable. Let me know if it isn't.
E - damage would be 9/18/27/36/45 + 10% ap per stack and stacks would last for 3 seconds. Max 6 stacks. Each shot would cost 10/15/20/25/30 mana per shot. I realize it might be too much damage but I wanted to reward the player for strategic shots since the poison darts have a mana cost now.
R - stats stay the same except damage is now 50/100/150 + 10% of target's max health.
Again let me know how off I am with these numbers please. Thank you.
UPDATE 2:
Alright! Thank you to all who have posted so far. This update is taking some of what you guys have suggested and adding it into the teemo rework concept.
R: I'm moving the tracking mechanic onto his ult so that they will leave purple, fuming footprints behind the person who stepped on the shroom for 15 seconds (might be too short but I didn't want to go overboard) these footprints remain for 2 minutes and fade over time much like the trinket debris does.
Also I was thinking about changing the damage to 10% max hp with 50/100/150 base damage. Thanks to NazZomLord who suggested this change. :)
I'm going to start making edits to the op now. These updates will remain as a catalog of the changes we've made. Thanks again for posting everyone. The end result will be a collaboration of the community.
making for a AA burst with decent AP and dueling potential for ADC or bruisers. If he got a AD on hit effect AP would not be near as needed making a more AD based build much more powerful. The most AP coming for Ragebade or Hextech or a Liandrys just blindly thrown in
This build just trying to abuse his AD on hit making him be able to blast anyone nearby with as many AA as possible. He would see more use as a ADC but have severly split kit that would benefit from AD when actually autoing while AP when trying to play a more troll shroom build. Personally AD doesnt belong on Teemo unless it is a hybrid item. And if the AD AA passive would be in effect Zephyr would be a godtier item.