Teemo; his Marksman Update
I have played hundreds of games of Teemo over the years, so my ideas here are intended to help reduce frustration elements in his kit while also emphasizing his ability power marksman ways. And to clarify what a marksman is, a champion that is ranged dealing his damage primarily through basic attacks and is gold reliant rather than experience reliant using the sustain damage from basic attacks to take down beefy targets like tanks and taking objectives quickly like turrets and Dragon.
Things I want to accomplish with my ideas: ~ Emphasize Teemo's marksman playstyle ~ Tone back Teemo's solo-lane ranged bully aspect leaving room to buff his duo-laning ~ Have Teemo more gold reliant than level reliant (see point 2) ~ With the changes to Gunblade Teemo can be an ability power marksman having a hybrid of ability power items with critical strike items like the Zeal items ~ Have Teemo's unique strengths with poison and overall a lot of damage over time, and have him be the vision marksman with Shrooms ~ Reduce the frustrations Shrooms bring when playing against them, this then gives room to buff their utility
The reason to why I am placing Teemo more as a duo-lane marksman is both for game health reasons and makes him competitively viable going in this direction. His kit will still be the same so you can still play him where you want, but with changes to it and he plays slightly differently because of them.
Attack Range: 525 units [buff] Movement: 325 units per second [reduction]
Camouflage (Passive): Ranks: @levels 1/5/10/15 If Teemo stands still for 1.5 seconds or is in brush for 1.5 seconds then he will stealth, he can freely move while stealth in brush.
After emerging from stealth, Teemo gains 20/40/60/80% bonus attack speed for 3 seconds.
Blinding Dart (Q): Cooldown: 8 seconds; Cost: 60/70/80/90/100 Mana; Range: 600 units Teemo fires a blinding dart at the target enemy to deal 60/90/120/150/180(+80%AP) magic damage and blinding it for 1.5/1.75/2/2.25/2.5 seconds.
Move Quick (W): Cooldown: 17 seconds; Cost: 40 Mana Passive: Teemo gains 12/16/20/24/28% bonus movement speed when he has not taken damage from champions and turrets for 5 seconds.
Active: Teemo's bonus movement speed doubles to 24/32/40/48/56% for 3 seconds and does not go away upon taking champion or turret damage.
Teemo's Darts (E): Toggle: 0.5 second static cooldown between toggles Passive: Teemo's attacks apply a poison on-hit for 4 seconds dealing 6/12/18/24/30(+10%AP) magic damage per second.
Toxic Shot: Teemo's attacks deal 15/20/25/30/35(+30%AP) bonus magic damage on-hit which can critically strike.
Blindfire Shot: Teemo's attacks gain 75/95/115/135/155 bonus range. These attacks can only fly straight and stop upon reaching the end of their path damaging all enemies they pass through, but dealing 20% less damage for every enemy they pass through down to a minimum of 40% damage. On-hit effects are applied in full.
Noxious Trap (R): Cooldown: 0.25 second; Cost: 60/70/80 Mana + 1 Charge; Range: 500/700/900 units Passive: Teemo stores a charge of Noxious Trap every 24/21/18 seconds, up to a maximum of 3 stored at one time.
Active: Teemo throws a mushroom to the target location which goes into stealth after a 0.75 second delay remaining in play for up to 300 seconds granting vision around it, if a mushroom lands on an existing mushroom then it will bounce 3/4/5 Teemos further.
If an enemy gets near a mushroom then it will detonate applying Deadly Toxin to all nearby enemies for 4 seconds which applies vision, slows them down by 40/50/60%, and causes Teemo to deal 60/90/120(+40%AP) bonus magic damage on-hit while the Deadly Toxin persists on the target.
Something I will say is that the vision radius of mushrooms I planned to be increased slightly emphasizing that vision game Teemo brings for his team. So Teemo will have more shrooms on the field at one time with less recharge time and mana cost, but the shrooms longer deal damage directly to their target to try to reduce the frustrations of playing against a Teemo and for Teemo the shroom damage went up quite a bit by scaling with Ability Power and Attack Speed better, but involves Teemo to be presently nearby. So now you no longer take damage from an invisible trap, but if Teemo is nearby when you walk over a mushroom you are in for a world of pain.
His E I added an option to choose between 2 attacks, one is for damage and the other is for an AoE attack (yes, it is essentially a baby Twitch ultimate), for Blindfire Shot the attacks flying straight only is a crucial thing because this means the attacks can be dodged where as Toxic Shot is just a normal basic attack and cannot be dodged. The poison will apply to either attack.