Teemo Rework Concept
First let's talk about who Teemo is. Teemo is an assassin and a scout who's normally a friendly guy but becomes a detached and remorseless killer when he enters battle. So I suggest a dosage of the fancy technology used in Sions VO to make it so that Teemo has a cheery side when wandering about but a dark and sorta unsettling one when he's in combat. As for the changes to his kit I'll be trying to identify him more as an Assassin/Marksman over a Marksman/Assassin like he currently is. The elements I'll be keeping from his old kit are his ability to stealth, his speediness, his iconic shrooms and his poison. I'll be removing his blind, but the other things we love about Teemo like walking into a shroom while trying to escape through the jungle and being able to surprise your enemies by popping out of stealth and pew pewing them to death will stay, don't worry!
Passive: MOVE QUICK Teemo gains a burst of speed that decays over 2 seconds when he hits a champion with an ability or places a Noxious Trap. Triple Sting procs Move Quick with each succesful hit. Additional spell hits while hasted only refresh the buff.
SPEED: 26/34/42/50% at levels 6/11/16
Q: TRIPLE STING Cool-down:8 Cost:70 Range:1000 Shoots a quick moving dart in the target direction, dealing damage to the first enemy it hits and applying on-hit effects. Afterwards Teemo may fire 2 more shots within 6 seconds before Triple Sting goes on cool-down. Activating Triple Sting while stealthed causes his first shot and the two remaining charges to poison their marks, dealing bonus magic damage over 3 seconds. Subsequent poisoned darts against a poisoned foe will only refresh the duration.
DAMAGE PER DART: 20/30/40/50/60 (80% AD) (10% AP) TOTAL DAMAGE: 60/90/120/150/180 (240% AD) (30% AP) POISON DAMAGE PER SECOND: 10/15/20/25/30 (10% AP) TOTAL POISON DAMAGE: 30/45/60/65/90 (30% AP)
W: CAMOUFLAGE
Passive: This passive is disabled while Teemo is visible to the enemy team. After exiting brush Teemo will retain stealth for a short duration. Teemo is revealed when the timer reaches 0 or when Teemo damages and enemy with an ability or basic attack. The timer can only drop to 0.5 seconds while Teemo remains still. Running through brush while already Camouflaged will temporarily pause the timer, resuming when he exits the brush. Teemo gains the Element of Surprise for 3 seconds after camouflage ends, gaining attack speed and causing his basic attacks to proc Move Quick. Teemo cannot regain Camouflage while he has the element of surprise.
CAMOUFLAGE TIMER: 3/3.5/4/4.5/5 ATTACK SPEED: 35/40/45/50/55 %
E: FUNGAL FALLOUT Cool-down:18 Cost:60/70/80/90/100 Range:900
First Cast: Teemo throws a toadstool grenade to the target location that explodes when it lands, dealing magic damage and slowing enemies in (radius 175) for 2 seconds and revealing the area for 1 second. Poisoned enemies receive 40% more damage and slowing.
MAGIC DAMAGE: 60/100/140/180/220 (50% AP) SLOW: 20/25/30/35/40% POISONED DAMAGE: 84/140/196/252/308 (70% AP) POISONED SLOW: 28/35/42/49/56%
Second Cast: Teemo detonates the toadstool mid air to deal damage to enemies in (radius 225) and reveal the area for 1 seconds. Detonating it early refunds 33% of Fungal Fallout's cool-down. Hitting a poisoned enemy increases the cool-down refund to 50% and also refreshes the poison.
MAGIC DAMAGE: 40/80/120/160/200 (40% AP) REDUCED COOL-DOWN: 12 POISONED COOL-DOWN: 9
R: NOXIOUS TRAP Cool-down:2 Recharge Time:30 Cost:80/90/100 Range:230
Passive: Teemo periodically stores a mushroom and can hold up to 3 at once.
Active: Teemo plants a stored mushroom which stealths and arms after 1 second. The mushroom detonates when an enemy steps on it, dealing magic damage to enemies within (radius 200). The area is then covered with a cloud of toxic spores for 3 seconds which damages and slows enemies standing in it and limits their vision to within the cloud. Teemo gains Move Quick upon placing a shroom and it will refresh constantly while enemies are within the spore field. Shrooms last for 10 minutes and grant vision within (radius 250). Max of 20 shrooms planted. (Enemies within the cloud gain poisoned as a status effect)
MAGIC DAMAGE: 100/125/150 (20% AP) SPORE CLOUD SLOW: 30/40/50% SPORE CLOUD DAMAGE PER HALF SECOND: 25/32.5/40(5% AP) TOTAL DAMAGE: 250/320/390 (50% AP)
Passive: Teemo's swiftness has been moved to his passive and now requires you to be good at video games. Teemo's swift, not agile which means thematically his only source of mobility should be movement speed. The current version of move quick reflects this but takes up one of his precious ability slots and has a few things that could do with some tweaking. For one thing, chasing Teemo is a chore. If you can't hit him he outruns you easily, he also gets around pretty fast while out of combat but loses any real form of swiftness while in combat except for an occasional buff that lasts for a short time. Making his speed come from his spell hits makes it harder for him to get away and chase you down so long as you can dodge his abilities but grants him surprising speed if he unloads his full combo on you or useful boosts after using abilities to help him chase or kite..
Q: Blinds are ok but targeted blinds are annoying and boring to use, I just removed Blinding Dart.Triple Sting has a lot of hidden uses and is a lot stronger than meets the eye, however it can be dodged with some difficulty which means Teemo loses out on a lot of his potential damage and mobility. Triple sting grants great poke and a tool for last hitting from range. Move quick and Triple sting interact with each other splendidly. Hitting a Q helps you reposition for another hit or kite away after punishing chasers. Triple sting alone provides three potential speed ups.
W: Camouflage is actually a very clever ability. Find a spot and set up camp, if you judged your enemies' positions right you can ambush them and make them hate you. I want to keep it in Teemo's kit but make it stronger while increasing its uses and adding more counter play. Its buff grants more attack speed as well as kiting and chasing power while the stealth itself allows for clever positioning and strengthens his other abilities via his Q's poison. This ability will still allow you to ambush your prey and but opens up a more assassin like play style by increasing the strength of Teemo's abilities. Teemo requires brush to enter stealth with this version of camouflage which means you can zone him from bushes to stop him from gaining it. Any enemy unit that can see Teemo will also prevent him from stealthing which means even regular stealth wards will protect you from a Teemo sneak attack. Once Teemo is stealthed, though, green wards become useless. The stealth will last longer while Teemo is running through the jungle as the timer pauses while running through brush but you'll always know that Teemo will eventually reappear. When you see Teemo enter a bush beware as he's probably going to try to perform his combo on you, but you won't be able to tell where from. It's best to try to run or maintain vision over him.
E: Fungal fallout is an ability that isn't too hard to use but requires thought as to how you use it, just letting the grenade drop will give apply cc and do a large chunk of damage but will leave it on a long cool-down. Using it this way is best when you're sure that you'll be able to kill your target or the slow is necessary for the kill or an escape. Popping it mid air will make it a lot easier to hit with a wider aoe and the ability to pop it where you want, like Anivia's Q but won't do nearly as much damage or apply any useful cc effects but instead gives Teemo steady DPS and keeps the poison ticking.
R: Took out some of what we hate and added something else we can hate! Currently when you step on a shroom, you suffer. I want to remove a bit of that sure fire damage and CC while still making shrooms a scary aspect of Teemo. Now most of the damage from his ult comes from the cloud it leaves so you can dash or run out of it to avoid the slow and the pain. What's so scary about it then? Basically a graves W. You can't see if Teemo's sneaking up on you, you'll have a harder time dodging his Q and his E which is empowered against you while you're in it and Teemo can leave you clueless as to his location by disappearing into camouflage while you're in the dark. Move Quick has a few uses with his passive. Dropping shrooms while roaming in the jungle speeds up the process or helps him get away from enemies by dropping a mushroom to slow chasers and then scampering in the other direction. Teemo can Hunt.You. Down. So long as you remain in his poison field he'll be racing around helping him escape even more effortlessly or allowing him find and end you while you're weakened. Sometimes in lane you'll also just randomly gain your passive cuz someone doesn't know how to play mine sweeper.