[REWORK] Teemo, The Swift Scout
So my idea for this rework is to make this little s***, annoying squirrel?, yordle, actually a scout. Actually benefit from going out and literally scouting. That's the whole point of being a scout. So instead of just having this boring, 1 dimensional game play, I gave him options and decision making! Making it exciting and advantageous to going out and roam. So heres what I came up with. Some of the stuff I left alone, most of it I changed.
P - Guerrilla Warfare: Innate: Teemo gains invisibility if he stands still for 1.5 seconds without acting or being acted upon. He will remain stealthed so long as he doesn't move, act, or is displaced. If within a brush, Teemo gains stealth after 1.5 seconds even while moving and may move freely within its boundaries without breaking stealth.
Element of surprise: When Teemo breaks stealth, he gains the Element of Surprise for 3 seconds, granting him 20-80% bonus attack speed.
CHANGES: - Changed bonus attack speed to scale with level. [BUFF]
Q - Toxic Shot: Cost: 60/55/50/45/40 Mana Cooldown: 8s Refill cooldown: 5 seconds Ingredient fill channel: 2 seconds Ingredient capacity: 1/1/2/2/3 Poison explosion range: 200
Passive: Teemo's basic attacks deal 5/10/15/20/25(+15% AP) bonus magic damage on hit and poisons his target for (6/12/18/24/30(+10% AP) .
Active (Blowdart): Deal 40/80/120/160/200 (+60% AP) (+15/30/45/60/75 per ingredient) magic damage.
Active (Forage): While in the jungle, Teemo adds ingredients he foraged from walking around the jungle. Adding any ingredient makes teemos next 'Blowdart' blind for 0.4/0.8/1.2/1.6/2 seconds.
- While adding ingredients near blue buff, his next 'Blowdart' explodes in a poisonous cloud dealing double 'poison' damage to all enemies in the area.
- While adding ingredients near red buff, his next 'Blowdart' deals an additional 1/2/3/4/5% of the targets maximum HP as magic damage over 6 seconds.
- While adding ingredients in river, his next 'Blowdart' slow for 10/20/30/40/50% for 0.25/0.5/0.75/1/1.25 seconds.
- While adding ingredients near dragon, his next 'Blowdart' increases the blind duration by 0.2/0.4/0.6/0.8/1 second(s).
- While adding ingredients near baron, his next 'Blowdart' converts 4/8/12/16/20% damage dealt to true damage.
NOTE: The large monster does NOT have to be alive in order to get the ingredients. Teemo just has to be in the general area of where that monster would be.
CHANGES: - Changed and compressed the old E and Q into something completely brand new. [REWORK]
W - Move Quick: Cost: 40 Mana Cooldown: 18/17/16/15/14 seconds
Passive: Teemo gains 10/15/20/25/30% bonus out of combat movement speed.
Active: Triples his out of combat movement speed for 3/3.5/4/4.5/5 seconds, but gets reduced to double when damaged.
CHANGES: - Slightly Increased bonus movement speed per level [BUFF] - Increased movement speed duration per level [BUFF] - Added new text to give him triple movement speed out of combat [BUFF]
E - Familiar territory: Cost: 100/95/90/85/80 Mana + 1 charge Cooldown: 120/105/90/75/60 Capacity: 1/1/1/2/2 Recharge time: 50/45/40/35/30 seconds
Passive: Teemo gains true sight for 6 seconds when revealed by an enemy ward or trap in the ally jungle (300/285/270/255/240 second cooldown).
Active: After channeling for 6 seconds, Teemo constructs a recon tower that acts as a ward for 60/120/180/240/300 seconds.
Teemo can climb into this recon tower to gain 30/60/90/120/150 attack range, and empower his autos, dealing 0.5/1/1.5/2/2.5% of the targets maximum health as bonus magical damage over 5 seconds.
While in the recon tower, Teemo gains 1000 sight, but can be seen in a 1500 unit radius regardless of the fog of war. (Max: 4)
CHANGES: - Completely new [REWORK]
R - Noxious Trap: Cost: 75 Mana + 1 charge Cooldown: 0.25 seconds Recharge time: 60/45/30 seconds Target Range: 400/650/900 Collision Radius: 60 Effect Radius: 200 Bounce Range: 300/400/500
Passive: Teemo stores a Noxious trap charge periodically, up to a maximum of 2/3/4 at once.
Active: Teemo tosses a mushroom trap on the ground, which stealths and arms after 1 second, lasting up to 4/5/6 minutes. While armed, mushrooms grant sight around them. Mushrooms thrown on top of eachother bounce on the previous one a short distance before planting.
Noxious deals an additional 1% bonus magical damage for every 45/30/15 seconds the mushroom has been armed. If an enemy steps on a mushroom, it detonates, poisoning all nearby enemies, slowing them by 30/40/50%, granting sight of them, and dealing 50/80/110 (+10% AP) magic damage every second for 4 seconds.
Walking around in the jungle triples the cooldown reduction of Noxious Trap.
CHANGES: - Changed capacity of mushroms to carry 1 less level 1, but 1 more level 16. [Neutral] - Changed time of mushroms to last 1 minute less level 1, and last 1 minute more level 16. [Neutral] - Added scaling mushroom damage with how long it was armed [BUFF] - Nerfed the base damage and AP scaling [Nerf]