[Fanmade Rework] Teemo, the Swift Scout
I've made a few champion concepts and reworks, I'd love if you could check them out. Here's a few examples https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/3GwKhyxH-edvin-the-mechanical-genius https://boards.na.leagueoflegends.com/en/c/skin-champion-concepts/sXE7ouez-lyudea-the-dimensional-dweller-fan-champion-concept
This rework aims into converting teemo into a full blown mage that doesn't contribute by burst or CC but instead, contests objetives and disorients enemy tanks (will be explained later).
This is a rework on the same scale level as gangplank, simply clearing up some of his weaknesses and adding an identity to this demon. Please read everything carefully, thanks ^-^
Primary role : Mage Secondary role : Fighter
Stats : (Unchanged) Health : 528(+90 per level) Health regen : 5(+0.60 per level) Mana : 267 (+40 per level) Auto attack range : 550 Auto attack damage : 54 (+3 per level) Attack speed : 0.690 (+3.38% per level) Armor : 24 (+3.75 per level) Magic resist : 30 (+0.5 per level) Movement speed : 330
Passive : Guerilla warfare / Note : This passive has 2 actions.
**No cooldown : **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, doesn't act, or is displaced.
**300 seconds cooldown : **While out of combat, teemo can stand still in a spot for 5 seconds to mark it, placing down an invisible flag and causing a huge area to benefit his other abilities (Think of this like skarner's crystals but you can control where to place it, enemies can see all of the area).
The flag has 5 health bars and can only be revealed through
or 
Flag : Range : 1000 around (2000 effective range). While inside this area, the following effects apply to teemo : Guerilla warfare : Teemo camouflages himself instead of being invisible after 0.75 seconds of uninterruptable actions, being able to constantly move around the area. Applying traps briefly reveals him. Noxious traps : Using his ultimate while inside the flag causes it to go on a 15/10/5 second cooldown instead(Increases with ult ranks, this cooldown is not reducible by cooldown reduction).
Q : Disorienting dart / Cost : 60/65/70/75/80 mana / Range : 900 / Cooldown : 18/16/14/12/10 Teemo throws a dart forward, hitting every enemy on its path and stopping on the first enemy champion hit, dealing 65/110/155/200/245 (+0.8 total ap) magic damage and disorienting it for 1.5/2/2.5/3/3.5 seconds.
An enemy champion that is disoriented has all of his debuffs' duration halved (Stuns, slows, knock ups, knock backs etc all have their duration halved, meaning a maokai will only root you for 0.5 seconds, for example. This can apply to suppressions too).
W : Poison cloud / Cost : 90/85/80/75/70 mana / Range : 800 / Cooldown : 24/21/18/15/12 Teemo throws a grenade on the targetted location, bursting out a huge poison cloud that quickly takes over the area around it for 5 seconds(275 range around the targetted area, making it an effective 550 range trap). While in this cloud, all enemies in it take 15/30/45/60/75 (+0-3 ap) damage and apply Neuro Toxin (Duration is refreshed while inside and depends on Neuro Toxin's rank)
E : Neuro Toxin / Cost : 30 mana / Range : Basic attacks / Cooldown : 20/17/14/11/8 Passive : _Neuro Toxin_ is a special designed toxin that teemo uses on his traps. This Toxin deals 0.25/0.5/0.75/1/1.25% (+1% per 100 ap) max health of its target as magic damage per second. Lasts 2/2.25/2.5/2.75/3 seconds.
Active : Teemo's next 3 basic hits apply (or re-apply) _Neuro Toxin_ on its target. Duration depends on Neuro Toxin's rank.
Noxious Trap / Cost : 50 mana / Range : 400 / 650 / 900 / cooldown : 120/90/60 **Passive : **Increases teemo's basic attack range by 50/100/150
Active : Teemo tosses a trap into the ground, arming and stealthing after 1 second. These traps last forever but does not grant sight of its place. If an enemy steps on a trap, it grants True Sight of the target for 2 seconds and applies _Neuro Toxin_ (Duration depends on Neuro Toxin's rank). Neuro Toxin from traps can stack up to 2 times. Its duration can be refreshed by re-applying Neuro Toxin and it stays stacked until the effect wears off. Noxious traps have 6 health and can be revealed through control wards or sweeper lens.
Hope you guys like it and any kind of criticism is welcomed!!