Teemo Gameplay Update Concept
Teemo does not need a rework because he is already very unique, he just needs some tweaks to update his gameplay (mainly better player satisfaction) and fix some of his minour game health issues like invisible mushrooms chunking you out.
In general:
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Make Teemo's marksmen gameplay more special and have something to play around, sure he may be a standard and traditional basic attacker for his damage, but we can still give him some kind of gameplay for he can play around and feel good for fulfilling that condition and something for the opponent can play around. He should still have a focus as an ability power marksman.
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Teemo is an immobile marksman, so 500 range make no sense, so he needs a range increase because someone like Lucian has a billion dashes while Kog'Maw has an ability that grants him super range which is why they have a base range of 500.
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Teemo is a hyper marksman and should be embraced better. This means tone back on base damages and emphasize on his ratios, this should help fix (along with an attack range boost) of removing Teemo from bullying ranged vs melee match-ups and move him against other ranged champions in the duo-lane... this a part of a game health fix to equalize the game by sticking range against range in the early game.
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Mushrooms should have their gameplay shifted so they have a greater emphasis on more vision and a strong slow and remove their damage entirely. This means mushrooms are used to control areas, adds to his swift SCOUT theme, and adds kill pressure only when Teemo or his team is near a mushroom when an enemy steps on it. The mushrooms should still be able to execute targets, so simply just add in an execute if an enemy is below x% health for the land mine gameplay. Land mines is different since it is fear the shrooms when low on health rather than always be scared of mushrooms.
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For an ability power marksman to work out easier, Toxic Shot should be his passive with changes for a better gameplay that can be played around and adds to player satisfaction with a more impact feeling effect than just on hit damage. Toxic Shot being moved to his passive allows for an active ability on his E slot, but most importantly allows for player choice of what to level up at level 1 since Toxic Shot is Teemo's sole damage spell.
Attack Range: 575 units Movement: 340 units per second Attack Speed: 0.690 +4% per level Attack Damage: Average for marksmen Health Regen: On the low side, you will see why
Toxic Shot (Passive):
Teemo's attacks on hit apply Noxious Poison for 4 seconds, stacking up to 8 times, dealing 2(+5%AP) magic damage per second per stack (max 14(+35%AP) damage per second).
After reaching 8 stacks of Noxious Poison on a target, the stacks detonate and are consumed, dealing 4%(+12% per 100AP) of the target's maximum health as bonus magic damage and healing himself for the damage dealt, 40% healing against minions and non-epic monsters.
If Teemo stands still or is inside brush for 1.5 seconds without taking damage or performing other actions, he turns invisible indefinitely, allowing him to freely move inside brush without breaking his invisibility.
Blinding Dart (Q):
Cooldown: 10/9/8/7/6 seconds; Cost: 70/75/80/85/90 mana; Range: 750 units
Teemo fires a dart near-instantaneously at the target enemy, blinding it for 2 seconds and dealing 60/75/90/105/120(+45%AP) magic damage, double damage against minions. This applies 1 stack of Noxious Poison against its target and resets Teemo's attack timer.
If Blinding Dart directly executes its target, then its mana cost and 75% of its cooldown is refunded.
Move Quick (W):
Cooldown: 15 seconds; Cost: 40 mana
Passive: Teemo gains 60/80/100/120/140% total movement speed for 3 seconds upon exiting invisibility, taking champion or tower damage removes this effect. While this effect still persists, Teemo gains invisibility instantly upon standing still.
Active: Teemo gains this passive's movement speed and is not removed by champion or tower damage for the first 1 second.
Triple Shot (E):
Cooldown: 13/10.5/8/5.5/3 seconds; Cost: 40 mana; Range: 1000 units
Teemo fires three darts in a line in the target direction, each stopping at the first enemy in their path and dealing 30/35/40/45/50(+30%AP) magic damage and applying 1 stack of Noxious Poison for each dart (max 90/105/120/135/150(+90%AP) damage). This resets Teemo's attack timer.
Glowing Mushroom (R):
Cooldown: 0.5 second; Cost: 50 mana + 1 mushroom; Range: 500/700/900 units; Sight: 500 units
Passive: Teemo stores a Glowing Mushroom every 30/25/20 seconds, up to a maximum of 3 at a time.
Active: Teemo tosses a Glowing Mushroom to the target location, that arms and turns invisible after a brief delay, remaining in play for 300 seconds and granting vision around it. If a Glowing Mushroom lands on an already existing Glowing Mushroom, then it bounces 3/4/5 Teemos further.
If an enemy steps on a Glowing Mushroom, then it will explode, slowing by 45/60/75% and applying True Sight against nearby enemies for 4 seconds, non-champions struck are dealt 150/200/250(+100%AP) magic damage over 4 seconds. If a target is below 15%(+1% per 100AP) health and struck by the initial explosion, then they are executed by the Glowing Mushroom.