Teemo, Vision+Poisons Ability Kit Concept
Teemo at this point is a very outdated champion and this is coming from someone who has played hundreds of games of the little guy. I like his theme as the Swift Scout and in an update I want this theme to be emphasized first and foremost, where he uses his invisibility to check out an area, when it is cleared will run up and placing mushrooms everywhere - where the mushrooms have better slow and vision radius, but can only execute targets once they reach X% health threshold that increases with ability power and ability rank, meaning being struck by a mushroom does an even more powerful area slow for a long duration (same duration) and still applies true sight on the target, so that mushrooms still hold their land mine gameplay, but you are not being chunked out by invisible traps (being cautious at low health is better than always being cautious for gameplay health reasons).
The other thing the bugs me is two fold:
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Teemo is, for the most part, an immobile marksman that is all about sustain damage. This means, 500 range makes zero sense on him and should be increased, Lucian is 500 range because he has spam-able dashes and Kog'Maw has 500 range because he has a range steroid on-demand.
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I would like to see Teemo have a more unique gameplay pattern rather than just basic attacking for damage. To clarify, his damage should be from basic attacks as he is a marksman, but we can change it to something like his attacks apply poison on-hit and when poison is applied / re-applied 3 times then they take a bunch of % max health magic damage (focus on AP ratio rather than base) which has Teemo committing to his target a lot more to really deal his damage and allows the opponent something to play around rather than just on-hit magic damage - slowly burning through his target's health bar and % health damage focuses on killing tanks over squishies (the job of a marksman).
Teemo does not need a completely different kit or identity, he just needs appropriate changes to bring him up to current standards and fix some of his minour game health issues like invisible mushrooms chunking you out and just move that damage to Teemo himself within his attack range, rather than "global" mushrooms, and the mushrooms serve a very powerful role to pick Teemo as the vision marksman and not be focused entirely on damage.
Attack Range: 550 units, also missile speed for attacks is doubled to feel less floaty Attack Speed: 0.690 +4% per level Movement: 335 units per second
Toxic Shot (Passive): Teemo's attacks apply a special Poison on his targets for 4 seconds, dealing (+10%AD)(+10%AP) magic damage per second, multiple Poisons can be on the same target. Whenever 4 Poisons are on the same target, the Poisons will detonate and deal 5%(+5% per 100AP) of the target's maximum health as bonus magic damage, removing all Poison on the target.
While standing still or moving around inside brush for 1.5 seconds, Teemo turns invisible indefinitely, and can move around in brush without breaking his invisibility.
Blinding Dart (Q): Cooldown: 10/9/8/7/6 seconds; Cost: 80 mana; Range: 650 units Teemo near-instantaneously fires a blinding dart at the target enemy, destroying all shields on the target and then blinding it for 2 seconds and applying Toxic Shot's Poison.
(This blind causes the blinded target to miss all of its targeted effects for the duration.)
Tactical Sweep (W): Cooldown: 20/18/16/14/12 seconds; Cost: 30 mana Passive: When Teemo turns invisible, he gains 50/75/100/125/150% increased total movement speed that lingers for 1.5 seconds upon exiting invisibility. The lingering movement speed is lost if Teemo takes champion or tower damage. While the lingering movement speed is still in effect, Teemo will turn invisible immediately upon standing still or going inside brush.
Active: Teemo turns invisible for 0.5 second.
Poison Dart (E): Cooldown: 16/14/12/10/8 seconds; Cost: 50/55/60/65/70 mana; Range: 1600 units Teemo fires a dart filled with poison in the target direction, revealing the area around it, damaging the first enemy struck for 60/80/100/120/140(+60%AP) magic damage and applying Toxic Shot's Poison 2 times, deals 150% damage against minions.
If Poison Dart directly executes its target, then the cooldown and cost are refunded.
Glowing Mushroom (R): Cost: 50 mana; Range: 600/750/900 units; Vision: 400/500/600 units Passive: Teemo stores a Glowing Mushroom once every 30/25/20 seconds, up to a maximum of 3 at a time.
Active: Teemo throws a Glowing Mushroom to the target location, arming and turning invisible after a brief delay and remaining in play for 300 seconds, revealing the area around it. If a Glowing Mushroom lands on a Glowing Mushroom, then it will bounce 3/4/5 Teemos further.
If an enemy steps on a Glowing Mushroom, then it explodes, slowing struck enemies down by 50/70/90% for 4 seconds and applying True Sight. Enemies that are below 8/10/12%(+2% per 100AP) health are executed if struck by the initial explosion. Struck non-champions are dealt 200/300/400(+100%AP) magic damage over 4 seconds.