[GPU Concept] Teemo Vision Power
Teemo, all he needs is taking his current kit and updating it to modern days, this means making him better in certain areas and fixing his game health issues. Fix the issues, then this let's us freely help the little yordle scout out!
~ I love Teemo's vision game. I want mushrooms to have more emphasis on their vision and slow, remove their direct damage, but still offer the ability to execute low health targets like land mines. I think the land mine aspect has good gameplay to it since it is only being scared to walk within a specific condition, rather than all the time, you should not be roaming the map, step on an invisible mushroom, and lose half your health just like that just because Teemo has Liandry's Torment. Plus emphasizing his vision game help Teemo get picked for a specific reason, as the marksman you pick up to grant your team a bunch of sight and map control which is something only Teemo can do with the power of the shrooms!
~ I like Move Quick and I appreciate its power, but most players do not. So I want the core elements in play where Move Quick still offers for great roaming and as a re-positioning tool for the active, but make it more appreciated and noticeable for the user. A change like this, when done right, will make him less annoying to play against while being a quality of life feeling "buff" for the user.
~ Emphasize Teemo better as the hyper marksman he already is. A lot of people do not realize that Teemo has some insane scaling, so to do this I say lower base values so his ratios hold more weight. This also helps fix some Teemo to melee match ups and allows buffs to his attack range to help him out in the duo-lane since he is one of the few traditional marksman gameplay champions that remain in the game, as in all of his damage is primarily from his basic attacks.
~ This goes off from the previous point, where I like to see Toxic Shot maybe become his new passive (still will have his invisibility passive because I think that is pretty core to Teemo at this point) and becomes updated where instead of flat on hit damage, it will deal a burst of % max health magic damage after X attacks against the same targets (applies on multiple targets at a time similar to Kai'Sa proc). Just using a % damage instead of flat damage will help showcase that Teemo is a scaling champion and it also focuses his damage against tanks rather than squishies, plus Toxic Shot as his passive better supports Teemo as an ability power marksman and free up room for him to take whatever ability he wants at level 1 instead of feeling forced into Toxic Shot every game at level 1. This does replace his bonus attack speed steroid, just as a reminder, and it frees up room for his E ability to gain an active in its place.
~ His damage gameplay I am thinking Toxic Shot applies a stacking poison from both his attacks and damaging abilities. After so many stacks, the poison detonates, and dealing x% max health damage as magic damage - emphasizing on ratios over base values.
~ Blinding Dart and Blind should have a few updates.
- Quicken its missile speed by a lot to feel better as a defensive crowd control.
- It should gain a cast range buff to the same level as an attack range buff.
- Damage reduced by quite a bit to reduce bursty damage on Teemo, emphasizing his damage from basic attacks.
- Blind should include ALL targeted effects will miss rather than only basic attacks.
- Duration stays static at every rank and instead the ability cooldown decreases with ranks, making it more of a one point wonder ability which helps out duo-lane Teemo with making him even less EXP reliant and more reliant on just getting gold for his items.
Attack Range: 575 units Movement: 330 units per second Attack Speed: 0.690 +4% per level Attack Damage: Average to other marksmen
#Toxic Shot (Passive): Ranks: @levels 1/5/9/13
Teemo's attacks and damaging abilities apply a stacking Noxian Toxin on hit for 4 seconds, dealing 2(+5%AP) magic damage per second for each stack on the target (max 14(+35%AP) magic damage per second).
After the 8th stack of Noxian Toxin, all stacks will detonate and reset on that target to deal 8%(+12% per 100AP) of the target's maximum health as bonus magic damage.
If Teemo stands still for 1.5 seconds or is in brush for 1.5 seconds, then he will turn invisible indefinitely, able to move around freely without breaking his invisibility while inside brush.
After exiting invisibility, Teemo gains the Element of Surprise for 3 seconds, causing his next basic attack to apply 2/3/4/5 stacks of Noxian Toxin.
#Blinding Dart (Q): Cooldown: 10/9/8/7/6 seconds; Cost: 70 mana; Range: 700 units
Teemo fires a blinding dart at the target enemy, dealing 50/75/100/125/150(+45%AP) magic damage and blinding for 2 seconds. Deals double damage against minions.
If Blinding Dart directly executes its target, then its mana cost and 75% of its cooldown is refunded.
(Blind causes the target to miss all of its targeted effects.)
#Move Quick (W): Cooldown: 20/18/16/14/12 seconds; Cost: 30 mana
Passive: After exiting invisibility, Teemo gains 60/80/100/120/140% increased total movement speed for 3 seconds, allowing him to instantly enter invisibility upon standing still while the effect still persists. Taking champion or tower damage removes this effect.
Active: Teemo gains this passive which is not lost upon taking champion or tower damage for 1 second.
Blood Rush: Teemo gains the benefits of Move Quick's passive whenever a Glowing Mushroom directly executes an enemy champion or when Teemo gains a kill or assist from champions that were still slowed by a Glowing Mushroom.
#Swift Scouts (E): Cooldown: 2 seconds; Cost: 40 mana; Vision Radius: 700/800/900/1000/1100 units
Teemo unleashes a harmless identical doll of himself, including his current health, that gains Move Quick's movement speed to the target location, revealing a large area around it as it travels for the next 5 seconds. It then will explode when it dies, dealing 40/55/70/85/100(+30%AP) magic damage to struck enemies within 500 range and applying 2 stacks of Noxian Toxin, increases to 8 stacks if they were currently slowed by a Glowing Mushroom.
Teemo stores a Swift Scout every 40/35/30/25/20 seconds, up to a maximum of 2 at a time.
#Glowing Mushrooms (R): Cooldown: 0.5 second, Cost: 50 mana; Range: 500/700/900 units; Vision Radius: 400 units
Teemo tosses a mushroom to the target location, arming and turning invisible after a brief delay, remaining in play for 300 seconds. If a mushroom lands on an already existing Glowing Mushroom, then it bounces 3/4/5 Teemos further.
If an enemy steps on a Glowing Mushroom, it will explode, slowing by 50/65/80% and applying True Sight for 4 seconds against struck enemies. Enemies struck by the initial explosion and were below 10%(+1% per 100AP) health are executed instead.
Teemo stores a Glowing Mushroom every 30/25/20 seconds, up to a maximum of 3 at a time.
NOTE: Without a point into Move Quick, Swift Scouts move at a minimum of 160% of Teemo's movement speed (rank 1 movement speed of Move Quick). The cast range is global, but their movement is capped based on how fast they are running and if they are killed or not on their way to their destination.
Also Toxic Shot's max damage is a maximum of 7 stacks and not 8 because the 8th stack detonates the stacks for the burst of % max health damage (which looks more than it actually is since all of the damage applies in one instance, just with a mechanic the opponent can play around rather than always gauranteed to get the damage off), it does not apply poison damage per second anymore after the stacks detonate. Divide the burst damage by 8, that is what it is dealing if it was a normal on hit % max health damage steroid, just wanted to say this before anyone said anything about it.
So Teemo kills his target by either being very clever by using his mushrooms, invisibility and landing the explosion of a scout against a slow target from his shrooms or by committing hard to his target which is something you do against tanks rather than squishies that demands a bunch of basic attacks to take down - of course still scales with Rageblade and Hurricane if you want that as well, but I planned on Teemo going full AP here with a bunch of attack speed with it.