Teemo Rework
(Newly updated based on some requests.) This is a talkative post so please bear with me. So I've Been thinking alot about a kit rework for Teemo that still stays true to his guerilla warfare type champion design and feel. This is for a couple different reasons, basically People don't enjoy playing against him as muuch, playing as him doesn't feel as skill oriented as it could and his kit seems a bit outdated overall. Not to say that it's a bad kit but it could be changed to provide more versatility, counterplay and general fun. In this concept he's intended to remain a mana resource champion however I didn't feel the need to discuss mana costs atm. That being said lets get into some concepts.
Passive - Hit And Run - After Being Unseen for atleast 1 second, Teemo's next basic attack against an enemy champion will provide 30% movement speed for 2 seconds. (Duration of Buff 4 seconds)
"this fits into the hit and run tactics of guerilla warfighters and increases the versatility of his passive. The counterplay could be maintaining vision of teemo or avoiding his empowered auto-attack)
Q - Flash Bang - Lobs a grenade into target location dealing 60/95/130/165/190 +65% AP and blinding all enemies hit who are facing the direction of the blast for 1.5 / 1.75 / 2 / 2.25 / 2.5. 325 effect radius. 1200 projectile speed
"this would provide a skill-shot to an otherwise skillshot-less champion, increasing the versatility by being able to provide potential aoe blind / dmg and making his Q feel like a unique piece of equipment rather than just another dart. The counterplay could be dodging the skill or utilizing the situation upon it missing/being on CD as well as facing away from the blast if un-avoidable to prevent getting Blinded.
W - Upper-hand - Passive: Teemo gains 10/15/20/25/30% attack speed and 5% tenacity for 10 seconds when an enemy spell comes within 150 units of you and misses or when an enemy champion hits a Noxious Trap. stacks up to 3 times. Active: In the Moment - Teemo can consume 2 stacks of Upper-hand to dodge incoming auto-attacks for 1.5 secs. In this moment can be used for up to 2 seconds after landing a blinding Flash Bang to consume no stacks. CD 14/13/12/11/10
"Ok the current W is incredibly lack luster being an ability that makes you move slightly faster and an active which makes you move even faster than that. It fits his kit thematically, and is practically useful however isn't fun to use, requires no skill and gives little counter play. This new ability is skill oriented, rewarding teemo for dodging spells effectively with the added ability to dodge attacks and avoid something if they time well. Secondarily I think that he should have a way to dodge attacks even if the enemy has no skill shots. Also it forces teemo to sacrifice useful attack speed from Upper-hand if they missed their grenade or be S.O.L. Counterplay would be landing skillshots on teemo effectively keeping stacks down, dodging his Flash Bang blind, being consious of shrooms and/ or avoiding him while his stacks are up or forcing him to burn his in the moment CD
**Toxic Shot **- Active: Teemos next 3 auto attacks in 10 seconds apply toxic shot dealing 20/30/40/50/60 +40% AP + 3% of Current health as bonus magic damage and poisons his target. % Current health damage is doubled when attacking a target afflicted with Noxious Trap. Poisoned targets take 6 / 12 / 18 / 24 / 30 +1% (+1% per 100 AP) of targets Max health per second for 4 seconds.
"His current toxic shot is awesome yet provides no skill and little counter play. with this revised toxic shot with revised base dmg's and more AP ratio you can still kite and punish but only in certain windows that your opponent can potentially dance around while being much more effective if used to the fullest potential E.G. Attacking a shroomed target or Maximizing the duration of poison by attacking every 4 seconds."
Noxious Trap - The same in every way except instead of dealing dmg, it deals a damage amplification debuff on the enemy by 10% from all sources as true damage for 4 seconds.
Everyone hates stepping on a random shroom and taking 1/3 hp + for teemo having done almost nothing and most would agree that the vision control and slow should be what this is centralized around yet you can't take away something so important without giving something else in return and i think that damage amplification is what would do the trick. Meaning that a good teemo shroom in a teamfight or in laning phase can still be devastating, but not just randomly walking to your red buff.
Now this is obviously just a quick concept of potential rework ideas for Teemo and by no means am I a professional. Just trying to provide some options for a healthier and more enjoyable Kit to an outdate one IMO. If you have any Thoughts, ideas of your own you'd like to share or any constructive criticism please feel free to comment below.