User blog comment:KaiserLos24/Teemo Rework Attempt/@comment-1330314-20140406050716

Most of what you did would just make Teemo weaker without actually resolving any of his issues, both in terms of the frustration he generates and the weakness of his own mechanics. Teemo isn't overpowered, just incredibly irritating to play against because he leaves no room for counterplay, and suffers for that: he may be overpowering in lane, but he falls off hard late game because of his inability to teamfight, reducing him to running around the map laying traps until his team wins. These are the issues you should address.

Teemo's passive is an example of a mechanic you could address. It's part of what makes Teemo a troll, and one of the reasons laning against him is so cheesy, but it doesn't actually do anything for him in the mid or late game when he's constantly moving around, especially not during teamfights. You should find another passive for him instead of making it even more impractical.

Changing Teemo's Q to a skillshot is a good idea because it lets enemies dodge it. Reducing the AP scaling, on the other hand, not a good idea. The frustration this ability creates comes from the extremely long blind duration, not the damage scaling it has. You've also given Blinding Dart an absurdly short range for a skillshot (, which needs to hit a minion to have proper range, has 725 range. Your Blinding Dart has 600 range). Changing this to a skillshot should be the only real nerf Teemo needs on this ability.

Move Quick is already a crappy ability, and increasing the mana cost serves no purpose: this is a mediocre escape ability on a long cooldown, so Teemo can't spam this anyway. You'd be better off reworking this into something better, maybe not even related to the original ability.

Making Toxic Shot a toggle is similarly useless: as an AP champion, Teemo will always be using this to deal more damage. Moreover, he's already using his autoattacks to be dealing damage, and paying a mana cost for extra damage is a false tradeoff since he'll always be wanting this anyway. This isn't like, where you're alternating between toggling the ability on to kite targets or switching the ability off when you don't need it (when farming or trading, for example).

The changes you made to Noxious Trap don't address the lack of counterplay this ability presents: sure, a mushroom limit means less traps to run into, but the frustration comes from hitting a trap in the first place. What you need to do is somehow give Teemo's victims a way to anticipate traps or escape them if they hit one. That way, you could also make the traps powerful in a way that would be less irritating to the player, as opposed to the current surprise-cripple.