User blog comment:AHarmlessTaco/AHarmlessTaco: Teemo Rework/@comment-5588011-20160926184313

Brief glance, I like the passive but I don't really see what having no ultimate abilities does. If the intention is to let Teemo deploy his traps really fast in jungle then you could just let him have a rank 1 in shrooms. Perhaps I'm missing something but otherwise I like the passive a lot. Q doesn't scale at all but costs less mana? Perhaps make fuse this and the skillshot aspect of E, and make it deal some flat magic damage? W's movement speed boost is pretty weak. Perhaps turn it into a roll on a charge system on some sort if you can to promote that agile, kiting need that a squishy AP Teemo will need. Smart rolls -&gt; movement speed is kept -&gt; more kiting. I think that sort of gameplay is more healthier than a simple movement speed steroid. Also I think the movement speed steroid towards shrooms is unneeded as it kind of just says "Oh Teemo put a shroom there." E is kind of just a long autoattack. Perhaps remodel this completely in my opinion? R is really good, the information you can get from seeing cleared camps is good and promotes that counterjungling gameplay that I envision a Teemo jungle to have. (I'm assuming this rework is for Teemo jungle which seems to fit him most in my opinion.) This is a really good rework though! (my pet wish is to have an interaction with the shrooms and shrooms, perhaps if teemo throws one on a 6 stacked enemy the shroom instantly explodes in a large aoe. but that's just me.)