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TEEMO BUILD GUIDE: The Original Honey-Badger by PoisonOP

by PoisonOP (last updated over a year ago)

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9
Greater Mark of Attack Speed( +15.3% attack speed)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Magic Resist( +1.35 magic resist per level (24.3 at champion level 18))
3
Greater Quintessence of Attack Speed( +10.2% attack speed)
View Rune Details
Summoner Spells
View Summoner Details
21
9
0
mastery 1 mastery 1 0/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Camouflage
QBlinding Dart
WMove Quick
EToxic Shot
RNoxious Trap
View Skill Order Details

Runes

Masteries

mastery 1 mastery 1 0/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 1/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 2/2
mastery 3 mastery 3 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 1/1
21 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 1/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 0/1
9 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility

Skill Order

Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Camouflage
QBlinding Dart
WMove Quick
EToxic Shot
RNoxious Trap

Champion Matchups

Disclaimer

I in no way claim to be an expert at this game. I am a frequenter of < silver elo in solo-queue. I do not play on a ranked team. And I most certainly do not carry many of the games that I play.

Despite all of this I consider Teemo to be my main, and I consider myself to be extremely experienced in the ways of Teemo. This guide is not meant to be definitive. It is meant to be one opinion among many that should be used to further the collective knowledge of how to play this amazing little guy.

Cheers,

PoisonOP
1900GETSOME


[http://i.imgur.com/Mbjed.png]

Introduction

This is a comprehensive guide / explanation / culmination of my knowledge of Teemo.


Teemo is, by far, the most despised creature in the entire rift. So much so that people have actually been able to get front page topics on the forums and keep them there for days just talking about removing Teemo from the game. And yet, he is MY and many other summoners favorite champion.

It's extremely important that you enjoy the champion that you're playing. Because if you aren't enjoying the game, then why are you playing it? I just happen to love playing Teemo. He is fast paced, hyperactive, and quite frankly he runs like he's on bath-salts.

Teemo has a hard time carrying in games, but if your looking for a good time, then look no further!


Other Builds to check out
  • http://www.solomid.net/guides.php?g=658-the-rain-man-teemo-build-guide The build that defines AD Teemo. Created by the godfather of Teemo, The Rain Man.

  • http://www.solomid.net/guides.php?g=41366-adrenal-teemo-build-guide Very popular and well done AP/AS Teemo guide.

  • http://www.solomid.net/guides.php?g=7982-nsage-teemo-build-guide A quality Featured guide appears. You use Tackle, it is super effective. But seriously, good job nSage.


And now, the greatest Teemo strategy ever...

Courtesy of SivHD




Make a long line of , then have your use his to pull the enemy ADC through the . The enemy will suffocate themselves by laughing too hard and your team will win by technical knockout!


GG

Index

  • Masteries

  • Runes

  • Skill Explanations

  • Skill Order

  • Summoner Spells

  • Items

  • Final Comments

Masteries

The Mastery Page


[http://i.imgur.com/U0auW.jpg]

My Teemo masteries are based on attempting to balance his AD/armor pen, AP/spell pen, armor, and magic resist in the final build. I run 3/3 in armor and 1/3 in magic resist because I get early which gives you sufficient MR early game, but armor can become a problem.

Runes

Greater Mark of Attack Speed x9:
I run attack speed reds on my Teemo because they give him greater DPS with his auto-attacks (which is the point of my build) and because they give a flat 15.3% attack speed bonus which is equal to more than one , or >400 gold.


Greater Seal of Armor x9:
I run armor yellows because I honestly don't have any good source of armor in my build until I get a , which isn't until late, late game. I run flat armor because there aren't scaling armor yellows and because the armor bonus really helps you early game more than anything. Particularly against fighters and bruisers in top lane.


Greater Glyph of Scaling Magic Resist x9:
I run scaling MR blues because Teemo only really needs magic resist late game, and because one of the first items that I purchase is a . Other than that, I usually only play Teemo in top lane and AP Tops seem to be fewer than the AD ones, so early game MR isn't usually a concern for me.


Greater Quintessence of Attack Speed x3:
I run attack speed quints because the 3 of them give you a 10.2% attack speed bonus, and that is flat thank you very much. That brings our bonus attack speed total up to 25.5% bonus attack speed. Which only becomes more effective as you stack more attack speed into late game. The combination of AS quints and AS reds actually has a serious in game effect on your DPS.

Skills

Passive: Global Taunt
Teemo uses his squishy appearance and annoying tactics to draw agro from all enemy champions. This effect has a passive range of around 1,000,000,000,000,000.

Explanation:
This is Teemo's secret passive. This gives all enemies an 85% chance of focusing Teemo, no matter were they are on the map, or how many Darius ults they're hit with. This makes a tankier Teemo an asset because he can pull agro even longer in team fights. This also makes Teemo quite difficult to play in fights because you will almost always be the first to die. Using your to insure future damage in team fights can usually nab you a kill, or an assist or two. This is also usefull against bursty AD Casters that think they can just roam around and kill anyone, and rely on their abilities to do large amounts of damage. Because once they put everything on cooldown they will the forced to auto-attack you, which won't work if you them in the face. Allowing you to shut down that roaming !


Passive: Camouflage
If Teemo stands still and takes no action for 2 seconds, he becomes stealthed. Moving or taking actions will break Teemo out of stealth and will boost his attack speed by 40% for 3 seconds.

Explanation:
During the laning phase Camouflage can be used as tool to farm safely, effectively, and put pressure on the enemy. Mid to Late game this is what makes Teemo, particularly AP Teemo, capable of globally pressuring the enemy team. You can easily use this passive to ambush displaced enemies with plenty of , scout behind enemy lines undetected, and more than likely save your own hide every once in awhile.


Q: Blinding Dart
PASSIVE: Grants increased movement speed until struck by an enemy champion or turret. This bonus is restored 5 seconds after last being struck by an enemy champion or turret.
ACTIVE: For 3 seconds, Teemo gains double his passive movement speed and will not lose it regardless of whether he is hit or not. The passive is restored after the duration of the active.


MAGIC DAMAGE: 80 / 125 / 170 / 215 / 260 (+ 80% AP)
BLIND DURATION: 1.5 / 1.75 / 2 / 2.25 / 2.5

Explanation:Your 1v1 skill. This allows you to completely shut down adc's, Rangars, and all other manner of auto-attack champs. Use it to poke. Use it to last hit. Do whatever you want, you're a fucking honey-badger.


W: Move Quick
PASSIVE: Grants increased movement speed until struck by an enemy champion or turret. This bonus is restored 5 seconds after last being struck by an enemy champion or turret.
ACTIVE: For 3 seconds, Teemo gains double his passive movement speed and will not lose it regardless of whether he is hit or not. The passive is restored after the duration of the active.


PASSIVE MOVEMENT SPEED: 10% / 14% / 18% / 22% / 26%

Explanation:
Use your to run from impending doom, to initiate duals, to juke the enemies balls off, or to bait 5v4's. It is extremely useful early game as it helps to go in close to poke and get out quickly. This ability also makes Teemo highly mobile. Which comes in handy when placing shrooms to gain vision.


E: Toxic Shot
PASSIVE: Teemo deals extra magic damage with his autoattacks. Additionally, his attacks will poison the target, dealing magic damage each second for 4 seconds. This poison will not stack but the duration will be refreshed with every subsequent attack.

MAGIC DAMAGE ON HIT: 10 / 20 / 30 / 40 / 50 (+ 30% AP)
MAGIC DAMAGE PER SECOND: 6 / 12 / 18 / 24 / 30 (+ 10% AP)
TOTAL MAGIC DAMAGE: 34 / 68 / 102 / 136 / 170 (+ 70% AP)
Explanation:
This allows Teemo to throw down the dps that he does. The tips given by Phreak say that Teemo punishes teams for not engaging, and this is completely the case. This also helps to neutralize the effects of healing. Also allows you to get those extra clutch kill-secures.

R: Noxious Trap
ACTIVE: Teemo places a trap which stealths and arms after 1 second. The traps grant vision around a very small radius while armed. If an enemy steps on the trap, it will detonate, poisoning all nearby enemies. The poison slows enemies and deals damage to them every second. This poison will not stack but the duration will be refreshed with every subsequent detonation. Mushrooms have 100 health and can be destroyed by autoattacks if they are visible, but they are immune to spell damage.
The traps last 10 minutes. Teemo will store one every several seconds, the charge time is affected by cooldown reduction, and Teemo can have a maximum of three traps stocked up. Each cast uses one trap.


MAGIC DAMAGE PER SECOND: 50 / 81.25 / 112.5 (+ 20% AP)
TOTAL MAGIC DAMAGE: 200 / 325 / 450 (+ 80% AP)
SLOW: 30% / 40% / 50%
CHARGE RECEIVE TIME: 35 / 31 / 27
ACTIVATION DIAMETER: 240 (estimate)
EXPLOSION DIAMETER: 400 (estimate)
SIGHT DIAMETER: 425 (estimate)
Explanation:
And now we come to the heart of the beast. The reason that everyone hates Teemo. These little buggers hit for around A Butt Load of magic damage at lvl 16 on an AP Teemo. They aoe slow like a covered in honey! And they give vision... That's correct. The honey-badger spawns his venomous off-spring through mushrooms, and reproduces asexually! Early game you can use these traps to farm, ward river, or you can bait your enemy into one to get away or get a kill. Late game these suckers are used to ward high value objectives like Baron Nashor and Dragon, or to protect vital pinch points, and set up traps to team fight on.

Skill Order



Explanation:

Toxic Shot: I almost always take my first because it is Teemos most potent / sustainable tool for farming. It costs no mana to use, but it does 10(+30% AP) magic damage on hit and 6(+10% AP) over 4 seconds at level 1. It certainly increases your chance of hitting a near last-hitable minion and killing it, rather than loosing the gold to your own minions. The poison also does a number on the that your enemy is trying to use. Overall a good first skill, I'd say.


Move Quick: I max second as an escape mechanism and a way to facilitate obnoxious pokes and exchanges that end in the enemy taking damage and Teemo getting out scotch free! Upgrading this skill increases the movement speed buff that it gives on activation allowing you to position yourself more quickly in a pinch.


Noxious Trap: As with most other ultimates I take my whenever it's up. This ability is a game changer due to it's aoe slow, vision, and damage output. So it's important to grab it whenever you can. I'd also like to note that you should throw one down whenever you can. You store 3, just keep one on you at a time.


Blinding Dart: is generally the last skill that I max. Although I usually only put the first tick into this at level 3, right before I start to really push my lane. Sometimes though you may find that it is necessary to grab this first or second in order to disable a tower diving . Late game it can be used to shut down an AD Carry and secure a kill without taking much damage. However, I max it last because I use it as pure utility.

Summoner Spells

Optimal Choices:



Explanation:
Because Flash OP! Teemo jukes hard, but with this he is capable of juking even harder.




Explanation:
Teleport makes you one of the most mobile champs ever. Not only can you run across the map in 25 seconds, but now you can channel to teleport to just about anywhere if you are using your effectively, allowing you to split-push with intense speed or get away from an impossible situation.


Acceptable Choices:



Explanation:
I sometimes take Ignite because it helps to give you lane superiority. The amount of DOT that you can put on the enemy will be far too much for them to handle.



Explanation:
Good for lane ganks and late game engagements. Helps in duals. Just generally a good pick.




Explanation:
Helps to save your shit in a tight spot. I don't particularly like Cleanse over the above picks.


Questionable Choices:



Explanation:
Use your instead. The only really big difference is the avoid unit collision effect.




Explanation:
I usually run life steal in my build, so sustain isn't generally a problem. Plus Teemo can dodge like a bitch, so taking damage early when is most effective isn't really a problem.


Uninstall worthy Choices:

These summoner spells are in this category because they really don't support Teemo's capabilities, or because they are simply useless.

Items

My Optimal Build:



Explanations:


GOD TIER ITEMS



This is considered by many to be "Teemo's Item". Just like has his and has his special core things. There aren't any other champions that can really use quite like Teemo can. The first On-Hit passive just makes your auto-attacks hurt even more, and the second On-Hit passive synergizes so well with that using it should be a crime. But it's not :P



This item is a must on Teemo. His naturally high attack speed, plus my attack speed centered build style makes excellent use of 's passive magic resistance buff. And as an added bonus, you get more On-Hit damage. Yay!



Viable Items



Hextech Gunblade is a pure hybrid item, which is perfect for my Teemo. You also have its added active that deals excellent damage, plus with your attack speed its cooldown is almost non-existant.



Zephyr is good for attack speed and AD, and the CDR is ok on utility Teemo. But I really like this guy because having it means that I don't need to ever run for the tenacity. I always had a bit of an issue with having and in the same build. It always just seemed like too much magic resistance. But with this beauty I'll never need to worry about that again.



I really, really, REALLY like this item. I like it because it is just plain fun, it gives you the magical ability to steal all the farm from even the crit-iest ADC, and it applies On-Hit effects while giving you a crazy attack speed buff. However, I don't run it most of the time because it doesn't help you push and it doesn't increase your AD damage output as much as a does on towers. Basically I don't use it because it doesn't help me do my job. But it's still fun!



I tend to grab these on Teemo because they work with On-Hit effects. So you end up doing more damage with your auto-attacks.



GA is a staple of any bruiser build. It makes you less likely to get focused (although you will be focused because everyone hates Teemo) But GA also gives you a lot of armor and magic resist to make you tankier and thus able to keep in the fight longer.



Also-Good Items



This is a good early game item on Teemo, and I usually end up just keeping it. It is my main armor item beside . It allows you to one shot minions like a boss, making minion waves a breeze to clear. It also give lifesteal which helps to sustain you in lane.



With this you can kite while you kite a kite while flying a kite! If anyone tries to run away from you, they will find it very difficult. And probably die :D This item also makes you a bit tankier, as well as giving you some AD.

Early Game

Top Lane:
In top until around level 5 or 6, Teemo is extremely vulnerable. I find that the absolute best way to handle these trying times to simply focus on farming for the first 10 minutes. Meanwhile try to get off as many pokes with your and your as you can. If you feel like you are going to out lane your enemy then you can be more aggressive. Use to move in to deal damage. Teemo can actually dive an enemy under their tower fairly easily using and if you get out quickly enough you'll usually only take a single tower round. If you start getting dived to your tower, then you need to be the smarter person and use the tower to your advantage. If you're facing a diving AD bruiser like try to use your to disable them under your tower. A good 60-110 CS in this time period will set you up nicely for the more expensive mid game items like , and .


Facing off against an AP top can either be as simple as rushing your or it could end with you getting your face eaten when hits you with his . For the most part I choose to run full On-Hit in this situation. Grabbing my as quickly as I can is next thing on my mind after boots. is particularly tricky to deal with, because you end up having to run AP just to get him to stop ing you. can be a pain because he usually ends up having more sustain than you once he gets his he will poke you down every time. The rule of thumb to follow with Teemo is to know when and where to be aggressive. If you are getting owned top, then it is far better to not give the other team the gold for killing you. Also remember that Double Golems are up most of the time, just ask your jungler if it's ok for you to take them, 9/10 times they'll say go ahead.


Now we move to the truely Teemo part of a lane guide. Shroom placement!

http://www.solomid.net/guides.php?g=28758 This guy has it figured out as well.
Overall good Top lane guide. I'd recommend reading it as well.

The idea of effective shroom placement is to get the shroom close enough to the middle of the lane that the enemy top will hit the shroom chasing you, or running from you. But you also have to keep the shroom in a place where minions won't pop it. You also want to make sure that you use a portion of your shrooms to ward river. This reduces the threat of a gank tremendously.

[http://i.imgur.com/IoxNL.jpg]

The Purple teams top shroom placement is represented by the purple dots.
The Blue teams top shroom placement is represented by the blue dots.

Also keep in mind that you can bait the enemy top into one of your shrooms in order to get away, or get a kill!



Mid Lane:
It may not occur to some people why exactly a champion that mids can mid. I personally believe that a champion mids because they are capable of handling pressure from all sides. For example, has the range to farm with his while remaining back far enough to be able to a ganking before he can .

Teemo has his to protect him and his makes him elusive. The only issue with this plan is the fact that Teemo has about half the range of most mid carries, and his aoe protection must be placed manually by Teemo. This means that you have to be tricky with your and dodge as much poke as you can to run down the enemies mana. You can also wait for them to put their poke on cool-down and in for a combo! If you can avoid getting poked down yourself you will generally be able to rip open the enemy mid by level 5-6. At which point your allows you to be far more aggressive.


Shroom placement is basically the same deal as top, but you have two sketchy, gankable sides to worry about.
[http://i.imgur.com/oK1gu.jpg]

Mid Game

Regardless of what lane you are in, once hit level 6 you will be able to be far more aggressive. This part of the game is when Teemo starts to get kills. Your goal at this point is to create as much chaos for the enemy team as possible, and put as much pressure on the map as possible.

Top Lane:
At this point in top lane you want to poke/harass the enemy so much that their jungler has no choice but come up to help them. Because every time the enemy jungler comes to gank you, all of the pressure of that jungler is removed from every one of your lanes, allowing them to push hard and be aggressive themselves. You want to keep the river warded using at all times to ensure that you always see the gank coming so that you can avoid it. Because if removing jungle pressure is bad for the enemy team, then making sure the enemy jungler doesn't benefit from their efforts is 100% better.

If you can take the tower at this point, then now is the time to do it.


Mid Lane:
Stuff your lane into oblivion, then roam and up the place like a mad man. Basically the same as top lane, but instead of bringing the jungler to you, you want to go somewhere other than mid to bait the jungler. Namely because having the jungler around mid isn't the optimal condition for bot lane to be aggressive under, while if you gank top lane you help your top champ pressure the enemy team, again, pulling the enemy jungler away from bot lane.


Big Note!
If you see someone on the other team with one of these, ! It is your sworn duty to dedicate yourself to DESTROYING them at any cost, because they will counter you so quickly by destroying your that your head will spin! Plus, if you burn it they will have to just go and buy another one, which costs them gold, or they will just give up on it and let you have map control. But don't do anything too stupid to get rid of it :P .

Late Game

Teemo's Late game consists of two different activities, besides team fighting.


First:
Continue pushing lanes and towers to continually put pressure on the enemy team. Use your to get to a minion wave and get to killing. Use to ward gank points first, then if you have any left over use them to clear waves. Use your to take on siege minions without taking too much creep damage from them. Once your gank senses start tingling, ie you see an enemy running at you on the mini map, you need to start running back as quickly as possible. Save your to get away from chasers, not to passively run away. It's also advisable to have your before you go in to push, just in case you find yourself in a pinch.


Second:
Teemo excels at holding towers against multiple enemies like no other champion I've ever played (except maybe . Once you reach full build you will easily be able to take on the enemy 1v5 under your own tower while your team goes and barons. Use your to hold off minion waves and keep enemy champions under your tower while they are agroed. Use your and to kite enemies with your tower without taking damage, or just use and your auto-attacks to poke them out of the lane.


Beside these two activities you'll end up spending a good amount of time warding/securing gank points on the map with your , as well as using them to prepare for team fights.

Team Fights

Teemo has only one true responsibility in a team fight, and that is to the enemy ADC. Other than that you pretty much just try to focus down the highest damage champions on the enemy team and keep the ADC suppressed with .

When you go into a team fight make sure that you are not the one to engage, there are far better champions for engaging than Teemo. If you get focused alone then you will die, no exceptions. Instead, wait for the fight to begin and descend upon the enemy ADC with your because you can likely kill them off before anyone even notices. Then try to stay out of the AOE range and kite with your auto-attacks and your .

If you get caught in the middle of the fight you can use your to deal AOE damage to almost the entire enemy team by just putting it down in the middle of the fight, plus your shrooms slow, which makes it more difficult for the enemy to properly position themselves. Auto-attack anyone that you can and peel for your ADC, also if you have your then don't be too afraid to go balls-deep because, as Teemo, your very likely to get focused down anyway in this situation.

Final Comments

I enjoy playing Teemo. And I enjoyed writing this guide.

Please feel free to give feedback, criticism, or just tell me I'm stupid. But the former 2 would be more appreciated.


Cheers,
PoisonOP
1900GETSOME
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