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TEEMO BUILD GUIDE: Bro, do you even swift? by adrenaL

by adrenaL (last updated 6 months ago)

Featured3,169,994 Views 49 Comments
9
Greater Seal of Attack Speed(+6.84% attack speed)
9
Greater Mark of Hybrid Penetration(8.1 Armor Penetration and 5.58 Magic Penetration)
3
Greater Quintessence of Attack Damage(+6.75 attack damage)
9
Greater Glyph of Magic Penetration(+5.67 magic penetration)
View Rune Details
Summoner Spells
View Summoner Details

Starting

2

Full Item Build

View Item Details
21
9
0
mastery 1 1/1
mastery 2 4/4
mastery 3 0/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 0/3
mastery 3 0/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
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

Introduction

SEASON FOUR TEEMO

Season 4 is all about aggression, and Teemo is well-suited to take advantage of the fast pace of the game. This build has several fundamental cores that allow him to be a monster in the game:

- Teleport/Flash, allowing lvl 1 jungle cheese and mobility to all the Season 4 ward trinkets in the game
- Season 3 AD itemization that is very cost-efficient now (BORK, IE, Frozen Mallet)
- Season 3 movement speed granting items that are strong on Teemo (Trinity Force, Zephyr, Statikk Shiv)
- Season 3 items that add spell effects that are proc'ed by his mushrooms and magic damage (Liandry, Morellos)

This is NOT a guide for full AP Teemo. If you are looking for AP Teemo, there are many other guides here on solomid to help you through that item path.

ABOUT ME

I am Comandante Teemo on NA, a platinum Teemo who's been maining him since Season 2. My lolking profile here: http://www.lolking.net/summoner/na/25006633

Teemo has a unique play style and is incredibly versatile. The only champion that is similar to his play style is Kayle.

This guide who show you Teemo's complexity. Teemo is an easy champion to play, but difficult to master.

Playing him at a high level requires you to have strong mechanics and map awareness.


CHANGELOG
26 May 2014
Item/rune/mastery changes. Teemo nerf.

3 January 2014
Mastery and starting item changes

1 December 2013
Season 4!!! Guide revamped.

LATEST TEEMO CHANGES
V4.3:
Noxious Trap
Total ability power ratio reduced to 50% from 80%.

V4.2:

Toxic Shot
Fixed a bug where Toxic Shot was applying Tribute and Spell Weaving.

V3.12:
Noxious Trap
Gold award increased to 10 from 0.

V3.11: Twisted Treeline and Crystal Scar only
Noxious Trap
Duration reduced to 3 minutes from 10.

V1.0.0.153:
Toxic Shot:
Ability power ratio on impact reduced to 0.3 from 0.4.
Noxious Trap:
Damage reduced at later ranks to 200/325/450 from 200/400/600.
Fixed: tooltip now indicates the correct cooldown.

Runes

[http://i.imgur.com/KFRHte4.png]

Most cost-efficient runes at lvl 1 for Teemo (in order of gold value):

REDS: AS, AD
YELLOWS: AS
BLUES: AP, MR
QUINTS: AS, AP, AD

Efficiency is calculated by the gold value of each stat * rune stats. Gold value from each stat is derived from common items. For more information, refer to this: http://leagueoflegends.wikia.com/wiki/Gold_Efficiency

A slightly outdated quantitative analysis of Season 2 rune stats can be seen here:
http://www.reignofgaming.net/blogs/a-different-view/gentleman-gustaf/20981-runes-gold-efficiency-of-common-choices

Despite their gold inefficiency, penetration stats carry through to late game and are an excellent choice in lieu of flat stats, which can fall off late game.

NOTA BENE: ATTACK SPEED

You'll notice that generally AS-related runes have very good gold efficiency -- this is because in Season 3, AS was nerfed across the board. However, it impacted only really daggers; most high-end AS items tend to have good cost-efficiency like in Season 2.

The changes to attack speed for Season 3 runes can be seen here:
http://www.reignofgaming.net/blogs/a-different-view/oldmaneyebrows/22591-the-nerf-to-attack-speed-for-season-3

"This makes attack speed runes worth more now. A full set of marks is 15% attack speed, which is 1.25 daggers. A full set of damage marks is 8.55 damage, which is part of a Long Sword. Damage marks are 342 gold's worth of stats; attack speed marks are 500 gold's worth of stats."

Because Teemo is one of two hybrid auto-attackers in the game (the other being Kayle), attack speed's impact is 2x efficient, as it multiplies both AD and AP damage.

NOTA BENE: COOLDOWN REDUCTION

Teemo does not scale efficiently at all with CDR early game.

This poor scaling is due to something called "AP Scaling per second".

[http://i.imgur.com/0JRB9.jpg]
http://leagueoflegends.wikia.com/wiki/User_blog:Varnagas/AP_scaling_per_second

The excel sheet: https://docs.google.com/spreadsheet/ccc?key=0Aide09023sspdFFrS3JxcFZ5bFFuRm90OHZXMHJNU3c#gid=56

It is important to understand this to see why Teemo is fundamentally weak at scaling with CDR early game. His W, which allows you to spam Move Quick, does not do damage. His E, an autoattack buff, does not scale with CDR either. This leaves Teemo's Q and R as the only things that are CDR reliant for DPS. Taken by its glance, Teemo has one of the worst CDR scaling in the game -- 19.11% effect on AP-scaling DPS compared with the standard 66.67% for Mid-AP champions.

BUT CDR becomes viable after shrooms come into play -- AFTER LEVEL 6 -- but it should never be rushed on Teemo. Nashors, Athenes, and Morello are viable AP items on Teemo late-game. But early game (before level 6), CDR does absolutely nothing. This is why CDR blues are not considered for Teemo.

CDR becomes important for shroom placement because it is constantly working and stockpiling mushrooms; compared to ults that are on cooldown after you use them once on a cycle, you are constantly putting down shrooms throughout the game and affecting the map terrain.

Teemo also has no mana issues early game, so it is also why MP5 yellows are not considered.

RUNES FOR SITUATIONAL MATCHUPS

Remember to switch out armors for AS, and MR for AP, depending on the lane. If you are playing Mid lane Teemo you do not need armor most of the time; if you are playing Top lane you do not need MR most of the time.

Masteries

mastery 1 1/1
mastery 2 4/4
mastery 3 0/4
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/3
mastery 3 1/1
mastery 1 1/1
mastery 2 1/1
mastery 3 0/1
mastery 3 3/3
mastery 1 1/1
mastery 2 0/3
mastery 3 0/3
mastery 4 1/1
mastery 1 0/1
mastery 2 3/3
mastery 3 0/1
mastery 2 1/1
21 Offense
mastery 1 2/2
mastery 2 2/2
mastery 3 0/2
mastery 4 0/2
mastery 1 1/1
mastery 2 3/3
mastery 4 0/1
mastery 1 0/1
mastery 2 1/1
mastery 3 0/3
mastery 4 0/3
mastery 1 0/3
mastery 2 0/1
mastery 3 0/1
mastery 4 0/1
mastery 1 0/1
mastery 2 0/4
mastery 3 0/1
mastery 2 0/1
9 Defense
mastery 1 0/1
mastery 2 0/3
mastery 3 0/3
mastery 4 0/1
mastery 2 0/3
mastery 3 0/1
mastery 4 0/1
mastery 1 0/3
mastery 2 0/1
mastery 3 0/3
mastery 4 0/1
mastery 1 0/1
mastery 2 0/1
mastery 3 0/3
mastery 4 0/2
mastery 1 0/1
mastery 2 0/3
mastery 2 0/1
0 Utility
Masteries, in contrast to runes, are a lot more rigid and dependent on overall strategy.

Frequently, 21/9/0 and 9/21/0 are used for Teemo.

For Season 4, I use 21/9/0 for Teemo. It's a good balanced approach.

Summoner Sets

Teleport & Flash
http://www.lolking.net/charts?region=all&league=ranked&type=spell-popularity&range=monthly

This chart alone should tell you the current meta favours Flash/Ignite on practically everybody.

However, I take Teleport/Flash.

TELEPORT + FLASH

Teleporting to shrooms for ganks, powerful lvl 3 teleports to bot lane for first blood -- this is underrated, but the lack of ignite really hurts your ability to secure kills.

Due to preseason trinkets, wards are now EVERYWHERE. This makes ganks using teleport infinitely more powerful because lanes can throw down wards very quickly.

LEVEL 1 CHEESE: ASAP, teleport to mid tower, flash over to their blue/red jungle, use camouflage in the jungle bush, and be a ward for your team. Jungle first blood guaranteed!

IGNITE + BARRIER

If you are a super-aggressive player like me, consider taking ignite + barrier. It is similar to what Fizz pro players use on Fizz, except doing it on Teemo. Very high risk/reward with barrier baiting and level 1 engages. It's good on Teemo but quite unorthodox.

IGNITE + FLASH

Standard setup -- ignite is powerful on Teemo particularly because of poison damage over time. Flash is the best escape in the game.
There are innovative opportunities for unorthodox play styles. Here are some notable combinations.

IGNITE + EXHAUST

Great for aggressive play, but will assuredly signal to the jungler to camp you because you can't escape nearly as well.

EXHAUST + FLASH

A decent combination, especially for escaping and chasing. What you sacrifice in aggression you gain in survivability -- a bit more versatile than Ignite + Flash.

GHOST + FLASH

Similar to its popularity on Twisted Fate, this combination gives you mobility as well as escape.

Item Builds

Starting Build(s)
Aggressive Starting Items
2
Defensive Starting Items
Boots
Starting Items:

Blade 2 or Cloth 5, whether you want to be aggressive or defensive. With Teemo, I usually always lean towards offensive because he is a lane bully early game. NO DORANS BLADE!!! The nerf to Doran's Blade in Season 4 makes it too weak early game, especially for ranged champions, to justify the premium. DORANS SHIELD is good though, especially with the new defensive masteries.

Boots:

Boots can be delayed on Teemo. His W is more than enough to allow you to catch up to most champions. Having said that, if you have a choice of boots on Teemo, go with Sorc Boots. Boots of Mobility is very unstable because of your shrooms deactivating the speed passive. For enchantment, go with the blue enchantment to reduce your teleport/flash and allow you to be even more incredibly mobile. If you do not have teleport, then you can get whatever enchantment you feel fits the game.
Final Build(s)
Standard Final Items
BORK: Gives sustain, shreds tanks, as well as provide good DPS and also a slow/speed boost. Perfect item on Teemo.

Trinity Force: 10% MS, and TONS of DPS from the Spellblade, 10% Crit, as well as an additional speed boost from Phage. AMAZING.

Sorc Boots: No matter what you build, Teemo will always do more magic than physical damage. This will help.

Morellonomicon: Grievous wounds is great, but the important part is that it gives you CDR and Mana Regen to sustain and keep putting down shrooms.

Liandry's Torment: Extra burn on your shrooms, health, and additional MPEN.

Frozen Mallet: Mostly for survivability and tower diving. The slow is nice, too.

Situational Items

Wit's End
If you are struggling early game against AP champions, consider Wits End. It provides MR and still synergizes with many AD item builds.
Hexdrinker
Similar to Wits End, Hexdrinker also provides similar utility against AP champions.
Zhonya's Hourglass
Do not get Guardian Angel or Banshee's Veil, if you need survivability, get Zhonya's. You can benefit from the AP, even though this an AD build. If ADC champions could scale from AP, you would see this on them in place of GA as well.

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
PRIORITIZE TOXIC SHOT
It is core for Teemo to dominate early in laning phase.

Q OR W AS SECONDARY PRIORITY?
This is situational depending on your build and particular matchups, and subject to judgement.

Factors supporting getting Q:
- if you are need early DPS and favour aggression
- if you are facing an auto-attacking champion to take advantage of the blind
- if you are dependent on early exchanges and winning laning phase

Factors supporting getting W:
- if you need movement speed to harass/dodge against faster enemy champions
- if you are building tanky and playing for the late-game, not focusing on early-game kills
- if you are facing a champion that does not use auto-attacks
- if you do not need extra damage to secure kills

SHROOMS AND SCALING
Shrooms have critical damage at lvl 6/11/18 -- take advantage of this timing and play more aggressive when you reach these levels. Wave-clearing also is much more powerful at these periods

Shrooms are globally leveled up!!!
Save mana by placing shrooms before upgrading them when you reach these levels.

Skills

Camouflage
[http://cdn.memegenerator.net/instances/400x/24207893.jpg]

SCOUTING: Use before minion spawn at invasion-prone routes to spot the enemy team moving in.
SURPRISING: Use at lvl 1 when they are standing on top of you in a bush, to engage for first blood; use it defensively at towers as well when the enemy is pushed
DELAYING: Use as a last minute escape by stealthing in lane (try to avoid brushes, if they have AoE spells)
AMBUSHING: As a team fight by ambushing behind the enemy line of fire
DAMAGING: Use during laning phase in lane to get the attack speed bonus for harassment (pressing S to have Teemo stop autoattacking and stay still for the passive trigger)
BAITING: Bait enemies to an area (they think you don't know that you know they know you stealthed in their vision range, good if you're building tanky)
Blinding Dart
Great utility; without Q, Teemo would not be viable top lane.

BLINDING: use on the AD Carry in team fights, completely disables AA or forces cleanse/QSS
ENGAGING: use in 1v1 fights to completely block autoattack and shift engage to your favour
NUKING: use it as a DPS AP nuke as part of the Teemo harass combo (AA -> Blinding Shot -> AA)
FINISHING: use it as a finishing nuke combo combined with ignite (Move Quick -> AA -> Ignite -> Blinding Shot)
Move Quick
It's what makes Teemo a Swift Scout.
ESCAPING: use it to run away! (run to a safe tower or through a mushroom field)
CHASING: use it as a speed boost to catch the enemy during engagements
COMMUTING: quickly run to lane from fountain after recalls
Toxic Shot
This constitutes a significant amount of Teemo's DPS. It allows him to posthumously secure kills, or after fights, from the ticks of his poison.

DAMAGING: every auto-attack will poison your enemy
HARASSING: his poison will tick after you disengage, maximize poison damage by lowering engage time and waiting between attacks
Noxious Trap
Shrooms are part traps, part wards, part CC/AoE nukes. They trigger many AP item effects, such as Liandry's burn, Rylai's Slow, and 33% spell-vamp.

WARDING: Use it at critical brushes/paths/objectives for team and lane vision (see later chapters)
DAMAGING: Use offensively by placing during fights, and having it explode by the enemy champ or minions
ZONING: Place in areas in lane to ensure the enemy follows one path, making it easier to harass
WAVE CLEARING: Use it to farm minions quickly
SECURING: Secure objectives by placing shrooms in a perimeter, allowing your team to defend or take objectives

Off-tank vs Glass Cannon, AD vs AP Teemo

Teemo can be built in any style -- AD or AP or hybrid. The damage type is not as important and how aggressive or defensive you build him.

You can build glass cannon AP (RDC, Nashors), tanky AP (RoA, Liandry), AD Carry (Bloodthirster, IE), bruiser (Wits, Mallet), and so forth.

In all cases, there is more in common between tanky builds and glass cannon builds, independent of the kind of damage output.

In general:

GLASS CANNON
+ high damage output through all game phases
+ high risk, high reward play style, often dependent on who kills the other faster
+ for AP, incredibly powerful shrooms provide a major zoning advantage + force oracle purchases
- reliant on catching enemies out of position or isolated, as opposed to team battles
- overlap in roles with AP carry and AD carry
- harder positioning + unpredictability in team fights
- easily focused down with CC, squishy, global taunt
- burst oriented damage, despite Teemo's kit favouring sustained damage

OFF-TANK
+ strong survivability
+ more focused on sustained damage, particularly in team fights
+ team fight presence is more consistent
- low damage output late game
- front-line build to tank damage, despite Teemo's kit being poke-oriented
- forces heavy exchanges/aggression, instead of poke/harass

AP
+ insane DoT leads to clutch kills and enemy miscalculation
+ shrooms can provide excellent team initiation from damage (like a Nidalee spear)
+ shrooms can finish off low HP enemies (and cause quite a spectacle)
- AP scaling is weak base damage, but strong total damage, leading to posthumous kills from poison
- lack of proper sustain (see spell vamp note below)
- poor AP itemization for on-hit or harass

AD
+ good AD itemization for sustain, harass/poke and on-hit effects
+ very strong early-game phase not reliant on scaling
+ consistent damage, easily predictable when kills are secured or not
+ Teemo's damage ends up as superior mixed damage due to auto-attack and various on-hit effects, making it hard to mitigate
- weaker true late game damage
- no true scaling from AD on Teemo's skills/passives, weaker late game kill capability
- shroom DoT is weak without building specific items to increase their damage

There are further variables:
SUSTAIN
It is difficult to have sustain when you build in the AP route because Teemo scales very poorly from spell vamp. This makes him reliant on many health potions or flask. It is much more noticeable for glass cannon AP and hybrid builds, where Teemo cannot build lifesteal (no AD damage) and doesn't have regen from tanky items (such as Catalyst/RoA or Warmogs).

Teemo building lifesteal is less than optimal, but better than spell vamp. His magic scaling from Toxic Shot does not scale with lifesteal damage, but if you are building AD damage (with its associated strengths/weaknesses), it can help prolong his laning phase.

MOVEMENT SPEED
Building movement speed on Teemo has diminishing returns, though it does synergize very well with his W. Items like Statikk Shiv, Phantom Dancer generally push him into more of an ADC kind of role. Zephyr is viable with both ADC and Bruiser builds.

Some MS is possible with AP builds, incorporating either Lich Bane, Twin Shadows; I find however both are lackluster on Teemo. He doesn't have low cooldowns for Lich Bane and Twin Shadows is very weak late game.

Instead of boosting your own MS, there is also the option of slowing the enemy champion's MS: Phage, Mallet, Trinity Force work great for harassing, and are AD-oriented.

Boots of Swiftness and Boots of Mobility are not recommended because they are quite cost-ineffective.

Teemo Mechanics

Early Game (Laning Phase) -- zoning, warding, shoving

Early game about Teemo is all about zoning. Keep your distance from your enemy, poke and harass. Bush control is also importantly against many matchups: namely Garen, Rengar, Nidalee. Lastly, warding is paramount, as you are priority target for junglers to gank before you are Level 6 and have shrooms to start gaining lane control.

The strength of Teemo is how he can shove a lane very easily and deny his opponent gold. Abuse your range if you're against a melee champion and deny them CS, with your area warded for any possible ganks from their jungler.

Also important is stutter-stepping.

For StarCraft Terran players, it is the same technique used by marines to stim and kite. Because Teemo's AS at this point in the game is about less than 1.0, you can move, attack, move, attack, move, attack when engaging an enemy OR disengaging an enemy. Yes, it is a micro-intensive skill, but it is what separates the good Teemos from the great Teemos.

NB: Be careful when stutter-stepping against heroes with both gap closers AND stuns, such as Jax and Irelia. For these cases, it may be better to disengage completely to stay securely out of range.

Mid Game (Ganking Phase) -- shrooming, split-pushing, roaming

Mid game is where Teemo is dominant, where the focus is on taking down the enemy top tower (if it isn't down already), shrooming your perimeter (in addition to some wards), and extending to split-pushing or roaming.

Courtesy of MysticalZelda is an excellent guide on shroom placement throughout the map:

[http://i.imgur.com/q7Z5e.png]


Examine the map carefully. Notice that shrooms are placed in all the important areas: where enemy champions are likely to cross, places where there are important reasons to be there, and places that are not redundant with wards.

Teemo is also an excellent champion to split-push a lane, because he has the following attributes:

- mobility and stealth
- a strong team presence (though not global like Shen)
- ability waves to clear quickly

Split-pushing a lane means that you are baiting a 2v1 gank at top, so your team can achieve team objectives without you (other towers, Dragon, buffs).

An excellent guide to split pushing can be found from Team Dignitas: http://www.team-dignitas.org/articles/blogs/League-of-Legends/1637/The-Essence-of-Split-Pushing/

Shrooms should be placed to prevent overextending past a 2v1 gank that you cannot escape or reverse double kill. The technique is to "layer" the shrooms so that the jungler must go through several shrooms to get to you, allowing you time to escape. Always keep your shroom stock low. You should never be full mana as a Teemo, ever. Make full use of your efficiency and timings.

Take advantage of shroom scalings at lvl 6, 11, and 16. At these timings, clearing a wave with a shroom is very efficient and their damage comparative to champions' HP and MR scalings is favourable.

Alternatively to split-pushing, Teemo is also excellent at roaming and counter-jungling. Once top lane is secured with shrooms and wards, and the lane is pushed, consider helping mid-lane out with a push, or counter-jungling within safe distance. Shrooming and giving vision to mid lane save them wards is also very helpful.

Teemo is not good at ganking because he lacks CC, but is amazing at shredding down other lane towers. If you must gank, try going from behind the enemy through the side bushes at mid or from the tower lane. No need to tower dive, either -- just scaring champions and forcing a flash can be immensely helpful.

Late Game (Team fight Phase) -- baiting, map control, ninja tactics

Late game Teemo is all about ensuring your team secures objectives, and denying the enemy team from securing objectives. Objectives are: dragon, Baron, team/enemy blue/red buffs, and towers. Shrooms and wards should be placed in areas where they the enemy team is more likely to be together.

While split-pushing is viable, it should never be your focus of the game at this point, or your team will accuse you of being a solo one man team -- you are not Shen, and you do not have a global ult to teleport to your team. Always stay in close range to your team while securing map control through wards and shrooms.

On the other hand, you can split-push, purposely overextend, and force the enemy to come to you. At that point, take use of the Camouflage passive while safe, hide away, and waste the enemy's time from baiting. This is incredibly annoying to the enemy team as your team secures an objective, such as Dragon. Obviously, make sure there is no Oracle's active when doing this.

The danger zone for Teemo is when you are neither close to your team nor split-pushing -- this leads to situations when your team might engage 4v5, or get ganked 5v4. It is important to always have someone on the enemy team paying attention to you, to avoid poor team engagements. Likewise, it is important to pay attention to your own team, and not be passively farming minion waves at tower because that's not really a split push either.

Always continue placing shrooms wherever you go, both as a security measure in case you get turned on, and also in preparation for the team fights at this stage of the game.

AP Teemo team fights are a bit tricky, because you lack the health of bruiser Teemo to truly engage directly. The important thing is that if you ever are focused, to be completely decisive. Either trade with an enemy and take one down with you, or completely disengage. There is little point to building DPS on Teemo if you are alive for only a few seconds in team fights, which defeats the concept of damage per second. You need to stay alive for as long as possible to do as much damage as possible.

NEVER initiate team fights as AP Teemo. You are weak, you cannot bait, and your AA range is incredibly low. You are best as a followup, to plant a shroom in the middle of the battleground, or to run past the team to dive the enemy ADC and take them down. Always use Teemo's W to escape, never to initiate or catch up in team fights. This leaves it available to run away (if you lose the team fight) or to catch the remaining heroes (if you win the team fight).

Do not bait in team fights. This is a completely different dynamic from laning phase and split-pushing. 5v1 is very different from 2v1 and 3v1.

Always blind the AD Carry. It will force them to use Quicksilver Sash, Cleanse, or disengage from the fight, saving your team valuable seconds from tanking heavy ADC damage. Blinding the AD Carry is always better than blinding anyone else on the other team, even with the high DPS from Blind Shot with AP builds.

Using Camouflage to start a "pincer attack" or an "ambush" behind your enemy team, after your team engages, is also incredibly effective. Again, make sure the enemy doesn't have Oracles to pull this off.

[http://upload.wikimedia.org/wikipedia/commons/thumb/b/bd/Pincer.png/320px-Pincer.png]


Always plant a shroom during the team fight. DPS from a shroom onto your enemy team is huge. Likewise, ensure that a shroom is in stock when you are going into a fight, and do not plant them all beforehand for scouting.

Leave kills for others. It's very easy to KS as AP Teemo, his DPS can be very high. But at the same time, it is also much harder for you to hard carry a game. Let teammates share some gold and help get your team to victory.

Teemo celebrities






Diamond-level/high-elo Teemo players are simply the best, so this is a place to list players who currently main Teemo in ranked at a high level. Check them out, look at their builds, watch their replays and spectate their games!

EUW
mc Chicken Wings: http://www.lolking.net/summoner/euw/20247857
Smiteless Blue: http://www.lolking.net/summoner/euw/19536959
dsqz: http://www.lolking.net/summoner/euw/72071
frky: http://www.lolking.net/summoner/euw/19804382
Feel the Teemo: http://www.lolking.net/summoner/euw/19298399
ThiS Is SeASiDe: http://www.lolking.net/summoner/euw/20465712
Rainbow Farts: http://www.lolking.net/summoner/euw/19536959

NA
PikachuBAM: http://www.lolking.net/summoner/na/26639061
Captain Hurr: http://www.lolking.net/summoner/na/19689510
xBlotter: http://www.lolking.net/summoner/na/32037279
The Rain Man: http://www.lolking.net/summoner/na/166365
Proto Olimar: http://www.lolking.net/summoner/na/248791
Diverge: http://www.lolking.net/summoner/na/20946928
wounded goat: http://www.lolking.net/summoner/na/22114701
Whoosh1: http://www.lolking.net/summoner/na/20509342
Choileft: http://www.lolking.net/summoner/na/20702349

Comments

April 11, 2014 - 12:47 PM #1

http://www.linkbucks.com/KtnP

April 11, 2014 - 12:47 PM #2

http://www.linkbucks.com/KtnP

February 16, 2014 - 10:02 AM #3

WELP, I haven't tried this build in ranked yet but I'm currently on a winning streak with it in Normals.

Do I even need another way to build Teemo? This guide is perfect.

February 10, 2014 - 11:57 PM #4

http://sh.st/cM6P

January 4, 2014 - 07:24 PM #5

I really think this is a well written guide :)
I tried it out myself and I have yet to be able to get the full build but it really works well especially early game. I'm able to push people out of lane very easily.
One thing you should add is the build order. I went BORK first and then Mallet but I haven't been able to figure out just the perfect build for it.
I hope you actually take the time to read this ^^ Thanks!

December 3, 2013 - 09:35 AM #6

Great guide, I like it a lot.

I'm interested in your CDR analysis. Mostly the part where you say "That's not all -- the 19.11% effect is assuming that shrooms are being used like a nuke -- meaning that you are maximizing them at all times by keeping shroom stock at 0, and that you are blowing them up on an enemy champion at all times at every battle."

I think you might have that point backwards. For other champs, their ult is usually something they want to save for either an initiate or a clutch save. For Teemo, you want to use your ult almost as often as possible. While Ashe and Ryze are farming lanes, Teemo is laying shrooms. CDR on him lets him lay more shrooms. Ashe can't use her ult more, she needs to save it. Most champs need to save it. Teemo can spam it. He can even spam it, and save one or two shrooms.

I agree that this build doesn't optimize (or even need) CDR, but I think the theorycrafting of not having CDR on Teemo gets weaker with your point, not stronger.

Regardless, great build, and thanks for this guide.

July 27, 2013 - 07:45 PM #7

Despite the DPS nerfs to Spirit, I feel it is, because when split-pushing I am constantly counter-jungling as well. The mana sustain + CDR is really noticeable to placing shrooms too.

July 27, 2013 - 09:23 AM #8

Spirit of the elder lizard still worth building? even after the 10 atk dmg nerf

July 15, 2013 - 09:00 AM #9

i dont think my last comment posted, i get mobility boots+nashors+rabadons+liandrys+runnans+normally warmogs

July 15, 2013 - 08:09 AM #10

@ MasochisticLion - so you build teemo w/o RoA ? boots+runaans+nashor+liandry+rabadon+void staff?

imho, if i go runaans i have to decide between rabadon and void staff and the end imho(liandry is a must have i think)

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