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TEEMO BUILD GUIDE: Top/Mid Low ELO Ownage by BlueCreature

by BlueCreature (last updated over a year ago)

7,946 Views 7 Comments
3
Greater Mark of Attack Damage(+2.85 attack damage)
3
Greater Seal of Scaling Health( +3.24 health per level (58.32 at champion level 18))
3
Greater Glyph of Scaling Ability Power( +0.51 ability power per level (9.18 at champion level 18))
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
30
0
0
mastery 1 mastery 1 1/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 1/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
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 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
30 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
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
0 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 1/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 1/2
mastery 2 mastery 2 4/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
mastery 1 mastery 1 3/3
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 3/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 2 mastery 2 1/1
30 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 0/1
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
0 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

Introduction

So first off I am not a massively skilled player (I play at around 1100-1300 ELO, ELO-Hell T_T) and this is my first guide. Had a lot of love for Teemo ever since I first picked him up in Season 2, but never really played him that much and with varying success. In pre-season 3 however, he seems to me to be pretty much godlike. I have started playing him again and having a lot of fun and a lot of wins :D so I just wanted to get this out there and see what people thought.

Masteries

With the new masteries introduced for the pre-season I was kinda at a loss as to what to do for most of my champs, since generally I just come on here and find a guide for them. as such I cant really say all that much about them. Putting 30 in offense seems a little strange even to me, but it's been working for me so far so I've kept using it. Having a hybrid rune/mastery build I find makes it a lot easier to cs early game, since you don't have a lot of AD naturally, that little boost makes it a bit easier. It also makes your harass in lane much more effective with that slight increase in damage to your auto-attacks.

Runes

Again with runes I can't really say much as I generally pick up what runes to use from guides on here, but I went with a generic hybrid page that I usually use with say Akali and the like. Again the extra AD early on is really helpful for csing and harassing and the health/lvl makes you slightly less likely to die. The flat AP give's another nice advantage early game and AP/lvl is needless to say, very useful for a mostly AP build.

Summoner Spells



Explanation:
Most of the time I run with exhaust, especially against AD bruisers, it can mean the difference between life and death up top. You can pop it on your lane opponent when they engage, leaving them flailing uselessly at you doing no damage while you kill them, or use it on them or the enemy jungler to help you escape. It's also synergises nicely with your w, allowing you to chase down fleeing enemies with little problem for the kill.

Flash is flash, no explaination really needed.

Occasionally if I don't feel I'll need exhaust, I run with ignite. Works really well with your poison to do massive damage over time, but again I feel that exhaust is just so much more useful, even in mid lane.

Skill Order

I think skills order is pretty obvious for Teemo anyway, but the main difference comes down to whether you max or first (after and of course). Personally, since this is an AP build, I max the first since it scales with AP for more damage, and needless to say a longer blind is always helpful, but I have in certain situations gone for more points in , if you need that extra movement speed boost to help with escaping/dodging skill shots etc. If you are laning with a champion with good gap closers it might be worth putting a few points in before maxing out your

Item Builds

Starting Items: Why no boots?

VS AD:
VS AP:

Unless I'm really unsure about who I'll be facing in lane, I never take boots as a first item. Since Teemo is naturally fairly quick anyway, taking his at lvl 2 means there is really no need for the extra movement speed. Don't get me wrong you will want to get boots on first back, but theres no need to get them immediately. It makes much more sense to take an early defense boost to render their pre-6 harass meaningless.

Some other great starting items are,
For top:
For mid:

Starting with these items, while giving you less defense, offers you amazing sustain, and allows to ward immediately to shut down any early ganks. This means you can pretty much stay in lane indefinitely.

If you are against a high damage output champion, I'd take the defensive option, but vs a poke champion and/or a jungler who will gank at lvl 1/2, take the wards and pots.

First Back

Items:

When you first go back. generally around lvl 6 or 7 if you haven't been forced out of lane earlier, grab boots and start building your . If you can buy it out right I usually sacrifice boots for a little longer and just go for that, again with your they are not essential immediately. If they are getting babysat by their jungler though you may want to grab boots anyway so you can have a bit of an easier time escaping.

15-20mins onwards

Items:(///)

From here you should have built your and boots. Pick up a for that extra little bit of HP for survivability and then start working on . This item is amazing. So much attack speed, and poison three targets at once. need I say more?

Late game

Items:(///)(//)(//)

Once you finish up , upgrade your into . This gives a nice boost to your AP and a nice fairly strong DoT, if you engage with your on a full health enemy, that's 5% of their health + your damage gone in one hit. Unfortunately I'm pretty sure this doesn't proc off of your poison damage, but then again that might be just a little bit too OP, It does however proc from hits, making them all that much more deadly.

After this you can pick up either if they start stacking MR or . Rylai's provides slightly more AP and a lot more utility, with the extra health and the slow. It also synergises quite nicely with since if your target has movement impairing effects on them, the DoT from it is doubled. For these reasons is probably a better option although I often tend to go for anyway because its cheaper, and honestly I've not had many games last long enough for me to reach a full build.

Another great option to build at this point is. Offering you a lot of extra health for survivability, this item also synergizes very well with both and . Throwing out it's on hit slow on three targets at once with Runaan's and then all your AP dealing double damage with the DoT from Liandry's. I've tried this out in a number of games and I can't decide which I like best, also offers health, although not as much and a slow, although only single target, and on ability use not on aa hit, and even more AP. I'd say if you want more survivabitlity and utility, go with , otherwise take /.

For your final item, You can either go all out offensive with a , or go for a more defensive item. Generally I just go for the lulz and OP damage output, with a full build you can melt carries in seconds, however I'd probably recommend going with either a vs a balanced or AD heavy team or a vs an AP heavy team. I would also recommend if you are being focused a lot, to try and squeeze out that extra bit of dmg, or escape, if you get nuked down.

Early Game

I find that early game can be incredibly easy with Teemo in top or mid. Just play safe, and concentrate on csing. If you are against a melee champ, the lane is pretty much won already. Just pop off one or two auto-attacks on them whenever they try to last hit and then back off. If you can pull this off right you can have them on running back home at lvl 2 or 3 (or even earlier if they are playing particularly badly) with you on almost full health. This will needless to say give you a huge advantage, you will out level them and they will soon be scared to last hit so you will out farm them as well. This will however most likely attract the attention of their jungler so always be wary of incoming ganks. If they start acting out of character, i.e. overly defensive or aggressive, they are probably trying to set up a gank, so just back off for a moment, or even go back if you can afford to buy anything.

Vs Ranged champions try to do the same thing, keep popping off your auto attacks and then running till you bully them out of lane. But don't play to riskily, especially vs burst champions, or you will come off worse and most likely have to back earlier. If they are playing too aggressively then just concentrate on your cs, stay near your tower if you have to, and ask your jungler for some ganks.

Unless the opportunity presents it self for a sure kill, don't go in for an engage vs melee till you have your . And needless to say, blind wont protect you from skills, so don't expect it to save you from casters.

If you against a particularly powerful AP champion, it might be worth sacrificing a little early damage to start building an early banshee's veil. Not only will it provide you with your much needed MR, but you get a spell shield to shut down burst combos and while building it you get the awesome sustain provided by catalyst. All round probably the best MR defensive item in the game I feel.

Mid Game

Once you hit lvl 6, Shrooms, shrooms everywhere. :D If you are top, put two in river, most junglers will be smart enough not to go in the bush when trying to gank you, so put on in the bush and one on the other side too.

For mid lane, you should be placing wards in the river bushes anyway, so theres no need to them for vision. Instead place them along the edges of the lane so that they don't get hit by minions but can stop enemy champions pushing in.

If you are top and Blue team, whenever your minions are pushed to his tower, back off and around his tri-bush, this can not only stop incoming ganks, but also help stop them from escaping if you are pushing to kill them. It also helps to stop their team mates coming in from mid and their jungle to help their top lane out. Throw a few in the bushes at top, but generally most players are smart enough to stay out of those bushes against a Teemo.

You can also place shrooms in your lane, one or two in fromt of your tower can shut down tower dives in your favour in seconds. They can also prevent your lane opponent pushing when you go back to buy.

If your oponent's tower is down, start all over the map and helping out your team. Leave a few in front of your tower to stop them pushing it, and if they insist on keeping to push your lane, go back your self and defend it.

Late Game

Keep up all over the map, in all the choke points and bushes you can find, make sure that they can't approach you unnoticed and that if they do they can't escape without hitting a shroom.

Split push when you can and pop your to back off when the enemy team comes for you.

Keep at least one up at baron, especially if your team isn't warding it (bad teams -_-)

Team fighting can be a little tricky due to your relatively short range, and if you are carrying, your tendancy to be focused. But if you can position well, try to stay back and blast away into the enemies. Try to the carry if you can reach them, but don't sacrifice yourself by running into their team to do so. If they all bunch up then you can melt them with your triple shot poison (Thank you Runaan's :D) and if they start chasing you then lead them over your and start kiting them (aa + run back, aa + run back etc.)

If they have GA's on their team, nice way to deal with that is to drop a on top of them as soon as it pops, for the instant slow and DoT when they come back up.

Good Shroom Locations (marked in red):
[https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-ash4/483572_10151148150136016_1091808843_n.jpg]

Final Comments

As I said at the beginning I'm not a high ELO player and this is my first guide. Hope someone can get some use out of this and I'm always open to any comments or suggestions, let me know what you guys think :D

A few Example games:
[https://fbcdn-sphotos-f-a.akamaihd.net/hphotos-ak-ash4/432220_10151146599241016_748099312_n.jpg]

Comments

January 17, 2013 - 06:58 PM #1

@WarSpam Yeah I initially used rylais but now pretty much only take frozen mallet. I still think rylais is a maybe a viable option for the large amount of health and AP it offers, but I was thinking of removing it from the guide since I personally never take it anymore.

January 14, 2013 - 09:02 PM #2

Rylais is so damn expensive because of it's great utility passive. Teemo's shrooms have a slow which doesn't stack with rylais and teemo's E doesn't proc rylais. So only teemo's Q proc's the slow of rylais.



Rylais just doesn't suit teemo.

December 12, 2012 - 06:40 PM #3

Yeah I played a few games doing exactly that, and I think that's probably the best way to do it, updated the guide to reflect that. I have 0 trouble chasing, if someone starts running from me, they are generally already dead :P But it's for the times that they don't start running that I take exhaust instead of ignite, not dying is more important than getting kills, and I think with the pretty much all in offensive with runes/masteries and build its a good idea to have at least a little bit of a defensive option.

December 12, 2012 - 12:45 AM #4

When I've had success with it so far, I've been getting the core three, and then sometimes a giant's belt next. I find that I tend to need more survivability as opposed to damage after I get Malady+Liandry's+Hurricane, since I'm already doing so much dps. And I don't usually have trouble chasing people with Teemo because of Move Quick. I take Ignite instead of Exhaust because I play him to get kills, but you should have even less trouble catching people with Exhaust, so I don't know that Phage is necessary at all.

December 10, 2012 - 03:28 AM #5

@Yossarian42 Thanks for your input ^^ I did try a build using phage before malady and then upgrade to frozen mallet later, but it wasn't working as well as this one, maybe because I built phage first item? And for the boots I just upgrade them to defensive ones since I've already bought half of them with my starting items. Can see your point though. Will definitely try out those starting items and will probably update my item builds section to include frozen mallet, just gotta figure out whens best to build it :P

December 10, 2012 - 01:29 AM #6

I also build Frozen Mallet sometimes, instead of Rylai's, since it works well with Hurricane, applying a slow to all three targets.

December 10, 2012 - 12:42 AM #7

Made an account on Solomid just to like this guide. This build is insanely strong right now on Teemo. I'm in the 1400s right now, and have been using a build very similar to this successfully in Ranked for the past few days. A few notes: I personally don't think that the boots matter too much; zerkers and sorcs both increase your damage output, so almost any pair will work. Good starting items that you may want to try out and consider are: Crystalline Flask + 1 Sight Ward + 5 pots, or two wards and 3 pots.

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