100%
votes
1
Dislike

TEEMO BUILD GUIDE: The Pushy Plushie by Dalze

by Dalze (last updated over a year ago)

6,117 Views 4 Comments
9
Greater Mark of Magic Penetration( +7.83 magic penetration)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Scaling Ability Power( +1.53 ability power per level (27.54 at champion level 18))
3
Greater Quintessence of Ability Power( +14.85 ability power)
View Rune Details
Summoner Spells
View Summoner Details
20
7
3
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 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
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 0/1
20 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 1/2
mastery 1 mastery 1 3/3
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
7 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
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
3 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 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 1/1
mastery 1 mastery 1 0/3
mastery 2 mastery 2 0/1
mastery 3 mastery 3 1/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/2
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 0/1
20 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/4
mastery 4 mastery 4 1/2
mastery 1 mastery 1 3/3
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
7 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
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
3 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

Hello, my name is Dalze a Gold Ranked player during Season 2 and a League of Legends player since 2009. If you look me up you will see my Elo is not that high and that I haven't play as much lately as I had in the past. In real life obligations (I'm currently in the process of achieving a Master's Degree) and other things have prevented from sinking myself into the game as much as I would like, that, however does not means I lack knowledge or practice with the champion (in all honesty, I believe the reason why I'm not higher Elo is my lack of mechanical skills during the laning phase).

I have mostly played this champion during normal games having played him in over 100 of my games, took it into rankeds during Season 2 and achieved a 66.7% win rate, as far as Season 3 goes, I haven't played as much rankeds as I wish, but right now I stand at a 62.5% win rate with Teemo.

Take is as you wish, as I do believe Teemo is a bit of an undervalued pick, mainly because his lack of team fighting presence and the solo queue mentality a lot of people have. I know Teemo works only on certain compositions, but I believe given the right team, he can excel and be an incredibly strong pick.

Masteries

The reason I picked the masteries I did is because I feel they are the best to make Teemo excel at what he is supposed to do. That is...Push. Push as if there's no tomorrow and force the opposing team to break apart from grouping, whether you are able to duel 1 v 1 or simply escape the confrontation simply to do it once more a minute later is up to the game in question.

Many would probably question my election of a 20/7/3 Setup and you might have valid points, but the play style I use I think fits to the election of the masteries I have.

Offensive Tree
Fury gives us an increase on Attack Speed of 4%, which for our kitting purposes is magnificent.
Destruction fulfills the main purpose of playing Teemo with this play style, an increase in damage to turrets that allows us to push faster and harder than we already do.
Spellsword is another of the things I love in Season 3, many people say its terrible, a small amount of damage, etc. But, what did you expect for a ONE POINT mastery? It's great on Teemo and once more, allows us to kite more than we already do.

Defensive Tree
Our main goal with Teemo is to push, for that, we need to be able to stay in lane as long as possible, with our Shrooms, warding is even easier and it even allows us to slow our enemy and damage them to a certain degree, so it was obvious for me that I would rather want some defensive stats on this build.

Perseverance gives us the Health Regen we might want for when we trade with our lane opponent, having one point in Though Skin also helps us with the poking, considering we might take some minion aggro from this.

Now, the remaining three points depends on the lane match - up you are facing. Facing an AD Bruiser take 3 points in Hardiness, if you face an AP take those 3 points in Resistance.

Lastly, Utility Tree.
Wanderer + Boots + Move Quick makes a really good MS in order to get in and get out when poking.

Runes

This is another part where many of you might disagree, wanting Attack Speed Marks and Move Speed Quints maybe, along with Armor and Magic Resist Seals and Glyphs.

My reasoning for the runes I'm using is to have an abusing early game. Most bruisers start pretty weak from levels 1 - 5 and scale rather well after achieving their level 6. At this point, if you haven't gotten an advantage, chances are you will have a very, very hard time against them.

With the runes and masteries I propose, Teemo is a really, really good bully during those first levels, being able to deny farm and zone our bruiser counter part by the high amount of initial AP we have and how painful those Toxic Shots will be, adding to that our Move Quick ability makes it hard to catch us during that time and allows us to start getting items faster than our opponent.

Keep in mind though, that early ganks will probably come your way, be sure to stay away from the river entrance as it's much, much harder to catch you if you are near the top side bushes, just press W and you will probably be safe. If they gank you and kill you, the lane will be insanely difficult considering their bruiser will probably have the level advantage on you, ask for a gank from your team and keep your poking at a maximum.

Marks
9x Mark of Magic Penetration: Our main source of damage is our which deals Magic Damage and is reduced by MR. Having an early advantage in Magic Penetration (even if the opponent has MR Runes) is key for the match up. By level 2, our will be dealing painful amounts of damage by only hitting once or twice. Alternatives: Attack Speed Runes.

Seals
9x Greater Seal of Armor: Most of Teemo's enemies will be some sort of AD Melee Bruiser, so Armor is a necessity for us unless we want to get terribly melted if caught, a bit of armor helps in trades and for those moments in which you get caught by their skills. In my opinion, there's no alternative to this ones, you MUST get them.

9x Ability Power Per Level Glyphs: Ah, these ones here are the ones that can vary greatly. With Ability Power per Level our will do increasingly more damage, getting very painful while laning and before going back for the first time, in my opinion a big advantage to keep our opponent zoned.

Alternative Glyphs
Greater Glyph of Attack Speed: Considering we can poke extremely well, Attack Speed added to our Toxic Shot is a rather nice addition, though it only starts working perfectly after we have bought some items so the early game advantage, in my opinion, gets exploited better with the Scaling Ability Power.

Greater Glyph of Magic Resist: It never hurts to be a bit more bulky, specially if you are going against a champion who deals magic damage as well, this suffers what I said before, our early dominance gets hit, but if you prefer this, it works as well.

Quintessences
Greater Quintessence of Ability Power x3: Early Game power and dominance, with the combined AP from runes and masteries you get a really nice bump in damage for Toxic Shot, allowing you to trade extremely well with most match ups from 1-5 with ease.

Greater Quintessence of Movement Speed: These are an alternative that can work pretty well, added to your , catching Teemo is almost impossible unless hard CC is used on you and even then you might escape. This can be used to poke in and out rather effectively, but not as hard as with ability power.

Summoner Spells

Explanation:


Having Flash is a must with Teemo, having no natural "escape" mechanisms (bar the move speed buff) a re positioning tool like flash is incredibly relevant. It is a must for you no matter what.

Pairing this summoner spell with your Move Quick will allow you to escape almost any gank coming from the jungle, that of course, should be warded no matter what. Also, it allows you to chase even further if necessary.


Ignite is a dueling summoner spell, you will be using it in order to out duel your lane opponent allowing you to split push almost at will, it's not necessary though and you can change it for Teleport if you wish.


If you are using teleport, you wish to push faster than normally and in more lanes than just top.

Skill Order

> > >

I know a lot of people won't agree with my vision of maxing E/W over Q, but that's the play style I use with this build in order to be able to push a hell of a lot faster while being a hell of a lot safer. Having the increased passive move speed along with the active is much better, in my opinion, than the blind/damage we get from Q for the purposes of this play style, don't get me wrong though, Q is still really important for other AP Builds, I just think it is less stellar on mine.

Item Builds

boots-of-speed + health-potion3
Alright, typical start that has been used for a long time, with the recent changes to Season 3, there are a few more options, but I believe for Teemo and the play style used on this guide, this is still the best possible opening items for you. Boots give you a move speed buff that paired with allows us to be incredibly hard to catch early on the game, poking a lot and even escaping ganks.

ninja-tabi/mercurys-treads/sorcerers-shoes
Now, the decision to pick what boots to make has to be depending on the way the game is going. Is their AD Bruiser giving you a hard time top and they have a bruiser in the jungle as well? Go for Ninja Tabi, are you dominating their AD bruiser, but their CC is scary? Get Mercs. If you are not scared of their CC or their burst potential, get Sorcs.

malady
Now Malady, that's the item this build and play style revolve around. It gives our Auto Attacks a 10% scaling with AP, paired with Toxic Shot, it's no laughing matter (even with the recent nerfs on PBE)

Getting Fed?
nashors-tooth
I'll be honest with you, I have seen a few people hate on Nashor's Tooth, and I don't blame them. It's expensive, but it is also extremely cost efficient. However, it does not grants us any type of survivability and instead it gives us a ton of mana regen that we might not use to its full extent. But, if you are getting fed/insanely out CSing your top opponent, the CDR comes incredibly handy at laying out shrooms throughout their jungle, allowing you to push safer and faster. The Attack Speed and AP synergies perfectly with our build and play style, so if you find yourself with a considerable advantage, building this is very good.

wits-end
Another very useful item that synergies perfectly with our build and play style. Not only are you now doing magic damage from your and [itemsmall=malady] but you add [itemsmall=wits-end] on top of that. That's a 42 Bonus Magic Damage per hit before resistances (even with them, the added damage is rather nice) and your attack speed should be close to 1.6 - 1.7,

runaans-hurricane
I have tried rushing this item and while it allows you to push faster, it does't grants a justifiable amount of damage to be rushed. Get it as a third or fourth item if possible. With this, your push is increased a lot, you can clear waves in 2-3 seconds tops and it aids on Teemo's team fighting presence a bit.

rylais-crystal-scepter/frozen-mallet
The last choice is to get you a bit tanky, I might get a lot of questions regarding the lack of armor items or magic resist items, but I firmly believe that you can duel anyone with this build (see Lane Match Ups for more information on this). With a rylais, there's a small added slow to your Shrooms, more damage from AP on your abilities which are probably high already and a really nice health bump.

Frozen Mallet I think is a better choice more often than not, it provides more health, it also bumps up our Auto Attack via Attack Damage and it slows the opponent with each Auto Attack instead than on spell damage. With the movement speed you have and you can kite rather effectively.

liandrys-torment
Now, this item I haven't tried it enough yet, that's why I have it as a 5th or 6th item. I do not like to rush it because the play style I use is based on Attack Speed and the ability to push faster, rushing this adds damage to and but I do not believe it would allow us to duel effectively while pushing.

hextech-gunblade
Very expensive, but it offers us a bunch of stats we can use, Attack Damage, Ability Power, Spell Vamp and Life Steal. It's a very good item and a very expensive as well, it provides us no Attack Speed though, so that's why I leave it for last.

blade-of-the-ruined-king
I have been experimenting a bit with this item, it's a nice addition but the fact it deals 4% of CURRENT health instead of maximum health irks me a bit. I'm still not ready to give a decision upon it even though it adds attack damage and life steal, along with a pretty nice active that adds to our lacking survivability.

Skills

Passive: Camouflage

Explanation:
It's not a very bad Passive, but the way I play Teemo keeps me in constant movement so you don't really get to use it as much. By all means, once you have zoned out your opponent, sitting in the brush to get the passive active attack speed going is useful, but do not rely too much on this.



Q: Blinding Dart

Explanation:
A great tool to harass and win trades, blinding an enemy champion is extremely efficient when you are dueling, in other AP builds this is a rather nice nuke, but with my build and play style is more of a tool than anything else. Max it last.




W: Move Quick

Explanation:
The tool that allow us to be the most annoying little champion ever. Move Quick increases the speed at which we move letting us move rather quickly even with only Boots 1, this let us work on our core items a bit sooner and just improve to boots 2 a bit later in the game. It's active is even better and lets us escape jungle ganks if we are not incredibly over extended. Max it second.



E: Toxic Shot

Explanation:
The bread and butter of this build. There's not much I can say about it, but it's DPS is incredibly high once you have finished Malady. Enemies won't know if its a smart idea to trade with you or not. Max it first.



R: Noxious Trap

Explanation:
Ooooh, the little buggers most annoying skill. This bundles of love explode, damage and slow opponents who step on it, their damage isn't anything to laugh about either and it can even turn the tide in a 1 v 2 gank. I have been able to get double kills simply because of the damage given by these things and other times I was able to kill my opponent and escape the jungler using them.




Early Game

This is where we start building our advantage in order to be able to push the lanes without an incredible amount of fear. Toxic Shot and Move Quick are our main tools in order to win our lane. Starting with Boots and pots will allow us to poke, wear down our opponent and zone them out of CSing and maybe even experience.

What you want to do is make use of the brush as much as you can, you will mostly be facing champions like Olaf, Jax, Riven, Jayce, all of whom are incredibly strong if they are able to catch you. Fear not my fellow scout, you can beat the first three (Olaf, Jax and Riven) if they, however pick Jayce, I would recommended staying away from Teemo.

Against the first three champions however, it's not hard to out duel them before level 6. Olaf will most likely max his Q in order to take out a chunk of your life with each Axe, dodge this and then go all in on him, kitting and avoiding his E. He will be easy to kite and zone and you must take advantage of this by building a CS lead and maybe wearing down his turret, DO NOT BRING IT DOWN EARLY THOUGH. "But...you said we should push!" Yes, I did. But destroying a turret early in this situation would allow our bruiser opponent to safely farm and put us in danger from jungle ganks, try keeping the turret low though, allowing dives from our jungler if the opportunity arises.

Jax is even easier in the earlier levels, as soon as you see him empower, toss a Q his way and wait, if he jumps at you, go all in as he will miss a few hits because of the blind and will have to back out, as he does, keep hitting him and then go back to farming. After a few times, he will learn he cannot out trade you just yet, so keep kitting him from a distance to make him lose CS, if you see a killing opportunity, go for it.

Riven is a bit trickier than most, with her dash and Q, she can close the gap between you two rather fast and move quick won't be as useful, her shield can also absorb a lot of your toxic shot damage, however, before six, you are stronger than her. Abuse it. Abuse it like against no other, because once she hits 6, she will dive you and, if you did not build an advantage over here, she will kill you over and over again. Ninja Tabi is a must against Riven as well as Hardiness and maybe an early chain vest. If she leaves lane, punish it and push down the turret, if you are able to do so early, in this case, go ahead.

Overall, your early game is the most important facet of your game, if you are unable to exploit it, chances are you will have a hard time, however, not everything is lost as I will explain later on.

Mid Game

After what I consider the strongest facet of Teemo's game is over, the Mid Game is a dangerous part for Teemo. Bruisers will generally be able to burst you down if you did not built a considerable advantage during the early game and they will also be roaming most likely at Baron/Mid trying to increase their advantage or come from behind with objective gold. You need COMMUNICATION with your team, because you won't be teaming up with them unless it's absolutely necessary.

During this stage of the game, your goal is to bring down the second turret on the enemy top/bot lanes. With the items describe, this should not be though if you are able to communicate properly with your team. If you are going for the top turret, be sure to place your shrooms in areas where you can see the enemy team moving towards you. The enemy's red/blue brush, the tri bush, river entrances, these areas should be either warded or shroomed as well as some paths towards your position. Once this is done, you should be able to push without much trouble, now, here's the tricky part.

If during the early game you were able to take an advantage from your lane opponent, you more than likely can do so as well during the mid game, take advantage of this and use the position of your shrooms to duel whoever comes to screw your pushing, run only if you have a disadvantage in numbers, otherwise, duel and bring down that turret.

If you did not, don't worry, it's not the end of the world. Push that lane and back out, force their team to be unable to group up, if whoever came to stop your push moves away, ward/shroom once more and push it again (tell your team this! Do not let them blindly enter a losing team fight).

If the enemy team is grouping up and forcing engagements, sneak through them and get onto the enemy ADC, if possible, you want to utilize brushes to avoid the main AoE fight and get directly onto the ADC, if your Global Taunt comes up, you should use the escape path you built with your shrooms to have them chase you. If this is happening, a Runaan's Hurricane is your best friend after Malady and Boots.

Late Game

This is one of those areas you wish won't happen when you are playing Teemo. Late game can go both ways, but more often than not, your dueling power is not strong enough to defeat the opponents bruiser by yourself. You can kite yes, but if he manages to go all in on you, you probably won't win.

If it came to late game, you NEED to threaten their inhibitors in any way, at this stage you can probably duel their ADC thanks to your blind and the rather strong damage your Toxic Shots will be doing (unless they are considerably fed) but more often than not, you will find yourself in a scary position. Teemo does not excel in team fights and late game it's pretty hard to force the enemy to separate, this is why you must be able to threaten their inhibitors,preferably the bottom one, since it's the one further away from Baron.

Ward, ward and shroom. Do not let yourself get caught while pushing a lane and push, push and push. At this time, your team should know that you will be separated from the team, trying to (as well) separate the enemy team. They should be pushing another lane (preferably top, further away from you) in order to give you some numbers "advantage".

Your positioning is key at this stage of the game as well as your shrooming. Fill up their red buff (blue side) or blue buff (purple side) with shrooms so you have an advantage at baron, if they force it and walk through your shrooms, don't be afraid and engage.

Well, that's all really, I hope my guide can help some people and get more people enjoy playing this little scout, regardless of my Elo or my own skill, I do believe this build path is strong on Teemo and its play style to be fun, active and have a high skill cap. :)

Team Fights

Teemo doesn't really excels at team fights, if it were for me, you would never have to join a Team Fight while playing Teemo. Regardless, they are part of the game and in unorganized play (a.k.a. Solo Queue) you will have to join them and be a part of them.

There're two key element when playing Teemo you have to ALWAYS have in mind: Positioning and Escape Routes.

Positioning
Alright, this is one of the hardest ones I have encountered among fellow Teemo players and the players at the Elo I have been playing at. Their positioning is terrible at times and you they blow up in a matter of seconds. As Teemo, your AA range is not very long, so coming in first will mean you will deal zero damage and not be able to achieve your purpose, which is to hinder the enemy ADC. You will want to try to come in from the back, whether using brushes, side lanes or entrances, never (I repeat) NEVER come in from the front lines to a team fight. You will explode in two seconds thanks to their APC and the Bruiser/Jungler. Try to coordinate your team A LITTLE and surprise the ADC and Support from the back, toss a Q on him and Auto Attack a few times, if you have Runaan's, the effect will be even better.

Escape Routes
You have to plan ahead as Teemo, if you feel a team fight is coming (Dragon, Baron, Turret Push) work ahead and start laying out shrooms through the obvious escape routes (yes, obvious). Once the team fight starts and you get on their ADC/Support, run through here, chances are they will chase you and the shrooms will make their job, giving your Q time to come back up and go in once more with a blind on their ADC. This is VERY important as they could also save your team from death.

Lane Match Up

I will not go through every single champion at this time, because I lack a bit of experience on some unconventional picks, I will however go through the most usual Champions we can see in the Top Lane. With that out, here's the list of Match Ups you can expect. The difficulty rating will be based on *, one being the easiest while five being the hardest.

, Difficulty: ***
Akali has seen a diminished role from some time now, the nerfs to her skills and items have made her a less than stellar pick, but against Teemo...its tricky, very tricky. Most trades will be between your auto attack and her Q (Mark of the Assassin) which you should be winning as long as she does not procs the mark. Up until six, you don't have anything to worry about and can probably zone her, but after six, the pain pours in, considering her E now procs the Q charge, so blinding her will not diminish her initial combo as much. Suggestion: Rush Mercs, Wit's End.

, Difficulty: **
One of the tankiest champs you will encounter at the top lane, he sees a lot of use because of the utility he brings. Knock up, Silence, True Damage and a lot of sustain, however, his range is not optimal. You can completely zone out Cho'Gath and outrun his Rupture with move quick, as long as that does not land, you are safe. Be careful at six though, his Feast + Ignite Combo can be very, very painful. Suggestion: Build Normally.

, Difficulty: *****
One of the hardest lanes you will encounter. Your auto attack range is the same as his pull, and once he has pulled you it will be really hard to get out. However, if you manage to dodge the pull, he can't retaliate and it's like a sitting duck. It's a skill match up in my opinion but I will not suggest picking Teemo onto Darius. Suggestion: Rush Ninja Tabi, build normally.

, Difficulty: *
Not too tricky in my opinion, melee range and needs items to be scary. She's pretty easy to zone out and unless you weren't successful on this, her mid/late game won't be scary.

, Difficulty: ***
This is a very...odd one. I have encountered both in a usual basis, Critplank and Tankplank. Critplank is a bit annoying, considering his Q's can deal a ridiculous amount of damage randomly and zone you out instead. Tankplank is easier, as he needs items to become a threat and his Q won't deal as much damage. Generally though it shouldn't be hard getting started against one, if he's Q'ing you, his mana pool will drop rather soon. Suggestion: Buy a flask, yes a flask and Ninja Tabi.

, Difficulty: *
This isn't hard at all, not even close. By maxing W second your move speed should at least rival him while Qed, so he should not catch up to you ever. Extremely easy to poke down and lead down shroom lines. You shouldn't have any problems at all against Garen.

, Difficulty: *****
This is another hard one, during the first few levels you can out trade her rather easily and considering she needs to auto attack to get life steal, she's another sitting duck. But, as the levels move one, she becomes a ridiculous monster that can burst you done in a Q + E combo, add ignite and her R to that and you won't stand a chance. DO NOT PICK TEEMO against Irelia, really, it's not fun. Suggestion: Don't pick Teemo. Other than that...build HP, Frozen Mallet, Malady, heck, maybe even Blade of The Ruined King.

, Difficulty: **
Rather easy, has the same problem Garen has, he will never be able to catch you unless he ults you. Once inside though, you can lay shrooms over him, Q him, auto him and then flash out or simply run back while kitting him. Careful with his burst though, if he catches you with a full combo and your Q down, it might get dangerous.

, Difficulty: ***
I do not think Jax is a *** difficulty for a lane match up, but just as Irelia, there's a point where his burst is rather high. However, Jax really needs items to reach that point and the way I play Teemo most of the time he's zoned out and unable to achieve that status, so I can always out trade him thanks to the blind on my Q. This is how it goes, he Empowers/Jumps me, I Q him so he deals no damage (this is if he had his Stun up) I run back and kite him. If he has not used his stun (the particle) then I simply run back and kite him from the back. He has no way of keeping up with you unless he stuns you and this is where you blind him and punish him.

, Difficulty: **********
Yes, that hard. Unlike Irelia who you can beat during the early levels of the game, you cannot beat Jayce. This champ is incredibly strong against you no matter how you look at it, one of his Shock Blast can take out from 1/4 to 1/2 of your HP and he has a gap closer, as well as a move speed buff, you won't escape him and he will kill you. Do not pick Teemo agaisnt Jayce, never, ever, ever. If you do...switch lanes...you will probably do better against an APC.

, Difficulty: ***
She's an hyper carry, that's why it has a *** rating. However, during the early stages she's not too hard to deal with, probably will try to Q + E you, but hang in there and blind and trade, you will probably win these trades and eventually come out on top. At 6, avoid fighting her in an All - In fight, try to bait her ult out first.

, Difficulty: ****
You will have a though time because of the range of his Q and the high damage it offers. It's not impossible to beat him but it's not the ideal lane opponent you want to face. You would have to be rather good at dodging his Q's, if you are able to do this you might be able to win the trades, at 6, have a very, very well planed escape route since he will most likely dive you with his ult and E.

, Difficulty: *
It's rather funny how this match up goes, he will max Q and try to out trade you, but his mana will deplete rather fast. Just poke him and he will be zoned out easily. Have your river warded at all times, since he will ask for help quite often.

, Difficulty: */2
Need I say more? Nasus is in a rather bad spot right now, he's extremely kiteable, has large mana costs and can't really fight you back. It's as easy lane as there is.

, Difficulty: ***
Oh man, this is a skill match up all over again. She's pretty aggressive and can push just as fast as, you can, however, in her cougar form you have the advantage of range, on human form, her spears hurt but you can still fight back.

, Difficulty: ***
Another one that is pretty easy to deal with pre - 6, he will max Q to be able to trade with you, but with Move Quick you should be able to dodge most of his throwing axes and trade considerably better. If you manage to build an advantage, even with his ult you would be able to duel against him. It can be close, but most often than not you can win this match up.

, Difficulty: *****
Another extremely hard match up for Teemo. His Q spam and damage is high and is not affected by your blind, he can block some of your auto attacks, reducing your poking a bit and he also has a gap closer. I wouldn't suggest going Teemo against Pantheon at all, but it's manageable if you are skilled enough, whenever he Q's you, go all in on him, keep a track of his ignite, if its down you do not need to worry much, if its up...be careful.

, Difficulty: ****
Same deal as others, it's a skill match up. He's pretty tanky naturally in my opinion and has nice AoE sustain along with a gap closer + Stun combo. Try to stay away from his dash range and you can poke him badly, once he hits six he WILL dive you, so have some shrooms laid out to prevent this.

, Difficulty: ****
He's a high burst champion, quite complicated to play against as well but you can out poke him. Ward the river and tri bush, FILL THE BRUSHES WITH SHROOMS. He will be there 70% of the time trying to zone you out, this is where the lane is won or lost, if he takes control of those bushes you are done.

, Difficulty: ***
Quite difficult to deal wit if she gets an early successful gank, you can zone her out pre - 6 without problems, as soon as you see her Q once, back off, if necessary, turn on W. Do not use your blind until after she has stunned you. If she wasn't able to catch you, kite her on her way back. She will dive you at 6, so as with the rest, have shrooms ready.

, Difficulty: *****
No, no and no. You do not want to go against Rumble. His shield is annoying, his harpoons will deal a great deal of damage to you as well as slow you enough for you to eat a few seconds of that flamethrower and his ult will burst you down from a distance. Your best bet, if going against a Rumble is either a) Jungle Ganks or b) force him to gank other lanes so you can push. Otherwise, it's incredibly difficult to even farm.

, Difficulty: ***
You can poke him without much retaliation besides his Q, and if he does that he gives up on his sustain, which will not be a smart choice for him considering your poking abilities. Once he gets tanky though, he's a bit of a pain but nothing that can't be dealt with.

, Difficulty: **
Strangely enough, I have not had any difficulties facing a Vlad, the first time I did I thought I was going to get destroyed, but...I did not. His early game is incredibly weak, if you see him using his Q, go all in and AA him then back up. If you have the advantage in minions, go all in, he will Q you to restore his HP, do not hesitate and keep going, his CD's are high and your DoT will hurt him more than you. At 6, stay a decent gap away from him, if he ults you, just trade the kill but you really shouldn't be losing this match up without jungle interference.

Well, this are the top laners I have the most experience with, I have faced Yorick a few times, but not enough to make an educated response to him.

Final Comments

Well, I'm glad you took your time to read through my guide, I would be glad to hear your comments, suggestions, questions that you may have and answer them accordingly. I hope this helps onw hat you want to achieve.


Good luck, fellow Summoner.

Comments

December 22, 2012 - 04:34 AM #1

On the item part, wouldn't that be explained on the Item Builds section? Just wondering. On runes and masteries you mean adding a section with images of them? If so, I didn't think of it and it certainly would be better.



Alright, I'll try getting images for the Match Ups section.

December 22, 2012 - 04:25 AM #2

Alright to start off, when you use large images in the middle of your sentence (item builds chapter), it becomes very obtrusive. It'd be better to type it out or use small icons. You should also separate the items or add a little small section of the guide dedicated to the item to differentiate what to use, for example:



Ninja Tabi's: You want to get these boots when...



[highlight]Mercury Treads:[/higlight] It's better to get these boots when...



In a format like that, it looks more neat and you know where to look for.



You should add Runes and Masteries for the convenience of the viewers, it helps when you explain them, and they don't have to scroll up.



I think adding pictures for the machups REALLY helps, it doesn't look right having no pictures.



BTW: You should just remove the jungling chapter, don't worry about that.

December 12, 2012 - 05:13 PM #3

Thank you for responding for my request, I saw now the difference on the item build section you spoke about and have revised and added the chapter to explain, I hope it's good enough.



The skill order chapter is there, unless it's only me who can see it.



I'm glad they are fine, I actually tried to go in as deep as I could from what I have experienced in game, I would like to ask what part lacks information so I can work on it :).

December 12, 2012 - 08:53 AM #4

To start, the initial item build section is not your item build chapter. The chapter for item builds is required. the section you used for it must be short, and used as a basic overview of the items you use, you don't need to explain anything in it.



you are also missing your skill order chapter.



As for information, your game phase chapters and team fights chapters are fine, and i applaud you on the work you put into them, your match ups chapter is fine as well. However, the rest of you guide lacks any information, so i ask you to put as much effort into them, as you did the game phase chapters.

Username
Don't have an account? Create One!