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TEEMO BUILD GUIDE: Pew Pew Pew [TOP] by WarSpam

by WarSpam (last updated over a year ago)

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9
Greater Mark of Attack Damage(+8.55 attack damage)
9
Greater Seal of Armor( +12.69 armor)
5
Greater Glyph of Scaling Magic Resist( +0.75 magic resist per level (13.5 at champion level 18))
4
Greater Glyph of Magic Resist( +5.36 magic resist)
3
Greater Quintessence of Attack Damage( +6.75 attack damage)
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 2/2
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 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 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 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 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 2/2
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 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 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 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 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

Why?

Teemo has a lot of roles. Mainly as an AP at mid or top, and sometimes also hybrid AD AP. He even gets used as ADC sometimes because of his blind, and on occasions I have even seen teemo junglers. However, I havent seen much attack speed with on-hit effect teemos yet, eventhough I think that is one of his strongest roles. That is why I'm giving you a new view on how to play one of the most versatile and fun champs in the game.

Masteries

Because this build is mainly focused on his attack speed, teemo is basically hybrid. Thats why I go for both armor + magic penetration masteries in the offense tree. Executioner and spellsword for that extra bit of damage on every hit, and health and armor(because you're top lane) in the defense tree. 1 point in Tough skin as well, for the minions that will attack you when chasing or harassing your enemy.

I did not take a lot of defense masteries, because you'll want to get the upper hand early by kiting & harassing. You don't want to get caught early on, if you do, a couple points in defense tree probably aren't going to save you.

Also, CDR masteries on teemo are useless in my eyes. The only skill you'd need CDR on are your shrooms. You usually don't spam your Q, because in most lanes you'll need to save if for in a fight, and also this teemo build doesn't have that much mana.

Runes

[http://www.solomid.net/guide/runes/mark4.png] For that early kiting damage. Speaks for itsself I think.
[http://www.solomid.net/guide/runes/seal1.png] You are toplane, so chances are you'll probably be facing an AD top.
[http://www.solomid.net/guide/runes/glyph4.png] So you aren't too squishy vs mages when late game starts
[http://www.solomid.net/guide/runes/glyph3.png] Just a little bit of extra MR for if you get ganked before lvl 6.
[http://www.solomid.net/guide/runes/quint1.png] Again, for kiting & harassing the enemy.

Because teemo's toxic shot has been nerfed again, I don't go for AP runes anymore. I find that the AD runes do more damage early on, and thats where you want to get that headstart. Also, if they see that you have AD runes, they might think you're going for a bruiser/ad teemo, instead of a on-hit effect teemo, and buy wrong items. Yes you also do AD because of your attack speed, but the main damage is still AP.

Summoner Spells



Explanation:

Because you are fast enough to run away from most champs, but flash makes sure they can't use gap closers on you. You can also flash over most walls to escape ganks. This is non-negotiable on teemo imho. At least not this type of teemo.


Ignite gives you that extra damage to get the kill, but that is not the most important reason why I take ignite. When your enemy flashes, you usually don't want to flash after him inside turret range, but your poison might still be enough to finish him off. However, poison deals damage over time, and in this time he can pop up a , which can negate most of your poison. Ignite however, makes sure you don't have to tower dive him, and together with your poison, ignite finishes the job leaving you ready to push some minions before you recall.


Teemo tends to get ganked a lot before lvl 6, because after lvl 6, he slowly turns ungankable. And seeing as you're very squishy early on, exhaust might just be enough to help you get to your tower before they kill you. If they dive, aa, Q, aa, and the turret will most likely finish the job. This could even result in a double kill if you're lucky.

Skills

Passive: Camouflage

Explanation:

Use it between creep scores when you're pushing after you've shroomed enough to be ungankable. It also helps zone against most melee champions sometimes, because they know you're there and they know you have that 40% attack speed.
Use 'S' key to 'stop' and go camouflaged.



Q: Blinding Dart

Explanation:

Since you're not going to have much AP, this won't do much damage. But it is still very important that you use this right. Using your Q, resets your attack timer, so basically, you can autoattack, Q, and autoattack again, all within the same second. If you use this for kiting, be sure to stay far enough from enemies untill your blind is up again. Do not initiate, or get initiated on without this. This is your lifesaver during the fight.



W: Move Quick

Explanation:

Meep Meep. Catch me if you can.



E: Toxic Shot

Explanation:

This is what makes attack speed teemo viable. The DoT of his E does not stack, but it does stack with the DoT of his mushrooms. Make him run in a shroom, aa-Q-aa combo him and ignite and see his health melt away. W to chase(the slow of your shroom also helps), and autoattack him a few times. This should usually ensure a kill.

Don't forget, that if you poison him under his tower, the turret will attack you when you step in range again to kite. It's possible to kite him under the turret when he's poisoned, but you'll need to time it right between the turret attacks on your minions, this is not easy.


R: Noxious Trap

Explanation:

If you have a good map awareness, 3 shrooms should definately be enough to avoid ganks, 1 in and 1 next to river brush. If I'm blue, I usually place 1 in my jungle exit of the ancient gollem to avoid being tower dived. If I'm purple, I place 1 in the tribush.

Do not place them in the middle of the lane where creeps might run over them. If your enemy likes to camp the bushes, place them there. Otherwise, place them where he won't expect them and lure him in those traps. Use them to plan your escape, or stop his escape.



Item Builds

Starting items:

this is the standard starting build. Boots of speed to run in and out when kiting, and health pots for sustain.

OR


To avoid early ganks. I usually take this when I'm pretty sure I'm going to win the lane, or if the enemy has a fast jungler with good ganking capabilities.

Buy order for items:
1)
2)
-> Sometimes you will need a first for that extra bit of tankiness. Just 1, never 2. If you get back before lvl 6, buy a .
3)
4)
After this you need to know, finish frozen mallet first, for that tankyness and slow, or buy for that extra damage. I usually finish frozen mallet first for it's utility(I love that slow on a fast champ like teemo)
5)
6)
7)

8) Final item: Don't forget to look at your enemies' items. If they have a lot of armor, buy , if they have a lot of MR, buy . If they have both armor and MR, you could buy a or a . If you're getting focused a lot, and die too quickly in teamfights, always buy .
If they have a lot of MR early on, you could still take a AD item or a instead of

Don't forget, whenever you have some extra gold, use it on . If your mid doesn't need blue, you take it, otherwise you could also buy a from time to time if you need the mana.

Opponents

First off, you need to know who you are up against. Teemo obviously is not good vs every top champion. Champs like yorick and pantheon absolutely destroy teemo in a 1v1 if both are equally skilled. So if you see one of these 2 getting picked top, chose another champion. If you think: Oh, but I could still go mid if they counterpick me. Think again. Most times, they will just switch as well after you switched.

If you get a soft counter, take 3 HP and play safe, hide in the bushes and stay as close to your tower as possible without losing cs and wait for ganks.

If you're equal, you can choose, 3HP, or 1HP and a ward. If it is a champ that pushes a lot, don't take the ward, if you push, take the ward to start with.

If you counter the enemy champ, always take a ward, cuz you'll be chasing him to harras, or zoning him from cs. You should be stronger then him, so you won't need the 3hp, like he will, but you will need the ward to avoid ganks, because teemo is so squishy early on.

Counters
Hard Counters(no matter how much they suck, they should always win vs teemo):

Soft counters(these are hard lanes for teemo):


Easier lanes for teemo:

Very easy for teemo(You should never lose these lanes):

Early Game

This is what's going to decide if you win your lane or not. Teemo has some good damage, and kiting ability from lvl 1 already. Try to go in and out of the bushes, to kite as much as possible. As soon as you shot a dart, run back in bushes to reset the minions. But don't forget to keep last hitting while you're doing this.

On the other hand, teemo is very squishy early on, so you could give away first blood or an easy kill if you're too set on kiting. Watch for ganks, and also be carefull of burst champs who can burst you down in 1 go. Oh they don't have a gap closer? Well if you're not full health, they might consider flashing on you + igniting if they can burst you down in 1 go. Even if you survive that, you'll still have to recall and give up a ton of creeps.

Mid Game

This is when you're at your best. Shrooming the place is making you ungankable. Seeing as you're teemo, you've counterpicked the enemy and you should win your lane if you didn't give out an early kill by a gank(if you first picked teemo and they countered you, you're fucked, just try not to feed too much and farm under tower). So go push your lane, and use that great movement speed you have to go gank other lanes or farm golems.

What you can also do after you pushed your lane is, place a shroom right next to where the creeps will come and stealth on your shroom. When the enemy comes, damage him with your 40% attack speed buff. If he runs, don't chase him unless you're sure you can kill him. Don't forget, the minions will all be attacking you, that can easily be underestimated. If he doesn't run, wait till he runs in your shroom, run and kite him. You're teemo, you can easily lay out an escape path with shrooms in the way. Most times when you run in the bushes, they won't chase you anymore. Then just go back, and start last hitting again.

Late Game

Late game is very dependent on your team composition. As this build, you'll be somewhere inbetween a bruiser and an ADC. You need to stay alive. Going in head first in teamfights won't help your team at all. You can't take the damage, and placing a shroom in their midst doesn't hurt them as much as AP teemo would either.

But what you can also do, what makes you very usefull to your team, is split pushing. If you decide to go for a runaans hurricane, teemo is probably the best split pusher in the game. You can kill off entire creeps almost instantly, you have free wards which slow the enemy, and you're probably faster then anyone else in the enemy team. Use this to your advantage. Make your team stay under towers and split push the hell out of that game. If you see them dissapearing from the map, it's time to get out of there, or stealth somewhere. Make sure that they don't know you've stealthed, if they do, they'll probably find you with AoE skills. Also, if you stealth, make sure they don't have an oracle ;)

Team Fights

As this build, you'll be somewhere inbetween a bruiser and an ADC. Make your team plan teamfights around your shrooms, and use your mobility to keep harassing during the entire teamfight. Never kite with Q now, you need to save that for the enemy ADC. Blind the ADC, and he's just pretty much useless. However, don't just blind the ADC whenever you have the chance, wait untill the teamfight is engaged and the battle is on. If you blind the adc at the start of the fight, he'll just walk back, wait 2 seconds, and then go back in. No what you want is, wait someone grabs the ADC, or untill he's right in the middle of the teamfight and unable to escape.

As every teemoplayer knows, your hidden passive is global taunt. Use this to bait enemies into teamfights. Place shrooms for an escape route, and then you can try kiting the enemies from the rear. The ADC will stand behind the tanks, so if you attack him in his back, he'll start chasing you because he knows you are alone. Doing this might already be enough for your team to start a teamfight, seeing as their ADC is chasing you, and so they have a lot less damage. As soon as the ADC stops chasing, get back to kite him again and Q him. Don't do this unless you know what you're doing though, this is a very risky tactic.

Pandas rock

[http://th01.deviantart.net/fs70/PRE/f/2012/296/4/8/league_of_legends_teemo_wallpaper_by_gigy1996-d5iq3mx.png]
Don't step on the pyramids
[http://fc08.deviantart.net/fs71/f/2012/192/e/9/panda_teemo_by_xn3kox-d56tvgh.jpg]
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