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TEEMO BUILD GUIDE: Teemo, The Jungle Badger by HTSunday

by HTSunday (last updated over a year ago)

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9
Greater Mark of Attack Speed( +15.3% attack speed)
9
Greater Seal of Armor( +12.69 armor)
9
Greater Glyph of Ability Power( +10.71 ability power)
3
Greater Quintessence of Armor( +12.78 armor)
View Rune Details
Summoner Spells
View Summoner Details
9
21
0
mastery 1 mastery 1 0/1
mastery 2 mastery 2 4/4
mastery 3 mastery 3 0/4
mastery 4 mastery 4 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 4/4
mastery 4 mastery 4 0/1
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 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/4
mastery 2 mastery 2 0/1
9 Offense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 4/4
mastery 4 mastery 4 2/2
mastery 1 mastery 1 3/3
mastery 2 mastery 2 0/3
mastery 4 mastery 4 1/1
mastery 1 mastery 1 2/2
mastery 2 mastery 2 0/2
mastery 3 mastery 3 1/1
mastery 4 mastery 4 0/1
mastery 1 mastery 1 1/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 3/3
mastery 1 mastery 1 0/1
mastery 2 mastery 2 3/3
mastery 3 mastery 3 0/1
mastery 4 mastery 4 0/1
mastery 2 mastery 2 1/1
21 Defense
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/2
mastery 1 mastery 1 0/4
mastery 2 mastery 2 0/1
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/2
mastery 2 mastery 2 0/4
mastery 3 mastery 3 0/3
mastery 4 mastery 4 0/1
mastery 1 mastery 1 0/1
mastery 2 mastery 2 0/3
mastery 2 mastery 2 0/1
0 Utility
View Mastery Details
Player Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Camouflage
QBlinding Dart
WMove Quick
EToxic Shot
RNoxious Trap
View Skill Order Details

Runes

Masteries

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

Jungle Teemo, often referred to as a "troll build," is secretly an incredibly viable pick for both Ranked Solo and Team play. He has incredible map control and his ganking potential is off the charts. Although it may seem iffy at first glance, jungling really does push our little badger back into a competitive environment.


A few random games that I found on my match history:

[http://i.imgur.com/k8Lyyau.png]

Masteries

[http://i.imgur.com/k19qT6Q.jpg]

Explanation
I have found that this Mastery setup is the best for high-health jungling, ganking, and team fighting.

In the Offense Tree, we take attack speed, ability power, and magic penetration to assist with Toxic Shot , as this is our primary source of damage throughout the game.

In the Defense Tree, generic stats such as health, armor, and damage reduction are all taken. This ensures that Teemo will maintain high health while jungling. It may benefit you to opt out of Bladed Armor (Defense Tree T2) if you intend on donating buffs to your allies. I find that it helps more than it hurts, and I rarely donate buffs since I attempt to play with non-mana using middle laners.

Runes

[http://i.imgur.com/1odd4bV.png]

Explanation
This Rune Page is designed with the same mindset that the Mastery Page was. We take attack speed Marks, armor Seals, ability power Glyphs, and armor Quintessences.

The attack speed Marks and ability power Glyphs further boost the power of Toxic Shot , while the armor Seals and Quintessences allow Teemo to maintain high health while jungling, and also not blow up when ganking the oh-so-popular AD Middle and Top Laners.

The Glyphs may be switched out with either Flat or Scaling Magic Resistance, if appropriate for the enemy team composition.

Summoner Spells



Explanation:
You take Smite no matter what. It doesn't matter who you're jungling as, if you don't have Smite, you're doing it wrong.

As for Flash, I find it helpful in counter jungling. (or even securing your own buffs/Dragon/Baron!) Remain invisible at a camp, Smite steal the most valuable monster, and flash over the wall. If you're being invaded and it appears that the opponents have not started with Oracle's Elixir or Vision Wards , then you can safely remain invisible at sneaky places, smite steal it, and flash over.

What do I mean by "sneaky places?" Hiding right near Blue Buff, in the middle of a pushed lane, in jungle choke points. Basically places that an enemy would be unlikely to use random CC that pulls you out of stealth or drop Vision Wards .

As for other options, these are all viable replacements for Flash, although Flash is still preferred most of the time:

Skills

Passive: Camouflage

Explanation:
If Teemo stands still and takes no action or damage for 2 seconds, he becomes stealthed. Taking any action will break his camouflage, granting him 40% attack speed for 3 seconds.

This is the ability that probably defines Teemo, other than his ultimate. If Teemo remains still and is not taking damage for 2 seconds, he will become stealthed. The only way Teemo can be removed from stealth is by abilities that actually move your location, such as charms, knockups, knockbacks, and pulls. Vision will also reveal Teemo.

The part of this ability that pertains to jungling is the attack speed boost. 40% is quite a bit, and gives him some bursts of speed when clearing camps.


Q: Blinding Dart

Explanation:
Teemo shoots a dart at an enemy, dealing 80 / 125 / 170 / 215 / 260 (+ 80% AP) magic damage and blinding them for 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds.

This ability has incredible power, presenting a high base damage and AP ratio, and the ability to completely negate an enemy champions basic attacks for a few seconds. We choose to max this ability second. Fun Fact: This is a grand skill in jungling. Launch this at the highest damaging monster and have a few seconds of peace.


W: Move Quick

Explanation:
PASSIVE: Teemo gains 10 / 14 / 18 / 22 / 26% movement speed. Damage from champions and structures will disable this bonus for 5 seconds.
ACTIVE: For 3 seconds, Teemo doubles his passive movement speed bonus. While active, Move Quick's bonus cannot be disabled via champion or structure damage.


This ability has so much hidden power that I can't even begin to express it in words. It passively grants Teemo a huge amount of movement speed, and upon activation; doubles it. Depending on the game, I will choose to max this second just for the increased speed.

It is important to note that the passive benefit is never lost, even when the ability is on cooldown. Only taking damage from a Champion or Tower can remove the passive benefit. The active benefit cannot be removed by damage.


E: Toxic Shot

Explanation:
PASSIVE: Teemo's auto-attacks deal 10 / 20 / 30 / 40 / 50 (+ 30% AP) bonus magic damage and poison his target, causing them to take 6 / 12 / 18 / 24 / 30 (+ 10% AP) additional magic damage over 4 seconds. Subsequent attacks refresh the duration of the poision.

Quite possibly the most annoying spell in the game, this ability grants Teemo a lot of power on his auto attacks, causing them to do flat magic damage, and further magic damage over time. This is your primary jungling and ganking move. It simply does so much damage, and combines with Red Buff so well that you can't -not- max it.

There's really no playing with this ability; once you have it, it's on. Keep this in mind if you intend on donating buffs/kills to other members of your team. Also, the damage over time portion of this ability will cause Towers to attack you!


R: Noxious Trap

Explanation:
ACTIVE: Teemo places a mushroom trap on the ground, which stealths and arms after 1 second. While armed, the traps grant vision in a 212.5 radius. If an enemy comes within 60 range of the trap, it will detonate, slowing by 30 / 40 / 50% and dealing 200 / 325 / 450 (+ 80% AP) magic damage over 4 seconds to nearby enemies within 200 radius. Each mushroom has 100 health and can only be destroyed by auto-attacks.

Noxious Traps have a 10 minute duration. Teemo generates a new trap every 35 / 31 / 27 seconds, affected by cooldown reduction, and can only store up to 3 traps at once. Teemo may have an unlimited number of traps down at one time.


This is what gives Teemo the hidden passive of a "Global Taunt." (Note: This does not actually exist) What this means is that when someone steps on a Teemo Noxious Trap , they get incredibly angry at Teemo and want to focus them down at all points during the game.

Now being serious, use these traps in choke points; areas that enemies will be forced to walk through in order to get through the jungle or their lanes. Use these as wards for your allied lanes, and defend your own buffs with them. The possibilities are endless with this ability, and mastering it is what it takes to master Teemo.

Remember that they take one second to arm, so if you're dropping them on a highly mobile enemy mid-fight, they may simply avoid the damage and slow all-together.

Item Builds

Start:
hunters-machete + health-potion5

This is the safest start for almost all junglers now. Hunter's Machete also increases the damage of Toxic Shot , making it even stronger for Teemo.

Core:
boots-of-mobilityenchantment-furor + wits-end + spirit-of-the-ancient-golem

This gives Teemo his early game chasing/escaping potential, damage, tankiness, and clear speed. These three items work so well together that I almost never deviate from them as my first purchases.

Final:
boots-of-mobilityenchantment-furor + wits-end + spirit-of-the-ancient-golem + sunfire-cape + frozen-mallet + runaans-hurricane

This build deals high amounts of magic damage, makes Teemo incredibly tanky, and even makes him quick. Aside from the occasional change in Boots/Enchantments, I almost never change this build.

Jungling

Optimal:
In a perfect world, I like to start at my own Blue Buff (smiteless), and head straight to the enemy Red Buff and steal it with Smite. If they have a jungler who starts at Red Buff, my intentions are to invade with Smite, kill my own Blue Buff, and head straight to my red. This often leads to me being level 3 prior to the enemy Middle Laners hitting level 2.

[http://i.imgur.com/29ECneO.png]

Standard:
This isn't always the case, though. Start at your Blue and go straight to Red and gank if possible. Come back for Wraiths and Wolves at other times, as your one major goal is to gank and get your lanes fed. When there is nothing to gank, make sure the opponents don't get fed; counter jungle. Teemo is simply grand at it. He can get in there and get out incredibly fast, and will win most early game trades. This aspect of jungling will push the enemy jungler behind, which indirectly pushes all of the opponents lanes out of farm, as they have no jungler presence.

[http://i.imgur.com/beO2Iyr.png]

Early Game

Explanation:
Teemo's "ganks" aren't what you would imagine. Instead of jumping on an enemy with Zac, you move out of a bush and hit them with Toxic Shot . His straight killing potential is low unless combined with an ally with hard crowd control.

Teemo is rather squishy early on, so try to not duel the enemy jungler head-on until you have your core items, if possible. That being said, your damage is still high. If you can successfully poke down an enemy, whether it be in the jungle or during a gank, you'll be golden.

The actual jungling route and tactics can be covered in the previous section.

Mid Game

Explanation:
Once Teemo gets his early game blues out of the way, he becomes a ganking machine.

I tend to prioritize on the Top and Middle Lanes, as there is a lower chance that you will be crowd controlled to death. This is the point in time where Teemo gets rather tanky from his core build, and his clears become ridiculously fast thanks to Spirit of the Ancient Golem .

At this point, you should have a decent amount of Noxious Traps spread throughout the buffs, and can freely initiate a dragon attempt solo. It's risky and shouldn't be attempted often, but it is doable.

Don't be afraid to tank a few tower shots and enemy abilities during ganks. You're tankier than you think.

Late Game

Explanation:
Early and Mid Game is when jungle Teemo shines, but that doesn't mean he loses his impact late game. You are effectively the tank for your team at this point. Your goal is to get Noxious Traps into the enemy team and protect your carries at all cost. This is further covered in the next section, "Team Fighting."

Although Teemo is generally considered a split-pusher, I don't personally recommend it with this build. In my personal opinion, Teemo belongs in the fights with this build.

Team Fighting

Explanation:
This Teemo build excels at the laning phase. Ganking, counter jungling, etc. Team Fights are a little intimidating since you don't do much burst, or upfront, damage. Your goal as Teemo is to peel for the carries on your team. (Ensure that they are not being killed by assassins on the enemy team) Utilizing your Blinding Dart and Noxious Trap in creative ways will keep enemies off of your carries.

Just because that's your goal, don't think you stand back and watch. You are incredibly tanky; tanky enough to hold your own under towers and be in the middle of the enemy team. Teemo is almost always focused regardless of his build. Why? He's annoying. He has AoE map-wide slows, a blind, and his poision is just obnoxious. He's a natural taunt, just without a taunt.

What if you're not focused? Your damage is still high enough to slice through some enemies. Wits End + Toxic Shot + Runaan's Hurricane will slowly eat away at your target's health. If your high-damaging allies aren't in immediate danger, ensure to use Blinding Dart on enemy auto-attackers. This will stop their damage for the duration.

A quick recap; Peel for carries. Tank important abilities/towers for your team. Focus out their auto-attackers with Blinding Dart .

Jungle Matchups

I don't think it's very easy to find a list of "Counter-Pick Situations" for jungle Teemo. So without further ado...

Teemo excels at counter jungling, but there are certain champions that just ruin his day. These champions often have high single target burst damage and/or strong slows.


Jungle Teemo is strong against:

Although a tad less-so after Master Yi's rework, Teemo is able to ignore a large portion of Yi's damage through his Blinding Dart .

Teemo is strong against Aatrox for the same reason he's strong against Yi; his Blinding Dart simply counters a large portion of his damage.

Rengar's primary damage comes from his Savagery . This damage (including the "Empowered" variant) can be completely negated by Blinding Dart .

Xin Zhao is rather squishy and slow early on, and his damage is pitiful due to your high armor. Beware of counter ganks.

Important note about Udyr: His on-hit effects will go through your blind. You can, however, easily kite him via movement speed and your Noxious Traps due to the fact that he lacks a gap closer.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~

Jungle Teemo is weak against:

Zac is a difficult one to deal with on your own. He is able to jump onto you, slow you, and quickly reduce your health to zero. A strong front line early on in the game will allow you to overcome encounters with him.

Trundle is way stronger than people give him credit for, but that is beside the point. Trundle, like Zac, can stick to you and put out incredibly high amounts of damage. Even with quality teammates, I've found this one to be the most difficult to deal with. Tread lightly, and stick to your own jungle if you lack proper ward coverage.

Seeing a trend here? Sejuani can constantly apply strong slows to you and lock you down for long periods of time. Try to avoid direct confrontations with her unless you have sufficient backup.

It's really difficult to be sneaky when there is a Lee Sin there to ruin your day with half of his move pool. Not only can he stick to you, but he can reveal you without even trying to. Stick to your own jungle, ward, and attempt to catch him out.

I'm hesitant to put Amumu on this list because it appears to go either way. It truly depends on how many successful ganks he provides his team. Try and counter gank at all times.

Final Comments

Thanks for viewing my guide of Jungle Teemo!

[http://www.lolreport.com/wp-content/uploads/2012/06/teemo-hamster.jpg]

Comments

August 24, 2013 - 09:57 PM #1

Works fine, love it. #1 Jungle Teemo NA!

August 23, 2013 - 02:39 AM #2

After having seen this guide I was intrigued, so decided to try it out in a normal game. It worked spectacularly, and I was very surprised at its viability in normal que games. Solid guide, totally legit :D

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