IntroductionHi, this is basically a throw-away experimental paper on AP Teemo in the current S3 League. The main basis for this guide is the top-rated Teemo guide here by Tekshi called AP Teemo: The maestro of death, the details that are missing here are filled in there.
I've been playing Teemo awhile, blah blah blah let's just shoot blow-darts and poison people.
MasteriesMasteries seem to be hugely personal preference right now. Obv you would want to take both of the penetrations, as well as Archmage and Spellsword; after that things get iffy.
You will have most points in the offense tree, but where and how many is a different question.
I personally take the fury because 4% AS is always good, and 4% CDR ends up making shrooms come about 1.3sec quicker at 18 not a huge difference.
You could take Havoc instead of Mental Force but Lol is more a game of 'winning' rather than min-maxing and extra AP quint early game is a boost you wouldn't want to refuse.
The solomid tree isn't correct so please do put 1 point in destruction (5% to towers).
Other then that, it's pretty much cookie cutter spec as butcher it useless due to E, 5 Ap/AD is worthless vs other things (sum. wrath), sunder and brute force aren't ideal, we don't use crit strike for lethality to be useful to us.
The amount of really good spells in offense means we are really limited in the amount of points we can spend on the other 2 trees. As you can see I spec'd to mainly correct teemo's 2 biggest problems vs most top solos during the laning phase.
Being squishy esp. vs AD, and until Chalice having no mana. For defense 6 health p. lvl is too good to pass-up and none of the others are worth anything to us.
In utility, while all of them may seem appealing our main job is to get kills, and get fed; all the masteries in the world won't help you vs someone who's 10/0 when you're the opposite, therefore having mana was the most important thing in my mind so I put my remaining points into meditation.
If you have different views, please tell me in the comments as I'm always looking to improve.
RunesAp/lvl just because it gives so much especially when you add in deathcap/mastery scaling.
You can take flat AP if you want the differece between the two doesnt come into play until level 10/11 but we use quints to deal with early game.
Moving into those, the per/lvl quints just like the blues don't get better than the flats until level 10/11 which is why getting the early game boost especially with the new masteries is big.
I have 27 AP lvl 1 now instead of the 16 I had before (I have 1 flat ap blue cuz I don't wanna spend money to replace it now).
I just grab yellow since you start with 15 armor which is dismal, before even considering the armpen a lot of bruisers have which will probably put you negative. If facing AP you could take flat Ap or per lvl Ap (especially because it beats flat after level 6/7) but it's honestly only 10 or 11 AP and I'd rather have the armor at all stages of the game.
I have Mpen listed because it's on my page from S2 and also because you won't get a lot of AP from reds and mpen can help at all stages of the game, but especially early when they may not expect to be facing AP teemo.
I take flash because we have Move Quick, plus probably boot enchants and other stuff. You can take ghost, I've seen guides where people say ghost and flash or ghost and w.e but I like flash better it's cool.
I take ignite because exhaust while being ok doesnt have the same early game fear factor, and kill potential.
Win early game, win whole game.
Skill OrderWell, credit here goes to tekshi with some changes by me:
So there's three of paths you can take.
The general all purpose skill order is:
R > E > Q > W
This maximizes your poke and damage output. Nothing else much to say about it. STANDARD
The utility melee shut down or safe poke skill order is:
R > Q > E > W (Getting E level 1)
This utilizes the blind duration on Q and burst damage early on. I don't use this often because I find that I run out of mana pretty quickly. Also go this build path if you can't safely auto attack against certain champions ex: Darius.
The run the fuck away til late game skill order is:
R > W > E > Q (Getting E level 1)
Go this build path if the person you're going against is an all out type champion such as Riven or Garen. Your job is to essentially farm
Item BuildsYou start boots and pots just cuz.. trust me.
First base I'd grab a because of the CDR and esp. the mp5. It only costs a 1000 now, so it's def a better choice and leaves you the option of rushing grail or finishing Nashor's.
I usually have enough to also get a which is helpful due to mana shortages but I wouldn't get it if taking heavy harass as it's less financially efficient than straight health pots.
After this you can get either
if against heavy magic damage.
and after that.
Build a and see if you have enough spare change at some point after this for or . You can build right here if you're losing badly, and don't think you'll be able to do shit.
Get Alacrity if you think you'll build Rylai's, furor otherwise. (You want enough speed to be able to proc rylais' but otherwise it's fine; otoh you want as much speed as possible if you can't slow the enemy).
At this point, the game will probably be decided keep fighting though: If they have a lot of MR
Otherwise, or depending on preference and money. I havn't calculated which does more damage overall, obv. lich is more bursty but malady would probably out-do it long-term (not 100% sure though).
You can also buid a defensive item such as , or if they have a lot of magic on their team (Tekshi rec. 2+ and I agree).
For your last item, I would say either Rylai's if you didn't build it or . You can build a WE if you built void staff and they don't do a whole ton of damage but I'm just putting this out there as a possibility my games don't ever go like that.
Some other situationals are:
as it may turn out that the pen. change makes sorc. sub-par.
it got a huge buff, and is the go-to vs burstly champs.
if you love to fling yourself, or put down shrooms in 1v1 and statis.
My usual games go: boots, NT, Grail, Cap, and finish.
Out of preference I'll probably build a malady to try it out cuz I like AS.
I almost always grab GA last, instead of Rylai's because someone else on my team will have it, a Frozen Mallet or some from of CC and GA can be a game-changer.
That's pretty much all, AP teemo is much stronger due to the changes and I'll keep experimenting and updating this section here. (The main one is lich vs malady).
Final CommentsJust a final note, Teemo isn't hard to play especially not CDR laden Ap teemo. The only things I will say are:
1. You are squishy see that Garen, see that Wukong with 25% health early game, they will kill you keep farming don't fight them.
2. If you have 3 shrooms in your inventory for extended periods of time, kill yourself.
3. You're not god, but with flash and move quick you could out-run him too. :P (No offenses, intended).