IntroductionHai there, My name on EU West is Wookerz and I'm pretty unknown, so I haven't really got anything to say about myself.
I've been playing Teemo for a while now and I've tried a lot of different builds on him ( ADC, Hybrid, On-Hit and now AP.)
At the moment I find myself enjoying AP Mid/Top Teemo a lot since is his "E" has been fixed some patches ago and I find this is one of the best way to play him.
Anyway, this guide is my point of view on how I play Teemo, the AP Yordle. Some of you may not like the way I build him, and it's your right. It'd be a pleasure to hear from people's opinion about the way they play Teemo.
Teemo is a decent AP Mid that has a great map awareness with his shrooms that can easily turn a possible engage of the enemy team to your advtange. Teemo is also a really fun champ to play because no one expects a Yordle to own anyone.
Champion OverviewPros :
- Map awareness from the mushrooms
- Somewhat of good burst/DPS, depending on your item build
- Really fun to play
- Skillcap isn't high as others AP Carry
- Great mobility coming from W
- Lot of harass in lane
- Strong against any champion based on basic attack
- Really squishy
- Can be hard to come back if you failed your early-mid game
- Teemo always die, in every story
- Weak against CC team
Flash/Ignite combo offers a lot of options for Teemo.
gives you a lot of options, defensive ones, or aggressive ones.
helps you to finish an enemy with 100 HPs left, reduce regeneration HPs of or .
if your team really needs it, but you shouldn't.
if you're really afraid of the death, but it's not recommanded at all.
is not useful at all, you already have a free Ghost from your W, a flash over a wall, a flash to get in range to finish someone with Q and so on is way more useful than a Ghost.
The offensive tree allows Teemo to be a real Carry AP. Moreover, the point in Spellsword fits very well with Teemo's E.
The defensive tree makes Teemo a bit tankier, because, let's be honest, Teemo is made of crap paper.
This one is a bit different from the 21/9/0. I sometimes go on the 21/0/9 Masteries because it allows you to be passive and to manage your mana if you can't use it properly and get your Flash/Ignite a bit quicker.
Quints : 15 AP
Seals : 175 HPs@LvL 18
Glyphs : 12 Magic Resist
Marks : 7.8 Magic Pen.
These are the most common runes for Teemo. 15 AP Quints allows Teemo to start with 21~ AP @LvL 1. The seals and glyphs makes Teemo tankier in lane and give him a bit of HPs in the late-game.
Quints : 15 AP
Seals : 6.7 Magic Resist
Glyphs : 12 Magic Resist
Marks : 7.8 Magic Pen.
I don't often run this rune page but it allows Teemo to have an easier laning phase against heavy harass(i.e : Syndra, Brand, et cetera.) with 19 MR, for a total of +26 MR@LvL1.
After a few seconds, Teemo become invisible. Be very careful of this passive, it can saves your life as it can kills you.
Tips : - Can be used to kill neutral monsters quicker
Q: Blinding Dart
Teemo's main harass skill. Has a pretty long rang, and looks like your auto attack. It also prevents your enemy to hit you for a few seconds, which can block a very good amount of damages.
It's not only useful on ADCs or Bruisers, because an AP Carry can still deal 200~ damages with his basic attacks, remember than any HPs reduced can save your life.
I personally use Q in Smartcast Mode, this way, I can use Q followed by an auto-attack to maximize the damages output.
W: Move Quick
That's why Teemo is uncatchable. You way faster with this spell. The passive helps you to dodge skillshots and to avoid ganks. The active helps you chasing down an enemy or running away from someone that would want to kill the cute Teemo.
E: Toxic Shot
On every basic attack, you deal more magic damage. It's very useful on early-game to last hit with ease, it also helps to harass your opponent when you can land an Q+AA.
R: Noxious Trap
Teemo's bread and butter skill. That's why Teemo is Teemo and that's why we hate him. Use it, everywhere, all the time, don't stop, never stop, you must annoy them during the whole game, that's your main job.
Look at the "Level 6 ! Let the fun begin." chapter for further informations about Teemo's ultimate.
Skill Order--> --> -->
I often see others AP Teemo maxing their E first, ,but I personally prefer maxing my Q first.
- If you can't get in range to hit with an AA, your Q is faster to land.
- 2.5 seconds of blind at lv 9 can blocks quite a nice amount of damages.
- If you get ganked by an AD Jungler like or and so on, your Q just divide their damages and can save your life.
Then, I get an early point into E because it just help you last hitting with a lot of ease. ( about + 20~ damages on AA at level 2. )
I put a point into the W at level 4 because you will usually get ganked at this level, and it can helps you avoiding them but it also helps to avoid enemy champion based on skillshots ( i.e : , and so on.
The second skill I max is the E cause you'll start maxing it at level 10~ and you'll already have some AP into your bag, so it'll do a good amount of damages.
Then, of course, I max the W because there is no more choices. I think that you have enough MS with your W level 1 and boots to out-speed a lot of champions.
Starting items :
Basical starting route against normal lanes and champions with skillshots. It also gives Teemo movement speed that scales with his W at level 4. ( ~389 MS ) Wait 10 seconds for another
Take a doran ring if you feel confident on your lane and you know you can dominate it with ease. You could also take it if the champion hasn't skillshots.
It's a pure defensive starting route because you know your lane will be hard and you'll get harassed all day.
First back :
If you get a first blood/early kill and/or farmed correctly : 1400 < 1475 < 1600
If you didn't farm correctly : 800 < 950 < 1000
or if you started with an early
After this first back, end your boots :
if you can easily outspeed your enemy then buy to harass him harder without getting hit back.
Mid game :
At this point, you should have :
Now, you have to head for :
I personally think Liandry's Torment is one of the best item for Teemo. Basically because it gives him a bit of HPs because he is really squishy. The M.Pen of and added with your runes and masteries should reduce the Magic Resist of your enemies by a lot.
Then, the passive works really well withe very of Teemo's abilities and especially Teemo's ult because the mushrooms slow the enemy and when an enemy is slowed, the passive of Liandry's Torment is x2.
I usually take this item as the third item because it gives a really nice amount of AP (~80) a bit of mana (~250) that will give a higher manapool and of course, the 5% Movement Speed that scales with Teemo himself, because no one can catch a Teemo.
Teemo main strength in early game is to use Q directly followed by a basic-attack to proc your E and deals more damage out-put. Lich Bane simply gives a higher burst to your harass.
200 AP without Lich Bane : Q = 260+160 , E = 50+80 , AA = 100 = ~650 (no MR included.)
200 AP with Lich Bane : Q = 260+160 , E = 50+80 , AA = 100 , Lich Bane = 50+150 = ~850 (no MR included.)
This example is an average of the damages that Lich Bane can add to Teemo's damage.
Late Game :
Buy Rylai if you feel too squishy and you want to kite your enemies. It gives Teemo a nice amount of HPs (~500) and AP (~80). I usually take this item as my 4th item, because Teemo is simply tankier.
@LvL 18 : 1777 HPs or 1859 HPs + 175 HPs @Runes + 108 HPs @Masteries + 30 HPs @Masteries + 200 HPs @Liandry's Torment + 500 HPs @Rylai = ~2790 HPs
If you are focused all day and still feel squishy, then grab :
This item should give you enough Magic Resist and Armor, combined with your HPs, to survive in TeamFights. Even if it has been nerfed, it still gives nice resists and the opportunity to revive if you failed somewhere.
If you feel you haven't got enough damages in TeamFights :
Should be way enough to penetrate every Magic Resist of your enemies combined with runes/masteries/items.
A typical final build would look like :
You can also change for a more offensive item like .
Possible items to buy :
Malady gives a lot of useful things to Teemo like ATK Speed, 15+10% AP that scales with his E and a reduce of Magic Resist per hit. Can be used before Void Staff in the early-mid game and the beginning of late game.
DFG is a good item on Teemo, especially if you can use a mushroom right after the active. The CDR helps you throughout the game to have your abilities back quicker.
Level 6 ! Let the fun begin.Now you are 6 and you're not a troll, you should have your ultimate up : the shrooms !
This ultimate is Teemo's best strenght ever. What can you use it for ?
- Add more DPS when someone jumps on you
- Map awareness, Teemo the Yordle Ward
- Defensive points ( mid lane, own blue/wraiths, et cetera. )
- Offensive points ( mid lane, their blue/wraiths, et cetera. )
Here is a simple map of where you should or could use Teemo's shrooms.
Red Dots = Shrooms
These dots don't show all your shrooms should be at, but it shows the most useful shrooms in early-mid game to :
- Prevent from being ganked in many situations
- Defend your jungler's jungle
- Warding your enemy mid's blue and your enemy jungler's wraiths
- So more things, come on, you're Teemo, your role is to piss them off everytime they walk somewhere.
I really CAN'T count the number of the times I get a kill from a running enemy that survived with barely 100 HPs and was like " Not even close, baby ! Oh.. **** Teemo. "
It also helps Teemo getting a LOT of assists, even if you're in the base, lol.
- When you have got your blue, or can afford to spend some mana, use your shrooms to ward your allies' brushes. It can simply save them, or help them to secure a kill. The enemy won't know there is a shroom in that brush,and will simply get baited into it.
- Think like your enemy and guess where they'll walk. If they get an oracle, then use your shrooms in the entrance of the brush, so they can't see it and will it them, even if they have the oracle up.
- If the enemy avoids the brushes because he knows there are shrooms, just use them between the brushes, where they'll walk to avoid them.
- A well-placed shroom can reveal your enemy's team, and, if the carries don't get MR, one shroom will, most of the time, result into a back if they don't wanna die. Use this to your advantage. I can't count the number of times an enemy walked into a shroom, had 500 HPs left, and decided to continue till they walked again on another shroom.
This is why we hate TeemoThanks to : http://www.youtube.com/user/mcr00sterDOTA for this video :
This one is also funny :
Final CommentsThis is my first build ever so be kind with me :3. Feels free to tell me everything wrong by leaving a comment. I certainly did a lot of grammar mistakes but English isn't my native language, I'm from Belgium.
Feels free to share with me your point of view about Teemo and how you play it, I love to see how other people play the Yordle.
By the way, the guide isn't over. I still have one or two things to add like Item Chapter but it'll be added later.
Things to add :
- "Early/Mid/Late Game"
Patch notes for Teemo :
[E] - - Toxic Shot
Now scales 0.3 (down from 0.4)
[R] - - Noxious Trap
Now deals 200/325/450 (down from 200/400/600)