IntroductionSorry there hasnt been much updates since new content, just been busy, also Nami ftw!
Note: This guide is primarily for Summoners Rift and alterations are made to make it more universal to the other maps, sorry if any sections are confusing :<!
Hio my beautiful little snowflakes it's time for another mind boggling guide from the psychopath with a blowpipe, after scanning my previous Teemo guide I realised how outdated and flawed it actually became, I don't feel that it's even a fun way to play Teemo due to how easy you are to kill, and how little dps you actually do. So I decided spending a couple of *months!* constructing another *masterpiece* of guide ingenuity.
There are several decent Teemo guides out there, and I respect that not everyone will find my build appealing however I am uploading this guide to show you my unique and sadistic approach to my favourite champion. I also wanted to highlight how to counter Teemo as all of us have hated fighting him at some point :) but by knowing your heroes inside and out you can learn several options on how to adapt your style to nullify the enemies counters.
Stalk me: (profile stats)
PS: I am moderately insane, but I hope my guide is easy to understand GL HF (^.^)/
Why Hybrid Teemo?The whole purpose of Hybrid builds is to be dealing both Magical and Physical damage in conjunction with one another to bypass defensive stats and open up a variety of attacking strategies to gain an advantage over other damage dealers. Teemo naturally benefits from both stats due to his versatile nature, opening up several build options.
With the introduction of the new mastery build for season 3, hybrid has been buffed even more and you get an insane amount of early game damage, while scaling just as good as season 2, pretty much the best mana-less poke in the entire game.
I simply love this item, and I am one of the few players in the world that seem to still buy this item, its an item that offers soo much versatility that it allows you to fight in multiple playstyles, while complimenting your already potent hybrid stats, making sure that people stacking armor get punished. Now Gunblade has AP scaling and a lower base damage activation, which means that my hybrid build may evolve to further compliment this purchase.
Isnt Botrk Better?:
I have no objections to this item, its a fantastic item that works with Teemo, its a worthy alternative, especially if the enemy has high health builds which are pretty common in the current meta, I just prefer Gunblade due to its versatility and potential to deal more damage against targets who have low overall magic resist.
Teemos StrengthsTeemo is primarily about countering hardcore AD carries and zoning close ranged heroes (including Urgot), he counters heroes that rely on a skill shot / short to mid range initiation such as Amumu, Alistar, Irelia and Renekton, which can turn the tables in a hilarious manner during team fights, Teemo is also one of the best baiters in the game which enforces people to fight you in mass rather than 1v1 which can also be manipulated into giving your team an advantage.
Teemo naturally punishes people that highly commit to creep kills via melee range due to the constant re application of Toxic Shot, this is why Teemo in top lane is quite a cruel move and it gives him a very destructive role towards the enemy team, as their top laners sustainability might not be able to handle consistant harassment.
Another major benefit that Teemo brings, is his sheer versatility of builds, playstyles and damage sources, Hybrid isnt the only build for Teemo, but it is my preference as I like to play dirty and fight in several bipolar playstyles, from sheer insane balls deep aggression and split pushing while being impossible to catch.
Top and bottom lanes will always have an AD orientated damaging character, aiming to farm and harass as much as possible. The extra armor stacks up well with defensive masteries and your yellow runes, allowing you to shrug off their damage. I always used to run with Dorans Shield, but since I climbed the ladder even more, people just butcher you for making that choice. By having boots straight out of the match in conjunction with Move Quick, they cannot catch you unless they hit you with a red buff.
Recently I have begun to purchase a ward to start off with, to prevent any upcoming ganks from several junglers and it compensates for your lack of map vision until you are level 6. Now, you might have less sustainability within the laning phase for doing this, but since Teemo out harasses a lot of top lane rivals, he will rarely be taking severe damage in return meaning your lane will naturally push, however since you have covered a suitable location with a ward you can do your job without being massacred!
Elixir isn't really that great of a starting option anymore, I wouldnt recommend it.
Summoners Rift Build:
Complete new set, which I have a lot of success with, currently Phage, Frozen mallet and especially Trinity Force are disgustingly strong on ranged characters, and Teemo is no exception. This item build grants you all the durability without sacrificing your dps in any format, you will still deal a large portion of magic and physical damage to outclass, and bypass other damage intensive competitors. Very rarely will you be able to get the Guardian Angel before the match ends, but I feel as though its the best icing on the cake option which furthermore compliments your earlier item choices.
The Twisted Treeline Build:
Basic boots, a long sword and a health pot seem to be a nice start, the only other route I can see is to pick up cloth armor instead of the sword and gain more health pots as compensation.
Still tinkering with it, but seems a pretty nice build for Teemo, as there are no pure AP common picks within 3v3, and my team always bans Singed and / or Rumble, if I'm not feeling too confident, Frozen mallet immediately means you wont be instagibbed in team fights and you can literally kite forever in conjunction with your shrooms, as Twisted Treeline is still very bruiser dominant, FINISH THEM!
The Crystal Scar Build:
A complete change over my whole 'glass cannon' build for dominion, I found that Teemo has much more success within the bottom lane and can usually destroy most competitors as he can pack an insane punch from the get go, he also levels incredibly fast which makes sure that bot lane is strictly YOUR lane, and enemies will waste time coming anywhere near you. This build like my typical Summoners Rift built ensures you deal obscene damage while being versatile, durable and quite scary.
You may also notice that in dominion I purchase a Trinity Force instead of Entropy, and there is a good reason for that: Dominion relies heavily on a characters mobility, and the additional move speed allows Teemo to claim objectives, establish a shroom perimiter and ensure bottom lane is safe and sound for his team. It doesnt sacrifice any damage potential and its obscene cost of over 4000 gold means very little, as minions give 30 gold minimum per kill and you gain loads of gold per second.
Each one of these items I approve of for use with my style of Teemo, pretty much any way you want to build your sadistic midget semi carry, you can in an affordable and stylish manner. I'm still tinkering with builds, but feel free to tinker with your own and crush those naughty black cleaver buyers.
Boot Upgrade VariantsFavoured:
There are only two boot upgrades that I find myself consistently getting on Teemo, Alacrity and Homeguard, as Teemo is constantly moving in between auto attacks to create distance and kite his targets, Furor makes this easier to accomplish and allows you to retreat if need be especially in conjunction with Phage procs.
Homeguard is the more favoured option if you run with Teleport or your team is on the defensive through a large portion of the game, it also allows you to restock reload and rush to Baron if need be. Its also the cheaper option and due to my item build being high on the cost side of things, may be more ideal in a majority of matches.
My Typical Item Path Timing (Summoners Rift)Starting Items:
Early Game: (up to 20 minutes)
First Path - OR
Typical vs bruiser setup, forces them to invest in magic resistance early to not get wrecked by your poke and burst.
Second Path -
Most people pick mages to counter you in lane, this setup ensures you can keep farming without getting instagibbed.
Mid Game: (past 15 minutes to 35 minutes)
First Path -
Adds to your shoddy durability vs mages, and opens up the options to fight in multiple fashions as soon as possible, I love gunblade.
Second Path -
Continues the anti mage set up
Late Game: (past 35 minutes)
First Path: Acquire
Second Path: Acquire
This is the point where a single death on your team can cost a game change, Guardian Angel makes sure that you contribute heavily to team fights, deters enemies from going full out kill yordle mode, and nicely rounds out your already tanky stats. Bloodthirster, as stated briefly earlier is usually out of the equation as matches end before that point, however freak matches do happen and this was my most successful 6th item choice.
Alternate Sheen Procs
Iceborne gauntlet is new to season 3, however you really don't need it to do anything special, also the cdr and mana is provides seem to be undesirable stats, its funny to involve in a troll build such as Fmallet + Rylais + Iceborne
Teemos base cooldowns are fairly high but hes able to stock up to 3 shrooms which you will be placing in a rapid succession throughout fights when you have your perimiter set, but its not optimal to do this each time.
This item I really cannot love, I feel as though this is the worst so called hybrid item in the game for Teemo, as it yet again, offers him too much mana to spend, and it offers no survivability or sustainability. And it is NOT cheap at all to purchase, Whenever I have bought it it just cripples my presence within the game and leaves a black hole in my gold count :*( I once saw a Vayne buy a Stinger, my eyes will never heal from that atrosity.
Even after the buffs, I still feel as though this item still doesn't deserve to be used by Teemo :*( and every time I see an AP Teemo role with it, I want to cry.
Summoner SpellsListed below are the only summoner spells you should consider using as Teemo
Ignite - My preffered offensive summoner spell that allows you to out damage top laners with ease, naturally works in conjunction with your DoTs and is a great anti heal tool. The improved Ignite also is perfect for hybrid builds
Flash - Even after the slight nerf it is still an amazing tool to utilize, due to its versatile nature it can be used offensively or defensively to alter the outcome of fights
Exhaust - I only pick exhaust when my foe at top lane naturally counters me (such as ones listed in an upcoming section) as sometimes Blinding Dart isn't enough to shut down some characters
Ghost - Since you have Move Quick, Ghost seems a bit of an overkill, a worthy alternate to Flash within dominion, but thats about it
Teleport - Solo top, will always be a farming lane, where both champions try to kill the towers without getting themselves owned. Teleport allows you to contribute to global objectives and punish enemies that are in poor positions. You also can use Teleport on mushrooms which makes it a tasty choice on Teemo
Reds / Marks - Flat AD
I currently use Flat AD marks, as it makes last hitting easier, and buffs your poke from the get go, in conjunction with maxing Toxic Shot ranks with hybrid penetrations from masteries will pack a delightfully yordle sized-punch to your rival from the get go.
Yellows / Seals - Flat Armor
I like to have resiliant runes and masteries to ensure my early game survival while being able to survive harassment and ganks during the laning phase, as every single jungler except for Nunu and Fiddlesticks is a Attack Damage orientated champion. By having tons of armor early on you cut down the odds of them killing you quite drastically, while allowing you to harass without taking incidental minion damage.
Blues / Glyphs - Flat or Per level, Magic Resistance
Magic resistance is essential within team fights as a majority of heroes will deal some form of magic damage via cc spells and especially aoe, you need to be able to shrug that damage off and stay in the fray. My personal preference is just flat MR, but take what you prefer.
Purples / Quintessences - Flat AP
You can run with any penetration setup (no, not trojan) however I recently have been having success with just flat AP, as in conjunction with your AD bonuses and Toxic Shot, you deal tasty honey mead pints of damage from the get go, making last hits immensely easy and your poke even more lethal.
Masteries (Season 3 Changes)
I LOVE this new mastery build, its a major buff to my hybrid build and gives you an insane early game buff, you will hit like a truck, and your dps will be fairly unrivaled across the lanes, the defense tree for my build has remained unchanged, as you still get 4+ armor and 4+ magic resist as the armor values will round up from .5, sadly penetration across the board was nerfed, but the flat AP and AD you get seems to compensate from what I see so far.
Camouflage (Passive) - My favourite passive in the entire game as it allows you to pull off several nasty tricks and adds to your survival chances, it can be used defensively to juke and escape enemies or offensively to ambush un-suspecting prey and yordle hunters, it also allows you to rival heroes that usually out harass you.
Also another thing to note is that it gives you a 40% attack speed bonus for 3 seconds once you leave camoflague, which effectively gives you a free Recurve Bow for 3 seconds which is an unreal DPS boost.
Blinding Dart (Q) - Blinding Dart is Teemos only true controlling ability, and it gives him an anti AD carry feel to him as you can shut down a targets auto attacks for up to 2.5 seconds which is just awesome, it does not bypass Tenacity effects so consider your targets in team fights, it also resets your attack timer, so consider that once harassing a target.
Move Quick (W) - Super Teemo flies when activating this ^.^, this spell gives Teemo another edge compared to other carries / hybrids as he can outrun several champions and close that gap between enemies or even get to vantage points first and to setup a concave of shrooms, this spell isn't prioritized in this guide as I believe the extra damage and duration of Blinding Dart is essential to rivalling the enemy team, and controlling your lane.
Toxic Shot (E) - An amazing attack modifier that allows Teemo to dominate the early game with a damage bonus, it helps you last hit creeps and it even finishes off severely wounded targets, this guide maxes this skill first as it generally does more DPS (Damage Per Second) than Blinding Dart and allows you to contribute a sustained flow of heavy damage within team fights or skirmishes.
Noxious Trap (R) - This spell makes Teemo insanely fun to play, its one of the most versatile ultimates in the game, however it can no longer block enemy skills shots. You can use its sight and damage to several situations and if you dont use your ultimate for a prolonged amount of time you can store up to 3 mushrooms in one go, which allows you to mark your territory in team fights in rapid succession.
The best defense is a net of shrooms covering all routes the enemy can take to you, utilize the maps I have created for you in the upcoming sections! Dont forget, assuming you have Hextech Gunblade you can actually clear minion waves while healing a disgustingly high amount, which allows you to dominate your lane even further and deter rivals from fighting you once minions are around.
The possibilities are endless and I hope you can adapt this guide into your own playstyle : )
Skill Priority (Left to Right):
Level 1 - Toxic Shot (E)
Level 2 - Blinding Dart (Q)
Level 3 - Toxic Shot (E)
Level 4 - Move Quick (W)
Level 5 - Toxic Shot (E)
Level 6 - Noxious Trap (R)
Level 7 - Toxic Shot (E)
Level 8 - Blinding Dart (Q)
Level 9 - Toxic Shot (E)
Toxic Shot offers the highest amount of DPS consistantly throughout the game due to how high the impact damage truly is at higher ranks, and how well it scales with the AP you will attain from hybrid items. This is why it should be prioritized over Blinding Dart. Toxic Shot also allows you to farm and keep up the pressure in lane very efficiently.
I prefer to max Blinding Dart after Toxic Shot rather than Move Quick, due to the fact that you are hybrid, the nuke that Blinding Dart offers is too good to turn down, and it highly benefits the spell vamp you attain from Hextech Gunblade
Mushrooms are essential and are picked at every opportunity due to how many options the spell offers, the increased damage also benefits spell vamp drastically allowing you to heal yourself back up before (or during) a fight begins
Move Quick should only be prioritized as a more AD orientated build as that route, you have no drastic damage benefits with Blinding Dart
Laning (Solo Top Only)This video is not perfect, but it displays the basic playstyle that I carry out vs a majority of heroes within top lane, yes I miss a truck ton of CS and the editing is bad but HF watching it if you have spare time and are interested!
Why Solo top Teemo?:
Teemo is an amazing hero however, his laning options are very limited. Within Mid Lane he will be hounded by mages as he has limited range and sustainability to rival them efficiently. The other fact about mid lane is there is 6 entrances into the lane, which is a lot of routes to cover consistently to keep farming in safety.
Bottom lane with a support character is also another odd choice, as you have the shortest range in comparison to all other carries, meaning your harassment is very limited, and you may even begin to lose skirmishes. Teemo also requires level 6 as soon as possible to become a destructive force, which becomes even more difficult when sharing exp with a partner.
Teemos harassment may be great, however his ability to actually kill heroes early on is nigh impossible vs people with brains. Your best bet is to last hit and harass at any time possible and coordinate with a jungler if your aiming to kill someone, my build makes Teemo highly resilient early on, but his damage only begins to get out of control once he attains a Hextech Gunblade, just keep farming and there's plenty of opportunity for blood later on.
As soon as you hit level 6 begin shrooming in the spots I have highlighted in the 'Farm in Safety' map locations. These spots will allow you to farm in relative safety, allowing you to see upcoming ganks and prevent Nocturne from slashing your body into ribbons. If you are feeling uncomfortable with leaving the lane into enemy territory, ask for your support to cover your destination with CV. Utilize the shroom buff timer while doing this so you can set up your perimeter in rapid succession without losing any exp or gold.
Teemo is renowned for being one of the most aggravating harassers in the game and if its Teemo vs a melee at top, Teemo will usually come out victorious due to how hard he can zone and deny heroes that have limited sustainability and mobility. Blinding Dart resets Teemos attack timer, granting you a mighty damage boost if utilized correctly!
General Harassment Combo
Harassment StrategiesSadistic Acupuncture:
Consistently pumping auto attacks into the enemies face while pushing them out of gaining experience by creeps is my preferred method against rivals that simply cannot out sustain Teemo's harass, while doing this mean little tactic you MUST ensure that the enemy jungler is no where near you, or this strategy might backfire, suddenly having two bruisers on your face is not a nice situation! This is also another benefactor why I commonly start with a ward in several matches.
Teemo in a Box:
By utilizing Camoflague early on you gain 40% attack speed for 3 seconds once you leave stealth, giving you a free recurve bow allowing you to swiftly chop your opponents health, while being untouchable (assuming the target has no skill shots / aoe moves such as Irelia before level 6). This strategy only works vs a niche amount of rivals but its a cruel move that might enforce your rivals to invest in more wards then they would like.
Once I gain a Hextech Gunblade and my essential shroom locations are all covered, I will commonly fight ontop of creeps, while luring my laning rival into the explosion vicinity, out healing (spell vamp) any damage I would take while allowing me to throw all my damage straight back into their face, ofcourse several players will avoid taking damage from shrooms in these fights, but it ensures that they cannot counter attack for several seconds.
Get a Job you Tower Hugging Hippy:
Once I have pushed my rival to the tower and I have all my scouting shrooms set, I like to punish them even more, much like Caitlyn you can auto attack your foe each time they get close to a creep by throwing your harassment combo over and over again into their face, another interesting thing to note is that towers and minions will NOT attack shrooms that are in range of tower detection, allowing you to slowly corner your foe with a concave of shrooms. The only thing you need to do after planting them is ensuring your rival doesn't melee them to death.
Here a shroom, there a shroom, everywhere a shroom shroom:
Since the Noxious Trap has had a one second arm time, you can ensure that once a melee engages onto you, you can keep its dot and slow ticking as long as you have shrooms stored up, which can turn the tables against characters like Jax within the laning phase, as their mobility is either full out offense, or full out defensive.
FarmingTeemo needs a truck load of cs (creep score), and being placed in solo top vs a majority of melee characters is no issue to achieving this, by 20 minutes you should be able to buy a Hextech Gunblade and basic boots, by last hitting and harassing the enemy as much as possible you should be able to achieve this goal with ease.
Just play it safe until level 6 and then begin shrooming the two shroom hotspots (located in next section) to ensure your security without buying wards, also be very careful of a gank before 4 minutes, as this is highly likely to occur when people realise your solo top. People NEED to be killing you before you hit level 6 to ensure they have the upper hand, as otherwise Teemo becomes nigh ungankable and is highly likely to kill the tower in complete safety.
Once you obtain your hextech gunblade, you have several choices, either farm forever due to how awesome hextech gunblade is while setting up the entire top quadrant with shrooms, OR you can begin ganking and turning the tides, you can even solo the dragon at this point and cover each entry point to the south eastern river. I usually end up doing a mixture of everything but at this point Teemo becomes one of the most versatile hero in the game, just ensure that you get enough gold for Hextech Gunblade before going on a hunt.
Shrooms can be used to farm, however I dont advise it until you have set up your scouting shrooms or you are in desperate need of some pushing power, as the cooldown is quite long at earlier ranks!
If you didnt purchase a ward as your starting item, you MUST be careful, enemy junglers will prioritize crushing Teemos face early on, poking the enemy laner and obsessively auto attacking creeps will make it easier for them to kill you, be alert and be safe but still gain those creep kills!
Playstyle & GankingTeemo is all about espionage, sabotage and running around delivering death, you will be shrooming key information points and aiming to control specific areas of the map to boost your teams chances, my personal Teemo playstyle is a bit bloodthirsty, aiming for as many hero kills / assists as physically possible, but in higher elos I realise I need to buckle down and farm for a specific time period.
Now in terms of ganking, Teemo can pull off some mean tricks, such as I stated in my previous Teemo guide, getting into a vantage point without being detected and laying down several shrooms to cut off the enemies escape routes utilizing camouflage and move quick to nestle into a aggressive position.
Over your career of Teemo playing you will learn how to utilize your passive and your move set to deal some nasty tricks, a big example of this from my career is setting up several shrooms in a choke point, while waiting in camoflague in the middle of the shroomfield, as soon as an enemy hits more than one shroom, or is wounded enough to finish I will unstealth and FINISH THEM, as a Teemo though its not worth just camping in one spot for a few minutes, just keep moving and preserve your scouting perimeter.
Whenever you engage a fight there should be several deciding factors in how you will respond, a majority of the time I will use several of my harassment strategies before fully engaging, as a Teemo you never want to engage a fair fight, play dirty and wear your foes down before lunging for their throats. Works for Skaven so will work for Yordles :)
Shroom Locations Throughout the matchLaning Shrooms:
Covers all the locations that need to be covered, allowing you to gain vision without having to buy wards, these shrooms will also notify you of upcoming junglers and global gankers giving you enough breathing room to reduce the risk of over extending. I aim to consistantly keep these locations shroomed until the enmies top tower falls or that I am required elsewhere such as Dragon, these locations also set up a perfect foundation for your next layout of shrooms: The split pushing strategy.
Split Pushing Shrooms:
If your enemies leave you to your own devices, you become much like a parasite, aggrovating, hurts like hell and is a pain to deal with, and if your enemies dont react effectively they will find themselves losing ground and dying in the process.
The Crystal Scar:
Within Dominion it is nigh impossible to go wrong with shrooms, as people will be running around like headless demacians walking headfirst into shrooms and tower aggro, just create a shroom perimiter in where you spend a majority of your time within the match, such as the innards of the map denying enemies from getting the speed shrine and storm relic, or defending bottom lane. I prefer to play Teemo at bot lane within dominion, as much like Summoners Rift you force your foes to deal with you in mass, giving your team time to capture other locations while you remain alive and laughing at their faces.
The Twisted Treeline:
These shroom locations seem to be the most efficient, as within Treeline every time I go Teemo, the enemy gets atleast 2 Grez Lanterns, which unfortunately completely wastes your shrooms, I also discovered that people will 90% of the time use the activation to check the middle of the maps brushes, which means planting shrooms there can sometimes be a lost cause, this is why I spread them out a bit further and try to prevent any accidental reveals, of course if they get Oracles Extract its just gonna be a pain, so try to assassinate the holder as soon as he purchases it.
Counter Items to TeemoThornmail
This item doesn't counter Teemos toxic shot damage, however it does cancel his passive move quick for a set amount of time, which can be dangerous in a variety of situations, just avoid attacking these targets in a risky situation, or save your activation for after you have done your harassing, to refresh your passive part of move quick. However if you are forced to fight someone with a Thornmail you can usually come out on top, due to how much magic damage Teemo naturally does.
For hybrid builds this item isn't too much of a issue, however in a 1v1 this can be highly risky if the opponent has stronger AD items than you, my best bet is to hit and run and just pop the bubble and leg it, and try to start a 1v1 fight before the bubble refreshes in order to come out victorious.
In the right hands this item becomes a nightmare, and every single match someone WILL buy it to counter you, this gets rid of your map awareness, and even stops you pulling off naughty tricks with camouflage, if a squishy support (including support Alistar) obtains this item, I highly recommend saving hextech gunblade for them, and mark them for death, this will either force a summoner spell, an ultimate or reward you with the satisfaction of wasting 400 of the enemies gold.
Completely negates the effects of move quick and sabotages your chasing powers, like thornmail try to avoid attacking targets with this and keep your distance from people that are ready to use it.
Removes all forms of dots, and your blind, best bet is to stay on a wounded target until it dies, or kite until you have another blinding dart.
Stationary shroom ruiners, no longer does ward placement explode a shroom which is a welcomed fix, however some people will not get an oracles, and scheme a 3 or 4 man gank on you once you lane, you cannot just camouflage to guarantee your survival so just flee before the enemies can reach you, also in the laning phase most people will get one or two wards to prevent you from zoning like a boss.
Strange fact, Teemo is highly allergic to frost, knives and guns! : O these two items nullify your move quicks activatable bonus which is highly risky in several situations
These items can cause a lot of stress for mr Teemo, especially within 3v3 :<, unfortunately Grez Lanterns activate does reveal shrooms, which means if your enemy team gets 3 of them, a large chunk of your shroom perimeter will be eaten, and sadly it seems the primary way to shut down Teemo in 3v3, since wards are un-purchasable and Oracles Extract doesn't last nearly long enough it also means you cant just sit in a bush for an ambush in camo, as they ll just reveal you and cut you up :*(, REMOVE GREZ LANTERN K!
Mean Yordle Hunters (Soft counters to Teemo)
Teemo cannot stop or even escape a majority of their damage, they can also bypass shrooms via blinking spells which is a risky proposition, your best bet is to out harass them in the very early levels before they utilize their mobility spells to burst you.
All highly resilient bruisers that are very eager to crush your pretty face, early on due to how much armor you have, it shouldn't be too much of an issue to survive encounters in close quarters, however later on in the game they can shrug off your damage and reach you with ease if your not careful. Stay highly mobile and utilize mushrooms and move quick to kite and juke your way to victory.
The longest ranged auto attackers in the game, your task of blinding them is nigh impossible in several team fight locations, this is another reason why Teemo shouldn't really be placed within bot lane, as other TRUE AD carries can outclass his harassment and burst capabilities, Teemo's strengths expand as he gets further in levels and attains more map control, and within bot lane its just hindered, crippling my most beloved yordles capabilities.
All of these heroes have semi global ultimates that can bypass several of your shrooms (and even reveal them!) which can catch you off-guard in several occassions, your best bet is to have shrooms located deep within enemy territory to see them sneaking up on you, just keep a close eye on their locations and you can usually survive :) the shroom locations I listed with the previous section allow you to gain a sneak peak at which direction these fellows will be closing in on you from, allowing you to respond accordingly. Dont be afraid to just sit in camoflague leeching exp in a safe position if you are afraid they are nearby.
You CANNOT stop their damage you can bait and dodge a majority of their spells but if they catch you in a team fight you are in a heap of trouble, in the laning phase you should be able to harass quite successfully in the early levels, however once they hit level 6 you are going to struggle to survive due to how low Teemo's base health and magic resist actually is. Its best to avoid fighting these characters in a 1v1 situation. Also this is why Teemo being located in mid is a rather risky move, his bane is hardcore AP carries and in every match the enemies AP carry will be steamrolling mid just avoid picking Teemo if your team already has a solo top.
Top Lane Beasts
All are common in the top lane, and all are a hit and miss when it comes to winning the lane, all have more sustainability than you, and all can synergize with a jungle ganker better. Your best bet is to play it safe and harass in moderation to prevent being ganked in a 1v2 situation, once it hits levels 6 it also becomes an entirely different matchup and you may find yourself losing the lane, it might be time to call for a gank or a switch depending on how well the enemy is doing.
Both long ultimate spell ranges, that can easily focus you regardless of your positioning in a team fight, I DESPISE Xerath with a passion, and Malphite ... there are no words to describe the pain, but all of them can easily focus fire you regardless of your positioning and it forces you to use flash in a majority of cases, the best way to counter them is by utilizing camoflague (if the enemy doesnt have detection) or wait until they have blown their ultimates on more resiliant candidates. Just try to get a clutch flash or activate move quick as you see them charging up to survive.
Pets, annoying little things that explode your shrooms at the most innoppurtune times, there is no real way to prevent them from charging directly at you, as Voidlings and Ghouls have awful AI. Also these three will cause you problems within the lane, ask for assistance from your beloved jungler.
Blinds? Say hi to 6 spells:
Although spell enhanced attacks will not apply when blinded, these three characters can still throw out some decent damage regardless of the blind, basically you wont be saved with low health if they have mana, also they have a tendancy of being painful to lane against as they jump around the place cutting you into ribbons if you dont stay mobile.
Now these heroes are relatively new,they can lunge tremendous distances with ease, and occasionally means that establishing your shroom perimiter can be interrupted, and in most cases you will be torn to shreds early on. They also are a pain to fight from what I gathered, Rengar is one tough kitty to kill and he can keep leaping at you, try to fight out in the open in a bundle of shrooms.
Vi hurts like hell, but shes nothing too serious for Teemo to handle, just beware when she can FALCON PUNCH you to oblivion as it cant be stopped unless you kill her during the animation.
Zac is new, but I really dont have troubles against him, just a simple ward or couple of shrooms, and he wont catch you unaware, in close quarters just keep dancing and prepare for his ult, hes fairly slow moving while in it, so you have a chance to move quick and escape before being tentacle fondled.
Brutal Yordle Hunters (Hard counters to Teemo)All the characters I have listed in the previous section can actually be beaten with patience, blood, sweat and primarily tears, however these upcoming champions I find nigh impossible to beat within the laning phase, they just push you out of the lane, overcome your harassment, and generally burst your cute face into purgatory, they are: the dreaded sustain mages.
These heroes I find harder to lane against in comparison to a Yorick, these heroes will make your life a nightmare and may kill you out right if you don't play perfectly, I highly recommend avoid sending Teemo to fight these.
This is why, if I'm the team captain I will ensure that Morgana is banned, and trade with someone in my team for Teemo once I know what solo lanes the enemy is running, as I have lost quite a few matches just because the enemy picks Vlad AND Morgana / Swain once I lock in Teemo, its just mean! :*(
How to Counter TeemoNow if your just reading this guide to see how to counter the almighty midget well you're in luck.
First of all Teemos claim to fame is his move speed and kiting abilities, early on Teemo is the least mobile and the least omnipotent (he has the least map awareness) ,the biggest way to cripple a Teemo in top lane is to gank him while he is level 4 / 5 (or even level 2 if your being really mean) since as soon as Teemo hits level 6 your chances of ganking him are significantly reduced and you may even have to lane switch or even have your jungler babysit top.
Another way to counter Teemo is to out harass him during the laning phase, now only a very select few can actually pull this off (such as Kassadin and Mordekaiser), but the more levels you allow Teemo to attain, the harder he will zone and cripple your farm.
The other major way to counter Teemo is by gaining insane map awareness, keeping track of his shrooms and his position, this way you can intercept his favourite offensive shroom placements and punish him for being brave, an example of this is to closely watch when Teemo turns level 6 and make sure your jungler is in a brush that Teemo is about to shroom in, this way he will literally facecheck you, and he is highly likely get pwned.
Oracles elixir will also change how a Teemo lays out his shrooms and even for how long he farms, as with oracles you completely cut out his map awareness and make him vulnerable, most Teemo's will begin closing their perimeter of shrooms which creates a minefield on the lane, however since most junglers are highly mobile assassins it shouldn't become much of an issue to gank Teemo once this occurs.
Also don't forget that Teemo is not actually the best damage output in a team fight, the carries (both AP and AD) will do way more damage overall in a team fight as Teemos build will usually be more resilient, and several Hybrid builds have a small pool of mana, and even damage wind-up effects such as Guinsoos Rageblade. Dont forget that my Hybrid Teemo deals larger portions of Magic damage rather than Physical due to Toxic Shot and a large array of items, if he is going out of control invest in magic resistance!
Switching targets in quick succession onto a Teemo will catch him off guard and away from a shroom, this allows you to quickly close the gap and prevent him from kiting your team once his team begins to bail.
Teemo is highly reliant on harassing during the laning phase, however he has a short attack range of 500, which allows you to throw stuns on him as he runs slightly towards you, such as Tarics dazzle or Alistars 1-2 combo which can also throw him off guard and cause him to be more reserving of his little darts.
Ganking Teemo before level 6 will usually tempt him to go for more resilient items early such as a Wits End or Merc Treads which can reduce his damage output ever so slightly, early on.
EvaluationMy guide is all about ensuring that Teemo becomes a true nightmare to his enemies by fulfilling a highly destructive and difficult to counter role throughout the game, whether that be pushing deep into enemy territory, dominating the area around dragon, sabotaging enemy jungle, or my personal favourite, running around like an adorable maniac. By utilizing a hybrid build Teemo becomes an insanely potent assassin and semi carry with enough durability to be in the fray for a sufficient time.
I personally believe that although Teemos biggest danger is within early game, thriving on enhancing his mid game capabilities will allow him to steamroll out of control and generally demoralize the enemy team, because as long as you play reasonably safe within early game there should be minimal reasons for you getting forced out of your lane.
Also by reading all about how to counter Teemo I hope you will take on some of the suggestions I said to improve your gameplay, as once you master your characters weaknesses you begin to learn how to adapt your builds and playstyles to acheive victory. I also made this guide to help you with tweaking and making your own Teemo builds to spice up the fun! Try them out, I got to 2.1k with my own builds and playstyles, obliging to the meta isnt the only way to win in solo lanes.
I hope you haven't found my guide offensive or inappropriate and I thank you for being patient while reading this madmans scroll to Teemo.
Farewell And Special Thanks:
Please leave relevant feedback and relative suggestions within the comments below and I hope you enjoyed and learnt something (^.^)/
Kuja meow, kitty witty
Teemo Tips and Odd FactsIf you've reached it this far I salute you, and thank you for reading my guide :)
Mushrooms cannot be destroyed by Wards anymore
Mushrooms can be exploded by placing Shaco's Jack in the Boxes and Heimerdinger's Turrets on them and even Yoricks Ghouls
Mushrooms cannot be revealed by Nidalee's Bushwack, or Corki's Phosphorus Bomb and Kog'maws Living Artillery anymore
Mushrooms can be placed over very small walls such as midlanes brush
Mushrooms cannot block skill shot projectiles anymore
Movequick when activated as Super Teemo makes him fly
Movequick when activated and taking damage (without slowing effects) refreshes the passive if you do not take damage when the effect ends
Blinding Dart has a slightly larger range than Teemo's auto attacks, it also resets your attack timer
Toxic shot at rank one deals dot damage equilavant to a melee minions attack damage before 4 minutes
Teemo is an annagram for Emote, and his face was highly inspired by this emote: (^.^)
Teemo's Attack range is 500, which makes him one of the shortest ranged heroes in the game :O
Teemo is the best yordle of all time! OF ALL TIME!
It is impossible to cause Baron to explode your shrooms! He throws them away from his hitbox
The Scouts CodeVenerate the immortal yordles
Through the destruction of our enemies will you earn your salvation
We dream of war, with shrooms to find ourselves upon it
Through trolling, we prevail
The global taunt is merely to exercise your legs HUT TWO THREE FOUR
Even a yordle who has nothing, can still have shrooms
A wise yordle learns from the demise of others
Dodge dip duck dive and dodge!
An open mind is but a fortress, with its gates unbarred and unguarded
Success is measured in shrooms
For the Bandle Empire
I just love to smile, and smilings my favourite!
Chen cannot convert thee!
You are the emperors will made manifest
In the honor of our ancestors and the fallen, redeem their immortal souls through blood and venom
Pray I dont take you alive
We shall share our ways
NEVER ENGAGE A FAIR FIGHT - Skaven Philosophy
Noxians and minotaurs are an excellent source of protein for Yordle diets!
After dropping 200 elo, im going to need to eat some of those teemo shrooms
Emotion Proccess Within Solo Que
Changelog20/5/12 - Added item path content, reasons for going each path, minor touch ups elsewhere
29/5/12 - Implemented change log, just got owned by pantheon : <
31/5/12 - Added content within Farming and Scouts Code sections
6/6/12 - Added more info to evaluation
19/6/12 - Cleaned up the item section
23/7/12 - Added Nidalee and Jayce to soft counters as they are increasingly common picks
29/09/12 - I return, added newer heroes to rival sections and included AP options for unranked matches for fun
24/10/12 - Drastic changes to the item selections, which I use consistently past 2.2k elo, also some touch ups in other areas
26/10/12 - Mentioned Twisted Treeline remake, thorough play on the map today and soon creating an image for shroom locations, added Elise to soft counters, included Grez Lantern and Hextech Sweeper to counter items
8/11/12 - Tinkering and trying to improve item sections, including Twisted Treeline
12/12/12 DOOMSDAY - Updated masteries, runes and require a lot of images, also need to tweak the item section
13/12/12 - Added new shroom locations for Crystal Scar and Twisted Treeline, updated item section
24/12/12 - Format alterations in soft counters
28/01/13 - Image Updates
3/4/13 - Included Zac in soft counters, included Iceborne Gauntlet in questionable and counter items, tinkering with my item build, added Botrk in 'Why Hybrid', added boot upgrade section
4/4/13 - Revamped item selection and item progression
15/04/13 - Added Karma to unpreventable burst, shes evil, but my newest main supp
13/05/13 - Removed Elixir from starting items, its just not worth it anymore
Kuja The King: