Teemo Build Guide by YoursTruly
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
Not Updated For Current Season
The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.
Okay so this is my first guide on mobafire, and I am very excited to present you my very own teemo play style. First off, why AP teemo instead of AS/On Hit teemo because you can produce just as much damage while having your shrooms be more of a tactical skill than a scout. Most would say a AP Teemo is useless after his blinding dart or a oracle, but I'm here to clarify that toxic poison scales fairly nicely on AP teemo making his auto attack on competitive levels with a AS/On hit teemo.
Changed Greater Seal of Evasion to greater seal of vitality
Added new information on situational shroom coordination.
Brought to you by Dr Nostalgia!
With Special thanks to Dr Resilient for helping with the clips and screenshots.
Pros / Cons
Pros to AP:
Your mushrooms are more threatening.
Your blinding dart becomes a nuke. [Along with a lower CD]
Unexpected intense DoT from auto attack. [DoT = Damage Over Time]
Cons to AP:
Less effective against tanks than AS/On Hit teemos. [Due to Madreds]
Oracles lowers your effective or element of surprise. [But doesn't destroy gameplay]
Skill Priority and Their Use
After lvl 3 and having rank 1 of each of your abilities is time to prioritize.
Primary focus is maxing your Toxic Shot first this is to primary focus on harassing your AP so landing just one hit off with make the enemy will quickly whither down causing them to do one or the other "Back or Die".
Next is Blinding Dart , mainly for the surprising intense nuke, and AD heroes that think they're going to crit your face off, but wait they're missing? Every hit? Yep this ability is such a table turner for AD champs and anyone with a pet of some sort example Morde w/ a ashe ghost , blinding the ghost is far more important, or Malz voidlings.
Your Ult Noxious Trap or shrooms should be taken every time available to make your enemies less willing to gank or jungle. Now this is only possible if you place shrooms correctly, and I'll go over the exact locations soon!
Lastly is Move Quick this ability we save for maxing out last after obtaining rank 1 at lvl 3. This is the ability that allows us to out maneuver people and get a toxic poison shot ticking on them, or even a blinding dart combo in there without getting a lick of damage taken early game. [Use it to the fullest! But keep in mind to not get hit]
Okay So Your This Far! [Meaning your still interested]
This guide primarily focusing on controlling mid lane, but by all means I will give other guide lines further below for side laning.
Next I can't stress how much of a table turner teemo's potential is similar to Irelia's gameplay of equilibrium for its stun. Teemo's comes in a varied of abilities his blind for example which is key for all those nasty AD's you'll find in mid, and poison you'll soon begin to realize when you've hit just enough to start running and still get the kill.
Lastly as we all know the best moment is kiting through a shroom then turning around and blasting them.
Next is Ignite
what is more perfect than turning tables than heal? A ignite on top of a poison destroying your enemy.
Flash : This is a very strong choice with ignite, for acting as if your running away then flashing backwards with a blinding dart + ignite combo. Also can be used for escaping over walls like a sly devil.
Ghost : This spell stacks fairly well with Teemo's Move Quick ability so nicely that its a good choice to combo with!
Heal : This is widely considered a newcomers choice in summoner spells, but with teemo already having a ability of escape (his move quick) this ability can be a reasonable choice for early game *heal lures*. Basically giving the opponent the idea they have you, then just spring up a heal and blinding them.
Teleport : This spell is a obvious one, if your playing AP teemo and see a player step upon a shroom, as they tick to 1/2 of their HP you just decide to teleport to a shroom ahead of them and tell them good night.
Masteries [Why Defensive?]
Basically, I go down Defensive for the following reasons:
1) Tenacity Early Game Survivability
2) Ardor Well needed Attack Speed
3) Nimbleness !! combined with Blinding Dart and Greater Seal of Evasion nimbleness becomes a amazing kiting to shrooms and destroying the careless enemy.
Fact is Teemo is squishy through the game, so defensive masteries are there to try to negate that.
If I were to change my masteries my options would be to:
1) go into Utility for the lower cd on abilities and increased movement speed
2) go into Offense for the increased attacked speed, but much else in offensive isn't much to be sought.
Okay, so I build teemo a bit tanky at the start with my choice of masteries and Doran's Shieldthis allows me to harass fairly free of any damage from minions being painful, or any threatening harass.
I try not to back until I have enough for my Mejai's Soulstealer, and atleast Boots of Speed.
At times this isn't the case so I set Amplifying Tome -> Boots of Speed incase you are for forced to back.
After you finish your Sorcerer's Shoes and Mejai's Soulstealer,
keep in mind Mejai's Soulstealer can be sold or skipped if your gameplay isn't doing so greatly, but remember your team mates can always lend you a assist by using a shroom nearby!]
Its time for the bread and butter to an AP teemo to make him not useless our Malady this item is what makes us so devastating early game. With the well needed AS from Malady and its very nice passive our toxic poison turns into a very deadly weapon.
Now Malady main importance is to give us the AS we need to get that toxic poison doing work. So if you are forced to back make sure you pick up a Dagger atleast.
At this point your doing a considerable amt of dmg and its time to get some survivability, your next choice is to build a Rylai's Crystal Scepter which gives our blinding dart even more CC capabilities a sexy slow. The first component is of course a Giant's Belt for its well needed health. Plus the slow with Blinding Dart is just amazingly effective on offensive and defensive.
Now you can't be considered a AP hero without having a Rabadon's Deathcap! The boosts from this item is self explanatory.
Lastly is a situational item, whether or not you're having CC, AD, or AP issues:
CC: Banshee's Veil
AD: I enjoy rolling with a Zhonya's Hourglass nice armor and AP the use effect is just amazing for a stasis to let blinding dart cd wear off and pop out for a kill.
AP: You have two choices a Abyssal Scepter if you think the resist will do the job or
Again the almighty Banshee's Veil.
NOTE: Ninja Tabi is optional for a heavy AD team since it stacks well with Greater Seal of Evasion and Evasion for Nimbleness procs and kiting.
Also Mercury's Treads as a long stun can prevent you from kiting, which is key to ap teemo to use his shrooms correctly.
My opinion on Lichbane Its such a lovely item, sometimes I've fit it into my build, but as of lately I'll usually skip it. When I do use it, I usually replace my Mejai's Soulstealer because I'm lacking stacks which makes it very ineffective.
We all know about Nashor's Tooth this item contributes literally everything you would look for in teemo, extra damage with AP, more attack speed for more Toxic Shot , and last but not least the CDR for more shroom placement. I haven't gotten to try this item out fully, but its high on my list.
Side Laning/ Laning Partner
I normally don't choose a side lane if I can avoid it, but if a time comes where I am forced to I have a type of laning partner I would prefer by the following characteristics:
1) A Stun/Snare is always key to a lane success.
2) A aggressive hero to make blinds cc most effective in combination to harassing.
3) Able to take quite a bit of damage while your squishiness is in the background.
1) A tank with a taunt
2) Long range harass to scare enemy champions from harassing you as you last hit [your range isn't the greatest].
Examples would be:
Champions to avoid:
Basically any hero who needs babysitting, isn't what you want. You need someone who can combine their CC with your own, while being able to handle themself and not leave you in the front line.
To get a idea of how I layout my mine field with Teemo, is I maintain dominance over a specific jungle, in this way I can allow a split push to happen with ease, as any intruders coming to hunt down one side will be cut off by mushrooms and alert our team to GTFO , that is a example of controlling the enemy jungle, but
If your losing choose red or blue jungle of your side and keep it under control making the team fights happen here are always in your favor, as the enemy will either enter to help a friend stuck in the jungle and join half dead or be forced to back, its always a win-win situation if you fight here.
*hint be annoying as possible by edging out to harassing then running into your jungle even tho the enemy knows you have it shroom'd they'll eventually buy a ward or oracles and think its enough but run into bushes and die, by the vast amounts you have awaiting or even then it allows you free fire on them if they choose to attack mushrooms.