Teemo Build Guide by Craneosel
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.
AS/AP Jungle Teemo
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.
Welcome to Jungle Teemo S4 AS/AP. I am Craneosel. This guide is NOT a troll. This is my first guide. I was inspired to write this because one day I was playing and was planning on jungling with another champion and accidentally chose Teemo. I improvised and did surprisingly well. I took some time to look into items and practice the Jungle Teemo. I found the online there was NO Teemo Jungling gudies that I could find. I have come up with this set up. Without further ado, I present you, the Jungle Teemo!!!
Please comment on this guide any ideas or suggestions you have for this guide. I would like to be dedicated to keeping this guide updated and with the information that people want. PLEASE PLEASE PLEASE let me know what you would like to see changed or added. Thank you!
Pros / Cons
+Jungling lets your top laner level faster and gain more farming
+Extremely powerful LateGame
+Very fun to play
+Good at escaping
+Good Against Melee
+Very powerful and fast jungling mid-lategame
+2 Soft CC
+Free Wards that deal damage ( Noxious Trap)
-Not the best ganker
-Shorter range than other ranged
-Slow Start in Jungle
-Prone to counterjungling
-Often Low Health Early Game
-No Hard CC
Why choose Teemo?
Many probably wonder, why Teemo for the Jungle? He's squishy, has no hard CC, he's prone to counter-jungling. Well there are multiple reasons to choose Teemo for the jungle, as he has quite a few advantages. Primarily...
He is very fun to play
In my opinion, Teemo is a ridiculously fun champ to play, not just because he's fun, but because everyone hates to play against him. He shoots fast, he hits hard, he's very quick, and I really love that.
He has 2 Soft CC
For one, his Blinding Dart destroys melee. And then there's his Noxious Trap. Noxious Trap will not usually come in handy for ganks unless you go in on less than 50% health, which CAN be an effective strategy if done right. But after he has ganked, he can place mushrooms in lane to help his teammate take down the enemy unexpectedly.
Initially, Teemo seems undesirable for Jungling speed wise. However, I often find myself moving through very quickly. After Teemo gets his Nashor's Tooth (and maybe even Runaan's Hurricane), Teemo moves through the jungke very quickly. He can keep up with the enemy jungler and if the enemy jungler chooses to gank TOO MUCH you will eventually see Teemo pass them by one or two levels. I had been a level high than anybody on either team midgame, which can make Teemo an absolute wrecking ball into everyone else can catch up. Also Teemo's Move Quick gives him a little speed advantage, as when he has Blue Buff he can use it for the speed bonus every time it's available.
Teemo's mushrooms are perfect for warding. Junglers often need wards. They may provide a smaller ward than the average ward, however Teemo can have an unlimited number of Noxious Traps on the field. Free Wards, that DO DAMAGE! When placed in bushes, enemies are immediately revealed and take damage, forcing them out of hiding.
Greater Mark of Magic Penetration
Greater Seal of Armor
Greater Glyph of Magic Resist
Greater Quintessence of Ability Power
Greater Quintessence of Attack Speed
With runes, I wanted to focus on keeping the build basic, something that can be used for multiple champs rather than just Teemo. However, I have also provided some substitutes, given that some do have the resources to have multiple rune pages for specific roles.
What I chose:
For marks, I choose to take Mark of Magic Penetration x 9. This is very basic for an AP based build/champion.
---Split Mark of Magic Penetration x 5 and Mark of Attack Speed x 4.
What I chose:
For seals, I choose to take Seal of Armor x 9.
---Take Seal of Scaling Armor x 9 for almost twice as much armor at level 18 than with Seal of Armor. I do not recommend this because Teemo is going to be more likely to die earlier in the game and he won't have the more than what a regular Seal of Armor would offer until around level 10.
What I chose:
For glyphs, I choose to take Glyph of Magic Resist x 9.
---Like the Seals, you could take Glyph of Scaling Magic Resist x 9 instead.
What I chose:
For Quintessences, I choose to take Quintessence of Ability Power x 2 and Quintessence of Attack Speed x 1. You could also reverse this taking 1 Ability Power and 2 Attack Speed making for a stronger early game.
---I would really recommend selecting one of the above.
Note: Some people manage to work in Attack Speed runes into the Glyph or Seal spots however I really don't recommend this. If you're looking for a stronger Attack Speed early game, I'd recommend removing some Mark of Magic Penetration and replacing them with Mark of Attack Speed.
I am completely aware that my mastery set-up is likely the most controversial part of this guide, but it works, amazingly.
I have chosen to go with a defensive jungler tree, with some points in Utility for speed and Offensive for Damage. I chose to go with a defensive tree because of how squishy Teemo is. It is true he will do more damage with an offensive tree, however a dead Teemo deals no damage. The defensive is primarily for the jungle but thesurvivability will help him all game and in teamfights. I put 9 points in Offensive for some attack damage bonuses.
Hunter's Machete-A classic jungler start. Increases damage dealt to the monsters.
Greater Totem-I take greater totem to ward my own jungle incase of counter-jungling.
Madred's Razors-I go back to base to get Madred's Razors as soon as I have 400 gold. I do not continue to build them afterwards. They allow for longer time in the jungle without going back. Also the armor helps with ganking and blocks some damage. They are a great item, but would be a waste in my opinion if you continued to build them.
Stinger-I build Stinger next as this will play into the theme of Attack Speed starting items. Stinger is perfect because it gives a lot of Attack Speed and it builds into a popular Teemo item, Nashor's Tooth,which has Attack Speed AND Ability Power.
Boots of Speed-Now that Teemo has more sustain and is killing faster, it's time for him to get around faster too since he will be walking around more.
Nashor's Tooth-Nashor's Tooth is a big turning point in your build. This is your first ability power item. I build this here because you don't have any ability power yet and this will make your Blinding Dart really start to hurt.
Recurve Bow-Building Recurve Bow will build into the last of Teemo's attack speed items ( Runaan's Hurricane or Wit's End). Teemo should be clearing the jungle very fast at this point.
Berserker's Greaves-In my opinion, the boot choice is whether you prefer a late game boost or a mid game boost. These will come in handy midgame. I often take these if the game is looking like it will be short.
Sorcerer's Shoes-These boots are better for late game and for longer games. I usually take these.
Runaan's Hurricane-Runaan's is more of a split pushing item and MAYBE if the laning phase lasts extra long. It is not a first choice for most but I think it is a nice weapon.
Wit's End-Wit's is preferred by the majority over Runaan's because of it's passive, the on hit damage. It also gives magic resist. This is a more "in the action" type item.
Rylai's Crystal Scepter-I take this because it works perfectly for chasing and kiting enemies. With your Blinding Dart and Move Quick along with this item, you can easily kite or chase an enemy. This is also great for when your team is trying to catch a carry (or anyone the team's after really). The slow will help your entire team. It is great, not only because of it's passive, but because of the tons of ability power and health (for sustain) that it gives.
Liandry's Torment-I take this for it's lots of health and ability power, along with its passive which goes great with Rylai's passive, dealing extra damage to slowed enemies.
Rabadon's Deathcap-You are probably wondering why I choose to take Rabadon's Deathcap, an item with tons of ability power, last. So many other guides take it early on, first or second? Well, take a look at it's passive. It increases Ability Power by 30%. Now that damage is great. But how useful is that when you only have the one or two ability power items? It's full affect will be when you're full build. You need sustain for teamfights. You're going to need the health and sustain a lot more. The passive's from Liandry's Torment and Rylai's Crystal Scepter have their full affects immediately when they are bought. Take Rabadon's Deathcap last. It is well worth it.
Abyssal Scepter-This item gives a nice chunk of ability power and some magic resist.
Void Staff-This is an item option for someone who prefers this. I don't take this personally but it is a good item for Teemo given you like it more than another item.
Twin Shadows-This item could be a substitute for Rylai's Crystal Scepter as it has a slow and affects multiple champs.
Zhonya's Hourglass-This is a good item to take if the enemy team is heavy on Attack Damage, or if you often find yourself right in the center of a teamfight (not the best place to be for a Teemo).
camouflage camouflage: Passive
Camouflage is a great passive which is often not utilized. Even I forget about it sometimes. It allows you to hide in the open. Stand still for two seconds and you will stealth. Moving breaks stealth. Arrive to the mid lane, ready for a teamfight before the rest of your team? Camouflage and surprise the enemy. With this passive, it is all about being creative. It can also be used if you know the enemy is coming but you don't think you can safely get away...
Note: You cannot "back to base" while camouflaged. It will break the stealth.
Blinding Dart is an extremely powerful Q. It completely shuts down melee for a few seconds and does tons of damage. Use it whenever you can in the jungle unless you are low on mana. Use this first when in teamfights. Blinding Dart deals 80/125/170/215/260 (+80% of ability power) and makes the target miss all of their attacks for the next 1.5/1.75/2/2.25/2.5 seconds. I put my fourth point into Move Quick. I max this second, but do not put a second point in it until level 10.
Move Quick:Passive and Active
Move Quick is an amazing skill. You get around faster. You get away faster. You are naturally faster than likely everyone on the the Rift. Passive: Grants 10/15/18/22/26% increased movement speed until struck by a champion or turret. Active: Gain double the passive movement speed for 3 seconds and will not lose it if hit. Use this to get away, kite, and get around the jungle faster. I use it almost always when it is available when I have blue because of it's low mana cost.
Toxic Shot is a POWERFUL passive which is used everytime Teemo uses his basic attack. I often hit every monster or minion once to get the poison on all of them, then focusing back on my main target until I get Runaan's Hurricane. Each time Teemo hits an enemy he poisons them and deals 10/20/30/40/50 (+30% ability power) magic damage on hit and 6/12/18/24/30 (+10% ability power) each second for 4 seconds. I put my first point in this and then every other point in it until it is maxed (I max it first).
Noxious Trap is going to be your biggest damage dealer late game. To be the most effective, they must be placed effectively. These are tiny little game changers, and wards. These traps stealth so they can't be seen. You want to place these as often as you can late game. I use them in the jungle too to take down monsters faster. Use them to help you when ganking and when getting away as well. There are so many possibilities and uses, and that's what makes this a fantastic ability. It detonates if an enemy steps on it dealing 200/325/450 (+50% ability power) magic damage by poisoning nearby enemies and slowing them 30/30/50% for 4 seconds. Traps last 10 minutes. Teemo will store one every 35/31/27 seconds up to a maximum of 3. After dying you respawn with two mushrooms. Of course, I put a point in this every time possible (levels 6/11/16) and it is maxed at level 16. PLEASE SEE "Mushroom (R-Noxious Trap) Placement"
Smite is a must take for a jungler. MUST TAKE
Flash is an amazing spell. Your Move Quick and flash together make a great gap closer. Also, when flash is used with Move Quick and Noxious Trap, they make for a great get away.
Ignite is a lovely finisher. It is great for finishing off a target that's almost dead but you might not kill otherwise. If you like this spell more than flash take it. But Teemo already has multiple DoTs (Damage over time) from all of his skills. Plus with flash you could get another hit with your Q (and it can also be used as a get away).
Exhaust is marvelous for Teemo as he IS squishy, so it helps for closing gaps, getting away, and reducing damage. Perfect for taking down the enemy ADC right? If I don't take Flash this is my goto Spell.
Against a heavy damage team? Take barrier. It will help you stay in the teamfight longer, get away, or possibly save you from a monster in the jungle if you make a mistake.
I really don't like ghost. But some people prefer it over Flash. I would recommend Flash over Ghost for Teemo, but if this is what you prefer, take it.
Mushroom (R-Noxious Trap) Placement
Teemo's "R" is extremely powerful. It could be a game changer in teamfights. It could be the difference between a 5v5 or a 4v5. They are powerful. However they are absolutely useless if placed poorly. Here are some places where I like to put down my mushrooms...
The above shows viable places to put mushrooms across the map.
--Places in bushes in bot and top lane will be less useful to you, but could come in handy when ganking, or for your ally laner within the next 10 minutes.
--Mushrooms placed throughout your jungle will help prevent counter jungling.
--Although Teemo is not the best counterjungler himself, mushrooms in the enemy jungle will help you deal some damage and slow down the enemy.
--Mushrooms in no mans land will help to warn allies and yourself of incoming ganks.
--Mushrooms placed through the mid lane will be helpful for team fights.
Here is another picture:
The above shows viable places for mushrooms later game. These are the best places in my opinion to place mushrooms. They are placed in popular bushes, key escape routes, key chase routes, and spots, places to show when someone is unexpectedly approaching, and places that the enemy team will surely run through trying to chase you.
When Jungling as Teemo, you need a well timed route. Anything can change the game, and change your route, so I have made a quick map route for STARTING.
1) Blue (Smite and kill giant golem) (Kill Lizard 1) *Level 2* (Q and Kill second Lizard)
2) Red (Q and Smite Giant Lizard)
3) Wraiths (all but big blue) *Level 3*
4) Golems (Smite little Golem) (Kill Big Golem)
5) Wolves (Kill two smaller wolves, then the brown wolf)
6) Banshee (Smite the Banshee)
I choose to skip the big blue at "3" because he takes longer to kill, and you don't want to waste your Smite here, if it's up yet.
After the Wraiths "3" I chose to stop listing levels as these could be changed by other variables.
As far as items are concerned, follow the order given above. Once you reach 400gold and clear whatever camp you're currently at, go back and buy Madreds Razors as they are key to keeping you moving.
Oh god they started and stole my red what do I do???
Improvise. Clear the remaining baby lizards and go Golems -> Wraiths. Or Skip Golems and go Wraiths -> Wolves -> Banshee. Don't worry as though you will notice a level or two difference. Gank only if necessary and eventually you will pick up speed and pass the enemy jungler regardless of how often they gank. Teemo doesn't gank much, he has more jungle time. Unless you are against an extremely fast jungler. youre fine.
Jungling as Teemo can, honestly be a bit tough starting off. Hes squishy and takes a lot of damage from monsters. He is very often at low health in the jungle earlygame. He won't die, but, he can't gank well in my opinion.
I would recommend only ganking if necessary, or if you see a real opportunity, such as if your team's laner and the enemy laner are both very low health. Be weary of enemy Junglers ganking in this case, however, as a good jungler will come too.
When ganking and helping to push, don't take killshots from the laner. The gold is for the laner and you're already taking a bit of experience. Don't set them back from the enemy laner by taking a ton of killshots and leaving the lane. Hit them, help them, but don't take them UNLESS you are going into the lane and you're teammate isn't there.
When ganking, I'd recommend coming from around and behind the enemy laner(s). As you start off the game building attack speed, you want as much time as possible hitting them. If you the enemy laner is level 6, come from behind YOUR laner from the lane because as I said before, you're likely to have low health. You don't want the Zed in mid lane to think 'hey free, kill", combo, and flash out.
Don't feed. If theres any doubt in your mind that you will die, don't go in. The last thing your team wants is a jungler who feeds their lane. It can easily ruin your allies when they have done nothing.
When you have your mushrooms, and your low health going for a gank, always place a mushroom in a bush from where you came. If the enemy jungler tries to kill you rather than run, or kill your teammate, run into the bush and out. When he hits your mushroom, Blinding Dart and Basic Attack. They won't see it coming.
Lastly, you can utilize camouflage when ganking by arriving and hiding in the lane behind the enemy laner. Let the camouflage active and have your ally push. When you Blinding Dart the enemy laner will never see it coming.
I'd like to thank you for reading this guide. I hope you enjoy it and use it ingame. I hope you learned something whether it be how to do something or that you like to play a Jungle Teemo. I'd like to remind all that this IS my first guide and I would like each and every one of you to PLEASE LEAVE FEEDBACK including questions, comments, concerns, ideas, suggestions, requests, and MORE! Throw your advice at me and I will do to the best of my ability to update this guide. I will do my best to keep up with patches. Thank you all who inspired me. Thank you, thank you, thank you!
>2/28/14 -- Testing of Teemo Jungle, Items, Masteries,
2/28/14 -- Started Guide. +Cheat Sheet +Introduction +Jungling +Ganking
3/1/14 -- Continued. +Pros and Cons +Mushroom Placement +Spells
3/2/14 -- Continued. +Runes +Skills
3/3/14 -- Continued. +Masteries +Items +Skill Sequence +Skins +Summary +History
3/3/14 -- PUBLISHED <3
3/4/14 -- Added History. Added Final Build.
3/5/14 -- Changed Title. Updated Introduction. Updated Spells.
3/6/14 -- Updated Pros and Cons. Added Why Choose Teemo.
3/7/14 -- Updated Masteries. Items Updated. New selections, more Optionals.
3/8/14 -- Completely changed item section (more visually appealing, easier to read, easier to update). Updated Masteries in the full guide.
3/8/14 -- Made the Runes section easier to look at.
NOW WORKING ON: All work on this guide has stopped. I am creating a new guide using this as reference. The new guide will be AP Teemo Jungle with sections on this, also copying some small areas from this. Mainly Items will be updated, the section will be much bigger. More cheat sheets with AP as the primary build. More to come. Good things are coming. This guide will remain and will be updated after i have established the second guide. Thanks everyone.