get
prime

Build Guide by timmehtong

This build has been archived and is for historical display only.

PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.


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.


20K
Views
3
Comments
9
Votes
League of Legends Build Guide Author timmehtong

Attack Speed Teemo

timmehtong Last updated on November 21, 2010
Like Build on Facebook Tweet This Build Share This Build on Reddit

Ability Sequence

1
5
12
17
18
Ability Key Q
4
10
13
14
16
Ability Key W
2
3
7
8
9
Ability Key E
6
11
15
Ability Key R





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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Brute Force
 
 
 
 
 
 
 
3/
Lethality
Improved Rally
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 9


I wish to apologize for not keeping this updated until now.

Updates:
11/20/2010
~ Changed Malady to Stark's Fervor





Introduction:
As the title states, this is an attack speed based Teemo. Some prefer AP Teemos because of the increased damage in poison, but the amount of damage the poison does is not that great. This build increases attack speed with items that will constantly bombard the enemy champions.

Note: Attack speed Teemos mainly use their regular attack (In case you didn't realize)






Pros/Cons:
Pros:
Attacks about 2 hits per second
Damage including poison and items does quite a number
Drains health out of opponent champions quickly

Cons:
No AP, so skills will suffer
Poison will be weaker due to no AP, so limited to 35 damage per second for 4 seconds
Mushrooms ability to kill will be reduced
Teemos are generally squishy
Survival in the first 10-20 minutes will determine how well you'll do essentially






Summoner Skills:
Heal: I said before, survival is the key to a successful Teemo. This really helps for baiting. You can go close to death and then heal. Opponent champions should be near death at this point and run.

Ignite: If you can successfully bait an opponent champion and do a number on them, they'll begin to run. Ignite and blinding dart are essentially you finishing moves






Skills:
Toxic Shot: Your finishing move, blinder, and harasser.

Move Quick: Survival is the key to a happy Teemo. This will allow you to get away quickly. I chose to max this before Toxic Shot because this will help you chase and escape while toxic shot isn't that useful around end game besides being a finisher.

Toxic Shot: Your best friend. This keeps poisoning your opponents and will make them consider attacking you or coming too close

Noxious Trap: For attack speed Teemos, you'll plant these in places in which you may get ganked. These are your little vision wards that explode. They can also be used to bait. An enemy champion comes too close and lands on a mushroom, they are slowed. You then rape and harass them. Max this whenever you can.






Masteries:

21 / 0 / 9

Offense:
Deadliness: Critical Strikes in general are really great

Archmage's Savvy: We suffer a lot in ability power, so we try to compensate a bit

Alacrity: We're doing attack speed Teemo, so we'll want as much attack speed possible

Sorcery: Reduced cooldown means more mushrooms to plant

Sunder: Penetrating armor means more damage from your regular attacks

Burning Embers: Ignite is a great finisher, but when we can't use it, it gives us ability power. Yay, we can finally do a bit more with poison.

Brute Force: Our main attack is our regular attacks. Besides, who doesn't like more damage

Lethality: Again, critical strike is amazing. Increasing its damage is even better
Havoc: More damage = more fun


Utility:
Good Hands: Having less dead time is great. Less time dead = more time killing

Perseverance: Having increased hp and mp regen will really help you stay in a lane longer. Longer you're in a lane, the stronger you'll be

Awareness: Faster you level up, faster you can strengthen your poison and harass

Greed: I like to generate gold. More gold = sooner I can get items






Items:

Note: This will be a general build for all around. You may change as needed depending on how your team is and what your opposition's champions are

Berserker's Greaves: You need increased attack speed. Berserker's Greaves give 25% attack speed while giving decent movement.

Frozen Mallet: This item allows Teemos to be hunters. You will slow down enemies with every shot and while they are slowing, you can harass them with poison and your other items. Also +20 attack and +700 health

Stark's Fervor: Plus 40% attack speed, 25% lifesteal. Not as good as Malady, but life goes on

Sword of the Divine: Plus 50% attack speed and deals 100 extra magic damage every 4 hits. Attack speed Teemos strike 2 times a second. So within 2 seconds you deal an extra 100(or 50 extra a second)

Phantom Dancer: Increased attack speed, movement speed, and critical chance

Infinity Edge: Increased damage and critical chance (Critical chance is at 50% now)

Madred's BloodRazer: *Note this is an optional item used to replace Stark's Fervor. Since they changed Malady, we have lost life steal and damage per second. So depending on how your game play is, you may choose to get a stark's fervor for life steal or go with Madred's for more damage.


Note: Play around with the item build order and get a feel for it. After a duration of time, you'll get an idea of what to get first depending on the game.






Damage Output:


Note: We will put all units in terms of per second

Basic Attack: 392 per second (196 per shot and we're shooting 2 shots a second)
Toxic Shot: 35 per second
Sword of the Divine: 50 per second ( 100 Every 4 shots, 2 shots a second)

Total Estimated Damage: 477 per second (you'll be tearing up champions pretty fast)


Now Suppose we critical hit on every basic attack

Basic Attack: 980 per second (490 per shot)
Toxic Shot: 35 per second
Sword of the Divine: 50 per second

Total Estimated Damage: 1165 per second

~ These estimations do not consider the defense of the opposing champions. Minions will take the true damage while champions will have their damage calculated a bit.

~ With Baron's Buff and Lizard's buff, it is possible to exceed the damage estimations by a large margin