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Choose Champion Build:
Spells:
Exhaust
Ghost
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
Introduction
- Guide Created.
- Changed the Item Build order to include the following items:
- Changed the Introduction.
- Changed the Runes section (Need to find a better Rune build.)
- Modified the Masteries Section.
- Ionic Spark which replaces the Guardian Angel.
- Frozen Heart which replaces the Frozen Mallet.
- (Thanks to LyteChai for their suggestions.)
- Added the Runes section.
- Adjusted the Spells section to give more emphasis on taking Exhaust
- Added new item build for Capturer Teemo.
- Added the Capturer Teemo section.
- Added the Capturer Teemo - Runes section.
Lore:
Teemo is a legend among his yordle brothers and sisters in Bandle City. As far as yordles are concerned, there is something just slightly off about him. While Teemo enjoys the companionship of other yordles, he also insists on frequent solo missions in the ongoing defense of Bandle City. Despite his genuinely warm personality, something switches off inside Teemo's mind during combat so that the lives he must end while on patrol do not burden him. Even as a young recruit, the drill instructors and other trainees found it a little disconcerting that, while Teemo was normally charming and kind, he turned deadly serious and highly efficient the minute combat exercises began. Teemo's superiors quickly steered him toward the Scouts of the Mothership, which is one of Bandle City's most distinguished Special Forces unit alongside the Megling Commandos.
While most yordles do not handle solo scouting missions with a great deal of finesse, Teemo is remarkably efficient at them. His record of success in defending Bandle City from infiltrators easily makes him one of the most dangerous yordles alive, though you'd never know it by having a cup of honey mead with him at his favorite inn. Bandle City chose Teemo as their first champion for the League, and he has taken to it like a duck to water. His signature weapon - a blowgun - uses a rare ajunta poison he personally gathers from the jungles of ***ungu. To help cope with his lengthy periods of isolation, Teemo recently struck up a friendship with Tristana, a fellow League champion and fellow member of Bandle City's Special Forces. This connection is healthy for both yordles, though now Valoran's voracious media outlets circulate rumors that the friendship is turning into a romantic relationship. Regardless, Teemo is a crowd favorite in the League of Legends, and a pint-sized foe that many have come to fear.
"Teemo rides a thin line between chipper compatriot and unrepentant killer, but there's no one else I'd rather have as a friend." - Tristana
Quotes:
Upon selection
"Captain Teemo on duty."
Movement/attacking
"Hut two three four."
"I'll scout ahead!"
"On my way."
"Swiftly!"
"That's gotta sting."
"Yes sir!"
Taunt
"Never underestimate the power of the Scout's code."
Joke
"Size doesn't mean everything."
- Really good DPS, especially late game.
- Mushrooms great to ward since Dominion doesn't allow wards
- Mushrooms are great to place at key locations (health, speed buff)
- Really fast between "Move Quick" and Ghost
Cons-
- Really squishy. Keep mobile to avoid getting killed suddenly by high DPS champs.
- You are usually focused in a team fight so be careful. Try attacking from bushes where you're not easily seen
- If the other team had high AD, and high MR you'll have to change it up a bit.
9x Greater Mark of Scaling Ability Power - Gives you +0.1 AP with a max of +1.8 AP at level 18.
9x Greater Seal of Vitality - Gives you +1.08 Health with a max of +19.44 Health at level 18.
9x Greater Glyph of Scaling Ability Power - Gives you +0.17 AP with a max of +3.06 AP.
3x Greater Quintessence of Defense - Gives you +0.28 Armor with a max of +6.84 Armor at level 18.
Let me break down each of the masteries.
Defense:
Resistance - This increases your magic resistance to 6 at top level. Helps against spell casters.
Hardiness - Increases your armor to 6 at top level. Helps against AD champions.
Evasion - Increases your dodge chances by 2%. There is taking reduced damage, and then there is the chance you'll take no damage at all.
Nimbleness - This increases your movement speed by 10% for 5 seconds. Combined with Evasion can create a nice, life saving combo.
Harden Skin - I put 2 ranks into this mastery so you can move onto the 4th tier masteries. Your other option is Defensive Mastery , but you should be killing minions faster than they can do any kind of damage to you.
Veteran's Scars - Increases your health by 48 at max level. Since your other option is Willpower this is an easy choice; no need to have Cleanse.
Ardor - Adds 4% to your attack speed, which really is what makes this build great for Teemo.
Tenacity - This takes all damage dealt to you and reduces it by 4%. Since it's a percentage and not a fixed number, it makes this mastery very useful to you.
Offense:
Archmage's Savvy & Deadliness - These are taken so you can move onto the second tier masteries. If you plan on taking Exhaust than switch out Deadliness for Cripple.
Sorcery - This reduces your cooldowns by 3%. More Mushrooms = Pure Greatness!
Archaic Knowledge - 15% spell penetration, making your Toxic Shot more lethal.
To summarize Teemo needs the extra defensive capabilities, especially in Dominion where there is much more Champion vs. Champion combat.
- Toxic Shot While you don't need to max this out asap, Toxic Shot (E) is still your most important ability, since your damage is going to be coming from your auto-attack and the poison granted by this passive ability.
- Blinding Dart Next you should get Blinding Dart maxed out since, while it doesn't have the same nuking capabilities as a straight AP Teemo, it's great for countering high AD champions.
- Move Quick This ability is not as important once you've taken the first rank in it. Between Ghost and Flash you should have enough mobility to either escape, chase down, or get to a capture point quickly. Additionally, you can use the movement pads on the map found at 3 o'clock, 6 o'clock and 9 o'clock on the map. Mobility shouldn't be a problem so Move Quick isn't as important as your other abilities.
- Noxious Trap I'll cover this in it's own chapter.
To summarize -
Spells you must ALWAYS have:
Ghost
Very useful spells:
Exhaust
Useful spells:
Ignite
Flash
Spells that you can take, but probably shouldn't:
Promote - Can be useful when pushing to cap point, but really having the other spells is just much more useful.
Cleanse - Could possibly get you out of a pinch but certainly not as useful as Exhaust or Flash.
Spells you should NEVER, EVER take:
Heal - If you find yourself needing to use this, you're probably gonna die anyway. Depend on mobility to survive.
Revive - You get to ress faster. Whoopty Doo. Again, you should be so mobile you shouldn't die anyway.
Smite - Really? Gotta go get those creeps huh?
Garrison - If you were a defender maybe.
Clairvoyance - You have mushrooms that act as mini-wards. There is no reason to have this spell.
Teleport, Fortify, Rally - How in the ...
- Place them all through out the Jungle. This way you can see where the enemy champions are heading. Being able to see someone running for an unprotected Capture Point is so helpful to your team.
- Place at buff pick up areas (Health Pick Up, Speed Buff Pads, and the center Red + Blue buffs). Nothing is more annoying for the opposing team than wanting to get buffed just and getting dotted or slowed.
- Try and place them around your turrets in areas an enemy champion might stop to capture. If they pop a shroom, and are dotted, they won't be able to capture the point until the dot goes away.
- Place them in EVERY bush on the enemies side as much as you can. When you get your two points on your side and start heading over to the opposing side, having champions running away and getting slowed is so useful for your team. Also, you will never be happier than when you're on one side of the map, and an enemy dies to a mushroom you placed at the start of the game.
- It's great for taking out large amounts of minions. If a lane is getting pushed hard, run up and place a shroom right in the middle of the group of minions. The shroom will shortly detonate, and the entire group is now damaged and dotted.
I know I basically just told you to place mushrooms EVERYWHERE, but I can't stress how important these little poisonous bombs are. You illuminate the jungle, plus give your team open opportunities to slay fleeing enemies.
Now, here is how you know you're placing enough mushrooms down on the map. Whenever you have a mushroom, you get a buff. When you cast the spell Noxious Trap, and place a mushroom that buff goes away. That buff can be stacked 3 times, at a max of 3. Another way to put it is to say there are 3 mushrooms in your "inventory". If your buff is maxed at 3, you are doing it wrong. When you aren't maxed you receive a new mushroom every 27 seconds (at max rank). So, if your buff is at it's max, you are not getting any new mushrooms to place. So place those mushrooms! Dominion is such a small map there really should be no point in which you don't have a good location to place a mushroom.
Here is a map of the good placement locations:
You should be placing Mushrooms in these areas at all times. Especially in areas that are controlled by your team.
Here are some secondary areas you can also place mushrooms. These are good areas to set up ganks, escapes, etc:
I am always open to suggestions on Mushroom placement, so if you have any constructive feedback, please let me know.
- You are not going to be able to easily kill anyone with this build.
- If you see an undefended tower, go cap it.
- While capturing a point keep an eye on your mini-map. If you see someone coming for you cap the point to neutral and then get out of there.
- It is okay to die while capturing a point to neutral. If you capture the point and in the process pulled one or two players down to stop you, even if you die it's a win. The missing champions allows your team to outnumber the other champs and possibly capture/hold points.
9x Greater Mark of Vitality - Gives you +0.54 health with a max of +9.72 health at level 18.
9x Greater Seal of Defense - Gives you 0.15 armor with a max of +2.7 armor at level 18.
9x Greater Glyph of Scaling Magic Resist - Gives you +0.15 magic resist with a max of +2.7 magic resist at level 18.
3x Greater Quintessence of Movement Speed - Gives you +1.5% movement speed. Probably your most important set of runes since you'll be relying heavily on movement.
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