Teemo Build Guide by Ferrovial
Hello everyone here at MOBAfire. The name's Ferrovial(Eu Nordic and East,30, Greece) and I have been playing this game for about 6 months. From the beginning of my experience with this game, I have been extremely passionate and have been striving to understand not only the basics, but advanced tactics, builds and concepts of this game. Here I am, with my very first guide on MOBAfire, concerning the champion teemo, the swift scout, with a very different build from everything around here, which you will (hopefully) find that, at least, it's brimming with potential. So without any further ado, let's get into more information about the build and the champion.
Please vote on the guide and let a (constructive) comment on what you think that needs rework or clarification. Thank you.
If you have tested this build and found success with it, I encourage you to send me a picture with your score which I will post.
Also before you begin reading this guide, listen to this song over in youtube it's so very cool imo: http://www.youtube.com/watch?v=jU_H6M4tvPw
Apologies to Zeitgeist and to everyone else who wanted a Twisted Treeline version of help, and which I could not be able to write so far, due to the server's large queue here in Europe. I promise I will get it done, whenever I can.
WARNING: I decided to change the format of my guides a little more. What changes is the fact that I will have my guides in both mobafire and solomid. I will try to make guides in mobafire simpler, but with a lot of information nonetheless, whereas guides at solomid will go much more hardcore, for those that want more. THIS APPLIES TO FUTURE GUIDES, AND NOTHING WILL CHANGE ON THIS GUIDE. I WILL KEEP UPDATING IT WHEN POSSIBLE
Click here for a more hardcore guide (includes more chapters and more info) -->
Before you comment or vote: Read the whole Fantastic guide! (LOL)
15/05/2011 Guide created
16/05/2011 Added F.A.Q/Readers' Questions sections
16/05/2011 Added pictures to mushroom section
21/05/2011 Added situational items section
06/06/2011 Added more items to the situational items section
09/06/2011 Added more items to the situational items section
15/06/2011 Added more items to the situational items section
15/06/2011 Added Ability power Teemo criticism
21/06/2011 Added Troll vote section
27/06/2011 Added additional runes according to DianTheGod's advice
27/06/2011 Moved trollvote section over at the bottom of the guide, because it seemed unpleasant at top.
28/06/2011 Fixed a minor fail at the offensive masteries tree, according to DianTheGod's advice.
01/07/2011 Removed trollvote section.
10/07/2011 Added teemo ad criticism.
10/07/2011 Added trollvote section.
10/07/2011 Added build potential paragraph.
10/07/2011 Added scores paragraph.
18/07/2011 Added a noob into the trollvote section
18/07/2011 Added the The Black Cleaver into the situational items section
19/07/2011 Fixed a grammar/vocabulary fail, according to WhiteHarpune's advice
31/07/2011 Made the alternate path of runes the main one, because stoopid peopolz make me angry
31/07/2011 Created new affiliate guides section.
05/09/2011 Added several questions to F.A.Q section
05/09/2011 Overhauled the trollvote section
13/03/2012 Revamped Masteries, and masteries section
13/03/2012 Added new item in situational items Ionic Spark
- Add videos
- Further analyse the maths section
- Add twisted treeline images.
- Add laning phase sections
- Add Ability Details and usage
1.000.000 views milestone present
Just a little present to all those of you, who helped this guide reach 1.000.000 views! Don't be shy, click on the Ezreal image below, it's a link to my latest guide, here on mobafire. And you guessed it right, it's for Ezreal!
Potential of the build!
Have you ever wondered about how to play teemo correctly? Have you been fed up with builds like attack damage and ability power that do nothing at all? Or did you just see the title of the build and became interested in it...Well here's a taste of what people said about my build so far:
Teemo is actually pretty strong killer with this build.
Thanks, nice one
I love you Ferrovial.
The above and many other more people have found great success with this build. What about you?
Teemo, the swift scout
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
"Captain Teemo on duty."
"Hut two three four."
"I'll scout ahead!"
"On my way."
"That's gotta sting."
"Never underestimate the power of the Scout's code."
"Size doesn't mean everything."
Champion cost: 3150 ip -- 585 rp
Roles: Assassin, Support, Disabler, Haste, Farmer, Ranged, Recommended, Scout
Pros / Cons
- Hellacious damage (if you follow this build)
- One of the best farmers in the entire game (yes, I am looking at you mushrooms)
- Nice early game, fantastic mid game, lethal (to the enemies) late game (if you follow this build)
- Good pushing abilities
- Tank destroyer
- Can evolve into a fully capable assasin late game
- Can give map control to his team, which determines games
- Mushrooms deal very good damage
- Quite squishy (though this build has been designed with his squishiness in mind, and attempts to counter it)
- Mushrooms can be destroyed by anyone who has an oracle's elixir (in fact, in ranked/normal games every roamer will have an "eye" so a good team, with a good support who destroys your mushrooms will have you crippled as far as your team utility is concerned. Oh and btw even melee champs can clear your shrooms with an oracle's, as it doesn't need someone to come close for it to detonate, but to step on it.)
- Has a tendency to be focused in team fights
- Low health points
- If your team has a lot of ap champs, and enemies build heavy magic resistance, you may begin to have some problems.
Main route (Ex-alternate route)
The alternate route is based on some well founded advice from DianTheGod on the comments on this build. That dude, very well suggested that if for a strange kind of fashion you decide to roll with attack speed runes at any point you could go with attack speed on seals(yellows) and magic resist on glyphs(blues).
9x Greater Mark of Magic Penetration
The reason you roll with these reds is pretty straight forward. You deal magic damage. You get little magic resistance reduction from items. So you need to find other sources of magic resistance reduction. This one's a good source.
9x Greater Seal of Attack Speed
The reason you roll with those yellows(seals) is that they provide more attack speed than the blues(glyphs) with attack speed.
9x Greater Glyph of Magic Resist
For a reason similar to the above.
3x Greater Quintessence of Magic Penetration
For the exact same reason as reds.
You might even try to play with the rune combiner, though I personally do not suggest it, as it may produce runes wildly different than those you input in the first place, so you will actually end up with a loss, unless you are extremely lucky.
Since the Masteries revamp, some patches ago, I noticed that sticking with Defensive Masteries was no longer that benefitial as before. Riot did a good job and they changed masteries to be more directional as to which playstyle they should serve. It became clear that defensive was for tailored for tanks, more than ever. Most of the masteries in the defensive tree did not suit Teemo anymore. That's why I decided to shift my focus on offensive masteries instead. While not as terribly usefull as the defensive masteries before they were changed, the percent damage increases and the ability power added (although negligible) are something worth having over the alternatives.
However we should note that we should not forget Teemo's squishieness under any circumstances, and that's why we dived for the remaining 9 points in the defensive tree, providing Teemo with what is in my opinion a vital +6 armor/magic resistance, especially early game, and some health regen, case you have to anticipate offensive enemies that do a good job harrasing you in lane.
- You need to max your Toxic Shot (E) but not asap. Take it easy. It synergises well with your on hit effects (actually that's why i build him on hit effects) but it doesn't count up if you do not have any on hit effects.
- Your Blinding Dart (Q) is important but not for the damage. It's important because it helps you to counter hard attack damage carries and have some team utility apart from your mushrooms.
- Your Move Quick (W) is not all that important, but it's passive is nice, and it's active even nicer. It has saved my butt countless times. The reason for that? The passive bonus is lost upon getting attacked by enemy champions or turrets. Whenever you activate the ability you get double the passive bonusses for 3 seconds and they can not be lost upon attacks from enemies. What does this mean? You can run away like a little girly while shouting "GTFO, GANKERS" xDDD
- Your mushrooms Noxious Trap (R, Ultimate) are a whole chapter by themselves and will be covered
The summoner spells I chose are Ghost and Ignite. The reason I choose Ghost is the fact that this along with your Move Quick renders you (almost) ungankable. Ignite on the other hand, can help you greatly with it's true damage and healing and regeneration debuff. Other viable picks might be Flash, Cleanse and Exhaust. Other spells like Heal, Clarity and Teleport or Revive are NO, NO.
Ah, our dear poisonous mushrooms. Ain't it ultra fun watching at those nuclear explosions from your spawning pool everytime an enemy steps on one? But let's face it, your shrooms are much more than damage. If you wanna play teemo successfuly, you have to learn to place shrooms at key locations so as to ward objectives in maps. Let me be more accurate. Instead of only damage, shrooms offer a small area where you can see, so that they effectively act as wards, only less powerfull, but with damage. You can also count in the fact, that every time an enemy is damaged by them, for the duration of the slow and the damage, you are granted sight of them. Now you may ask, what does this mean? Well a good teemo, provides his team with supreme map awareness by placing shrooms all over the map. Key objectives such as dragon and Baron must be warded at all times, brushes must be warded at all times and even some key objectives like the red and blue buff in the jungle. Now don't get me wrong on this one, but it's not always essential that the enemy must step on a shroom, but you can also place mushrooms in places where it will only provide vision and won't be detonated. For instance, if you play mid teemo, you may want to place them in the edge of the brush, as well as in the middle so as to have 1 mushroom for vision and 1 for damage. Also do not place shrooms (even in small) brushes right at the center of it, because good players ussually will enter a brush from it's very edge if the enemy team has a good teemo. That's not to tell you not to place mushrooms in the middle, but to place them a little bit more smartly in some brushes so that it is guarranteed enemies will be hit by them.
Also note the fact that you have to drop mushrooms like they are hot. If you catch yourself with 3 shrooms on you regularly, then I am sorry to dissapoint you, but you are a bad teemo.
PICTURE TIME !!!! (Pictures are from a custom game, so do not pay any attention to scores or anything)
Here you can see the vision range of a mushroom. As i mentioned earlier it functions like a mini ward, but with damage.
Remmember to drop them like they are hot.
Here is the correct mushroom placement to protect the Baron Nashor buff.
Here is the correct placement of mushrooms to protect the dragon. Remmember to put shrooms a little closer to the dragon, so that you have vision of him, and not just the entrance.
I can not stress enough the reason for which you need to place shrooms in every brush.
The above is wrong placement of mushrooms in mid 5v5 river brushes. The reason is that good players, if the enemy has a good teemo, rarely enter brushes right in the middle, they ussualy enter it from the edge.
This is correct placement of mushrooms. If you feel like you have to put a shroom right in the middle of a brush, remmemer to put shrooms in edges too.
This is also correct as people that enter the brush have a higher chance to detonate mushrooms.
Remmember to also protect key buffs with shrooms. Red in particular, is important to you because it synergizes well with your other on-hit effects.
Now I will analyse the items I take and when I do, as well as the reason behind the choices.
The reason I start the game with this item, is the fact that it is really solid for the beggining of the game. It gives you 100 extra health, 10 extra attack damage and last but not least 3% lifesteal. If you do not feel like getting the blade, you can get Doran's Shield. Now I consider either one of the items a must in the beggining and should at ALL TIMES be prefered over boots. Why, you may ask. Well I have never really counted the times I have achieved or escaped first blood and survived with less than 100 health. And this, without counting the extra damage or armor that I utilised in the process. This item will be sold later.
With the recent changes and the addition of tenacity in the game, I strongly believe these boots to be a must. It adds to your defenses with magic resistance, providing you with more safety on your squishy early game, and the crowd control reduction is more than welcome in team fights. Now if you absolutely do not want to take these, Berserker's Greaves are a good choice, along with Sorcerer's Shoes.
By the time you are level 5-10 you should have achieved your first kills/assists. After you recall feel free to start building into your first on-hit effects item, by investing in the Dagger. Ladies and Gentlemen, I present to you, Malady! Wait...You do not know what malady is? Ok let me tell you. This beauty gives you a total of 50% extra attack speed, as well as 25 ability power. If this alone was not enough, it debuffs your enemy with a stacking magic resistance debuff of 6 at a time, totalling about -25 magic resistance for your enemies. Cool huh?
After you get your malady, you should have some ganking power so feel free to roam or help in ganks. After some kills you should have 1050g which you should invest on your Recurve Bow. After gathering 950g go back to complete it. It is a decent item, that gives you an extra 40% attack speed adding to what you already have, some magic resistance, and the best of all, a on-hit effect that deals 42 damage to your enemies, and increases your magic resistance by 5 stacking up to 4 times. (Do not look at the items description here in MOBAfire, it was changed in the recent patch)
By now you should have already become a killer in disguise allowing you to achieve some kills all by yourself while also achieving some well coordinated ganks if your team is good. After you happen to catch yourself with 1000g available to be "invested", feel free to buy a Madred's Razors and farm creeps like a maniac. After you have gained another 1050g (which should be really easy, because of the madred's razors procs and kills go back to get another Recurve Bow before you finally find all the money to finish it. As an item, it is unbalanced...erm, beautiful I wanted to say, providing you with plenty of attack speed, 25 attack damage, some armor to keep you alive, and most of all, the BEST on-hit effect. Watch out, here I ***, erm, come: 4% of your opponents max health is dealt as magic damage every time you hit them. I give you 10 seconds to realise what it does. Then I will keep on. Wait...who said it sucks? It must be an idiot, because, 4% of an opponent with a max health of 3k hp is about 120 health lost per hit. That's before counting magic resistance, so it will be a little bit less, but it's still powerful.
Now you have all the damage you might ever wish for, without even asking santa klaus for it, and you just want a little more survivability as well as something to stop that Vladimir running like a little draculina while you buttsex him. Have I talked to you about my friend Frozen Mallet? You can find him by combining a Phage and a Giant's Belt (it's recommended to get phage first, as you already will have about 2 attack speed, which equals to 2 attacks per second and you could easily kite enemies or chase them to their death.)
By now, you should have been transformed into a yordle assasin, and you will have a glowing banner with the word danger above your head. You can very well understand that you will attract a lot of unwanted attention in team fights, and you need to counter this, by building a guardian angel. The guardian angel by itself deters enemies from attacking you, but even if you are unlucky, or play against a well coordinated team guardian angel will give you a second chance at wreaking havoc to the enemy team.
As a whole the item build may look expensive, but fear not, since the items that are obtained give you great killing power and you be able to kill/gank without even mentioning the fact that you will get a lot of kills by killstealing too, with the high attack speed that teemo acquires through this build.
Well, Guardian Angel may be the king of the defensive items (at least for me), but what happens when you happen to face a team which damage comes primarily from magical sources? Fear no more as the Banshee's Veil comes into play. The item itself is widely considered the best carry defensive item. It provides you with a solid boost of +50 magic resistance, as well as some health and some mana. But most of all, it gives you a tremendously good passive ability, which blocks one enemy ability directed against you every 45 seconds. Possibilities are endless here. You may break a LeBlanc's combo, so that you may actually survive her...You may get away without eating that Sion's Cryptic Gaze...and things you may never ever imagine...
What to replace: Guardian Angel
When to replace: When you think you have enough armor already, or if you face a heavy ability power based team.
Now, Hextech Gunblade is the #1 hybrid item in the game, but what can it do for Teemo you ask. Well, first of all, it gives your normal ad hit a pretty good boost of about 50 - 60 (depending on the enemies' armor). Apart from this, it will also give about 16 damage in overall to your Toxic Shot, about 60 damage to your Noxious Trap and another 60 to your Blinding Dart. Apart from these bonuses, it will also provide a boost to your survivability adding a 20% lifesteal and 25% spellvamp to your stats. All things considered a nice item on Teemo
What to replace: Wit's End
When to replace: When games take too long, and you happen to have some extra money to invest on it.
What does a non on hit-effect, pure ap item has to do with as/on hit effects Teemo you may ask. Well this item only really shines if you happen to be part of a heavy magic damage team, or if the enemies build magic resistance to counter you. Stat wise it gives a +70 ap which adds to about 15 more damage in overall to your Toxic Shot and another 50 - 60 to your Noxious Trap and your Blinding Dart, and 40% magic penetration which is why you want this sweetness. It is only really useful, when enemies have way above 120 magic resistance.
What to replace: Malady
When to replace: When enemies have a lot of magic resistance.
You can get those case you want some magic penetration and your enemies do not have heavy crowd control spells and effects.
What to replace: Mercury's Treads
When to replace: When enemies have a lot of magic resistance.
A quite decent item on Teemo, actually empowers your Blinding Dart and your Noxious Trap by 65. But this is not the real reason you can use this item. The real reason is that it provides a decent, (even better than Frozen Mallet) slow. The only reason i choose Frozen Mallet in the main build, is that you can build it faster, and you also have a slow in your Phage while you build it. A decent item if you want the slow, and a little bit extra damage.
What to replace: Frozen Mallet
When to replace: When you feel like you want some extra damage in addition to the slow, and someone else can provide it while you still build it.
Well there have been those people who argue that once you are lategame, you are not so much in danger, as you can kill somebody without that much risk, and would like a boost of power. For those people the The Black Cleaver is perfect.
What to replace: Guardian Angel
When to replace: When you feel like you want some extra damage and that you are not that much at risk, THOUGH I PERSONALLY DO NOT RECOMMEND IT.
Here's one item, that I should have added in the guide long ago. Forgive me for that, but I was reluctant to suggest such an item on Teemo, at least not without extensive testing. At first sight, it seemed that it was not worth getting in the main build, as it offered damage comparable to Malady but it was not offering the extra Magic Penetration, which for me was a big hit. However the revamped masteries, offering 10% magic penetration right from the start, made this item more worth thinkin about, and I figured out the AoE damage along with the extra health might come in handy in certain situations. However note that I said in certain situations. It's not always ideal to get this item over something else.
What to replace: Malady or Wits End
When to replace: When you feel like you need some more health to survive team fights, and could sacrifice some magic penetration in the process. THOUGH I PERSONALLY DO NOT RECOMMEND INVESTING IN THIS ITEM UNLESS IT IS ABSOLUTELY NECESSARY.
Further explanation on build and stuff (TL::DR maths)
The above build was carefully crafted with the 2 following parameters taken into consideration: you need to have damage that suits teemo, and you need to counter your weakness in defensive stats. All things considered, I came up with this build which offers 146 ad, on hit effects damage wise, and if the defenses are taken into consideration you can float well over 150 armor and 130 magic resist.
Watchout! Maths incoming.
Damage dealt on average using this build:
Attack damage 146
Wit's End 40
Madred's 120 (Depends on health, damage calculated against a 3k hp enemy)
The above adds up to about 300 damage per hit. With an attack speed of 2 attacks per second you deal double the damage at about 600 damage per hit. Note that all damage dealt is magical so it gets punished by stacking magic resistance so care if you are in a heavy ability power champions champ. That is also before resistances are taken into account. On a typical opponent with 50% magic resistance you will deal:
Attack Damage 146 (without taking armor into consideration)
Malady 20-25 (will increase as malady debuff stacks on opponent)
Wit's end 30-40 (same as above)
Madred's 100+ (same as above, taking a 3k hp opponent into consideration)
Now for all those who will flame for "NOOBZOR, I NEEDZ MOAR DAMAGE" let's take into consideration that if you ignore guardian's resistances you will take about 20% more damage from both physical and magical damage. That's about let's say some more time for opponents to kill you. Which translates on living more to deal more damage. If you compromise your defences for some more damage, you will die faster, and you will actually LOSE damage on a team fight.
Criticism on Ability power (AP) teemo
Ability power Teemo. I am personally excited, for hearing the joke of the year. What?!?!?! You are excited with his mushrooms? What? You claim they deal too much damage? And apart from that you also have a q Blinding Dart that is a powerfull nuke? Seriously now let's discuss about Ability power Teemo strengths so that I can persuade you that he lacks against as/on hit effects.
- Imba(lanced) damage from mushrooms even after their nerfs
- Blinding Dart is a powerfull nuke
- Your damage is epic, when you acquire Lich Bane
If I have forgotten some just tell me so in the comments. It doesn't matter though because these are his greater strengths as ability power.
Now let me destroy those points before your very eyes.
Imba(lanced) damage from mushrooms even after their nerfs
No. Mushrooms may be good, but i have seen countless times, enemy teams getting an oracle's and rendering you useless. Now you might say that you are gonna place mushrooms inside brushes so that they will still own. Lets say you do. The only thing you are going to achieve is being annoying, rather than managing to kill someone, save the rare occasion someone with low life enters a brush in order to recall. Save this, you can no longer use your mushrooms before team fights, and you are heavilly crippled. What does this mean? Just tell me what are you gonna do in team fights? Get in every 6 seconds, fire a Blinding Dart and then back off? That's not what I mean by saying "team fight" Sure, you may be able to farm like there is no tommorow but what's the point in farming if you can not use properly the money you made? Not to mention the fact, that if the enemies build heavy magic resistance, which they will, your damage is immediately a joke.
Blinding Dart is a powerfull nuke
What? You wanna play like a mage? Ok give me 10 seconds to laugh...Ok now I am ready. Mage's are characters that deal heavy magic damage through their spells and abilities. Mage's also nuke. When I say nuke, I mean that they have the power to unload heavy damage to a single enemy and take him down very quickly. Teemo is not a mage. He only has one spell that may act as a nuke, and that single spell is on a 8 seconds duration, without counting cooldown reduction, with it, let's say 6 seconds. But you can not kill somebody by throwing a spell on him every 6 seconds. Sure that's what mages do, but mages ussualy have a Q, a W, a E, and an R (ultimate) for use while nuking. You don't. Get over with it.
Your damage is epic, when you acquire Lich Bane
What?!?!? Ok, Lich Bane rocks caster's socks. It rocks mine too. But most casters ussually proc it, right after they cast a spell. And they have so many spells. Teemo on the other hand can proc it, either by using Blinding Dart, or on the rare occasion that a mushroom detonates. This means that your use of it, will be small, and it will not serve you on its full potential.
Why Attack damage (ad) sucks like hell on teemo
Just don't play Teemo as ad. Before I go any further I would like you to know that teemo is NOT an Ad carry. And he sucks heavily when you play him so for two major reasons, which follow:
- Teemo has an surprisingly small range of 500
This kinda sucks because Teemo is really squishy. You should already know that. Having 500 range means that you should go close to enemies. But this is not the case is it? Doesn't the as/on hit effects have to come close or what? It does have to come close but, check at the point below too
- Teemo doesn't have any skills that empower his normal hits by giving him extra attack damage nor add any synergy to it.
I will say it again, and try to repeat after me. Teemo is not an attack damage carry. By saying so, I do not suggest that you can not play him as such, but it takes a special kind of idiot to do so. Why am I so absolute you may wonder so far. I am because, even if you do play him as ad, he is not worth the spot. Other ad carries such as Ashe, Caitlyn can do way better job than he does.
- This way he is based on attack damage, making armor a very effective counter to him
Needless to say, that once enemies build some armor, which they will if they are good players and face a heavy attack damage enemy team, your damage will fall so dramatically, that it will be like it has fallen from a bridge. Before you begin whining about me being a noob because I ignore armor penetration, let me tell you that the attack speed/on hit effects build is, if not uncounterable, much more difficult to counter.
There are several people who are ******ed, and reasoning is no good with them. Period.
(This used to be my epic trollvote section. However, I decided to follow Mossbrain's advice and rid with it, even though there are people who deserve to be in it. His comment follows for citation reasons:
Hey, fantastic build! I was playing as an AD teemo with heal/exhaust and offensive masteries but I tried this out and I have to say it works a lot better. Definite +1.
Just a little constructive criticism, though - Try to stay on the point and stop going on rants about how idiotic players who don't play like you are. If you can just say 'Well, I would disagree because X and Y' in your guide instead of going on two-sentence rants. Neutral and informant guides are a lot easier to read than a heavily opinionated and emotional one.)
F.A.Q / Readers' Questions
Q: Why no Nashor's Tooth in the build? It's an item that I believe is perfectly suited for teemo for x reason.
A: The following wording is from the lol wiki: Nashor's Tooth is a legendary item in League of Legends. It is most commonly built for DPS/AP hybrids.
Apart from that, let's analyse this item a little more:
50% attack speed
55 ability power
10 mana regeneration per 5 seconds
UNIQUE PASSIVE: 25% cooldown reduction
Now 50% attack speed is all lost, because with this build you are floating over 2.1 attack speed if I am not mistaken, and while you get the buff "element of surprise" after you leave stealth you get another 40% extra attack speed, which holds you capped at 2.5 attack speed. If you try to reach the cap from items alone, you waste part of your passive.
55 ability power is totally wasted at this build, which emphasizes on making teemo more Tryndamere than Tryndamere. What? The wording confused you? Ok let me express it somehow better. This build makes teemo a champion which follows the "right click to win" pattern, something which means that your auto attacks are empowered with on-hit effects so, ability power is mostly wasted. Now someone could argue that it helps your poison, but I honestly do not think it makes any difference.
10 mana regeneration is anything but good at this build, as teemo from my point of view, does not have any serious mana issues, neither will spam any of his abilities with the exception of mushrooms. I honestly believe you can live without it.
UNIQUE PASSIVE: 25% cooldown reduction
Now this: it's totally a waste in my opinion for the reasons analysed earlier. Teemo in this build is an on-hit effects assassin, who doesn't really need to use any of his skills to get kills, so he is not dependent on his skills, with the exception of mushrooms, which at the last rank are always there when you need them, and have about 1 second cooldown between subsequent placements. Personally I can live with a 1 seconds cooldown.
Overly I believe this item costs too much (2885g) and offers little. Now if you are stuck with the idea that you absolutely need it, I am sorry to dissapoint you, but you can not use this item with any modification on this build. And that is because this build was crafted very carefully to offer the greatest balance between damage and defense. If you remove any item like malady, or wits end, your damage AND your defense WILL BE SEVERELY CRIPPLED. And that's because this build needs on-hit effects, all of it's damage comes from on-hit effects, and that item does not give uber stats that will cover the loss of some on-hit effects/armor/magic resistance.
Q: Is it bad if I place mushrooms close to each other?
A:Yes, because if you detonate more than 1 mushrooms, the dot renews it's duration instead of staking for extra damage. It's best that you place mushrooms a little bit far from each other if you plan to damage enemies with them, so that the dot from the one has expired, or at least is nearly it's full duration before it gets renewed again
Q:So on each hit, there's the physical damage + Madred's on-hit + Wit's end + Toxic shot... Which is really high amount of damage and I'm liking it...
Question is: Since I have 2+ attack speed per second does the Toxic Shot DoT stack?
I mean if I do 3 hits.. Is it 4+4+4 = 12 ticks?
Or 1 > [refresh] > 1 > [refresh] > 4 = 6 ticks?
A: Long story short: No it doesn't. It only stacks on Twitch. You only utilise the initial shred on the target from toxic shot. You only see the dot in it's full potential if you happen to harass the enemy during laning phase.
Q:Question fellow greek D: Is doran's blade really lifestealing? I had 0 health gained from my attacks so far :D other than that the guide is amazing and the mushroom part helped alot :)
A: Yes, fellow greek (xDD) it really does lifesteal, however the lifesteal is surprisingly lame (about 1-2 points at each hit), so you rarely get to notice it. Actually you have to try, in order to notice it.
Q:Why not AP Quints instead of MrP Runes? Did you do any extensive calculations on these? If not can I substitute them for AP Quints?
A: From my point of view, it's not a matter of getting ap, as you do not rely on it that much, it's a matter of getting the most magic penetration you can get without items, as they give you little amounts of it too.
Q:Should I take Blinding Dart or Toxic Shot first?
A: The answer is simple: If you are planning to first blood take Blinding Dart first. The reason for this is that first blood is almost always achieved by auto attacks (do not be fooled, abilities may do about 70-100 damage, but when you have 500+ health the effect is negligible, not to mention that @ level 1 abilities have huge cds) and having an enemy not being able to auto attack you for 1 - 1.5 seconds is huge imo.
- Get some defenses.
- Get red buff whenever possible, it's one more on hit effect and it's extra cool
- Remember to use your Blinding Dart on attack damage carries.
- Drop mushrooms like they are hot.
- Be a pain in the enemies' ***es.
Other guides/builds by Ferrovial
Teemo on mobafire Teemo on solomid
Ezreal on mobafire Ezreal
Guides that I (as a theorycrafter) consider to be accurate and of VERY HIGH QUALITY.
WARNING: I (ferrovial) have nothing to do with the creation of the following guides, nor am I responsible for the update of these guides.
Get me Teemo over here...with a blowgun [Under Construction]
Teemo - AP Yordle of DOOM [3.8 Updated!]
Teemo: hybrid with an AP edge [PATCH 3.8]
[S3] Teemo - The Magical AD Yordle [Under Construction]
By iGod LoL