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Teemo General Guide by TheTieThatBinds

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.


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League of Legends Build Guide Author TheTieThatBinds

Hamtaro!...err I mean Teemo, The Shred/AP chipmunk!

TheTieThatBinds Last updated on December 22, 2012
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 0


Guide Top

Introduction

This is my third guide on mobafire. I've done one for Volibear and Mordekaiser, but that was before the new patch and updated masteries and items. I hope you guys enjoy!

P.S. - This is a general build guide. I use this build throughout all lanes, so I only made one build.


Guide Top

Runes

Greater Glyph of Ability Power

I chose the ability power glyphs to have the highest AP possible at lvl 1. Other stats dont give you as much as straight AP would with his AP build. Makes him strong at early level too!
Greater Mark of Magic Penetration

Magic Pen. is one of the best stats on AP teemo as it makes basically everything he uses hit harder and make more of an impact, even though he was nurfed last patch, from a .4 to a .3 AP ratio on his Toxic Shot, any Magic Pen. you can get will make you hurt that much more.
Greater Seal of Armor / Greater Seal of Scaling Health

Either one of these works well. Both will give you more survivability, but one makes you more of a bruiser(Scaling Health), while the other gives you early game survivability(Armor). They both serve Teemo well!
Greater Quintessence of Ability Power

Again, as with the Glyphs, you get AP quints to have the most AP you can get at lvl 1 while not sacrificing too much survivability.


Alternatives Choices:


Greater Glyph of Magic Resist
Greater Mark of Attack Speed



Greater Quintessence of Health
Greater Quintessence of Magic Penetration
Greater Quintessence of Attack Speed
Greater Quintessence of Life Steal



Guide Top

Masteries

Masteries
1/5
4/5
2/1
4/5
1/1
3/1
1/1
4/
1/
4/1
2/1
2/5
1/1

Offensive Tree


Summoner's Wrath
I chose this for the added benefit of 5 AP/AD when ignite is on CD, and also should you chose to pick them, the increased MS from Ghost or the reduced Armor and MR from Exhaust.

Fury
Since AS scales well with his Toxic Shot the more darts he can throw out, the more damage he can do!

Sorcery
CD isn't as amazing as pure AP, Shred Damage, or Magic Pen, but it does help with the shroom production! I'm basically filling in point requirements to get to the next tier though, so 2% CD is a nice bi-product of filling requirements, no?

Blast
MOAR AP!! :D Even though its scaling per level, any AP early on helps.

Arcane Knowledge
Magic Pen, Magic Pen, Magic Pen! The more the better! :D Great for cutting through bruiser and tank magic resists.

Mental Force
More AP again :D

Spellsword
I take this because it synergizes well with Malady, Wit's End, and Toxic Shot basically making you shred for over 100 damage once you have your full build. Even more if you go for more AP than shred.

Archmage
Now this is a must to have as AP teemo. Increasing the AP for a flat percentage works amazingly well for everything teemo does.

Executioner
Even though its only 5% increased damage to enemies below 50% health, that 5% can mean wonders when its stacked with all your shredding items, Toxic Shot, and Spellsword .

Defensive Tree


Durability
For more survivability and bruiser-like capability, I throw points into here just for the plain fact that teemo is squishy if hes not built as a bruiser, so lets him get closer to that line of AP/AD carry/Bruiser.

Hardiness
For a little armor, I put 2 points into this. Its to satisfy a point requirement, but it also gives teemo a bit more survivability, especially at lvl 1 vs an AD champ.

Resistance
For a little MR, I put 2 points into this. Just like Hardiness this is to satisfy a point requirement, all the while giving you even more suvivability, particularly at lvl 1 vs an AP mid, AP support/carry, or AP top-laners/AP Jungles.

Veteran's Scars
More health at lvl one for surviving those lvl 1-3 ganks, or just a lvl 1 invade/team fight. Great to survive and be more durable in lane against a high poke champ.


Guide Top

Items

Starting Items

+ x 3


Core Items


Full Build List

General Build

Item Sequence











Sorcerer's Shoes
1100

Rabadon's Deathcap
3800

Wit's End
2500

Malady
2035

Void Staff
2650

AP Heavy Group

Item Sequence











Rabadon's Deathcap
3800

Abyssal Scepter
2750

Malady
2035

Wit's End
2500

Sorcerer's Shoes
1100

AD Heavy Group

Item Sequence











Sorcerer's Shoes
1100

Rabadon's Deathcap
3800

Wit's End
2500

Malady
2035

Zhonya's Hourglass
2900

Elective Items

--->
--->


Guide Top

Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

4.

Blinding Dart

2.

Move Quick

1.

Toxic Shot

3.

Noxious Trap

Priority on which to Max First


I max Toxic Shot first, as its your primary source of your damage. Although Blinding Dart does some pretty good AP damage later on, its not worth getting more than one point early just for the blind, as your AP isn't high enough for the damage to be noticeable.

I max Move Quick second as it increases your survivability as well as increased ability to catch up to a low champ to finish them off. Working with multiple item builds, I had Zephyr and the Enchantment: Alacrity, and with W maxed, there isn't anyone who can catch you or run away from you without some kind of slow or snare. Even then, you can actually catch people with a slow or exhaust on you. I had ~550 MS when I have the 2 above items, and popped move quick.

After that, its your choice between maxing Noxious Trap or Blinding Dart first. I tend to lean more towards Noxious Trap simply due to the mushrooms doing more damage, AoE burst, and an AoE slow. After that, then I max Blinding Dart


Guide Top

Spells


Positives
    Positioning
    Prevents Ganks
    Bypass Terrain
    Escape Damage
Negatives
    Long-ish CD

Positives
    Synergizes with your DoTs
    Reduces healing done
    Burst Combo Finisher
    True Damage
Negatives
    Long-ish CD
    Offensive Spell
    More Beneficial Spells

Positives
    Talent reduces defenses
    Slows Enemy MS and AS
    Reduces Enemy Damage
Negatives
    Long-ish CD
    More Beneficial Spells
    Situational

Positives
    Synergizes with W and MS
    Ignores Unit Collision
    Escape/Catch anyone
Negatives
    Long-ish CD
    Susceptible to CC
    Not an Immediate Escape

Alternatives



All of the above summoner spells are alternatives but not as good as the four that I compared. Situational they may be, but as this is geared towards SR only, they aren't as good as the first four.


Guide Top

Pros / Cons


Pros
+ Free Wards via Noxious Trap
+ Mobility
+ Harass
+ Global Taunt
+ Strong Laner/High DPS Output
Cons
- Ult countered by Oracle's Elixir/ Vision Ward
- Squishy
- No escape mechanism when hit
- Shortest Auto-attack range of any ranged champ
- Squishy


Guide Top

Summary

Overall, Teemo is pretty strong. He was even stronger before the nurf of his Toxic Shot and Noxious Trap, but can still be a major threat in the game. Mine up the map with as many mushrooms as possible and profit. A lot of the times you can actually get kills by luring people in thinking they can kill you when you're low, aka. the Teemo "Global Taunt" :D I use that to my advantage almost everytime hahaha.

Hope you guys find this guide helpful! Feedback is encouraged! If you have anything you would like me to add, just let me know. Thanks!


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