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Teemo Build Guide by hungryhippos1

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League of Legends Build Guide Author hungryhippos1

Hungry Hippo's Guide to Teemo

hungryhippos1 Last updated on June 21, 2011
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
1/
Havoc
 
 

Offense: 21

 
 
 
 
 
3/
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 9

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

Utility: 0


Guide Top

Intro

Hello and welcome to my guide to Teemo. Teemo is a ranged carry that I prefer to play as a attack speed on hits champ because all those items work really well with his E.

I see too many AP Teemo's that just don't do any damage because they rely on people to step on his mushrooms, his Q has a decent AP ratio but its not very spammable in team fights and the AP ratios on his E are just stupid. So what I'm saying is AP teemo not very good.


Guide Top

Runes

RED - Armor pen is real strong since malady will give you all the magic pen you need. All that Armor pen will allow you to hit real hard early game and dominate your lane.

Yellow - Flat Armor gives you a big advantage, you really don't need mana regen, you'll end up going back to shop anyways so just drop as much as you can before you back and you'll be fresh with new mana in no time!

Blues - Flat or Scaling Magic Resistance. Teemo is squishy, this will help when you trade blows with the enemy. If you're going to be aggressive early game get flat or laning vs a caster get flat, if you're laning vs a AD and/more playing very passively, get scaling.

Quints - I like Armor Pen and Flat HP, I'll do a mix of that for survivability and more damage. If you're stupid aggressive you can do just flat arm pen or just flat HP. Doesn't really matter.


Guide Top

Masteries

For DPS teemo I go 21-9-0 since most of your damage comes from your auto attacks. Since your auto attacks deal both magic and physical damage, you'll be hitting like a truck through all stages of the game with 21 points of offensive masteries. You will need the 9 points in defense to stay tanky (6mr/armor) and sustained (spirit of strength) during the laning phase.


Guide Top

Skill Sequence

As with both Teemos R > E > Q > W starting out by going E, W, E, Q, E, R.
E is OP, it deals tons of damage initially and as a DoT autoattack. Stack it high and watch bodies drop.


Guide Top

Summoner Spells

Flash is OP, there really isn't any other spell to get. Your second one should either be Ignite to get that extra damage or teleport for crazy map control with your mushrooms. I go back and forth depending on the enemy team. If they are rocking a Soraka/Taric/Nidalee flash would be a great idea for those heals. If they lack in the healing department, TP is stupid OP. If your team is worth anything, they'll be warding. You can TP to a mushroom, minion, ward etc for a easy gank.


Guide Top

Gameplay

Early game your harass is great, sneak an auto attack, Q and a 2nd auto attack for good damage, rinse and repeat for deadly results. If they decide to stick around with low HP but are play defensively, feel free to flash in, drop a ignite and a auto attack or two to get that kill.

Once you get your ulti, you should be dropping shrooms around your area so that you don't get ganked. If the enemy laner backs or if your lane partner can hold a lane, you should go drop a mushroom or two around drag/baron and/or their red/blue to keep an eye on their jungler. I almost prefer that they don't step on the mushroom just so I can see what they are doing.

Late game, if you're any good at farming you should be a beast for damage. When you play as teemo your team will always have baron advantage. You can constantly force fights around baron by baiting and mushrooming and forcing the enemy to fight on your mushrooms which provide valuable CC and damage. One of the other nice parts to teemo is that you can afk push a side lane without getting ganked because you can place mushrooms in their jungle and just push away, this is also really powerful when you have TP so that if your team decides to engage a team fight, you can TP in. Generally this will result in a 4v5 as someone will have to defend your push. If they are really dumb, they will 2nd two people to kill you, in that case you get a east 5v3 with a TP to assist your team.

Teemo is all about map control so mushroom placement is key to being a good teemo. I heavily recommend taking solo mid so that you can control the river on both sides. If you mushroom so much that someone has to buy an early oracles, consider that a win because that is 400g not going towards more wards or other items. pre-15min you should drop as many mushrooms as you can around drag. If you can control dragon, you get a gold advantage over the enemy team which means you get better items. Post 15 minutes, I would be more worried about baron. The nice part about this build is that Razor is part of Teemos build which means you and your jungler could quite easily do baron while your team pushes OR your team can just bait baron and force them to fight on your mushrooms.