Teemo Build Guide by Half A Chicken
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.
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.
Hello MOBAFire, my name is Half A Chicken. This is my first guide on MOBAFire, so please consider leaving a comment with tips on how I can improve the build and the guide itself.
Thanks in advance!
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.
An Overview on Teemo
Teemo is an extremely versatile champion. He can play virtually any role successfully, and excels in each of them. Due to his AP Ratios on his Q and E, he makes a great mid player. His annoying Q harass makes him a notable choice in both top lane and bot lane (either as the AD carry or the less common 'support Teemo'). No matter what role you decide on, Teemo can usually dominate the lane he is in, especially with help from his jungler (so remind your jungler to gank often!)
However, Teemo is not always the choice to go. This will be explained in team comps for each of the five build guides.
Camouflage - (Innate): If Teemo stands still and takes no action for 2 seconds, he becomes stealthed. Moving or taking actions will break Teemo out of stealth and will boost his attack speed by 40% for 3 seconds.
Teemo is very famous for his passive. Buy an Oracle's Elixir on him, stand by baron, and you can become a Vision Ward. As for practical uses, his passive makes for great jukes in conjunction with his W, Move Quick (which will be explained further on). You can also use his passive to surprise an enemy if they walk into a bush.
Blinding Dart - Teemo shoots a venom-coated dart at the target enemy, dealing magic damage and blinding them for a few seconds, causing all their autoattacks to miss for its duration.
- Cooldown: 8 seconds
- Range: 680
- Cost: 70 / 80 / 90 / 100 / 110 Mana
- Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.8 Ability Power)
- Blind Duration: 1.5 / 1.75 / 2 / 2.25 / 2.5 Seconds
No matter which role you play, this skill is invaluable. From coming out of a bush, blinding the enemy AD Carry, blinding a jungle creep to reduce damage, harassing the enemy mid lane, or putting easy pressure on top lane, all of Teemo's roles will benefit indefinitely from this skill.
Move Quick -
(Passive): Grants increased movement speed until struck by an enemy champion or turret. This bonus is restored 5 seconds after last being struck by an enemy champion or turret.
(Active): For 3 seconds, Teemo gains double his passive movement speed and will not lose it regardless of whether he is hit or not. The passive is restored after the duration of the active.
Cooldown: 17 Seconds
Cost: 40 Mana
Passive Movement Speed: 10 / 14 / 18 / 22 / 26 %
With 305 movement speed, Teemo is probably one of the slowest champions early game. His passive and active on his W make up for it, however. The passive is mainly from getting from lane to lane or from base to a lane, but his W is godly for escaping enemies who are (foolishly) chasing you. Coupled with his mushrooms, Teemo can quickly turn a 3v1 against himself into Triple Kill.
Toxic Shot - (Passive): Teemo deals extra magic damage with his autoattacks. Additionally, his attacks will poison the target, dealing magic damage each second for 4 seconds. This poison will not stack but the duration will be refreshed with every subsequent attack.
Magic Damage on Hit: 10 / 20 / 30 / 40 / 50 (+0.4 per ability power)
Magic Damage per Second: 6 / 12 / 18 / 24 / 30 (+0.1 per ability power)
Total Magic Damage: 34 / 68 / 102 / 136 / 170 (+0.8 per ability power)
Teemo can usually win any exchange with his Q and E. Even while dealing with an AP ranged caster in any role, Teemo has a high chance of winning. At rank 5, [Toxic Shot] deals 170 damage without building AP. That's ~40% of an Ignite used at level 18.
Build 1: Pros and Cons
Build 1: Hybrid Teemo
Hybrid Teemo is best played as the mid lane AP Carry. While dealing large amounts of damage with autoattacks through both Attack Damage and Ability Power, he can quickly disable the enemy's damage dealer for a few seconds while your team goes to town on their butt. He is also a great tank killer with his Madred's Bloodrazor and his attack speed through his items.
Build 1: Runes and Masteries
Greater Mark of Magic Penetration : These marks give you 8.55 magic penetration, meaning your magic attacks will 'ignore' 8.55 of your enemy's magic resistance.
Other Viable Choices
Greater Mark of Attack Speed : If minion farming is too hard for you, get these to not only increase the possibility of getting another attack in on that 5 health minion, but also allowing you to harass your opponents with your E while still getting minions.
Greater Mark of Desolation : Unorthodox, but your opponent maybe expecting a heavy damage mid champion and will have grabbed magic resistance blues. These can bulldoze through their measly 18 armor and allow for your auto attacks to do more damage with the DoT from his E as an add on.
Greater Mark of Precision : Again, unorthodox, but your opponent might have what is considered as 'standard' runes, meaning they have both magic resistance and armor for their glyphs and seals (respectively). These will make your auto attacks and DoT E deal slightly more damage, but I recommend that you go with Armor penetration or Magic Penetration.
Greater Seal of Armor : These seals give you 12.69 extra armor. Teemo's base armor is very very low at a mere 14, so these will help defend against minion damage if you're an aggressive player and have to land that one auto attack, or reduce damage from enemy jungler's ganks. Each point of armor also gives you one percent of your maximum health (from damage reduction) as additional 'unseen' health.
In this build, there are three health quintessences, which give a total of 72 health. Teemo's base health is 383, so:
383 + 72 = 455 health
Teemo's base armor is 14, so with armor seals he has:
14 + 12.69 = 26.69 armor
As said above, each point of armor gives 1 % of your maximum health as additional unseen health (in the form of damage reduction). So:
1/100 x 455 = 4.55 health per point of armor you have.
26.69 x 4.55 = 121.44 additional health against physical attack.
Please tell me if you calculations are wrong :)
Other Viable Choices
Greater Seal of Replenishment : If you feel like you're running out of mana due to W and Q spam, consider these. These are more geared for early - mid game, when you'll be mainly pushing lanes and placing down mushrooms.
Greater Seal of Scaling Mana Regeneration : If you think you can manage your mana well, but start spamming mushrooms every chance you get without looking at your mana pool, you should probably start training your screen awareness. Otherwise, try out these. Although Greater Seal of Scaling Mana Regeneration and Greater Seal of Replenishment reach their equilibrium at level 6, you'll probably want Greater Seal of Replenishment if you're an aggressive laner.
Greater Seal of Vigor : If you think that you can dodge skillshots and auto attacks well enough, but still take a bit of unnecessary damage, try these. Play in a very jumpy fashion when you have these, harassing with your Q but immediately backing out to let your health regenerate a little bit before returning into the skirmish.
Greater Glyph of Magic Resist : These runes give you 12.06 bonus Magic Resistance at level 1 (42.06 total). As with the armor seals, these are geared towards a safe and standard build. You'll take less damage from haraas and can usually come out on top. Late game, these aren't as effective but sometimes they can protect you just enough to get that First Blood money.
Other Viable Choices
Greater Glyph of Attack Speed : If you are an aggressive player and think you can manage your health well enough to come out on top of trades, take these to deal more damage during the exchanges. However, you may well lose the exchange because you didn't take Magic Resist glyphs. Your choice.
Greater Glyph of Ability Power : Used for early game, this makes your harass with your E a lot more deadly. But it's the same as it is for Greater Glyph of Attack Speed, you might die from the opponent's spells because you didn't have enough magic resistance.
Greater Glyph of Scaling Magic Resist : If you're a very passive player and you think that there's a possibility the enemy AP Carry could become fed/get one or two kills, get these just for safety.
Brute Force 3/3 (+3 Attack Damage) - 3 points in brute force will help you a little bit with last hits, but not largely so. Mainly take these to get down to the Armor Penetration.
Mental Force 4/4 (+4 Ability Power) - Again, only took these to get down to Magic Penetration. But although the help is only of slight use, it's there, so you might as well take it.
Alacrity 4/4 (+4 Attack Speed) - I don't want to be rude, but I personally think this is one of the most useless items on the Offense tree, or on masteries in general. The 4% attack speed increase is virtually nonexistent, but take it to get down to Weapon Expertise .
Sorcery 4/4 (+4 Cooldown Reduction) - As Teemo, you shouldn't be spamming your skills so much early game due to his extremely small mana pool and extremely high mana costs. However, the miniscule cooldown reduction might possibly be enough to use W just when you need it, so take these to get down to Arcane Knowledge .
Weapon Expertise 1/1 (+10% Armor Penetration) - Armor penetration should help you deal quite a larger amount of damage. Usually, if the enemy caster has a 'typical' rune page, as shown in Build 1, they should have around 35-40 armor. This shaves off 4 of it and helps you deal more damage in harassing and in trades.
Arcane Knowledge 1/1 (+10% Magic Penetration) - As with Weapon Expertise , this will help your damage in lane, and coupled with Weapon Expertise and Teemo's E, he'll benefit from both Armor Penetration and Magic Penetration.
Although I personally don't take any points in Tier 4, you might consider points in Vampirism for the slight sustain or Blast for the 1 extra AP p/level. I find putting 17 points into Tier 1-3 much more beneficial, however.
Sunder 3/3 (+6 Armor Penetration) - Very useful in lane due to the low armor of enemy champions and minions. Coupled with Weapon Expertise and Arcane Knowledge , you should have a much easier time in lane.
Executioner 1/1 Increases damage dealt by 6% to targets below 40% health - Teemo's harass is usually enough to bring them down to below 40%, and with a good gank from the jungler or any form of damage from another lane should be enough to kill your lane opponent.
Build 1: Skill Sequence
For Hybrid Teemo, you want to maximize your on-hit damage through E, taking one point in Q early as utility and light harass. Taking two points in W early also allows for you to move faster between lanes and escape faster with your tier 2 boots.
Build 1: Summoner Spells
Ignite - A great finisher move early game. Although it is mostly useless late game when everyone is too tanky for Ignite to deal much damage, it's useful to use on champions with health regeneration items such as Force of Nature or Warmog's Armor in teamfights.
Flash - Possibly one of the best spells in the game. Flashing over a wall followed by Move Quick into a mushroom filled brush could quickly turn around the fight. Keep in mind that you can also flash over thick walls, such as the one across from Dragon against the Lizard.
Ghost - Useful if used in Conjunction with Flash or to pin down an enemy with Frozen Mallet. You can also replace Ignite with Ghost if you don't feel safe against the enemy team composition.
Exhaust - If you think that Flash is unnecessary or you feel like you can't Flash over walls well enough, this is very useful both early game and late game. During early game, you can surprise an enemy with Exhaust and get a kill.
Heal - Replace Ignite with this is for early game Heal baits or surviving a tower dive. Replace Flash if you think you can easily win the lane and want to completely dominate it. This is not recommended, however, because you would have Move Quick as your
only escape option. If snared, Move Quick would also be rendered useless.
Revive - Not really recommended, but you could save towers with this and get a free kill on the enemy. Due to its long cooldown, I wouldn't recommend getting this.
Smite - Only take this when jungling or if you feel like running a Smite Revive troll game with friends.
Surge - As with the Heal Ignite combo, only take this when you're feeling lucky/know or strongly feel that you can win your lane. Best coupled with Exhaust, Surge is really only useful early game.
Cleanse - If their enemy jungler has strong ganking potential, consider taking this to counteract them. I wouldn't recommend this spell because of the experience it requires to time the cc disables. Replace Flash for an aggressive lane or replace Ignite for a safer one.
Clarity - If you can't manage your mana as Teemo, you really should learn how. If you want to spam your Q a lot on the enemy, then take this. It really only comes in handy if you're out of mana for Move Quick while you're running away to flash over a wall. Not recommended, though.
Promote - Take this if you think that the enemy would be either extremely difficult to lane against or if you gank a lot and need to push your lane with the promoted super minion. Replace this with Ignite if you decide to take it. Best coupled with Teleport.
Teleport - If you want to gank a lane, you can quickly return to yours after a quick recall and item buy. Used with Promote, it's very useful early game to promote a super minion, gank a lane, then Teleport straight back to yours.
Clairvoyance - Your support should really be taking this, but it's not really useful anyway. As Teemo, you should be warding critical spots all around the map.
Build 1: Items
The best starting choice in my opinion. Boots will allow you to dash in and harass then fall back quickly while the health potions are an effective +300 health.
Not the best choice, but the mana regen and health will help quite a bit.
Build this to get an early Fiendish Codex if you feel like you can't manage your mana very well and didn't decide to take mana regen runes.
You can go with a Doran's Blade if you want to, but again, Boots + 3 health potions are recommended.
Sorcerer's Shoes, Nashor's Tooth, and Phage are your core early game. If you finished all of them, grab a Recurve Bow and start working on your Madred's Bloodrazor.
By now, your Frozen Mallet