Teemo Build Guide by SecantSix
This build has been archived and is for historical display only.
PLEASE NOTE: This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Guide Update History and Future Updates
- October 28, 2012: Updated Items
- September 5, 2012: Minor change to Masteries
- September 3, 2012: Teamfights added
- August 28, 2012: Updated Items and Video for Safe Jungle Route added
- August 27, 2012: Guide posted!
- Video for Red Steal Jungle Route
- Section on Noxious Trap Placement
- Section on Double Jungling
- Hall of Fame Section (to prove that it works!)
- Make guide prettier :D
Hi all, and thanks for checking out my guide to jungling with Attack Speed/Ability Power (AS/AP) Teemo.
You're probably thinking, "Six, what the heck? Jungle AS/AP Teemo? DOWNVOTE." And I'm thinking right back, "No, wait! Jungle AS/AP Teemo is good! Let me explain!"
Most people aren't used to seeing Teemo in the jungle, and I can't blame them: he's pretty squishy and doesn't have any traditional jungling abilities (AoE, shield, self-heal, etc.). But if you build him well with runes and masteries, focus on attack speed first and THEN build his AP, it works pretty nicely. Is it as good as Udyr or Shyvana? No, but it's fun!
So hear me out, take a minute to read the guide (or at least the "Soooooo...Jungle AS/AP Teemo?" chapter), then voice your comments and concerns. As long as they're constructive, I'll be happy to listen, reply, and adjust my guide.
Thanks to Apathy for some great feedback on items, and an extra special thanks and credits to jhoijhoi for the template, which you can find here.
Also thanks to Matt, Kev, and Bryce over at the 20 Minute Surrender podcast for giving me the idea. If you like League of Legends (and let's be honest: you're reading this, so you love League of Legends), you should check them out over at The ManaTank.
Without further ado, I present to you the guide for Jungle AS/AP Teemo!
Soooooo...Jungle AS/AP Teemo?
Jungle AS/AP Teemo. It sounds ridiculous, stupid, and trolly as all get-out. And to be honest, it's not going to work in high-ELO play: there are much better junglers out there. But the mid-August 2012 patch gave Teemo a seemingly tiny buff that makes the build viable: the AP ratio on Toxic Shot's on-hit magic damage was bumped up from 0.14 to 0.4.
To put that in perspective, let's say you followed this build to completion and achieved an AP of 475. At level 18, before the patch, this meant that Toxic Shot would deal 117 magic damage on-hit with each dart. After the patch, Toxic Shot now deals 240 magic damage on-hit. That's over twice as much extra damage in each of Teemo's auto-attacks (which are churning out at over 2 darts/second), and because we're building AP, Blinding Dart and Noxious Trap are dealing 380 damage more than they would on an AS/AD build. HECK YES.
So with all this crazy damage, why do I want to put Teemo in the jungle? Why not send him to the bottom lane as a mixed damage carry or to the mid lane as the AP carry?
Even with this awesome damage output, Teemo just doesn't fit well into the role of the traditional carry for two reasons: squishiness and horrible range. The enemy team usually saves all their burst damage for the carries, and since you need to be up close and personal to hit anything, they won't have any problem directing all that burst damage into your fluffy yordle face. Not awesome.
There are plenty of reasons why Teemo rocks in the jungle (and I list them below) but here's the #1 reason: YOU AREN'T THE CARRY. Teemo shines when he shows up to the fight two seconds after it's started, when all the burst has already been dealt and everyone's abilities are on cooldown. At this point, he sprints in from the side or from behind, blinds the enemy AD carry, and proceeds to prick everything to death. As a jungler, all the burst damage will have been directed at the AD or AP carry and not saved for you, making a flank MUCH easier to perform. (And hey, if all that burst DID come at you, congratulations! The AD and AP carry now have all the time in the world to annihilate everyone.)
There are other benefits to putting Teemo in the jungle as well:
- Noxious Trap allows you to ward the jungle and rivers with ease.
- Camouflage is FANTASTIC for stealing enemy buffs and getting early kills on the enemy jungler.
- Move Quick and Blinding Dart give Teemo good ganking potential.
- Both the blue and the red buffs are never wasted on Teemo.
- Around level 10, Teemo can solo the dragon.
Jungle AS/AP Teemo is NOT always viable, however. Before you lock in, ask yourself two questions:
- "Is someone else building tanky?" (You won't be.)
- "Do the lanes I plan to gank have crowd control?" (You have none.)
+ Steady stream of high, 50/50 mixed damage
+ Hard-hitting, incredibly annoying poisons
+ Blinding Dart shuts down AD carries
+ Super quick
+ Noxious Trap provides natural wards
+ He's so FLUFFY
- Very squishy
- No reliable crowd control
- Short auto-attack range
- Limited escape capabilities
- Horrible at 1v1 fights against nukers
- Really bad /joke and /dance
I go with the following 9/21/0 setup. The Defense tree is standard fare for junglers, and I choose to put a full 21 points there to mitigate some of Teemo's squishiness, especially since we won't be building any real defensive items until very late-game, if at all. The Offense tree choices might raise some eyebrows, so I'll explain.
The first four points in the Offense tree are always dedicated to your early game. Teemo needs as much minion hitting power as possible early on, so I max out Butcher and put the other 2 points into Brute Force . No problem.
Next, it's a bit of a trade-off. Teemo would benefit more from Alacrity early game, but Weapon Expertise won't be useful late-game since we're not focusing on physical damage. Arcane Knowledge is much better suited to Teemo's poisons and won't fall off as the game progresses, so we max Sorcery and take the ninth point in Arcane Knowledge .
I do want to point out one slight oddity in the Defense tree: putting 3 points in Vigor rather than Resistance . My build puts Lich Bane and Greater Glyph of Scaling Magic Resist on Teemo, so the extra 6 MR isn't worth all that much by the 20-minute mark, which is when you'll actually start taking magic damage. The extra health regeneration, on the other hand, is very useful. We're not building any health regen items, and it aids sustain in the jungle and helps kick health up as Teemo moves in for ganks.
I don't go with a 21/9/0 setup for one key reason: Teemo is SQUISHY. First, without the defensive masteries, Teemo won't survive the first jungle run. Second, Teemo is not a nuker, which requires him to remain alive throughout an entire teamfight to have an impact. Don't worry: your carries have specced into the offensive tree and will be dealing piles of damage on their own. Your job is to blind the AD carry and provide a steady stream of mixed damage and poison that drives the enemy team nuts because they can't defend against it without dropping a heap of gold on Guardian Angel.
Greater Mark of Attack Speed
Greater Seal of Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Health
- Greater Mark of Attack Speed: There is no substitute. Teemo relies on Madred's Razors and attack speed to clear his jungle, but he won't be able to build attack speed until he's dropped 1350 gold on the Razors and Boots of Speed. Hence, these marks.
- Greater Seal of Armor: Again, no substitute. These are the standard seals for any jungler. They allow you to survive the first few jungle runs and provide some much needed armor for the late game, since you won't be building much from items.
- Greater Glyph of Scaling Magic Resist: The late-game MR goes a long way, especially since the only other source of MR you'll have is Mercury's Treads. Alternatively, if you're feeling aggressive, Greater Glyph of Ability Power or Greater Glyph of Scaling Ability Power will provide a little extra AP.
- Greater Quintessence of Health: The extra health will not go unnoticed, especially in the early game. You might also consider Greater Quintessence of Ability Power to help secure those early ganks. I prefer Fortitude, but it's your call.
Smite: It's critical for any jungler to have, and is absolutely indispensable on Teemo. It lets you survive the first few jungle runs, prevents counter-jungling, and when paired with Camouflage, it makes you a great buff stealer.
Flash: A great spell on any champion, but particularly good on Teemo. While Move Quick is an excellent escape tool, the active doesn't last long enough for your passive to kick back in if you've just been hit by a champion. Flash allows you to get some instant distance before you pop Move Quick so that you're safely away from additional attacks when the active wears off, allowing your passive movement speed buff to re-activate a few seconds later. Of course, there's also the benefits of jumping over walls, dodging skill shots, and so forth.
Ghost: Another great escape/chase spell. I feel this is slightly inferior to Flash on Teemo, but it's difficult to argue with over 500 movement speed and no unit collision for 10 seconds.
Teleport: Great for ganks and split pushing. Teemo can teleport to his mushrooms, so be sure to place a Noxious Trap in each lane and you'll always be ready to take advantage of enemies who have pushed up too far.
Exhaust: Good for chases, fights, and 1v1 escapes. You may want to take this if no one else on your team has, but I feel that the other spells are more useful for Jungle Teemo.
- Camouflage: I feel like this skill is under-utilized in the lane, but it shines in the jungle. Simply stand still for 2 seconds before beginning each camp to get a free attack speed boost, which is invaluable for your first few jungle runs. The stealth is also amazing for stealing buffs and killing the enemy jungler early on. Hide right next to the enemy's buff (preferably just outside the range of any AoE abilities). Once their jungler shows up, watch them whittle down the monster's health, then Smite the monster to steal the buff, fire a Blinding Dart into the jungler's face, and take out whatever health they have remaining. They will spend the rest of the game afraid of their own jungle.
- Blinding Dart: This is essential for clearing the jungle and should be spammed, as it allows you to avoid about 15% of the damage you'd otherwise receive. Try to fire it immediately after your initial auto-attack. The ability resets your auto-attack timer, allowing you to "cheat" a faster second attack out of the system. Make sure to plant this sucker right in the AD carry's face as often as possible.
- Move Quick: Helps you clear the jungle faster, lets you initiate ganks, lets you escape from certain death, and makes you feel like the Road Runner. Meep meep.
- Noxious Trap: Ah, those mushrooms. Thank the heavens they're on your side. Drop them in highly trafficked areas, especially in paths the enemy jungler frequently travels and the entrances/exits from the river to the jungle. To prevent counter-jungling, try to get in the habit of placing mushrooms in front of your buffs right after you take them. Mushrooms have a 10-minute timer, so they'll last well after the buffs respawn 5 mintues later. Try to never have 3 mushrooms in your pack, but always keep one as an escape tool for a gank gone wrong: drop the mushroom IN FRONT OF YOU and it will arm and explode just as your pursurer steps over it.
Take your first point in Blinding Dart. The 1.5 second blind will help you avoid a good amount of damage from monsters, and the nuke damage helps too. The blind, however, is the real reason we're taking this ability, so max it second.
Put your next two points into Toxic Shot. Each point in Toxic Shot is worth a bit more than a Long Sword, thanks to the on-hit buff and poison effects. For this reason, we'll be maxing this first.
At Level 4, take one point in Move Quick. Once you have Boots of Speed, you'll now be ready to gank lanes that have pushed up too far. The 10% passive movement speed bonus from Rank 1 should be enough to make you the fastest thing on the field, so max this last.
From Level 5 onward, it's your standard ability sequence. Max R when you can, then E, then Q, and lastly W:
For your first buy, pick up Cloth Armor and five Health Potions. No negotiations on this: without any traditional jungling abilities, you need the armor, and you need the health. Depending upon how your jungle goes, you'll need to use four or five potions in order to clear the jungle the first time through. Check the jungle guide to learn how I run Teemo.
After the first jungle run, you should have just enough to recall and pick up the Boots of Speed and a Long Sword. You'll turn your Cloth Armor and Long Sword into Madred's Razors the next time you come back. MAKE SURE that you buy Boots of Speed BEFORE finishing Madred's Razors. Without the Boots, you will have a very, VERY hard time ganking, and a jungler's first responsibility is helping the carries get fed through ganks.
Once you've finished Madred's Razors, breathe a little easier. You can now clear the jungle without fearing for your life. Build Malady by buying Daggers first, then the Amplifying Tome; more attack speed means more Razor procs, which is what you need right now.
Next time you go back to base, you'll want to pick up your Level 2 Boots so that you can continue to gank effectively. Here are all the boots one might consider and my opinions on each:
- Boots of Mobility: These are my preferred boots. Without any crowd control, Teemo relies on surprise and speed for a successful gank. Wait in the brush for your lane to initiate, then move in from behind to block his escape and begin your attack. Save Move Quick for after you've begun your attack to compensate for the loss of speed.
- Sorcerer's Shoes: If you feel that you and your lanes can pull ganks off successfully without the added speed from Boots of Mobility, use these. Together with Malady, you'll be melting 44 MR off of your targets. In other words, if a champion hasn't bought any MR, your abilities will be dealing true damage after 2 seconds. NICE.
- Mercury's Treads: Tenacity is always awesome, as is magic resistance. However, since we're building Lich Bane, this isn't my first choice.
- Berserker's Greaves: If you weren't about to build Nashor's Tooth, I'd understand this buy, but if you're not taking Mercury's Treads, you stand to gain much more from Sorcerer's Shoes.
After taking your Level 2 Boots, buy the Stinger, then pat yourself on the back. Teemo's attack speed should be pretty close to 1.8, and you can now focus on building AP to get those poisons up to snuff. You should also be able to solo the dragon at this point, but don't attempt it without nearly full health and Smite at the ready.
Upgrade Stinger into Nashor's Tooth, then save up for a Needlessly Large Rod, which you'll build into Rabadon's Deathcap. At this point, you've finished your core items, and it's time to take a look at the enemy team's build and the state of the game. You've still got one item slot free, and you'll want to finish Madred's Bloodrazor at some point. Once the Bloodrazor is finished, you can also sell Malady and sacrifice the attack speed it gives for a more situational end-game item. Below are all the items I'd consider and when I'd build them. You'll get to choose Madred's Bloodrazor and any other two:
- Madred's Bloodrazor: One way or another, you'll definitely want this item: the passive synergizes so well with your attack speed. If the enemy team is stacking health, get it finished ASAP.
- Lich Bane: If you didn't pick up Mercury's Treads earlier and you can hold off on the Bloodrazor, give this item priority. It delivers much-needed magic resistance and some nice movement speed, and it cranks your nuking potential up to 11. During a teamfight, if you have Noxious Traps to spare, throw one down at your feet every so often to proc the passive.
- Rylai's Crystal Scepter: More AP, a juicy 500 health, and a 1.5 second slow for your Blinding Dart and mushrooms. An excellent end-game survivability item.
- Void Staff: If the enemy team is building heavy MR ( Force of Nature, Banshee's Veil, Quicksilver Sash), your Bloodrazor may not be having the effect you'd like it to be having. In that case, sell Malady and pick this up in its place.
- Frozen Mallet: A ton of health, a bit of AD, and a fantastic passive. Rylai's Crystal Scepter synergizes better with this build, but if you find that kills just barely keep escaping, consider picking this up instead.
- Zhonya's Hourglass: If no one on the enemy team is dealing magic damage, consider this. Good armor, great AP, and an excellent active if you start to get focused. Also a great escape tool: simply throw a mushroom in front of you, pop Zhonya's, then Flash away and pop Move Quick. No sweat.
- Zeke's Herald: A little bit of health, some CDR (bringing you to the hard cap of 40%), and attack speed and life steal for everyone. If your team relies heavily on AD and your support hasn't bought it, consider picking this up.
Jungle Route: Playing It Safe
Head over to your blue buff and ask for a leash, making sure you stand still beforehand to get the attack speed buff from Camouflage. Once the leash hits, spam Blinding Dart and Smite for the kill. Take a point in Toxic Shot, then head to wolves.
Before beginning wolves, stand still in front of them for 2 seconds to let Camouflage kick in. You will do this at every camp, as it helps keep your health up and only adds about 7 seconds overall to your jungle time.
Once you've taken wolves, head to wraiths, then head down to double golems. By the time you've finished double golems, Smite will be back up and you should be Level 3 with Rank 2 Toxic Shot. Take the red buff, then take wraiths again to get to Level 4 for Move Quick. Make sure to pop any remaining potions before you finish wraiths.
If done correctly, at this point, you should be Level 4 with no potions, and have about half of your health. Immediately check to see if the enemy has pushed up too far in any of your lanes. If so, go gank them, saving the active on Move Quick for when you're chasing them down. If not, go pick up wolves. Recall for your Boots of Speed and Long Sword, which you should have JUST enough to buy.
Jungle Route: The "Hail Mary" Red Steal
Video Coming Soon!
WARNING: this route is not for the faint of heart. You must be 100% confident that the enemy jungler is starting at blue buff and will be ending at red buff with less than 3/4 health.
Head over to wolves and ask for a leash. After you've taken them out, get a leash on blue buff as well, waiting for the buff from Camouflage to kick in. DO NOT USE Smite TO GET THE KILL. Once you've killed blue, take a point in Toxic Shot.
Pop as many potions as you need to bring yourself to full health, then cross the river (without being seen) and use Camouflage to stealth yourself next to the red buff. Make sure you have vision of the red buff.
Soon, the enemy jungler will come strutting over and begin to take the red buff. Once red buff is down to about 700 health, immediately pop a health potion to boost your health regen, come out of stealth, and gun the jungler down, spamming Blinding Dart as you do.
The enemy jungler will now have a lot of problems:
- You, red buff, and (possibly) the two little lizards will all be attacking them.
- They will be blind and useless for the next 1.5 seconds.
- They can't Smite the red buff down.
- They will have pooped their pants from SHEER PANIC.
- They will run away. This is the hardest situation to deal with. Chase them down for 3 seconds or so, and if it doesn't look like you can pick up the kill, back off and steal the red buff.
- They will try to kill you. Bad move. Between you, the red buff, your Blinding Dart and the health potion you popped before the fight, you should be fine. Afterwards, steal the red buff.
- They will try to kill the red buff. Really bad move. Thanks to Blinding Dart, it will take them at least 5 seconds do that, and you have a chance to Smite steal it anyway. If they do get it, no big deal: you're full health and they most certainly are not. Kill them and steal the red buff.
Regardless of what happens, after you've grabbed the kill and/or red buff, check the lanes. If any enemy lane is MIA, just STAND STILL. Camouflage will kick in, and they won't be able to find you. Recall back to base as soon as it's safe.
Teamfights with Teemo are pretty simple. Strategy in them is dependent on the answers to two easy questions.
First, wait for your team to initiate. You NEVER initiate. Once the fight has begun, ask yourself the first question: "Who is about to deal the most damage through auto-attacks?" Nine times out of 10, this will be the ranged AD carry. Plant Blinding Dart in their face. Continue to do this whenever it comes off of cooldown.
Next, ask yourself the second question repeatedly throughout the fight: "Am I getting focused?"
- If yes, plant a Noxious Trap and run AWAY from your carries (and towards the tank if possible). Use Move Quick (and Flash if it's an emergency) to stay out of range. The idea is to stay just far enough away so that you can get out if you're about to die, but just close enough to re-enter the fight if they change targets.
- If no, stay on the outskirts of the battle and dart the everloving snot out of the carries. Be alert: it is very likely that the enemy will switch to focusing you on account of your squishiness. If that happens, see the above.
If the enemy team disengages, chase. You're Teemo: given enough space, you will catch them. If your team disengages, plant mushrooms along your escape path and pop Move Quick.
So, there you go. Hopefully I've convinced you that Jungle AS/AP Teemo is not a joke. This is my first guide, so constructive criticism is welcome. Give him a try, leave some feedback, and go forth and kick butt with Captain Teemo.
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