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Spells:
Flash
Teleport
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
The Man, The Myth, The Yordle
**Cleaned up the guide a bit**
** If you are downrating me, please give me suggestions on how to improve the guide **

So you want to play Teemo do you? Are you MAN enough to step into his tiny shoes? Are you MAN enough to plop down mushrooms and force the other team to deal with it?
Lets check out some reasons why Teemo is the illest Yordle on two legs.
- He Offers amazing Map control via

-

- He is agile and has the ability to dart in and out of team fights.
Sounds great right? Wrong. Every Yordle has his demons.
- He is squishy ergo very susceptible to crowd control.
- Often focused due to annoyance.
- Needs to set up mushrooms properly before team fights.







For my skill leveling order, I follow the above formula after taking a point in each before level 4. This maximizes your damage first and caps off the lesser of those inputs last, along with

Recommended:
Teleport: One of the most powerful summoner abilities in game. Allows you to quickly secure a lane, save a falling tower, back door structures, orr set up ganks. What makes this spell even more potent is the fact you and your allies can teleport to a Noxious Trap, enabling powerful map control.
Flash: This is a must have on any light weight ranged champion. It is simply too good at allowing you to escape situations that would otherwise result in certain death.
Acceptable:
Exhaust - Very useful ability that will greatly increase your effectiveness in team fights. Also lets you get in for many early game ganks. Between this and
Move Quick it will be easy for you to dart in front of them, drop a
Noxious Trap, them pop it, and seal the deal.
Ignite - As with Exhaust, this will improve your team fighting ability and help deal with annoying champions like
Taric and
Soraka who squeak away with just a small amount of life.
Why not?
Cleanse - This ability is very user dependent and situational. In ranked if you seem them carrying an overabundance of cc, you might be tempted to pick this us but by and large there are better options. If you are in range of CC, odds are you are equally in danger of being engaged by a melee or ranged champion. In this situation I strongly feel that
Flash takes the cake in terms of preventing death. Watch your positioning and when you enter a fight and you will be fine with out.
Ghost - You have move quick so you naturally out run other champions ergo
Flash would get you out of the more hairy of the situations
Clarity - Play smart and use your mana smart. This guide has more than enough mana regen to over compensate for poor playing practices.
Clairvoyance - Your mushrooms give you unrivaled map awareness. True it would be useful for early game and counter jungling, but it is a useless ability late game.'
Heal - Too little health late game, only useful for trolling early game. If someone dies to a summoner heal early game, you could probably have killed them anyway due to their ignorance.
Smite - Completely useless as you can not jungle and have no problems killing minions.
Revive - Aside from reviving and teleporting to a shroom to get back into the action, this has no use. Even then your shrooms in close proximity have been popped or you wouldn't contribute anything substantial.
Fortify - Not impressive for a champion who can benefit so much more for other abilities. Fortify rarely saves towers, only delays their destruction.
Rally - Bad ability by design. Who even thinks about this?


Acceptable:






Why not?




















Once you complete this, you can get any of the following items in whatever order your situation demands. If you need more burst, go
















Grab your
Meki Pendant and 2
Health Potion then head to your lane. You can solo or double lane easily and your
Meki Pendant will keep you good on mana for a long time. If you wiggle out an early game kill or need to back focus on picking up
Fiendish Codex early. This will give you a nice cooldown reduction on your only damaging ability
Blinding Dart and set you up for quicker shrooming once you ding 6.
At level 6, your
Noxious Trap should put your lane on lock down. Baring champions like
Twisted Fate and
Nocturne, you should now be ungankable. Make sure you are setting your traps in the bushes and river leading up to your lane. If the game is very calm at this point, keep pressure on your lane by keeping shrooms in the lane ( Bushes on top/bottom , along rim of river if mid ).
Typically level ~10 is when team fights start to bust out all over. Hopefully by this time you have your first few items, including
Catalyst of Aeons. When team fighting try to weave in and out of the fight. Try to stay out as long as possible,
Catalyst of Aeons and your mana regen should allow you to farm quite safely. Farming out your
Rod of Ages and
Nashor's Tooth is very important; don't wander around chasing hopeless kills.
Late game you should be packing quite a punch. Try to keep plenty of
Noxious Traps laying around at surviving towers and dragon/Baron. Focus on predicting team fights and getting shrooms in escape paths. For example, if the bottom lane is pushed to the base turret, heavily shroom the lower jungle to cut off the escapees from the imminent team fight. AD champions will be very deadly this late in the game so make sure you are keeping them blinded with
Blinding Dart.





At level 6, your



Typically level ~10 is when team fights start to bust out all over. Hopefully by this time you have your first few items, including




Late game you should be packing quite a punch. Try to keep plenty of


General
One of the most important elements to being the world's most annoying Teemo is your mushroom placement. When placing a mushroom you need to ask yourself one important question; How often will someone walk through here? You always want to place your shrooms in high traffic areas.
95% of the mushrooms I place in a game fall into these locations.

Prioritize locations that are seeing a lot of action. For example, if your top tower is down, focus your efforts on middle and bottom lane as they will be taking the pressure soon. Always try to drop mushrooms at dragon and the paths coming out of the jungle to prevent ganks and monitor enemy movement.
Laning


-
Noxious Trap isn't just a preemptive move, it can be used to actively farm. If you are staring down a nasty minion wave, take their aggro and plop down a mushroom. The mushrooms have a large AoE range and will pop, killing most of them after several poison ticks. This is an extremely useful tactic when coupled with
Teleport. You can save a failing tower from a massive minion wave with a single mushroom.
-In team fights, don't be afraid to circle around the enemy team and quickly shroom their exits. Utilizing
Move Quick and
Flash you can cut off all hope of escape by flashing through walls and laying down your cargo load.
-Remember to account for the small delay between laying a mushroom and when its ready to detonate when trying to drop on top of an opponent.
Move Quick keeps you quicker than most champions so gain a bit of ground ahead of them before you drop it.
-Don't be afraid to shroom the enemies plan of attack. If they are going to be pushing into your base soon, drop some shrooms around inhibitors and within the base to snare them for a counter attack or to weaken them enough to wimp out of the push.


-In team fights, don't be afraid to circle around the enemy team and quickly shroom their exits. Utilizing


-Remember to account for the small delay between laying a mushroom and when its ready to detonate when trying to drop on top of an opponent.

-Don't be afraid to shroom the enemies plan of attack. If they are going to be pushing into your base soon, drop some shrooms around inhibitors and within the base to snare them for a counter attack or to weaken them enough to wimp out of the push.
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