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Recommended Items
Spells:
Ignite
Flash
Items
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
Introduction
Core:
Blade of Ruined king: This item is literally the perfect item for this build. It gives attack speed, some ad, lifesteal, and the unique passive for good dps and a good active. Without this item, this build falls off its main purpose
Frozen Mallet: This gives Teemo much more utility for this build. Not only does it make him tanky, but he also gets a decent amount of ad and slows on his auto attacks, making him a much better teamfighter
Beserker's Greaves: This is generic, but if the lane is going well, push your lead with these. It will give attack speed for more sustained dps. If you feel you need armor/magic resist, get ninja tabi or mercury's treads.
Ending Game items:
Liandry's Torment: This item doesn't add ad, but it will make you more hybrid damage, making it harder to counter with defenses. This item gives magic pen, health, ap, and the nice passive for more dps.
Rylai's Crystal Sceptar: This item will give more to the ap side of teemo. It gives ap, health, and the slow on his spells. Even more utility. Shrooms can slow an extra 15%, and his blinding dart will slow enemies he is running away from or chasing.
Rabandon's Deathcap: This item is just if you feel you need to carry and your team has a tank already. Make sure you have at least 3000 hp before building items with straight damage like this.
Wit's End: This item will give more dps to Teemo. The passive 42 damage per auto attack is nice, but it also gives attack speed and magic resist.
Warmog's Armor: This is just so that Teemo can get tankier for his team. Many people complain how Teemo is super squishy and needs lots of ap to do damage. With this build, you can have both tankiness and lots of damage.
Blade of Ruined king: This item is literally the perfect item for this build. It gives attack speed, some ad, lifesteal, and the unique passive for good dps and a good active. Without this item, this build falls off its main purpose
Frozen Mallet: This gives Teemo much more utility for this build. Not only does it make him tanky, but he also gets a decent amount of ad and slows on his auto attacks, making him a much better teamfighter
Beserker's Greaves: This is generic, but if the lane is going well, push your lead with these. It will give attack speed for more sustained dps. If you feel you need armor/magic resist, get ninja tabi or mercury's treads.
Ending Game items:
Liandry's Torment: This item doesn't add ad, but it will make you more hybrid damage, making it harder to counter with defenses. This item gives magic pen, health, ap, and the nice passive for more dps.
Rylai's Crystal Sceptar: This item will give more to the ap side of teemo. It gives ap, health, and the slow on his spells. Even more utility. Shrooms can slow an extra 15%, and his blinding dart will slow enemies he is running away from or chasing.
Rabandon's Deathcap: This item is just if you feel you need to carry and your team has a tank already. Make sure you have at least 3000 hp before building items with straight damage like this.
Wit's End: This item will give more dps to Teemo. The passive 42 damage per auto attack is nice, but it also gives attack speed and magic resist.
Warmog's Armor: This is just so that Teemo can get tankier for his team. Many people complain how Teemo is super squishy and needs lots of ap to do damage. With this build, you can have both tankiness and lots of damage.
Passive Camoflauge:
If Teemo stands still and takes no action for 2 seconds, he becomes stealthed. Taking any action will break his camouflage, granting him 40% attack speed for 3 seconds. (Not too useful of a passive in my opinion. Good for camping in enemy jungle though.)
(Q) Blinding Dart: ACTIVE: Teemo shoots a dart at an enemy, dealing magic damage and blinding them for a few seconds. (Good ability. 2.5 second blind making trades easier or shutting down adc's. Has decent base damage with good scaling)
(W) Move Quick:
PASSIVE: Teemo gains increased movement speed. Damage from champions and structures will disable this bonus for 5 seconds.
ACTIVE: For 3 seconds, Teemo doubles his passive movement speed bonus. While active, Move Quick's bonus cannot be disabled via champion or structure damage.
(Good spell making teemo not require boots as much as other champions. Good for chasing enemies down or running away."
(E) Toxic Shot: PASSIVE: Teemo's auto-attacks deal bonus magic damage and poison his target, causing them to take additional magic damage over 4 seconds. Subsequent attacks only refresh the duration. (This spell makes teemos dps great and gives good early game harrassing. Hard to auto attack trade with teemo.)
(R) Noxious Trap: ACTIVE: Teemo places a mushroom trap on the ground, which stealths and arms after 1 second. While armed, the traps grant vision in a 212.5 radius. If an enemy comes within 60 range of the trap, it will detonate, slowing and dealing damage over 4 seconds to nearby enemies within 200 radius. Each mushroom has 100 health and can only be destroyed by auto-attacks.
Noxious Traps have a 10 minute duration. Teemo generates a new trap periodically, affected by cooldown reduction, and can only store up to 3 traps at once. (This is useful to be used as wards. If built with lots of ap, does lots of damage to squishy targets.)
If Teemo stands still and takes no action for 2 seconds, he becomes stealthed. Taking any action will break his camouflage, granting him 40% attack speed for 3 seconds. (Not too useful of a passive in my opinion. Good for camping in enemy jungle though.)
(Q) Blinding Dart: ACTIVE: Teemo shoots a dart at an enemy, dealing magic damage and blinding them for a few seconds. (Good ability. 2.5 second blind making trades easier or shutting down adc's. Has decent base damage with good scaling)
(W) Move Quick:
PASSIVE: Teemo gains increased movement speed. Damage from champions and structures will disable this bonus for 5 seconds.
ACTIVE: For 3 seconds, Teemo doubles his passive movement speed bonus. While active, Move Quick's bonus cannot be disabled via champion or structure damage.
(Good spell making teemo not require boots as much as other champions. Good for chasing enemies down or running away."
(E) Toxic Shot: PASSIVE: Teemo's auto-attacks deal bonus magic damage and poison his target, causing them to take additional magic damage over 4 seconds. Subsequent attacks only refresh the duration. (This spell makes teemos dps great and gives good early game harrassing. Hard to auto attack trade with teemo.)
(R) Noxious Trap: ACTIVE: Teemo places a mushroom trap on the ground, which stealths and arms after 1 second. While armed, the traps grant vision in a 212.5 radius. If an enemy comes within 60 range of the trap, it will detonate, slowing and dealing damage over 4 seconds to nearby enemies within 200 radius. Each mushroom has 100 health and can only be destroyed by auto-attacks.
Noxious Traps have a 10 minute duration. Teemo generates a new trap periodically, affected by cooldown reduction, and can only store up to 3 traps at once. (This is useful to be used as wards. If built with lots of ap, does lots of damage to squishy targets.)
Passive Camoflauge:
If Teemo stands still and takes no action for 2 seconds, he becomes stealthed. Taking any action will break his camouflage, granting him 40% attack speed for 3 seconds. (Not too useful of a passive in my opinion. Good for camping in enemy jungle though.)
(Q) Blinding Dart: ACTIVE: Teemo shoots a dart at an enemy, dealing magic damage and blinding them for a few seconds. (Good ability. 2.5 second blind making trades easier or shutting down adc's. Has decent base damage with good scaling)
(W) Move Quick:
PASSIVE: Teemo gains increased movement speed. Damage from champions and structures will disable this bonus for 5 seconds.
ACTIVE: For 3 seconds, Teemo doubles his passive movement speed bonus. While active, Move Quick's bonus cannot be disabled via champion or structure damage.
(Good spell making teemo not require boots as much as other champions. Good for chasing enemies down or running away."
(E) Toxic Shot: PASSIVE: Teemo's auto-attacks deal bonus magic damage and poison his target, causing them to take additional magic damage over 4 seconds. Subsequent attacks only refresh the duration. (This spell makes teemos dps great and gives good early game harrassing. Hard to auto attack trade with teemo.)
(R) Noxious Trap: ACTIVE: Teemo places a mushroom trap on the ground, which stealths and arms after 1 second. While armed, the traps grant vision in a 212.5 radius. If an enemy comes within 60 range of the trap, it will detonate, slowing and dealing damage over 4 seconds to nearby enemies within 200 radius. Each mushroom has 100 health and can only be destroyed by auto-attacks.
Noxious Traps have a 10 minute duration. Teemo generates a new trap periodically, affected by cooldown reduction, and can only store up to 3 traps at once. (This is useful to be used as wards. If built with lots of ap, does lots of damage to squishy targets.)
If Teemo stands still and takes no action for 2 seconds, he becomes stealthed. Taking any action will break his camouflage, granting him 40% attack speed for 3 seconds. (Not too useful of a passive in my opinion. Good for camping in enemy jungle though.)
(Q) Blinding Dart: ACTIVE: Teemo shoots a dart at an enemy, dealing magic damage and blinding them for a few seconds. (Good ability. 2.5 second blind making trades easier or shutting down adc's. Has decent base damage with good scaling)
(W) Move Quick:
PASSIVE: Teemo gains increased movement speed. Damage from champions and structures will disable this bonus for 5 seconds.
ACTIVE: For 3 seconds, Teemo doubles his passive movement speed bonus. While active, Move Quick's bonus cannot be disabled via champion or structure damage.
(Good spell making teemo not require boots as much as other champions. Good for chasing enemies down or running away."
(E) Toxic Shot: PASSIVE: Teemo's auto-attacks deal bonus magic damage and poison his target, causing them to take additional magic damage over 4 seconds. Subsequent attacks only refresh the duration. (This spell makes teemos dps great and gives good early game harrassing. Hard to auto attack trade with teemo.)
(R) Noxious Trap: ACTIVE: Teemo places a mushroom trap on the ground, which stealths and arms after 1 second. While armed, the traps grant vision in a 212.5 radius. If an enemy comes within 60 range of the trap, it will detonate, slowing and dealing damage over 4 seconds to nearby enemies within 200 radius. Each mushroom has 100 health and can only be destroyed by auto-attacks.
Noxious Traps have a 10 minute duration. Teemo generates a new trap periodically, affected by cooldown reduction, and can only store up to 3 traps at once. (This is useful to be used as wards. If built with lots of ap, does lots of damage to squishy targets.)
(Difficulty-8/10)- Whenever I hear somebody say that teemo is very strong against darius, I explain how false that is. Darius may be a melee champion, but he has a pull with relatively the same range as teemo auto attacks. Teemo has no strong escapes if darius pulls teemo and teemo is innately squishy. Darius will hurt ALOT. Simply dodging pulls will win this lane. Start cloth 5 pots, 9-21-0 masteries, rush randuins and sunfire if lane goes badly.
(Difficulty-4/10) - Garen is much easier to face than facing darius. Though garen has similar damage output, he doesn't have as effective as a gap closer agaisnt teemo than darius. Don't allow garen to get close enough to get his full combo off. Shroom bushes to make sure he won't go bushren on you. Constantly poke him to take down is passive sustain. Once again, DO NOT ALLOW HIM TO GET NEAR YOU! Start boots 4 pots, 21-9-0 masteries.
(Difficulty-skill matchup) - This lane will either be a walk in the park, or as painful as child birth. All i can really say about this matchup is that you can't allow her to all in you. She has many gap closers, and you need to harrass her when her cd's are down. If she hits a stun, you will either blow a summ, die, or take too much damage to survive lane. Start cloth 5 pots, 9-21-0 masteries. Rush sunfire and randuins if things go badly.
(Difficulty-9/10) - This, in my opinion, is the most difficult matchup for teemo. Pantheon has immense early damage, a stun, and a block. Plus, he is a caster, so blinding him isn't too effective. Pantheon has a reliable gap closer and rather high snowball potential. Start cloth 5, 9-21-0 masteries. Rush randuins and sunfire regardless of how the lane goes. Do not underestimate his damage.
(Difficulty-9.5/10) - F*ck this champion. Seriously. Very few ways to outplay if he is good. Start cloth 5. Buy tons of sustain.
(Difficulty-3/10) - Easy lane, but can be misplayed. Don't get close to him when your blind isn't up. Constantly poke him, and only blind if he tries going in. If you misplay, he will kill you very easily. Start boots pots.
(Difficulty-6/10) - Things start well and then go downhill. If you zone him well enough early, you will do fine. If not, things will go horribly. Start cloth 5 pots.
(Difficulty-4/10) - Garen is much easier to face than facing darius. Though garen has similar damage output, he doesn't have as effective as a gap closer agaisnt teemo than darius. Don't allow garen to get close enough to get his full combo off. Shroom bushes to make sure he won't go bushren on you. Constantly poke him to take down is passive sustain. Once again, DO NOT ALLOW HIM TO GET NEAR YOU! Start boots 4 pots, 21-9-0 masteries.
(Difficulty-skill matchup) - This lane will either be a walk in the park, or as painful as child birth. All i can really say about this matchup is that you can't allow her to all in you. She has many gap closers, and you need to harrass her when her cd's are down. If she hits a stun, you will either blow a summ, die, or take too much damage to survive lane. Start cloth 5 pots, 9-21-0 masteries. Rush sunfire and randuins if things go badly.
(Difficulty-9/10) - This, in my opinion, is the most difficult matchup for teemo. Pantheon has immense early damage, a stun, and a block. Plus, he is a caster, so blinding him isn't too effective. Pantheon has a reliable gap closer and rather high snowball potential. Start cloth 5, 9-21-0 masteries. Rush randuins and sunfire regardless of how the lane goes. Do not underestimate his damage.
(Difficulty-9.5/10) - F*ck this champion. Seriously. Very few ways to outplay if he is good. Start cloth 5. Buy tons of sustain.
(Difficulty-3/10) - Easy lane, but can be misplayed. Don't get close to him when your blind isn't up. Constantly poke him, and only blind if he tries going in. If you misplay, he will kill you very easily. Start boots pots.
(Difficulty-6/10) - Things start well and then go downhill. If you zone him well enough early, you will do fine. If not, things will go horribly. Start cloth 5 pots.
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