Teemo Build Guide by Asaratha
Not Updated For Current Season
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Not Updated For Current Season
Hello and welcome to my first guide! I've been playing Teemo for a decently long time now and I have to say this build works the best so far. If you're actually nice enough to read even the introduction, thank you! I'd also recommend you read the entire guide itself for more in-depth things, instead of just glancing at the main things. Also, for runes I plan to add "Optional Runes" just in case you don't like the runes I have set up for the guide. Again, thank you for reading even the introduction.
camouflageCamouflage: Teemo now gains the attack speed buff instantly after leaving invisibility.
Pros / Cons
+ Immense damage output late game with Toxic Shot
+ Very quick movement around the map with Move Quick
+ Mini-Ward Mushrooms that can be placed for FREE using Noxious Trap
+ Can stop auto attacks using Blinding Dart
+ Can turn a team fight around if Q'ing the right person
- Useless Early Game (before 6)
- NO damage Early Game
- Very Item Dependant
greater mark of desolationx9
Why I get Mark of Desolation: The armor pen for AD Teemo is very nice, and using this Armor Pen for early game harrassing is an amazing thing, and when soloing a fight against enemy champions.
Why I get Seal of Alacrity: Well, as you may know, Teemo requires Attack Speed. So, with this, you have much better attack speed for early game and late game. So it's really a win win situation for this.
Why I get Glyph of Strength: The early game AD is alright for your Auto attacks, so it's a nice to have rune, although I do believe there are better ones.
Why I get Quintessence of Alacrity: As I've said, the early game Attack Speed is great.
You can bring this in replacement of the Armor Pen. marks. It gives you a lot more starting bonus AD then the Glyphs do, but it's at the risk of losing some major Armor Pen.
You can bring this for a lot more bonus attack speed early game, at the stake of a bit of bonus AD for early game harassment.
You can bring this for even more starting AD for harassment and the likes, although, you're losing a TON of attack speed.
You can bring this for a ton more AD, although, just like the seal, you're losing a decent amount of Attack Speed.
I used this mastery setup for a more damage and utility set up. For my utility side, I make use of the Movement Speed mastery, and the increased ward range, so I can get some more sight range on my wards/mushrooms. It's very useful when it comes to map control with my mushrooms.
This mastery setup is optional. But if you're more worried about being focused, you can bring this mastery setup for more Magic Resistance and Armor, along with some extra health per level, and just flat health. I don't recommend this, but if you want it go ahead and take it!
Starting out with this is optional, the bonus movespeed is fairly nice in my opinion, if you want you can start with a Doran's Blade, it's really up to you.
By now, you should still be laning but have your 2 daggers and ready to finish your Malady.
Why do I get Malady, you may ask. Well, this is an ON HIT TEEMO build, so, Malady has an On hit, Attack Speed, and AP. Three essentials for Teemo to use.
These boots are also optional, just like bringing a Doran's Blade. If the enemy team is building Magic Resist, bring Sorc. Shoes for the Magic Penetration.
Wit's End is an amazing item for Teemo, not only does it bring him some Survivability, it also gives him On Hit, and Attack Speed. Wit's End is a very good late game item.
Depending on how well you're doing, this item should be fairly easy to get. This will be your last On Hit item for the game. This item gives nice AD for Teemo's auto attacks, and Attack Speed for his auto attacks as well. If the team is building Heavy Armor against you, which isn't enough for your Black Cleaver, buy a Madreds Bloodrazor.
IF THE GAME IS STILL GOING
So the game is still going, huh? Get a Bloodthirster! Survivability and AD for Teemo! Plus, stacks on your Blood Thirster is very nice.
Used if you're laning against an enemy with decent damage or pokes, so you can get some more damage and lifesteal for early game laning. Or if you need to keep harrassment up for your lane.
You can replace your The Black Cleaver for this, it can be very useful if the enemy team is building armor, as it enables you to straight pierce through their armor in fights.
There will come a time where you're being focused, so, after your The Black Cleaver or Madred's Bloodrazor build this to counter them while they focus you. It's a very useful item.
This is also a viable option if they are building armor. As it gives you a decent amount of armor pen. If somebody already has a Madred's on your team, I suggest you build this instead.
If the team is building heavy magic resist, build this for some Spell Penetration.
Ghost can assure you multiple kills, or multiple escapes when it comes to ganks. Ghost has saved my life, or gotten me first blood multiple times, so I can say it's an amazing Summoner Spell to bring in terms of killing and survivability.
Ignite, along with your other DoT's and on hit effects can be extremely powerful on Teemo. In multiple cases, I have poisoned them, gotten my On Hit effects on them, ghosted, ignited them and walked away. Then, I hear "You have slain an enemy!", especially if they walk into one of my mushrooms!
If you don't want Ghost+Ignite, here are some other spells that are good on Teemo.
Flash is decent. But if executed well, can be very deadly to bring with Teemo. Such as, flashing out of combat. Or flashing into combat, putting on your Dot's and On Hit effects and leaving. If you want to bring this, be my guest.
Teleport is a 'meh' spell for Teemo, it isn't the best but it can be used multiple times to help you in laning phase. Also, for teleporting on top of your mushrooms.
Exhaust can actually be amazing, it can slow down your target while you can auto attack him! Why is it Medium Priority though, you may ask. I'd rather take ONE survivability spell and ONE killing spell, like Ghost+Ignite, or Flash + Ignite. Ghost+Exhaust is 'okay', but Exhaust + Ignite is bad. I'd recommend going with Exhaust + Ghost if you wanted to use it.
To be honest I don't recommend this unless you're the aggressive type. Which I don't recommend being TOO aggressive as Teemo... But if you play aggressively and take heavy damage you might as well bring it, I guess...
Why would you even bring this as Teemo? He's isn't a support! He doesn't need Clairvoyance!
The only reason why I have this in the bad tier, is because it removes a good summoner spell you can bring. I can see how bringing this can save you a couple times, but ghost or flash is so much better.
Teemo Really doesn't have mana problems unless you're one of those people who spams their abilities all day. I have rarely had mana problems on Teemo and as I said for cleanse, there are many other good spells you can bring instead of Clarity.
This summoner spell is very bad for Teemo. The only time I can see it coming in handy is when in teamfights you pop it for the bonus attack speed, but other then that the bonus AP is useless unless you know somebody is going to walk into a mushroom and take a nap after it. If you REALLY, REALLY, REALLY want to bring it... then I guess you can.
In this section, I will explain what Teemo should do in a teamfight.
This may sound wrong, but a team fight beginning to start looks like a tornado, or a funnel cloud. You can see it slowly form. And by that, I mean everybody walks back in forth in a lane throwing pokes at eachother. So, when this happens, you will walk into a bush and sit there. Yes, you will just sit there. camouflage will kick in, and you will be hidden. At this point, you wait for it to begin.
Suddenly, somebody initiates! Remember the list of ranged AD's up there? Use this to your advantage. When the fight starts, target the enemy Ranged AD. Just move over to them, with camouflage's passive you will get more attack speed. Initiate onto their ranged AD with Blinding Dart rendering their auto attacks useless, then, auto attack. That is all. Just auto attack them till they die.
A couple of people are dead now, but the fight is still going! You're going to do what you would do with any other champ in a team fight, just focus down the squishiest. Go from squishest champ, to the tank. The typical thing that all people should do during a teamfight...
Either everybody is dead on your team, or they only have their tank left. What you're going to do is use Blinding Dart to cancel any further damage, and pop Move Quick so you can chase the tank down, then, just constantly auto attack him and melt through all his armor with your armor pen. If all goes according to plan, they will all be dead, including the tank and your game will have been won.
This is where you should put your Noxious Trap's
- Green: Optional to protect your junglers, or mess up their junglers.
- Yellow: Used to alert you ahead of time in case enemies are coming, or to be used for escape
- Red: Vital to save you and your teammates from ganks.
Thank you for taking the time to read my first guide! I'll be making more paragraphs to expand the guide soon.
Added "Masteries" section.
Added Optional runes.
Revamped the "Mushroom Location" section.
Added "Team Fight" section
Added different build on Champ Build 2
Added Sorcerer's Shoes to Optional/Situational items.
Made Rune's hover-overable
Added Last Whisper to situational items.
Added more Summoner Spells, and more in-depth looks on them to the Summoner Spells section.
Changed Formatting to make it look a lot more visually pleasing
Added "Ability Explanation"
Took advantage of BBCode
Added "Graves" to list of champs
Added "Frozen Mallet" to situational items
Added "Mushroom location" area
Added "Pro's and cons" area