Teemo Build Guide by PublicSeaLion
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On Hit Top
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.
Threats to Teemo with this build
|Nasus||You couldn't have asked for an easier lane. Early game every time he goes to last hit you harass the shit out of him. If you can time it well, you can blinding dart his Q to deny him stacks. You can deny Nasus so much farm that he becomes almost useless mid game. The only thing you have to watch out for is ganks, because you won't be running away from wither.|
Hello I'm the PublicSeaLion and this is my Teemo guide. I am currently Gold 4. I don't play a lot of tops, however I largely have success with Teemo and now main him top. Hell even riot caught on when they gave me Astronaut Teemo as a mystery gift :3. Hope you enjoy the guide and give me any suggestions you may have.
Pros / Cons
+Helps the team a lot with the new ward cap
+Great split pusher
+Blind shuts down adcs
-Shrooms don't do much damage
-Not insanely tanky
-Can be shut down early game easily
-People will hate you for playing Teemo
UNDER REVISION WITH THE NEW RUNE CHANGES
I use Glyph of Magic Resist to provide some decent tankiness onto Teemo.
I have seen some people use Ability Power glyphs and that is okay if you want to sacrifice some survivability for damage, especially top lane where there are few magic users.
I use Seal of Armor because, the same with glyphs, it gives you much needed survivability. Unless the enemy team almost all AP, I would always use armor seals.
I use Mark of Attack Damage marks because they give you a ton of early game damage and make last hitting super easy. It also helps when split pushing since you will have insane attack speed.
I use Quintessence of Attack Speed as they give the best stats per Quint, work in conjunction with the on-hit build, and scale really well into late game.
This gives Teemo a TON of damage in lane and some sustain/survivability.
This can be done if you want Summoner's Insight. Take movement speed over mana regen because a good Teemo never has mana problems.
Mandatory on most champions, too much utility to pass up.
Teemo is usually fast enough to return to lane easily and this stacks really well with your poison to finish off targets. With teleport being used a lot now, having an offensive summoner over your opponent gives you a huge advantage.
A viable option if you expect to be constantly roaming and splitpushing.
A viable alternative to ignite, can be used to bait fights or escape jungle ganks. Also scales much better than ignite.
This can be used for getaways, jukes, and ambushes. Don't forget the attack speed bonus as it can be incredibly powerful going into a 1v1. This can also be used to cheese first blood by waiting in lane till they are right on top of you, as most champions can't compete with your level one damage coming out of the passive.
Q: Blinding Dart
This is what makes auto attackers fear you. Anyone who relies on auto attacks simply can't compete with Teemo when he has this up. It can also be used for poking in lane in addition to your auto attacks.
W: Move Quick
An amazing mobility tool that allows Teemo to roam really easy. He can ward, split push, and even gank other lanes without the fear of losing much experience or missing a teamfight.
E: Toxic Shot
This is what makes you a monster in lane. Every time someone comes to last hit, make them regret it by shoving a few of these down their throat. It also allows you to last hit quite easily. Make sure to max this first.
R: Noxious Trap
Why everyone hates or loves Teemo. While they won't make people scream "***king Teemo" in all chat since you aren't AP. They still provide unbelievable map presence. With the changes to wards and the removal of oracles, Teemo can fill a much needed vision role in today's metagame.
Farming as Teemo is one of the easiest things in the world. You have an AA (auto attack) damage amplifier that relieves part of the stress of early game last hitting. Prioritize last hitting to harassing, unless you are against an opponent that requires farm to function such as Nasus. Try to harass your laning opponent with an AA or two when ever they come in to last hit. This is extremely easy top lane since most laning opponents will be melee.
How can Teemo help his team?
With the recent cap on wards per character, Teemo can fill in that gap with his unlimited amount of mushroom wards.
He can also split push without fear because he can lay down shrooms as an early warning system, and with his passive movement speed he is able to get away with ease.
During teamfights make sure to prioritize Blinding Dart on the ADC, this makes them almost completely useless for the duration. Also focus on spreading around the frozen mallet slow to peel for your carry.
All in all, Teemo has benefited greatly from these recent changes and I expect to see a great rise in his play. I feel On Hit Teemo does the most for your team rather than AP Teemo, but feel free to play him as you choose.
Never underestimate the power of the scouts code...