In Depth Build
This is my MobaFire guide for the Swift Scout, Teemo. In this guide, I will explain AP Teemo, why I believe he is best played AP TOP, and why the Swift Scout is not a force to be trifled with.
Considering this is my first serious guide, I would appreciate all feedback from the readers, good or bad. I would also appreciate if you would refrain from down-voting if you haven't attempted my build. If you have tried it, and consider it a waste of time and a terrible build, then by all means voice your opinion. I would also request that if you have any suggestions or if you see any mistakes you inform me. Thank you, have a nice read.
Now, without further ado, AP Teemo in all his glory. :D
Why Not Bruiser?
Many people play Teemo as a bruiser in top lane. Although this is a viable way to play him, I believe AP Teemo to be the dominant force. Now don't get me wrong, I am in no way trashing bruiser Teemo. In fact, I sometimes play him as a bruiser and get fantastic results from it. I just prefer the AP route from experience.
My biggest problem and really the only problem with bruiser Teemo is that his late game damage just isn't enough to keep up. AP on the other hand, does not have this problem. Remember, to keep your team in the game, you have to either do a good amount of damage, have CC, or be a great tank. Bruiser Teemo just doesn't fulfill any of these roles well enough. Other than Blinding Dart and the occasional Noxious Trap, you won't be a huge help in team fights. Other bruisers such as Jarvan IV, Jax, and Darius bring much more to a team fight.
- Cripples AD carries with Blinding Dart.
- No drastic need for wards while in lane due to Noxious Trap.
- Very high mobility and escape potential with Move Quick and Noxious Trap.
- Camouflage allows for great ambushes in the bushes, especially when coupled with Noxious Trap
- When Camouflage is up, Teemo gains 40% AS for 3 seconds.
- Nuke damage with Blinding Dart and Noxious Trap.
- Yordle Lord and has a romance flustering with Tristana.
- Very squishy early game.
- If the enemy has a stun, and your Flash is down, you are more than likely dead.
- Very susceptible to ganks pre-6.
- High mana costs.
- Not as tanky as bruiser Teemo.
- Global taunt.
With Teemo I prefer to go 12/18/0. The ferocity tree helps you dish out damage with auto attacks. As well as give you a bit of sustain in lane. The sustained damage from Toxic Shot will allow you to catch the enemy sleeping and gain dominance in the lane.
The cunning tree allows Teemo to poke the enemy down with insane early burst with Blinding Dart and Thunderlord's Decree . When you do the auto-Q-auto combo, especially once you get Hextech Revolver, you'll be able to force the enemy out of lane quickly and efficiently.
You can also go 18/12/0 and opt for Deathfire Touch instead of Thunderlord's Decree . This will cause your late game damage from Noxious Trap and even Toxic Shot insane, but it comes with a cost. In lane, it'll be much more difficult for you to poke your opponent out of lane. Pick your poison.
Runes, runes, and more runes. Marks, seals, glyphs, and quints. When it comes to runes please, please, please DO NOT use Tier 1 or Tier 2 runes. ONLY use Tier 3 runes. I cannot stress this enough. This may come across as common knowledge for most, but some people insist on wasting IP on lesser runes to receive a measly little stat increase that, in my opinion, won't help at all. Remember: Greater Runes > Lesser Runes.
Greater Mark of Attack Damage
Autos are very strong with Toxic Shot, this enhances your strengths and helps with last hitting.
Greater Seal of Scaling Health
You'll be able to live through late game damage. Until you get Zhonya's Hourglass, you'll be a squishy target.
Greater Glyph of Magic Resist
These help with your squishy start and make sure champions like Veigar and Ahri don't insta-kill you.
Greater Quintessence of Attack Speed
Your early game auto attacks while maxing Toxic Shot are very strong. This helps you dish out more damage while synergizing well with Hextech Gunblade and Nashor's Tooth.
Teleport: Let's face it, you're in top lane. Right now, the meta is to take Teleport and look for bot lane ganks. However, with Patch 6.13, the Teleport casting time has been increased to 4.5 seconds, so it may soon fall out of favor.
Ignite: When coupled with Toxic Shot and Blinding Dart, the all in potential is tremendous. Especially so if they run over a Noxious Trap as well.
Flash: The staple of League of Legends. You can flash aggressively to secure kills or defensively to be safe. You be be dived with the enemy top and jungler are aggressive enough, a well timed Flash can secure a kill or maybe even two.
Ghost: If for some reason you prefer Ghost over Flash, then by all means go for it. I just don't recommend it.
Heal: You'll be able to survive those close calls now that you have your extra heal. Although, late game, heal is useless.
Exhaust: Nothing stops an enemy's momentum quite like this. When timed well against a Renekton or Yasuo, you can turn a losing fight into a kill.
Smite: You won't be jungling...need I say more?
Cleanse: It has its usefulness, but when stacked up against other Summoner Spells, it just doesn't compare.
Blinding Dart(Q): This is your long range nuke. Coupled with your insane damage because of Toxic Shot, you will watch the enemy's health dwindle away.
Move Quick(W): They don't call you the Swift Scout for nothing. This is can be used to go in for the kill, avoid enemy abilities, and escape from enemy ganks.
Toxic Shot(E): This is what makes you who you are. Teemo, the Swift Scout. By maxing this first, you ensure your AS boosts are not wasted. You won't have to build any AD items because it increases the damage done by your auto attacks.
Noxious Trap(R): Your ultimate. Your shrooms, as most people call them, act as a sight ward although the vision radius isn't as large as wards. Shrooms do massive AP damage and slow enemies. Never should you die to a gank post-6.
A good mix of stats for your AP needs. You don't need to go Corrupting Potion because you'll be mostly auto attacking with the occasional Blinding Dart.
Who doesn't get pots going into lane?
Synergizes extremely well with Thunderlord's Decree as the passive activates when an auto attack hits. This means Thunderlord's Decree will proc from two autos.
When coupled with Move Quick and Noxious Trap it makes chasing down kills all the easier. Also provides a bit of sustain to help with laning.
Boots of Speed
When coupled with Move Quick and Noxious Trap ganks shouldn't be a problem.
The burst from its active is very strong, as well as the slow. You shouldn't have a problem killing enemies who are out of position. At the very least, you can burn their Flash or Ghost.
Just like Haunting Guise, your health and AP are increased. Also gives a fantastic unique passive that chunks away health. If grouped with the DoTs of Toxic Shot and Noxious Trap, 1v1's won't be a problem.
Increases MS and magic penetration to increase damage.
Synergy with Toxic Shot is insane as your auto attack damage increases dramatically. The frequency of your attacks also increases. Nashor's Tooth was made for Teemo.
With this massive steroid, your damage has increasing dramatically, especially the Blinding Dart nuke.
You'll be able to completely avoid large bursts and potentially live with your life. This is a must.
If you make it to late game, replace your Sorcerer's Shoes with this. Your poison will applying to multiple people and as a result, your damage will increase overall.
You won't get the magic penetration that you receive with Sorcerer's Shoes but you gain attack speed which will let you land more auto attacks. Either pair is viable, although I prefer the magic penetration.
The enemies will have built up some MR at this point, with Void Staff you're Noxious Trap fields will shred them.
Your auto attack, Blinding Dart combo already deals massive damage, with Lich Bane you'll be ridiculous.
If you're happy with your current damage output or you want to live longer in teamfights, grab one. The passive is great for avoiding nasty bursts and escaping with your life. If it feels right, get it.
Farming: I can't stress enough how simple and easy farming is with Teemo. If your attack speed isn't fast enough and you're about to miss a CS, hit it with a Blinding Dart. Beating your enemy in CS is well worth the mana cost. As a general guideline, 10 CS every minute is considered great. Try your best to achieve this goal. Don't be afraid to throw a Noxious Trap down at a jungle camp to help your farm, its a huge source of gold many players don't take advantage of.
Harassing: If you play your cards right, you can zone enemy champs with ease. Whenever you're not at risk of missing any CS, hit the enemy with an auto attack or two. If you're high on mana harass with a Blinding Dart too. Keep the harass up and you'll win the lane.
Focusing: When it comes to team fights, you need to focus either the enemy AD carry or AP carry. I highly suggest hitting the AD carry with Blinding Dart to render him useless for a number of seconds. Following this, focus one of the previously mentioned enemies. Whichever is the bigger threat.
Positioning: While you want to be near the enemy team to do damage, you don't want to be too close where they can easily focus you. Try to find that sweet spot where your friendly tank can protect you while you inflict massive damage upon the enemy team.
Lane Match Ups A-J (In Progress)
As cute and innocent as Annie looks she is quite a pain at times. The most frustrating thing about her is how low of a cooldown Disintegrate is on, she can spam it much more than you can spam Blinding Dart. However, in order to activate her passive, Pyromania she needs to be constantly casting spells such as her AoE Incinerate. This constant casting of spells will often leave her oom during early levels. Her shield, Molten Shield is very good against you because it lessens the damage you do to her and redirects it to you. Her ult, Summon: Tibbers is a massive AoE spell that can stun if her passive is up. With a full combo she can instantly kill you. Bottom line: Harass early to win lane.
Pre-6 Difficulty-Very Easy
One would think that Brand would destroy you. Think again. He is heavily reliant on landing either Conflagration or Pillar of Flame, in order to stun you with Sear. As long as you can avoid one of these abilities he shouldn't be a problem. Now post-6 he poses a bit more of a threat because of Pyroclasm, although really the strategy is the same. Avoid his skill shots, win lane.
Cute and cuddly you, versus, void walking Cho'Gath. Who will win? I won't sugar coat it, he is quite difficult. You mainly need to watch out for his knock up, Rupture, it is a good setup for ganks and can lead to him harassing even more with his silence, Feral Scream. Vorpal Spikes won't be as much of a problem as you make think; sure it may give him some extra harass on auto attacks, but nothing too damaging. Once 6 rolls around, it will be very difficult to beat him in lane. His passive, Carnivore and ult Feast give him extremely good sustain and tankiness, something you just don't have. Bottom line: without ganks, you will lose. Avoid at all costs.
Lane Match Ups K-Q (In Progress)
Pre-6 Difficulty-Very Easy
Katarina can snowball extremely well, you cant shut her down early. Her main source of harass is Bouncing Blades which does a decent amount of damage, but no where near as much as your Blinding Dart. It also puts a mark on you, which makes her next basic attack deal extra damage. To counter this, simply blind her. She has a built in flash, Shunpo, which needs to be targeted on something, friend or foe. She will combo this with Sinister Steel to deal extra damage. To do this, she has to get up in your face, which will make her take massive damage from you and potentially minions. Once she hits 6 she gains Death Lotus, which is a sustained massive damage ult. Hopefully by this point, you'll be up a kill or two. Blind and auto attack to shut her down.
Post-6 Difficulty-Very Hard
Oh, Malzahar. I won't lie, he will destroy you. His harass with Malefic Visions is phenomenal, especially when coupled with Call of the Void and Null Zone. You think he was difficult pre-6? Post-6, without ganks, you will lose every exchange. With his ult, Nether Grasp, he will be able to hold you in his Null Zone dealing massive damage. The only way you will be able to stand a chance against him is if you only harass with your Blinding Dart. Harassing with auto attacks is just to risky when laning against him. If you can avoid fighting him, do so.
Lane Match Ups R-Z (In Progress)
I have seen many Renekton think they are the greatest thing since sliced bread. I have heard them say "I am literally unbeatable early game." They have never met you. If the Lizard Wizard has any counter at all, it has to be you. In this encounter, Blinding Dart is your friend, use it to prevent his gaining of rage. Although, it cannot be used to avoid his sun, Ruthless Predator, so take care in that regard. Because of his Cull the Meek, he out sustains you, luckily you out damage him. He will also attempt to get in close with his Slice and Dice in order to get some really good harass in. Once he gets his ult, Dominus he becomes a bit more of a threat because of his health gain. This is where I highly recommend grabbing Exhaust instead of Ignite to completely counter him. Harass hard to send him running.
Riven, in my opinion, is generally a champion who is heavily dependent on skill level. In this situation, however, I believe you are a great choice and counter to her. Since she has to get in close to do any substantial damage, you automatically have the advantage. She will usually try to get in close with her dash/shield, Valor and use her Q, Broken Wings to burst you down. While using her stun, Ki Burst to get in even more harass. Just try to keep your distance and harass safely, she can't out sustain your damage. Now, post-6 she becomes a greater threat. With her ult, Blade of the Exile, her already devastating combo is escalated to a whole new level. I suggest going Exhaust instead of Ignite on this one. Keep your distance and make her waste her shield and stun.
Pre-6 Difficulty-Very Easy
Post-6 Difficulty-Very Easy
Most AP mids are afraid of Ryze, not you. Your harass with Blinding Dart out ranges his Rune Prison and Overload, which makes for easy harass. Although he can damage you with his Spell Flux, it doesn't do much damage and isn't really a problem. You may think that once he gets his ult, Desperate Power, he would be much more of a problem. Not in the least. The only thing he gains from it is a little bit extra sustain and damage, not much however. Your only real problem with him will be ganks, which shouldn't be a problem because of Noxious Trap. Ward and harass to destroy him.
When it comes to Syndra, you must evade her abliities. Her main sources of harass will be Dark Sphere and Force of Will. If you can evade at least one of these, she shouldn't be much of a problem. Post-6 however, she is a completely different champion. She simply needs to land her stun, Scatter the Weak, and ult, Unleashed Power. If you're still alive after that, she'll try to finish you off with her other abilities. All in all, you NEED to put the pressure on early to beat her in lane.
Pre-6 Difficulty-Very Easy
Yasuo is directly countered by you. His passive, Way of the Wanderer, is practically useless against the Toxic Shot poison due to the poison almost always being applied to Yasuo. Steel Tempest is an ability he can initiate with, simply place a Noxious Trap down and you will out damage him. The most which can be done with Wind Wall is block an auto or Blinding Dart, its not very crippling to you and won't cause much of a problem. Sweeping Blade can be used as a gap closer after Steel Tempest is cast, once again simply place a Noxious Trap and your problems will disappear into the wind. His ultimate, Last Breath, relies on you being knocked up into the air, whether it be by Steel Tempest or any other knock up, it doesn't matter; you know what to do Noxious Trap and Blinding Dart to limit his damage output. Noxious Trap and Blinding Dart are your best friends in this match up, use them to win your lane.
What a journey its been. One with frustration, triumph, and possibly carpal tunnel. Nonetheless, the journey is not over. There will be patches that I must update for. New champs that need to be researched.I'm sure there are things I'm forgetting.
If anyone has any questions feel free to DM me or comment on the guide. If there are any errors or changes you think I should correct or update please inform me.
Thank you, have a nice day. :D
My utmost thanks goes out to JhoiJhoi for her fantastic guide, "Making a Guide." Without it, I never would have made it this far.
I would also like to thank my fellow League-mates for helping me revise the guide.
I Missed My Q
9/12/12-Created guide. Added Introduction and Guide History.
9/13/12-Added Why Not Bruiser, PROS/CONS, and Masteries.
9/14/12-Added Runes and Special Thanks.
9/15/12-Began vigorously testing lane match ups.
10/29/12-Broke the extreme hiatus.
11/1/12-Altered normal item build, and added Alternative Items.
11/3/12-Improved normal item build. Changed around alternative items.
11/22/12-Updated matchups. Revamped entire item section for better damage output.
12/11/13-After neglecting guide for a year, began work on revision.