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Teemo Build Guide by MaroonFire

Support SHROOMO 1970 [13.24 - WIP] - Return to the Jungle (HIGH AP AH MANIAC BUILD)

Support SHROOMO 1970 [13.24 - WIP] - Return to the Jungle (HIGH AP AH MANIAC BUILD)

Updated on December 8, 2023
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League of Legends Build Guide Author MaroonFire Build Guide By MaroonFire 18 1 33,171 Views 1 Comments
18 1 33,171 Views 1 Comments League of Legends Build Guide Author MaroonFire Teemo Build Guide By MaroonFire Updated on December 8, 2023
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Runes: M14 Mine (More Procs)

1 2
Sorcery
Arcane Comet
Manaflow Band
Transcendence
Gathering Storm

Domination
Ultimate Hunter
Eyeball Collection
Bonus:

+8 Ability Haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor

Spells:

1 2
M47 Bomb (Aggressive/Support)
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

SHROOMO 1970 [13.24 - WIP] - Return to the Jungle (HIGH AP AH MANIAC BUILD)

By MaroonFire

I offer you a choice. A choice between mediocrity and standard practice, or something more, something beyond the typical. I offer you... Shroomo.


Shroomo is a build that has spanned over two seasons of League of Legends, with various changes in both the practice and product, but with the same core concepts at play to create an experience like no other.

Imagine, if you will, a base or a lane. Undefended, with luscious minions, towers, and inhibitors ripe for the picking. This is what your enemy will see. You, however, will see something entirely different- you will see a field of death, a valley of destruction from which your enemies will be forever bound once they enter. You lie in wait for the right moment to strike.
Quiet. Then, the familiar click, the first note of your deadly orchestra ringing out into the silence. Fear, pain, you see them all flash through
the enemy who sprung your trap. You feel nothing. As they turn to face you, it's far too late, their fate is sealed.

An impact . Another . Then, fire .

They try to crawl away, desperately crying out for their allies, reaching blindly for anything that would quell your assault, but they will find no such comfort, for no light can permeate the darkness you have set them in but the fire which surrounds them.

You stare into their eyes.
For a moment, panic.
Then, silence.

This is Shroomo. This is the feeling of watching them as they run helplessly from death- stalking them as they take tick after tick of damage before you strike at their most vulnerable moment. Do you think playing Fiddlesticks or Shaco holds a candle to the feeling of sitting BEHIND the enemy bot lane as they get chunked for half their health bar by a Shroom they CAN'T SEE, and then INSTANTLY EXECUTING the ADC with a SINGLE Q?
No. It never has for me, because in my enemies' final moments, I don't want to be chasing after them, reaching at them to drag them unwillingly to their death. What I want is for them to feel their mistakes crawl under their skin as they helplessly swing their weapon at me in the hopes that they can connect and perhaps turn around the "fight".

This helplessness, this fear.

THIS is Shroomo.

I've done some calculations. Between 0-1000 AP, at 30 souls (a reasonable quantity), Arcane Comet will only do between 25% to 75% of the damage of Dark Harvest. Why are we taking it then?

Uptime.

While Dark Harvest can make for some very funny kills, overwhelmingly, it simply isn't up. Once it procs on a champion, if you don't kill that champion, you now have a useless keystone for the next 45 seconds. This is UNACCEPTABLE downtime. The core concept of Shroomo as a build is NOT to run up to a champion and oneshot them (though it happens more often than you think), but to simply keep chunking the enemy with nigh-unavoidable damage (shrooms recharge faster than scanner).
Arcane Comet at max rank will be available over 560% SOONER than DH at EIGHT SECONDS. It's not uncommon for an enemy to eat a shroom, retreat after taking a comet shot, and then get hit with another after stepping on the next shroom. Given the Shroomo stats listed(30 souls, level 18) and the double proc situation, Comet begins to outperform DH at 439 AP, a LOW bar for the AP you should have mid to late game, and it will JUST. KEEP. ACTIVATING. One of the main problems with Comet is that since it has a travel arc rather than simply damaging the enemy, abilities with no soft cc (like the Q) have a chance to not hit with Comet. Shrooms nullify this downside.

The remainder of the runes are simple enough- Manaflow Band lets you trade easier early and exert more pressure (especially as support), Transcendence gives the scarce resource of Ability Haste, and Gathering Storm gives a SIGNIFICANT shot of ability power. Ultimate Hunter is unquestionably the best minor rune to take, so the domination tree is a requirement. Eyeball Collection increases killing power the most, so we take it above the others as the final rune.

For stat runes, Haste and KILLING POWER are recommended, with the third being matchup-dependent (MR vs AP, Armor vs AD).

No, I'm dead serious.



Pros:
  • Higher damage output and more utility than classic "mage" supports
  • Late-game split push potential
  • Zoning off objectives, lanes, and pushes without being present
  • Massive late-game dueling potential, DPS, AOE CC and damage
  • A POINT-AND-CLICK BLIND
  • Great mobility from Move Quick
Cons:
  • Minimal direct assistance to your carry
  • Tends to deal a little too much damage sometimes and take kills
  • Very expensive build for a support
  • Quite vulnerable with few defensive options in a fight
  • Seems like a troll pick and may scar your own carry's mental state along with the enemy's


Early Lane


During laning phase, you will lack a solid base of AP and Noxious Trap. Therefore, you should be focused on keeping the enemy on their toes while putting your carry in an advantageous position.


You can do this actively by using the base damage from a high level Blinding Dart to help your carry get kills and keep the enemy carry from attacking you and your lane partner:



You can also apply lane pressure passively passively (by zoning off the enemy from both bushes and entire sections of the lane). Though damage and crowd control options are limited before Noxious Trap, Guerrilla Warfare takes the zoning to an extreme. Unlike a hook champion or an engage tank who has to be seen for their pressure to be applied, Shroomo does the exact opposite: his strength lies in his pressure when he is unseen:



Of course, once you hit level six, you're not the only Unseen Threat to the enemy.





Late Game


Late-game Shroomo is a force to be reckoned with. With good use of Noxious Trap, you can be in two places at once and kick enemy advances with ease without being present.

Defensively, as seen on the right, lanes can be locked off. A single high-damage shroom can melt multiple minion waves, stumping entire pushes. Unless enemies are willing to spend their precious Oracle Lens to defend minions as they push, they won't make it to turret.


Offensively, objectives and team members can be locked off. By shrooming the enemy jungle at choke points, you will at worst delay and get vision of the enemy, and at best take one or more enemy team members out of the fight and force a retreat. This preventative measure can open up opportunities for junglers to solo objectives uncontested.

A Note


Hi! Thanks for viewing my guide! If you're here, you scrolled all the way down! I hope you enjoyed it and that you'll try it out sometime, I think you'll enjoy it. If you have any suggestions or recommendations, please let me know.


Another Note


This build is still under construction! I am new to BBCode and explaining myself, so bear with me!


Shroomo is an homage to Teemo of yore (back in the sated devourer days) with parts of a unique defensive playstyle a friend devised. I have fond memories of blowing up entire teams with nuclear mushrooms, and as League changed, that playstyle, build, and even the champion changed with it. A few seasons back, this friend regaled me with a short tale about how he managed to stave off defeat for 20 or 30 minutes with a 200+ Ability Haste build, and I had to try it for myself. With a few hours, a little math, and practice tool, I optimized the build (with Archangel's Staff to have a unique blend of snappy cooldowns and massive damage output while maintaining the playstyle. The only problem was that stacking tear was an arduous uphill battle, and the build centered around mashing Q and running away until 40 minutes. It became an in-joke for a while. Then, after getting the hang of the positioning and matchups, it became a mainstay.


However, when the tear item changes rolled out this season, I was heartbroken. I thought the playstyle would join others as a relic. Then, I saw the light- I would adapt the build, take the fact that tear was no longer a required component, and path outwards to find what items could fit the playstyle rather than centering the playstyle around the items. Days later, Shroomo was back, and although the damage output was slightly lower, the utility overall was massively increased.
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SHROOMO 1970 [13.24 - WIP] - Return to the Jungle (HIGH AP AH MANIAC BUILD)

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