Teemo Build Guide by Rokochan
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Building your Teemo
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.
Hello and welcome to my first guide, today I bring you Teemo the little mobile artillery in disguise. I play Teemo because his abilities are easy to manage. At first glance he may be squishy, but that's not always has to be the case. You can build Teemo to be able to secure a lane as well as strike fear in your opponent's eyes. While this build is purely experimental for me, I have had great success with it so far.
Pros / Cons Teemo in this Build
Can solo any lane even if it's 2v1.
Take tower shots without dying in 3~5 shots from it.
Can escape 3v1 situations where everyone is spitting on you.
Squishy at first.
Can be shutdown with chain stun locks.
If Teemo stands still and takes no actions for 2 seconds, he becomes stealthed indefinitely. After leaving stealth, Teemo gains the Element of Surprise, increasing his attack speed by 40% for 2 seconds.
Notes: In many cases , a lot of people never buy detect invisible elixirs or wards at the start of the game. The passive is great for ganking early game by placing yourself in your side of the shrubs or their side if you get there early. When camo is activated, you can see them enter the shrubs but they cannot see you but you can see them.
Blinding Dart - Obscures an enemy's vision with a powerful venom, dealing damage to the target unit and blinding it for the duration.
Deals 80/125/170/215/260 (+0.8) magic damage and blinds the target for 1.5/1.75/2/2.25/2.5 seconds.
Notes: I try to max this ability second, this will be our main nuking power. In conjunction with Toxic shot, you can do a lot of burst damage in a very short amount of time.
Passive: Teemo's Movement Speed is increased by 10/14/18/22/26% unless he has been damaged by an enemy champion or turret in the last 5 seconds.
Notes: Movement Speed is not top priority in the build, mainly in a lot of situations many people don't want to tread through Teemo's Shroom valley.
Each of Teemo's attacks will poison the target, dealing damage on impact and each second after for 4 seconds.
Teemo's basic attacks poison their target, dealing 10/20/30/40/50 (+0.3) magical damage upon impact and 6/12/18/24/30 (+0.1) magical damage each second for 4 seconds.
Note: I try to cap this ability by level 9. This passive will be our main finisher, in conjunction with Ignite, this combo can be devastating to those who are already low health and potting.
Uses a stored mushroom to place a trap that detonates if an enemy steps on it, spreading poison to nearby enemies that slows movement speed by 30/40/50% and deals 200/325/450 (+0.8) magic damage over 4 seconds. Traps last 10 minutes.
Notes: Shrooms are teemo's ultimate. Shrooms are Teemo's Second finisher or Teemo's Defensive/ Offensive power. Great for unsuspecting travelers.
Shown above in green dots are key location in which you should place your traps. These areas are traveled through the most, and going by game mechanics, your toon will always cut a corner to reach your destination faster, I have place traps in most of the ganking corners on the map.
Greater Mark of Magic Penetration x9 - These marks offer the highest magic penetration per rune in the game. These will make your Toxic Shot more powerful.
Greater Seal of Armor x9 - Teemo can play any lane decently. If you are running up top lane or bottom lane to deal with the double melee or double range characters, a bit of armor will give you more stability.
Greater Glyph of Magic Penetration x9 - Glyphs offer additional magic penetration. As an tanky teemo build, these will help you melt your opponent's magic resist down to nothing.
Greater Quintessence of Ability Power x3 - These Runes will give you the early AP boost you need for your nukes as it scales with you masteries.
In the build.
Teleport - Teleporting to gank or to defend opposite lanes or back to your last location.
Ignite - Torturing your enemies is one of dying enemies or stopping someone who is chasing you or chasing your dying ally.
Flash - The great escape, aside from Move Quick
Heal - ( situation - your starter potions should be sufficient that you wont need to take this )
Exhaust - If you feel if you don't need to use Teleport this is one of the better choices for the stopping power to destroy your enemies.
Core Items - Tanky Teemo
Boots of Mobility
Rylai's Crystal Scepter
The starter items for this build is a Amplifying Tome and Health Potion. Although mobility is normally a concern for a squishy characters. With high magic penetration and starter AP in the build. A Amplifying Tome will give your Toxic Shot and Blinding Dart the extra punch it needs to take the kill. Use the Health Potion if you drop to 60% health, buy another Health Potion if you don't already have one sitting in your inventory.
Rabadon's Deathcap - This is one of the core items you will need to build early, stay in your lane till you get about 1600 gold to purchase a Needlessly Large Rod if the rod is not needed yet you can continue to push your lane and farm as much gold and experience as possible. It is highly recommended to buy both the Needlessly Large Rod and the Blasting Wand when you reach 2500 gold or experience a unexpected death. Farm up the rest and buy your Rabadon's Deathcap.
Note: With Rabadon's Deathcap and the Amplifying Tome you should be sitting at about 200 to 250 AP. This is very strong for a early Teemo stacked with AP.
Warmog's Armor - This will be your next purchasing focus, save up 1000 gold and buy a Giant's Belt this item will offer a lot more stability to the build but you still need to play it safe when confronted by 2 or more enemies when you're alone. Pick up the rest of the items in the item combo and purchase Warmog's Armor when the funds become available.
Deathfire Grasp - This next item will give you a another strong boost to your main nuke and main finisher. Buy a Needlessly Large Rod first then save up the rest of the gold to buy the Deathfire Grasp since you already have the Amplifying Tome from the initial starter build.
Note: Feeling you need a extra ability to shoot at your opponents? Use the active item skill on Deathfire Grasp to shoot your opponent for 15% of his max hp. The cooldown reduction on the item brings your Blinding Dart up even faster.
Boots of Speed - This next item is normally seen in a lot of starter builds in a lot of guides I buy boots near the end or for mid game. Used with Move Quick this will greatly enhance your mobility for ganking or defending lanes that are normally out of reach by the time you get there especially if you're on the other side of the map. If you feel the stacking speed from Sorcerer's Shoes is fast enough for you this would be the choice to make your nukes hit harder.
Note: If you're like me who want to dive in and hunt down your dying enemies while still taking 2 or 3 shots from a turret more speed is better in this situation. Go ahead and pick up the Boots of Mobility.
Rylai's Crystal Scepter - This next item in the build will be next to last on your to buy list.
Provides 500 health and 80 AP while giving your abilities a slowing effect. With this item in the mix you will be sitting at about 3000 to 3600 health. Making it possible to tank a turret from 100% health to 0 %, while still breaking away from more than half your max hp.
Hextech Gunblade - If you ever get to the point in the game to buy the last item in the build. Gunblade will supply you with 20% spell vamp works wonders with your Blinding Dart and your Toxic Shot and 10% life steal for your normal attacks. While providing 45 AD and 65 AP to further break your opponents.
Other / Situational
Liandry's Torment This item does not provide any benefits in addition to Toxic Shot, this will give your Noxious Trap and Blinding Dart a nasty (DOT), throw a Toxic Shot in the mix to further cripple your enemies.
Morellonomicon Feel like hunting down your enemies or tormenting key farm spots that your enemies tread? The cooldown reduction on this item gives you more Noxious Trap to place while extending your normal coverage area. ( on a side note you can play like a AP version of Tristana with this item
provide Ignite like symptoms on your Toxic Shot when your normal Ignite is on cooldown.
Lich Bane - LB provides a decent about of AP and a strong passive especially used after Blinding Dart since you already have high AP. I would estimate the passive will do anywhere from 240 to 460 damage on hit.
Void Staff - If you notice the enemy team is trying to counter you by buying a lot of magic resist items to lessen the damage of your Toxic Shot. The Void Staff will nullify that resist or increase the strength your (DOT)s.
Banshee's Veil - This item provides a auto magic shield that negates the damage or effects of a incoming spell and refreshes if you don't sustain any damage within 25 seconds. Gives you a decent health pool and magic resist.
Abyssal Scepter - The Scepter can be looked as a defensive and offensive item at the same time. Defensive wise provides you with extra magic resist. Offensive wise provides you with 70 additional AP and gives off a special aura that lowers nearby enemy champion's magic resist by 20.
In a lot of guides the main focuses of each of the build is how fast you can shoot your dart. In my guide attack speed is not a concern as most of your damage will be from your Toxic Shot. And I don't believe in the perfect conditions for each of the matches or the best scenarios to build your toon like a glasscannon. There are a lot times where I am confront by 2 enemies and in most times I am the one running, I am sure everyone has been in this situation a lot when you're playing with Teemo. Ever think to yourself if you can reverse this scenario and destroy one of your enemies while sending the other person scrambling for his life. Have fun with Tank Teemo.