Teemo Build Guide by mok122
Not Updated For Current Season
This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.
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 everyone here at MOBAfire. The name's Bilal(Eu west Netherland) and I have been playing this game for about 6 months. From the beginning of my experience with this game, I have been extremely passionate and have been striving to understand not only the basics, but advanced tactics, builds and concepts of this game. Here I am, with my very first guide on MOBAfire, concerning the champion teemo, the swift scout, with a very different build from everything around here, which you will (hopefully) find that, at least, it's brimming with potential. So without any further ado, let's get into more information about the build and the champion.
Please vote on the guide and let a (constructive) comment on what you think that needs rework or clarification. Thank you
If you have tested this build and found success with it, I encourage you to send me a picture with your score which I will post.
Also before you begin reading this guide, listen to this song over in youtube it's so very cool imo: http://www.youtube.com/watch?v=jU_H6M4tvPw
Apologies to Zeitgeist and to everyone else who wanted a Twisted Treeline version of help, and which I could not be able to write so far, due to the server's large queue here in Europe. I promise I will get it done, whenever I can.
WARNING: I decided to change the format of my guides a little more. What changes is the fact that I will have my guides in both mobafire and solomid. I will try to make guides in mobafire simpler, but with a lot of information nonetheless, whereas guides at solomid will go much more hardcore, for those that want more. THIS APPLIES TO FUTURE GUIDES, AND NOTHING WILL CHANGE ON THIS GUIDE. I WILL KEEP UPDATING IT WHEN POSSIBLE
Click here for a more hardcore guide (includes more chapters and more info) -->
Before you comment or vote: Read the whole Fantastic guide! (LOL)
The alternate route is based on some well founded advice from DianTheGod on the comments on this build. That dude, very well suggested that if for a strange kind of fashion you decide to roll with attack speed runes at any point you could go with attack speed on seals(yellows) and magic resist on glyphs(blues).
9x Greater Mark of Insight
The reason you roll with these reds is pretty straight forward. You deal magic damage. You get little magic resistance reduction from items. So you need to find other sources of magic resistance reduction. This one's a good source.
9x Greater Seal of Alacrity
The reason you roll with those yellows(seals) is that they provide more attack speed than the blues(glyphs) with attack speed.
9x Greater Glyph of Warding
For a reason similar to the above.
3x Greater Quintessence of Insight
For the exact same reason as reds.
You might even try to play with the rune combiner, though I personally do not suggest it, as it may produce runes wildly different than those you input in the first place, so you will actually end up with a loss, unless you are extremely lucky.
he reason I prefer to dive in to the defensive masteries is very simple: Teemo is neither a tank, nor a tanky dps. He is a dps (plain). That deals (heavy) damage. Enemies are aware of this fact. That's why it's nearly guaranteed that they will hunt you down in a team fight. Apart from that fact, early game you are squishy. A lot. And you need to cover the above points somehow. Plus I could not find anything better in the other trees. I mean, you can get the cd reduction and 15% magic penetration in offense, but save this there's nothing else to help you there. Arpen? Raw attack damage? But I deal magic damage. More crit damage? But I rarely (if ever) crit. Utility is even more meh. More experience would be good, but neither the extra gold nor the mana per 5 are worth the investment. And you will not need extra movement speed, as you already have more than 450 at level 18. Nothing more to say.
Pros / Cons
Hellacious damage (if you follow this build)
One of the best farmers in the entire game (yes, I am looking at you mushrooms)
Nice early game, fantastic mid game, lethal (to the enemies) late game (if you follow this build)
Good pushing abilities
Can evolve into a fully capable assasin late game
Can give map control to his team, which determines games
Mushrooms deal very good damage
Quite squishy (though this build has been designed with his squishiness in mind, and attempts to counter it)
Mushrooms can be destroyed by anyone who has an oracle's elixir (in fact, in ranked/normal games every roamer will have an "eye" so a good team, with a good support who destroys your mushrooms will have you crippled as far as your team utility is concerned. Oh and btw even melee champs can clear your shrooms with an oracle's, as it doesn't need someone to come close for it to detonate, but to step on it.)
Has a tendency to be focused in team fights
Low health points
If your team has a lot of ap champs, and enemies build heavy magic resistance, you may begin to have some problems.
You need to max your Toxic Shot (E) but not asap. Take it easy. It synergises well with your on hit effects (actually that's why i build him on hit effects) but it doesn't count up if you do not have any on hit effects.
Your Blinding Dart (Q) is important but not for the damage. It's important because it helps you to counter hard attack damage carries and have some team utility apart from your mushrooms.
Your Move Quick (W) is not all that important, but it's passive is nice, and it's active even nicer. It has saved my butt countless times. The reason for that? The passive bonus is lost upon getting attacked by enemy champions or turrets. Whenever you activate the ability you get double the passive bonusses for 3 seconds and they can not be lost upon attacks from enemies. What does this mean? You can run away like a little girly while shouting "GTFO, GANKERS" xDDD
Your mushrooms Noxious Trap (R, Ultimate) are a whole chapter by themselves and will be covered
The summoner spells I chose are Ghost and Ignite. The reason I choose Ghost is the fact that this along with your Move Quick renders you (almost) ungankable. Ignite on the other hand, can help you greatly with it's true damage and healing and regeneration debuff. Other viable picks might be Flash, Cleanse and Exhaust. Other spells like Heal, Clarity and Teleport or Revive are NO, NO.
Ah, our dear poisonous mushrooms. Ain't it ultra fun watching at those nuclear explosions from your spawning pool everytime an enemy steps on one? But let's face it, your shrooms are much more than damage. If you wanna play teemo successfuly, you have to learn to place shrooms at key locations so as to ward objectives in maps. Let me be more accurate. Instead of only damage, shrooms offer a small area where you can see, so that they effectively act as wards, only less powerfull, but with damage. You can also count in the fact, that every time an enemy is damaged by them, for the duration of the slow and the damage, you are granted sight of them. Now you may ask, what does this mean? Well a good teemo, provides his team with supreme map awareness by placing shrooms all over the map. Key objectives such as dragon and Baron must be warded at all times, brushes must be warded at all times and even some key objectives like the red and blue buff in the jungle. Now don't get me wrong on this one, but it's not always essential that the enemy must step on a shroom, but you can also place mushrooms in places where it will only provide vision and won't be detonated. For instance, if you play mid teemo, you may want to place them in the edge of the brush, as well as in the middle so as to have 1 mushroom for vision and 1 for damage. Also do not place shrooms (even in small) brushes right at the center of it, because good players ussually will enter a brush from it's very edge if the enemy team has a good teemo. That's not to tell you not to place mushrooms in the middle, but to place them a little bit more smartly in some brushes so that it is guarranteed enemies will be hit by them.
Also note the fact that you have to drop mushrooms like they are hot. If you catch yourself with 3 shrooms on you regularly, then I am sorry to dissapoint you, but you are a bad teemo.
PICTURE TIME !!!! (Pictures are from a custom game, so do not pay any attention to scores or anything)
Here you can see the vision range of a mushroom. As i mentioned earlier it functions like a mini ward, but with damage.
Remmember to drop them like they are hot.
Here is the correct mushroom placement to protect the Baron Nashor buff.
Here is the correct placement of mushrooms to protect the dragon. Remmember to put shrooms a little closer to the dragon, so that you have vision of him, and not just the entrance.
I can not stress enough the reason for which you need to place shrooms in every brush.
The above is wrong placement of mushrooms in mid 5v5 river brushes. The reason is that good players, if the enemy has a good teemo, rarely enter brushes right in the middle, they ussualy enter it from the edge.
This is correct placement of mushrooms. If you feel like you have to put a shroom right in the middle of a brush, remmemer to put shrooms in edges too.
This is also correct as people that enter the brush have a higher chance to detonate mushrooms.
Remmember to also protect key buffs with shrooms. Red in particular, is important to you because it synergizes well with your other on-hit effects.
Get some defenses.
Get red buff whenever possible, it's one more on hit effect and it's extra cool
Remember to use your Blinding Dart on attack damage carries.
Drop mushrooms like they are hot.
Be a pain in the enemies' ***es.