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Teemo Build Guide by krpro1

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League of Legends Build Guide Author krpro1

TEEMO DOMINION PWNAGEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE

krpro1 Last updated on September 23, 2011
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Ability Sequence

3
8
10
12
14
Ability Key Q
2
13
15
17
18
Ability Key W
1
4
5
7
9
Ability Key E
6
11
16
Ability Key R





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.



Masteries

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 11

 
 
 
 
 
 
 
 
 
 
 
 
 
4/
Veteran's Scars
Willpower
 
 
 
 
 
 
3/
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 19

 
 
 
 
 
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
Quickness
Blink of an Eye
 
 
 
 
 
Intelligence
Mystical Vision
 
 
 
 
 
 
Presence of the Master
 
 

Utility: 0


Chapter 1

Table of contents
1. Introduction
2. Why is AP Teemo not viable?
3. Masteries
4. Runes
5. Summoner Spells
6. Skill Order
7. Item Builds
8. Early Game
9. Mid Game
10. Late Game
11. Team Fights


12. Optimal Shroom Placement

Introduction
Hey so you want to play Teemo? Or you just want to know how Pan Killer does it? Either way, I am just revealing a few things .

Why is AP Teemo not viable?
AP teemo cannot farm well at all, is constantly HP starved, and is way too heavily reliant on shrooms to do damage. Basically the way I see it, every shroom you use in lane for killing creeps is one less shroom that can be used for lane/map control. As for AP Teemo's scaling with his E spell, its not nearly substantial enough to justify building AP, especially since in teamfights AP teemo will be the first target, and won't get off alot of autoattacks as basically a melee mage. Mages need to be able to sit at a distance and dish out damage while staying out of harm's way, and teemo's short autoattack range does not allow him to dish out damage effectively without putting him at risk.

Post-nerf Edit: AP Teemo is even less viable as shroom damage is nerfed, cooldown is insane, and AP Teemo has even less presence on a map.

However, some early game AP from runes might be viable. If you find yourself going more of an AP build, just make sure you can still fight in a 1v1 setting without getting instagibbed.
Masteries
9/21 or 11/19 mastery build. In 9/21 you are making teemo able to sustain more damage with 4% reduction to all damage effects, while losing out either imp ignite (+10 AP while ignite is on CD) and +2 armor pen, or +4 armor pen if you are going to use exhaust. Try it out and see what fits you, but starting out I would probably go with the safer 9/21 route.( personally i think 4 % reduced all dmg is nothing and its never more than 10-20 hp and even if u will survive its not due to that mastery but your skill .11/19 is better way for experienced ppl and 9/21 for new guys that just starts .

Teemo needs to have defensive masteries as his range is ******edly small and requires him to be able to take alot of damage in a teamfight and solo fight as for alot of the time you will have to be out of position to hit people.
Runes
Im using Arpen reds because they will synergize well with prospectors blade + damage and lifesteal. Arpen will make harassing easier, and will allow you to hit harder when you exchange blows with your lane if they are playing agressively. I have tried attackspeed, but early game you will hit even weaker than Teemo already does if you go this route. Flat MR blues give you good survivability early game, which is what Teemo is all about. I would definately not recommend MR/Level. HP/level yellows provide more survivability, and helps you lane against casters and physical compared to dodge runes which only help you against physical. And tbh, Teemo doesnt really have a problem laning physical anyways with blinding dart, so I would definately stick with hp/level. Flat move quints give you more mobility, which is always good.

Summoner Spells


Flash allows you an important escape mechanism if you find yourself out of position. Flash is a must have on most carries, and Teemo is not left out. Definately carry flash.

Because of Teemo nerf to shroom damage, I feel that it is now alot harder to bait kills early game. So, I am going to start going with exhaust for more safety + gank potential. Exhaust can not only save you from a 2v1 gank, but it can allow you to get a kill if jungler comes with red, adding a slow and allowing both of you to get more hits in.




Explanation:


With flash ignite, you can bait kills and apply a healing debuff. Ignite adds some extra dot damage as well, and with maxed out E + shroom + ignite, thats alot of dots ticking out and to add to it the target is debuffed so heals wont be very effective. All in all, id say that if you can get a few autoattacks in with all that damage going out your target will usually be dead early game.
Skill Order
QWEEEREQEQRQWQWRWW

Due to changes in the gameplay style , i go q w e cuz of lvl 3 , i have all i need blind to protect,poison to damage , and speed to chase/escape/cap .I put only one point in w cuz blind duration and dmg is very usefull in this mode .

Item Builds
Basically the only way i see teemo fit here is mega dps with a bit tanky (so u cant be instagibbed )i start with phage so u have a bit of hp to survive , a very cool slow and dmg (btw it build forward your best item Entropy .I go for swiftness or mercury threads depends how much movements or cc heroes they have ( i think its personal preference , for me its better to run faster than reduce annie stun by 0.5 sec ,then i go wits end and then new type of frozen mallet calld enthropy (its active which gives 80 true dmg is rly ammazing , especially against smthing like alistar or other tanks , and it makes it for 5 seconds slow every hit , it has 50 more dmg than frozen mallet btw . Then i go for fast malady for just the dmg output and then new bloodrazor just to make sure even tanks cant survive and u have enough dmg and attack speed to outdamage everybody .
Also, don't forget to keep a few hp pots in your inventory as they can be the key to winning a lane if you are taking heavy harass.

Early Game
People think Teemo's strength is in his early game. It is, in a way, but he is also very vulnerable. Play early game with caution and do not overextend unless you are sure that the chances of you getting ganked are low. In dominion expect a gank after every 2-5 minutes due to small map , so try to plant shrooms near the middle forest so u always see where the enemy is to kill him or to escape to safety .
Mid Game
Here is where Teemo starts to shine. Shrooms are doing a !@#$ton of damage and the enemy starts to play rly aggresively . Try to always have 1 ally with u , because chances u get killed by 2 are very big and u dont wanna loose turret and give enemy a huge ****load of points right?

(Edit after Teemo nerf - Shrooms still do solid damage, but just play more carefully as it is harder to bait kills with nerfed shroom damage. The increased CD isn't too noticable, the playstyle basically remains the same.)
Late Game
In Dominion there almost doesnt exist late game , but if u manage to get here try to focus only on defending capturing point, because kills doesnt give much benefits anymore so its a waste of time .
Team Fights
Teemo has a hidden passive which is Global Taunt. This means that in every teamfight Teemo will be the first to get focused by tanks and assassins. Your job is to kite everybody who focuses you through shrooms, survive, and possibly pull a kill as you do this. You should not worry about blinding enemy carries, or dropping shrooms in the middle of all the chaos as a smart team will seize any opportunity to land a stun on you and drop you like its hot.

Optimal Shroom Placement
Place them in every forest and every small way that enemy can move ( mostly the small ounce where enemy cant avoid it ) u can plant them on every movement buff , 1 near storm shield and some on the point u are defending . Remember to always carry 1 shroom so u can insta use it where it is needed , mostly when enemy attacks me i plant shroom and then activate movequick , if enemy wastes everything i can easy escape with flash to base . This is only related to quick small ganks like 2 v 1 or 3 v 2 , in fair fight u can use shroom to prevent enemy from smashing your face or to ensure u slow him and get a kill .
Remmber to always get STORMSHIELD on middle if nobody takes it , it allows u to 1 v 1 everybody if u know how to play , it increases your dmg by 100 every 4 hit (similar to ionic spark passive ) and gives u around 300 hp shield ,if u run away u can use hp point or move points to help u out (u can even flash to them but u must make sure u will not waste it , flash cooldown is 250 and respawn time only about 20-30 seconds , if u are sure u cant escape just do as much dmg as u can and when u came u can use flash to for example get that kill on a runner .
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IS NOTHING HAHAHAHAHAHAHAH !!!