Teemo Build Guide by sashi5678
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Not Updated For Current Season
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.
Hi the names Sashi5678, and i'd like to thank you for selecting my build plz do not just randomly vote plz test the build before voting.
Teemo, the swift scout
Teemo is a legend among his yordle brothers and sisters in Bandle City. As far as yordles are concerned, there is something just slightly off about him. While Teemo enjoys the companionship of other yordles, he also insists on frequent solo missions in the ongoing defense of Bandle City. Despite his genuinely warm personality, something switches off inside Teemo's mind during combat so that the lives he must end while on patrol do not burden him. Even as a young recruit, the drill instructors and other trainees found it a little disconcerting that, while Teemo was normally charming and kind, he turned deadly serious and highly efficient the minute combat exercises began. Teemo's superiors quickly steered him toward the Scouts of the Mothership, which is one of Bandle City's most distinguished Special Forces unit alongside the Megling Commandos.
While most yordles do not handle solo scouting missions with a great deal of finesse, Teemo is remarkably efficient at them. His record of success in defending Bandle City from infiltrators easily makes him one of the most dangerous yordles alive, though you'd never know it by having a cup of honey mead with him at his favorite inn. Bandle City chose Teemo as their first champion for the League, and he has taken to it like a duck to water. His signature weapon - a blowgun - uses a rare ajunta poison he personally gathers from the jungles of ***ungu. To help cope with his lengthy periods of isolation, Teemo recently struck up a friendship with Tristana, a fellow League champion and fellow member of Bandle City's Special Forces. This connection is healthy for both yordles, though now Valoran's voracious media outlets circulate rumors that the friendship is turning into a romantic relationship. Regardless, Teemo is a crowd favorite in the League of Legends, and a pint-sized foe that many have come to fear.
"Teemo rides a thin line between chipper compatriot and unrepentant killer, but there's no one else I'd rather have as a friend." - Tristana
"Captain Teemo on duty."
"Hut two three four."
"I'll scout ahead!"
"On my way."
"That's gotta sting."
"Never underestimate the power of the Scout's code."
"Size doesn't mean everything."
Champion cost: 3150 ip -- 585 rp
Roles: Assassin, Support, Disabler, Haste, Farmer, Ranged, Recommended,
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.
Main route (Ex-alternate route)
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.
The 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.
•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.
Now I will analyse the items I take and when I do, as well as the reason behind the choices.
The reason I start the game with this item, is the fact that it is really solid for the beggining of the game. It gives you 100 extra health, 10 extra attack damage and last but not least 3% lifesteal. If you do not feel like getting the blade, you can get Doran's Shield. Now I consider either one of the items a must in the beggining and should at ALL TIMES be prefered over boots. Why, you may ask. Well I have never really counted the times I have achieved or escaped first blood and survived with less than 100 health. And this, without counting the extra damage or armor that I utilised in the process. This item will be sold later.
With the recent changes and the addition of tenacity in the game, I strongly believe these boots to be a must. It adds to your defenses with magic resistance, providing you with more safety on your squishy early game, and the crowd control reduction is more than welcome in team fights. Now if you absolutely do not want to take these, Berserker's Greaves are a good choice, along with Sorcerer's Shoes.
By the time you are level 5-10 you should have achieved your first kills/assists. After you recall feel free to start building into your first on-hit effects item, by investing in the Dagger. Ladies and Gentlemen, I present to you, Malady! Wait...You do not know what malady is? Ok let me tell you. This beauty gives you a total of 50% extra attack speed, as well as 25 ability power. If this alone was not enough, it debuffs your enemy with a stacking magic resistance debuff of 6 at a time, totalling about -25 magic resistance for your enemies. Cool huh?
After you get your malady, you should have some ganking power so feel free to roam or help in ganks. After some kills you should have 1050g which you should invest on your Recurve Bow. After gathering 950g go back to complete it. It is a decent item, that gives you an extra 40% attack speed adding to what you already have, some magic resistance, and the best of all, a on-hit effect that deals 42 damage to your enemies, and increases your magic resistance by 5 stacking up to 4 times. (Do not look at the items description here in MOBAfire, it was changed in the recent patch)
By now you should have already become a killer in disguise allowing you to achieve some kills all by yourself while also achieving some well coordinated ganks if your team is good. After you happen to catch yourself with 1000g available to be "invested", feel free to buy a Madred's Razors and farm creeps like a maniac. After you have gained another 1050g (which should be really easy, because of the madred's razors procs and kills go back to get another Recurve Bow before you finally find all the money to finish it. As an item, it is unbalanced...erm, beautiful I wanted to say, providing you with plenty of attack speed, 25 attack damage, some armor to keep you alive, and most of all, the BEST on-hit effect. Watch out, here I ***, erm, come: 4% of your opponents max health is dealt as magic damage every time you hit them. I give you 10 seconds to realise what it does. Then I will keep on. Wait...who said it sucks? It must be an idiot, because, 4% of an opponent with a max health of 3k hp is about 120 health lost per hit. That's before counting magic resistance, so it will be a little bit less, but it's still powerful.
Now you have all the damage you might ever wish for, without even asking santa klaus for it, and you just want a little more survivability as well as something to stop that Vladimir running like a little draculina while you buttsex him. Have I talked to you about my friend Frozen Mallet? You can find him by combining a Phage and a Giant's Belt (it's recommended to get phage first, as you already will have about 2 attack speed, which equals to 2 attacks per second and you could easily kite enemies or chase them to their death.)
By now, you should have been transformed into a yordle assasin, and you will have a glowing banner with the word danger above your head. You can very well understand that you will attract a lot of unwanted attention in team fights, and you need to counter this, by building a guardian angel. The guardian angel by itself deters enemies from attacking you, but even if you are unlucky, or play against a well coordinated team guardian angel will give you a second chance at wreaking havoc to the enemy team.
As a whole the item build may look expensive, but fear not, since the items that are obtained give you great killing power and you be able to kill/gank without even mentioning the fact that you will get a lot of kills by killstealing too, with the high attack speed that teemo acquires through this build.
•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.
P.S I hope you enjoyed my build/guideb i hope i get heaps of thumbs up until next time see ya.