Teemo Build Guide by jts2
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.
This build will give you a fairly high amount of AP, and will also give you value in team fights with your high attack speed as well. In straight AP builds, you have little team fight value, and in straight on-hits or physical builds, your mushrooms suffer the AP that could net you kills. This build combines the best of both, and some survivability to keep you alive.
If you choose to downvote, please let me know why! Constructive criticism is always welcome! Be a good community member!
-Added Will of the Ancients to Viable items.
-Changed possible rune choices, added explanations.
-Got a few unexplained downvotes.
-Updated maps in "Mushroom Placement" to show which areas are more important and which are less important.
-A few MORE unexplained downvotes. Please people, if you downvote, please tell me why.
-Item order is now in the exact order I USUALLY buy + a completely new section on item buying order.
-Updated Pros / Cons
-Added Wit's End to Viable items.
Mushroom reload time increased to 35/31/27 from 30/26/22
Damage reduced to 200/400/600 from 250/475/700
Fixed a bug that calculated the AP coefficient lower than intended
Move Quick cooldown increased to 22 seconds from 13
Ouch. This hurt. Teemo is certainly still viable, he just isn't as much of a runner because of the high Move Quick cooldown. His mushroom reload time and damage was deceased, making the high AP from this guide, as well as the CDR very valuable. But I'm glad they fixed the AP coefficient, that should help a bit.
Teemo has not been changed since this patch, he seems pretty balanced now and I highly doubt they will do anything more with him.
Changed Greed mastery in Utility to the last point in Quickness because Greed is freakin' useless.
NEW MASTERIES! BWAHAHA! Any ideas for these? I picked what I thought I would be best for Teemo. Added a Hall of Fame section, as promised. Updated some other stuff. 1 MILLION+ VIEWS? My god... I never saw that coming. Thank you all! Perhaps a Dominion guide coming soon? :)
MASSIVE update for the guide. Check it out! Dominion guide eventually. Thanks to jhoijhoi for the amazing guide on making guides. I used her guide to help reform and improve mine, along with my own ideas.
Quick update for item building order up top. Added 2 extra pairs of boots (choose one obviously, based on the enemy team or the path you chose down below). Also prioritized survivability a bit more :)
Another quick update. Added some more info in the Items section. Also, I noticed my guide being used and credited in both different forums as well as on YouTube videos :) thanks everyone!
It has been FOREVER since I have worked on this. I will be playing Dominion games to see which builds I like best for Teemo in Dominion.
Dominion guide FINALLY released. Sorry for the wait. I have been crazy busy with work and my girl. Leave suggestions in the comments!
I actually watched the Patch Preview a while ago, but I figured I would add this to the game changes - apparently Teemo had a bug where his poison was not ticking if his attack speed was too high... uh... that's a huge hit on Teemo's DPS, and I am VERY happy to see they are finally addressing it and fixing it. Hopefully we can see more damage with Teemo, and especially with this build since it's secondary focus is attack speed :)
The new Mobafire layout kind of messed with my guide's layout, but it's not too bad. Sorry!
It's been a long time since I've really updated the guide. A few minor tweaks here and there. Still adding pictures to the Hall of Fame, so keep sending them to me!
Added a few scores and changed the boots to Sorcerer's Shoes because they provide much better stats early game with Malady's synergy. Also updated Summoner Spells. Will add a Twisted Treeline guide eventually.
Updated for S3 completely. Liandry's Torment added to items, Void Staff removed from core.
Fixed a few things. I will be gone for a couple months starting January 2nd. I have Air Force duties I must take care of. My guide will be out of date for a while.
I am way behind on League as I have been away from it for a long time. I will be playing again very soon and will update soon as well!
Added patch 3.8 changes. Malady no longer exists and it's passives have been incorporated into Wit's End and Nashor's Tooth. Nice.
Pros / Cons
-Great Jungle & Lane control-
-An excellent split pusher-
-Fairly good farmer-
-Requires a good amount of practice to master-
-Expect death towards the end of the game-
-Items are ALWAYS situational-
[Passive]This is sort of a restricted stealth. Not the best passive in the world, but if you are being chased around with low HP and you find yourself trapped, a quick stand still in a bush or hidden area could save you. This is also good for surprising people beginning game in lanes you aren't supposed to be in!
[Q]This is your anti-AD carry, and with this build, it will hit hard. A quick blind, along with a longer range than auto-attacks allows this spell to be great for picking off stragglers.
[W]A nice little passive and active. Gives you move speed, and when activated, doubles that speed. This will help you catch/get away from enemies.
[E]A passive dot, and one of the hardest hitting poisons in the game. And it ticks for quite a while. Use this to harass, shoot them once, run away.
[R]THE signature Teemo spell, and one of the best traps in the game. Gives you jungle and lane control, helps with ganks and escapes. This will do a good chunk of damage in this build as well. You just need to make sure you place these EVERYWHERE. Don't be afraid to leave your lane for a second to place one somewhere else. Help your teammates out a bit.
1. 2. 3. 4.
Greater Quintessence of Ability Power
Greater Mark of Magic Penetration
Greater Seal of Mana Regeneration
Greater Glyph of Scaling Ability Power
This Quintessence will be great all game, especially early game. A nice AP start for any caster or AP hybrid. I use this on all of my AP characters.
This is for early game dominance. This won't do much for you late game, however, the effectiveness of this early game is nearly unmatched (except by those killer Desolation Marks, which I chose not to use in this build because it's more AP focused)
A very good choice for early game regeneration. This will sustain your mana without the need to buy ****py Mana Potions. As long as you do not mega hardcore spam spells and just poke, you will be more than okay with mana.
Now, you're probably wondering "what about late game you noob?". This is where the late game power comes in. This is an exceptionally great glyph, giving you a great amount of AP for late game. This goes very well with your Rabadon's Deathcap late game.
Flash is always a good choice for Teemo. It provides a good escape mechanic, as well as being able to flash in/out quickly to shoot that last dart that will land you a kill on the runner. I almost always use Flash, even post-nerf.
Ignite works extremely well with Toxic Shot for securing kills, especially first blood. This is a must have.
Teleport is another decent spell for Teemo. This will allow him to get to lane quickly since you should be soloing anyways, as well as set up mushrooms in the jungles and along lanes. KEEP IN MIND YOU CAN TELEPORT TO YOUR MUSHROOMS! This is great for ganks.
Ghost is excellent for escaping, catching up, or ganking lanes before they even know what hit them. Combined with Move Quick, you will fly from lane to lane.
Exhaust is never a bad choice for DPS. This will help you with your 1v1's and your runners, however I think there are better choices for Teemo.
Heal is better for players new to Teemo or new to the game in general. Heal can help you survive that tower dive. Using heal at very low hp will catch the over-extending enemy off guard and may land you a kill. However, this is not the best choice for Teemo.
I can see how Cleanse may be good for Teemo, but you shouldn't really need it. You should be keeping your distance and DPS'ing a single target, not taking any damage. You have plenty of escape mechanics.
Everything else is a no.
This section has been COMPLETELY redone. Again. (and again.)
The reasoning for my item choices has been moved to the notes up in the items section up top. I left the a few sections (removed a lot of it) should you need to refer to it during a game.
- Zephyr is a newer item that offers great stats. The AS and move speed are insane, combined with the tenacity and AD for a great range of stats. If you get this item, grab Sorcerer's Shoes or other boots instead of tenacity boots.
- Abyssal Scepter is another great item if the enemy AP is giving you trouble.
- Athene's Unholy Grail is still exceptional after it's nerf. Still offers MR and will help with mana.
- Banshee's Veil will always be great because it offers health and mana as well as a great active.
- Iceborn Gauntlet is a newer item and is excellent if you need help kiting and need the armor that is offers.
- Runaan's Hurricane can replace Wit's End in the main build should you find yourself not needing the magic resist or on-hit effect. This is excellent for teams that bunch up.
These items work very will with eachother for added hybrid-ness and survivability should your team need a hybrid Teemo.
- Mejai's Soulstealer is a risky item to begin with. Relying on kills to gain your AP is NEVER a good idea, especially for someone as squishy as Teemo. This is a big no.
- Archangel's Staff is not for this build at all. This takes a while to build up and is EXPENSIVE. If you want mass AP, get a Zhonya's Hourglass.
- Rod of Ages is not for this build either. While many AP focused Teemo's like this item (it is a GREAT item), it will simply slow you down far too much and will massively increase the total cost of your build.
Okay, with all that being said, feel free to try your own mix of items to find what you like the most! Try my items out and see what you think! Everything is situational!
Tips & Farming
- Last hitting is always important. You cannot afford to miss last hits as Teemo, nor push too far into your lane. Your excellent map control and high mobility won't always save you.
- Make use of your abilities. If you have an extra Noxious Trap available, and your lane is pushed near YOUR tower, farm away! This tactic is also amazing for split pushing!
- Zone them and poke them to space. Keep them afraid and away from you. Harass them with attacks and poisons. Place mushrooms EVERYWHERE.
- Gank away. You are swift, and deadly. Use that to your advantage. Your enemy will never know if you're in the jungle planting mushrooms, at base, or what.
Mushroom Placement (IMPORTANT)
You want mushrooms EVERYWHERE. And I mean EVERYWHERE. Jungles, lanes, rivers, near buffs, whatever.
Blue or yellow means IMPORTANT! Always have Mushrooms here.
Red is less important, get these locations last.
_______3v3_______Protecting the speed buff and altars is very important. You may want to consider placing some shrooms near the giant spider.
_______5v5_______Baron, along rivers and buffs. Also, frequently used escape routes.
Don't be scared to leave your lane to place a mushroom!
My mushroom placement is based around good map control as well as cutting off escape routes/creating escape routes for yourself and your teammates. Protecting buffs and potential ganks is very important.
This is a short guide on the best way (in my opinion) to build Teemo in the Dominion game mode!
First things first: Teemo is not, and probably never will be a top pick for Dominion. Other carries, such as Vayne or Graves do much better than Teemo in Dominion. Why, you ask? Well, with the amount of gold generated, modified by kills/assists/captures and minion CS, Teemo falls off in damage late game compared to these other carries, given the amount of gold earned. Keep that in mind when playing Teemo in Dominion.
Because of Teemo's low HP and poor (compared to other carries) late game, there is only one good way to play him in Dominion. And that sure as hell is not my normal Teemo build. I am not a fan of AD Teemo, but it looks like we have no choice!
Standard AD carry masteries with a touch of tankyness. Durability combined with the Armor and MR bonus will help out all game.
Greater Mark of Lethality
Greater Seal of Scaling Armor
Greater Glyph of Scaling Magic Resist
Greater Quintessence of Scaling Health
Tanky DPS runes. The Armor and Magic Resist per level make for a nice late game defensive advantage. Armor Pen is for obvious reasons, and Health per level quints are much needed. Normally, I would use flat armor seals and flat HP quints, but since leveling in Dominion is quick and fast paced, per level make sense.
Easily the best set of summoner spells in Dominion. Ghost is for mobility and backdooring, and Ignite will get you more kills than you think.
You already know what's coming next - that's right, a Phage! A nice a tanky type of start.
End game build
I would suggest rushing a Phage, then going straight for Wit's End. By this point, you should also have your Boots of Mobility OR Mercury's Treads against high CC. After that, finish Frozen Mallet. Atma's Impaler is the next choice for damage, naturally. After that is built, you will want sustain. Vampiric Scepter is a good choice. But you won't finish that into a Sanguine Blade until you build a Infinity Edge first!
Sorry, kind of small. The key here is protecting buffs and health packs. Slowing them down is key in Dominion, and you would be amazed how many people will walk into health packs with 5 hp and hit a mushroom. You can use these to farm, or whatever else. It's hard to tell EXACTLY where to place them, as the pace is always changing in Dominion.
- Keep moving. If you can backdoor, backdoor. If you can protect something, protect something. Staying in one place waiting for an enemy is the worst thing you could do, especially with Boots of Mobility.
- Assist your teammates. Naturally, because of how fast you are, you can rush to bottom after capping top and catch the enemy bottom off guard for an easily kill and tower secure. But don't leave if you know 4 enemies are approaching top!
- Kite, and learn how to kite well. Just because you are tanky and sustain-y in this build does not mean you can take Tryndamere's massive right click power. Use your mushrooms, use your blind, and keep them slow.
Thanks for reading my dominion guide! If you have any suggestions, message me or comment. I may end up adding more to this if I feel necessary.
Shout out to jhoihoi for the dividers!
Hall of Fame
Thanks for those who have submitted their scores! Submit yours and you could be added to the Hall of Fame!
Add me in-game: Black Tides
Thanks to Daemus, Xaioli, NoUnboundFreedom and Junsupport for recommending changes!
SPECIAL THANKS to jhoijhoi for writing such an amazing guide on how to... make a guide. View it here. I used some of her ideas and codes and combined them with my unique ideas!