Teemo Build Guide by jts2

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League of Legends Build Guide Author jts2

Teemo: hybrid with an AP edge [S3]

jts2 Last updated on May 18, 2013
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by Phever » April 3, 2011 2:54pm | Report

VOTED +1

I dont like Hybrid teemo's that get Malady and Nashors Tooth. I mean if you want attack speed id Recommend Malady and if you are going for cooldown with Nashors Just grab a morello's evil tome. But both are just a waste of money because with one his attack speed is like 1.4 and he does a lot of damage if you go Ap so just suggesting. Other than that its good +1


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by jts2 » April 3, 2011 2:56pm | Report

Phever wrote:

I dont like Hybrid teemo's that get Malady and Nashors Tooth. I mean if you want attack speed id Recommend Malady and if you are going for cooldown with Nashors Just grab a morello's evil tome. But both are just a waste of money because with one his attack speed is like 1.4 and he does a lot of damage if you go Ap so just suggesting. Other than that its good +1


Yeah you have a good point, I just wanted the AS for a bit more team fight capability. I wanted to keep it hybrid, but give AP the edge.




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by Phever » April 3, 2011 5:48pm | Report

So in my opinion i wouldnt get em but you go with what gets you kills ;D


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by Daemus » April 3, 2011 6:21pm | Report

VOTED +1

Good work with the guide.

A few things I would suggest trying out.

Drop the Malady if you are doing SR. I use Malady for TT because of the shorter games and less incoming damage (3 enemies instead of 5 wanting to smash the cuteness out of you). The Malady is less expensive and works well with Teemo so I am in favor of it on TT. In SR the Malady is something I pass on in favor of items that are more specialized to the team I am facing.

If mid, starting with boots and pots does fine for me. If in a side lane, I opt for Doran's Ring for the nice mix of stats.

I grab a codex as the first item (builds into Nashor's) after basic boots, no matter what map I am on. I usually can pick it up right around 6 or shortly after. The cd reduction helps get shrooms out faster and the mana regen usually gives me just enough to not have to take a break from dropping shrooms.

After the codex, in place of a Malady, I usually take one of the following items, based on what I am against:
- Bloodrazor if against a high hp team. This isn't just for a team with tanks, many of the games I play have summoners that pick up hp in some form, no matter what the character. Maybe in your bracket summoners are picking up a decent amount of hp, but if they are, give bloodrazor a try. This also gets you the atk speed you like. Get the razor as the first piece for the bloodrazor, for the armor and farming boost.
- Banshee's Veil if against an AP burst team. This is also a favorite for me if I am against another Teemo.
- Will of the Ancients / Stark's if I feel it will do more for the team than getting another item solely for myself. WotA gives nice AP and isn't horribly expensive. A definite choice if there are at least 2 big AP characters on my team. Stark's does less for this build, but you do get something out of it and it can really help your team if you have a couple high AD teammates that can make use of Life Steal and Atk Speed.
- Rod of Ages is something I pick up quite often on Teemo. It is usually my default choice and I get one of the above instead, if the situation calls for it. Combined with Rylai's, it gives you a big hp pool and is great if you are against a team that can close on you fast, such as an Akali, Nocturne, or Jax, knowing that you can soak up some damage from them. Extra hp, mana, and AP - a great Teemo item. Just make sure if you are getting it, you get it early for the bonus max as soon as possible.

Regarding your runes, if they work for you (or they are what you have available), then great, but I don't agree with all of them as being the best you could get.

Marks look good. +1 on flat Magic Pen.

Seals, I don't think the AP gain is worth missing out on either MP5/Levels or flat armor. I suggest flat armor, not only because they give a boost in one of Teemo's weakest areas, but also because they make early game harassment easier. Keeping enemies out of the exp bubble is something that Teemo is great at, and taking less damage from minion wave hits for a couple seconds that you pull their fire while harassing gives you more dominance in your lane.

Glyphs, I can see AP being alright, but why not AP/Level? By the time you get your shrooms at 6, the per levels have already caught up to your flats in value. You get more end game AP from them and Teemo isn't really a first blood superstar that needs the higher AP at level 1. The gain on Toxic Shot / Blind Shot for harassment in the first few levels isn't really notable either. My personal choice is Magic Resist. I find that, aside from champs like Jax and Akali that can close quickly, casters are my biggest problem on Teemo. Having a little magic resist from glyphs works well for me.

Quints, I can agree with the flat AP being a solid choice. I would also suggest trying 3 Atk Speed, or 2 Movements and 1 Flat HP (my personal favorites), to see if they work for your play style.

That is all I can think of for right now. Once again, good work with the guide. I hope you give some of my suggestions a try and let me know what your impressions are.

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by jts2 » April 3, 2011 6:47pm | Report

Daemus wrote:

Good work with the guide.

A few things I would suggest trying out.

Drop the Malady if you are doing SR. I use Malady for TT because of the shorter games and less incoming damage (3 enemies instead of 5 wanting to smash the cuteness out of you). The Malady is less expensive and works well with Teemo so I am in favor of it on TT. In SR the Malady is something I pass on in favor of items that are more specialized to the team I am facing.

If mid, starting with boots and pots does fine for me. If in a side lane, I opt for Doran's Ring for the nice mix of stats.

I grab a codex as the first item (builds into Nashor's) after basic boots, no matter what map I am on. I usually can pick it up right around 6 or shortly after. The cd reduction helps get shrooms out faster and the mana regen usually gives me just enough to not have to take a break from dropping shrooms.

After the codex, in place of a Malady, I usually take one of the following items, based on what I am against:
- Bloodrazor if against a high hp team. This isn't just for a team with tanks, many of the games I play have summoners that pick up hp in some form, no matter what the character. Maybe in your bracket summoners are picking up a decent amount of hp, but if they are, give bloodrazor a try. This also gets you the atk speed you like. Get the razor as the first piece for the bloodrazor, for the armor and farming boost.
- Banshee's Veil if against an AP burst team. This is also a favorite for me if I am against another Teemo.
- Will of the Ancients / Stark's if I feel it will do more for the team than getting another item solely for myself. WotA gives nice AP and isn't horribly expensive. A definite choice if there are at least 2 big AP characters on my team. Stark's does less for this build, but you do get something out of it and it can really help your team if you have a couple high AD teammates that can make use of Life Steal and Atk Speed.
- Rod of Ages is something I pick up quite often on Teemo. It is usually my default choice and I get one of the above instead, if the situation calls for it. Combined with Rylai's, it gives you a big hp pool and is great if you are against a team that can close on you fast, such as an Akali, Nocturne, or Jax, knowing that you can soak up some damage from them. Extra hp, mana, and AP - a great Teemo item. Just make sure if you are getting it, you get it early for the bonus max as soon as possible.

Regarding your runes, if they work for you (or they are what you have available), then great, but I don't agree with all of them as being the best you could get.

Marks look good. +1 on flat Magic Pen.

Seals, I don't think the AP gain is worth missing out on either MP5/Levels or flat armor. I suggest flat armor, not only because they give a boost in one of Teemo's weakest areas, but also because they make early game harassment easier. Keeping enemies out of the exp bubble is something that Teemo is great at, and taking less damage from minion wave hits for a couple seconds that you pull their fire while harassing gives you more dominance in your lane.

Glyphs, I can see AP being alright, but why not AP/Level? By the time you get your shrooms at 6, the per levels have already caught up to your flats in value. You get more end game AP from them and Teemo isn't really a first blood superstar that needs the higher AP at level 1. The gain on Toxic Shot / Blind Shot for harassment in the first few levels isn't really notable either. My personal choice is Magic Resist. I find that, aside from champs like Jax and Akali that can close quickly, casters are my biggest problem on Teemo. Having a little magic resist from glyphs works well for me.

Quints, I can agree with the flat AP being a solid choice. I would also suggest trying 3 Atk Speed, or 2 Movements and 1 Flat HP (my personal favorites), to see if they work for your play style.

That is all I can think of for right now. Once again, good work with the guide. I hope you give some of my suggestions a try and let me know what your impressions are.


Thanks for the suggestions. I added Will of the Ancients to the viable items, and changed Glyphs.




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by tw1k » April 3, 2011 8:47pm | Report

VOTED +1

I really like this item build, but I went with different masteries and runes. Early on the AS is great, and you are building a little AP, making you a good hybrid with some nice CDR. Then you just stack on more AP. I just went 9/2/6 with this build. I got all the way to Rabadon's but the game ended before I could even cast one spell after having it.

It's funny, too, because I was just thinking about trying out Nashor's Tooth in a build for Teemo and I came to look for builds that featured it. Yours was the most recent build and was pretty much exactly what I had planned to try out: Malady + Nashor's Tooth plus big AP afterward. Good stuff!

I used Magic Pen marks, flat health seals and quints, and a mix of CDR glyphs. Combined with 14/16/0 masteries (all the way to 4 stacks of +health) my starting health was so high that I could take on Xin 1 on 1 every time in my starting lane. I really like the extra survivability early on for some quick kills to get extra cash.

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by jts2 » April 4, 2011 4:39am | Report

tw1k wrote:

I really like this item build, but I went with different masteries and runes. Early on the AS is great, and you are building a little AP, making you a good hybrid with some nice CDR. Then you just stack on more AP. I just went 9/2/6 with this build. I got all the way to Rabadon's but the game ended before I could even cast one spell after having it.

It's funny, too, because I was just thinking about trying out Nashor's Tooth in a build for Teemo and I came to look for builds that featured it. Yours was the most recent build and was pretty much exactly what I had planned to try out: Malady + Nashor's Tooth plus big AP afterward. Good stuff!

I used Magic Pen marks, flat health seals and quints, and a mix of CDR glyphs. Combined with 14/16/0 masteries (all the way to 4 stacks of +health) my starting health was so high that I could take on Xin 1 on 1 every time in my starting lane. I really like the extra survivability early on for some quick kills to get extra cash.

Awesome man, thanks for sharing your success! Glad to see this worked for you. And thanks for voting everyone!




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by Daemus » April 4, 2011 9:02am | Report

I am glad you got something from what I wrote. WotA used to be very situational for me, using it only when I was playing with friends that I knew would put it to good use, or when I could see that I had a couple good champs with me that would make use of it.

Lately though I have been using it a lot more often. I have been saved multiple times by spell vamp after getting someone to walk over a shroom while I was trying to get away.

The shrooms are AOE so they only give 33% spell vamp, meaning 33% of the 20%, so 6.66% of the damage is gained as hp. For a 1k damage shroom, assuming magic resistance and spell pen was already figured in, you get 66.66 hp from it.

But you get 33% of the 20% spell vamp from each target affected. That means if you drag 3 enemies onto a shroom for 1k damage each, you essentially get 100% of the spell vamp value, 200 hp. Place one in a lane with a swarm of minions coming as you are running past, trying to flee from a crazed olaf, and watch your hp shoot up as a bunch of minions run over your shroom. Spell vamp can be tough to use well on Teemo, but very rewarding when you get it just right.

It should be noted that it does not work with Toxic Shot ticks, so take that into consideration when you are deciding what to get.

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by Tryforce » April 4, 2011 9:19am | Report

awesome build! :D

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by Talerin » April 4, 2011 12:09pm | Report

VOTED +1

Amazing build, all of the items are perfect.

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