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Teemo Build Guide by Lermontov

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.


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League of Legends Build Guide Author Lermontov

TEEMO: OVER 1000 DAMAGE OUTPUT PER SEC

Lermontov Last updated on November 7, 2012
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Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 24

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 6

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


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INTRODUCTION

THE LERMONTOVIAN INSTITUTE OF HIGHER GAMING PROUDLY PRESENTS:
THE MODIFIED TEEMO OP GUIDE
the key characteristics which we feel set us apart are the following :
unprecedented celerity of movement
unprecedented rate of encounter
Unprecedented rate of destruction
BEST EARLY AND LATE GAMEPLAY VIABILITY


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NOTES

I SHALL RESTATE THAT THIS IS THE HIGHEST DAMAGE OUT PUT PER (1,030) sec of Any build out at the moment. WE HOLD THE CLAIM FOR BEST TEEMO LATE GAME CURRENTLY BEING PUBLICISED. Please let us know how we may serve you better. The Lermontovian Institute of Higher Gaming Wishes you pleasurable Gaming experience.


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The Reveal

Dear Souls,
by incorporating the Lermontovian Build You will have come upon a new age in your Lol experience. And age of unparalleled propitious opportunity. From the get go I shall warn you that by committing to this build you will break Lol dogma. We are not building Teemo to be some insipid little hybrid, or as the nauseating phrase goes, the LIVING WARD. He is an Ad heavy support that if utilized correctly can take on role of carry/bruiser. All we ask from you is full hearted commitment to a more aggressive game play as opposed the canonized Teemo Entente. his Ultimate which while having its uses is by the standards of our criteria bizzarely useless and should be used simply as niche. For you see dear heart! We shall make your little rat into, simply put it, a GOD!


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Runes

THIS IS WERE YOU FIND OUR PRODUCT TO VERY MALLEABLE
WE SUGGEST EXPERIMENTING WITH ALL TYPES. ARMOR PENETRATION IS A GOOD BET AT TIMES, AT TIMEs USELESS. Our RUNED BUILD IS FOR PROS. NEW COMERS SHOULD START WITH ARMOR AND LIFE SUSTAIN to maximize chances of an okay outcome.


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Pros / Cons

Pros:
AS runes and items give great damage output from the get-go
MS allows for harassment and chase capabilities unparalleled in game
Runes in Crit and 2 phantoms give your insane late game (up to 560 on hit damage)
boots of mobility give whole map presence
Abilities allow for 3 second shutdown of any mage, AD carry, bruiser in game.
Your apparently low hp build = Global Taunt
One of the best pushers and farmers in game
Surge allows for 5 second (mid game) tower takedowns

BEST EARLY AND LATE GAME CURRENTLY OUT THERE

Cons:
boots of mobility give you disad early on compared to other boots
relies on aggresive gameplay
Relies on kills, and plenty of them to buy items
Not a viable solo top pick
Not as effective at mid (though still viable)
Rather squishy early on (PARTLY COMBATED BY VITALITY POTIONS)
In need of good partner for first 4 to 6 levels
Weak early on vs several unorthodox Teemo counters. (luckily they are rarely picked) rather weak mid game


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ITEMS

ATTENTION:
FINAL ITEM IN LEAST IS CIRCUMSTANTIAL
BY ALL MEANS EXPERIMENT
BY THIS TIME IT DOESN'T REALLY MATTER


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Masteries

Our Masteries are AD HEAVY
A 18 12 0 build is more recommended for starting players for best life sustain
We are in effects building Teemo as a somewhat TANKY Glass Cannon with On Board Presence.


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Creeping / Jungling

Don't do it


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Summoner Spells

The recommended spells are of course for seasoned competitors.
Experimental stages in such build may be accompanied by either flash, heal, or teleport. All rather decent and pawky on the swift scout.

Our combinations offered should shut down and take out all ap/ ad carries including off tanks.


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Farming

You should have no problem here. If you do poorly you are an incurable amateur.


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Summary

This is the first unfinished efforts from the Lermontovian Institute of Higher Gaming
Please dear souls! COMMENT!