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Spells:
Surge
Exhaust
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
INTRODUCTION
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
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.
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!
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!
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
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
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.
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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