Teemo Build Guide by RossumEcho

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.

League of Legends Build Guide Author RossumEcho

Teemo [S4]: Death by Yordle (Patch 4.14 UPDATE)

RossumEcho Last updated on August 13, 2014
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All lanes

Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
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.



Offense: 21

Legendary Guardian

Defense: 9


Utility: 0

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Hello reader!

This is my very first guide.

This guide is aimed towards players who prefer AP Teemo. This is by no means a, "If you don't do this you're a total n00b" guide. As Teemo, he is extremely versatile as a champion. It all comes down to play style and play preference. I can't stress that enough. The way I play AP Teemo is probably different from the next guy who decides to play Teemo.

However, Teemo is generally considered an AP carry and usually lanes Top, and sometimes Mid. Teemo can also be considered support.

I also added AD Teemo, Supp Teemo to the builds as well. Mid Teemo can pretty much go the same build as AP Teemo top. Although playstyle, generally, is the same, I briefly go over how to play Teemo as support, and as Jungle (In process).

I'd like to think of this guide as simply a starting point for those just picking up Teemo for the first time, or if you want to improve your Teemo. Along the way, you'll figure out your own play style and what works for you.

Regardless, I hope this helps you become a better Teemo!

Happy Shrooming!

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Pre-Season Changes

Hey all,
This section will be specifically dedicated to those who have previously played Teemo (or know how Teemo works), but are unsure how to utilize him for the pre-season. There's a lot of changes going around, so this is a little summary of what changed, and what we do now.

If you are new, you can read this if you like, but everything below this section will also be mentioned below.

Keep in mind, that because this is Pre-season, it will constantly be changed.


It is absolutely crucial that everyone now wards. We are only limited to 3 Stealth Wards and 2 Vision Wards That are no longer invisible. Only 3 wards total are allowed on the map Also with the addition of trinkets, Teemo support is now more viable than ever. Only 3 wards and 1 vision ward are allowed on the map from the player. This includes the ward from your trinket Warding Totem.

I have now included wards and trinkets in the core build in order to encourage us all, no matter what lane, to ward.

For trinkets, I suggest getting the Sweeping Lens trinket or the Warding Totem trinket. Although you can get the Scrying Orb if you please, I do not recommend it because it only reveals the area for a very short duration. The other two trinkets are much more useful.

In addition to changes in vision, Oracle's Elixir no longer exists on the Summoner's Rift Map.


Some of the biggest changes to the pre-season are vision, and masteries, and Runes. I go over these more in depth in the Masteries section, but in summary, I recommend putting a point in Feast and Dangerous Game for sustainability in lane.

The reason I put a point in Spell Weaving and Blade Weaving is because Teemo is kind of a hybrid-style champ. Hence, which is why AD Teemo and AP Teemo are viable. It's win/win for little Teems.

In my previous guide, I went 21/0/9, however for AP Teemo top, it will be no longer necessary as long as there is a point in Dangerous Game .

I would also like you to note that in Season 3, there was the Total Biscuit of Rejuvenation mastery that was given at the start. This has no been removed, and replaced with culinary mastery which turns any health and mana pot into a rejuvenation biscuit. This biscuit instantly replenishes both health and mana.

I highly recommend this for early game and for clutch healing.
Not much has changed in terms of items for Teemo. The only change are the addition of new support items Talisman of Ascension (AKA Shurelias Reverie), Frost Queen's Claim for AP supports, and Face of the Mountain for Tank/ Tanky supports.

Both Talisman of Ascension and Frost Queen's Claim grant gold bonuses.
In Summary

The only main changes to Teemo for pre-season 4 (so far) are the masteries and support items. Everything else should be the same!

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Pros / Cons


  • Extremely Versatile
  • High bursts of movement speed
  • Anti-AD
  • Poison causes Damage Over Time (DoT)
  • Great Early and Mid Game Phase
  • Getting kills when you least expect it
  • No skill shots
  • Freakin Cute


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Greater Quintessence of Ability Power
Your standard AP Boost. These are essential for any AP carry.

Greater Mark of Magic Penetration
This is for Teemo to have an edge early game.

Greater Seal of Mana Regeneration
This is to make up for the mana cost of Shrooms. Shrooms actually cost quite a bit of mana, so you're going to need some mana sustainability other than mana pots, or going back to base and leaving lane (essentially giving up farm).

Greater Glyph of Ability Power vs Greater Glyph of Scaling Ability Power

The reason I took flat AP over scaling AP is because my take on Runes and Masteries is that they're supposed to give you that "edge" early game. It's not exactly a game changer, and should honestly do you no good late game.

Not including the Greater Quintessence of Ability Power, If I take Greater Glyph of Ability Power ,it gives me 11 AP for the entire game. If I decide to take Greater Glyph of Scaling Ability Power, it will only give me 2 AP to start, but 28 AP once I reach level 18.

Now if I include the Greater Quintessence of Ability Power, the AP given with Greater Glyph of Ability Power goes up to 26 AP. With the Greater Glyph of Scaling Ability Power, I will have 15 AP, + 28 AP (for a total of 43) when he hits level 18.

To be honest, 2 AP is not going to make any difference in Teemo's early laning phase. Runes are not game changers, they're simply there to help you and give you an edge early game.

That means, for every level before 18, he will be stuck with 15 AP until then, versus the flat 26 AP that he'll keep for the entire game.

There's no point in being 9 AP behind of where you could be for 17 levels, than having slightly more AP for level 18 and late game, which is where he starts to become weaker.

In fact, there is no guarantee that Teemo will even reach 18 every game.

Other optional Runes

I want you to note that changing Runes work best when you know who you're up against in champ select, like in Draft or Ranked mode.

You can replace Greater Seal of Mana Regeneration Runes with any defensive runes such as Greater Seal of Armor. Most of the time, you do end up facing off against an AD Top laner. Check my Champion Analysis page below to see which Champs, and use your best judgment.

You can also replace Greater Seal of Mana Regeneration With Greater Seal of Scaling Ability Power for even more AP harassment when you know you're not giong to have a hard time in lane.

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As far as Masteries go, I want you to remember this is based on my personal preference and play style. However, there are a few essential masteries you must have for Teemo.

Offense Tree

Must Haves

Arcane Mastery (NOT THE RYZE SPELL. DAMN YOU MOBAFIRE. +8AP), Mental Force , Archmage , and Arcane Blade are your AP standard Masteries. They'll give you extra boost in AP for your early laning phase.

Blade Weaving , Spell Weaving , are special for hybrid champions, which Teemo can very well fall under that category.

I recommend a point in Feast and Dangerous Game for extra sustainability. You never know when either of these will save you from death.

Defense Tree

Is generally up to you and what kind of defense you need.

Same goes for the Utility Tree.

The "No-No" Masteries

These are masteries the pure AP Teemo should NOT take.

Offense Tree

Reason being, Martial Mastery , Brute Force , Frenzy and Warlord are all for Attack Damage, not Ability Power. Remember, this is an AP Teemo guide, not a Teemo hybrid guide.

The rest you can put in based on your preference. Remember, Masteries in general are highly situational.

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Summoner Spells

Deciding what to take in lane? It does vary. Ignite is pretty standard, but it's different for every situation.

Must Have

Flash is a must must must take.

Ignite is if you're going to be aggressive, and if you're going to win. Unfortunately with the tank top Meta at the moment, this may/may not work to your advantage. I would take ignite most of the time against someone like Riven or Aatrox

Exhaust is a good defensive and offensive spell and is perfect for champs that are highly mobile and like to dive towers. You can use this either when you're being dived upon, or to secure a kill. I would take this against champs such as Nocturne and Renekton

Heal is good against any top laner that has DoT, or if you know you're going to be in a bind. This is almost interchangeable with Barrier. I would grab this spell against Talon or Darius

Barrier is again, a defensive spell. Currently, this is not as effective as heal is in taking, but it's almost equal. Again, defensive spell. I use it against anyone who's going to burst me down in 3 seconds. Also viable against someone like Riven

Cleanse I take cleanse against CC heaving champions such as Pantheon. Be Wary, cleanse has a much longer cooldown than Pantheon so you have to use this spell when it counts.

Teleport I take if I feel like Teemo is going to have to be in a position to split push. Situations would be if our team composition isn't as stellar as the enemy in team fighting. If the enemy team is very heavy in AoE whereas yours isn't, your team may have to resort to split pushing, pressuring the map, and avoiding any direct 5v5 fights.

DO NOT Recommend

Ghost is often used to chase down or run away from the enemy, much like flash. I Do not recommend it just because it's not particularly useful on Teemo. He does have his Move Quick after all.

Smite should be taken ONLY if Teemo is jungling.

Clarity is a spell I Do not recommend. You should not have to use your mana up to an extent where clarity is necessary.

Revive is a well known troll spell unless it's URF mode. Do not recommend. AP Teemo is especially squishy and Revive is a very defensive spell where if the game gets to late game you want to rush to the tower to be able to defend it. Unfortunately, Teemo is very bad 1v5 against a tower unless your entire base is shroomed.

Clairvoyance HAHAHAHAHA No. It's a pretty useless spell all around (In my opinion) and anything you need to see with Clairvoyance your trinket can be used (either Warding Totem or heck even Scrying Orb), wards, or your shrooms.

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Passive:If Teemo stands still and takes no actions for 2 seconds, he becomes stealthed indefinitely. After leaving stealth, Teemo gains the Element of Surprise, increasing his attack speed by 40% for 2 seconds.

The only exception is if someone places a Vision Ward. Although invisible, he is still vulnerable to AoE (Area of Effect, such as champions like Brand) attacks.

Obscures an enemy's vision with a powerful venom, dealing 80 / 125 / 170 / 215 / 260 (+80% of ability power) magic damage to the target unit, blinding them and causing all their attacks to miss for 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds.

This makes him Anti-AD as AD Carry's heavily rely on their auto attacks. Max this second.

Passive: Grants 10 / 14 / 18 / 22 / 26 % increased movement speed until struck by a champion or turret. The passive is restored 5 seconds (static cooldown) after last being struck by a champion or turret. Active: For 3 seconds, Teemo gains double his passive movement speed and will not lose it even if he is hit.

This is to either get you out of tough situations, or get you closer to your target.Max this Last
Now you could max it first, but that depends on your play style. If you prefer to kite, Max W second, however if you tend to be a bit more aggressive in lane (like me), you want to max this last. Reason being, for a little bit more aggressive players, this is your escape skill (assuming flash is down),

Passive: Each time Teemo attacks an enemy, he will poison the target, dealing 10 / 20 / 30 / 40 / 50 (+30% of ability power) magic damage on hit and 6 / 12 / 18 / 24 / 30 (+10% of ability power) each second for 4 seconds. The duration of this poison will be refreshed with every subsequent attack, but the damage does not stack.

This is always left on. It does not stack, however the effects refresh after every attack. This is also why it's important that when going for the kill on the enemy, try your best to hit them until you can't (like they've gone out of reach) Max this first.

Teemo places an explosive poisonous trap using one of the mushrooms stored in his pack. If an enemy steps on the trap it will release a poisonous cloud, slowing enemies and damaging them over time.

Uses a stored mushroom to place a trap that detonates if an enemy steps on it, spreading poison to nearby enemies that slows movement speed by 30/40/50% and deals 200/325/450 (+50% Ability Power) magic damage over 4 seconds. Traps last 10 minutes.Teemo forages for a mushroom every 35/31/27 seconds, but he is only big enough to carry 3 at once.

*NOTE: The time Teemo's shrooms last has been reduced to 3 minutes on maps such as Twisted Treeline and Dominion.

This is what makes Teemo, TEEMO! Although the shrooms poison do not stack, they will refresh after every hit. Max this whenever you can

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Starting Items

For laning, there are two options. The basic one is to go Boots of Speed and x3 Health Potion. 1 health potion can also be changed with a Mana Potion if you feel like you really need it.

This is for a defensive start against a champion you know Teemo will suffer against (such as Zed or Kha'Zix). You can then later build the cloth armor either into a Ninja Tabi or a Seeker's Armguard (Which can then be built into a Zhonya's Hourglass)

This is if you find you're mana hungry, or need to utilize your shrooms more than usual (or harassing them AKA easy lane) and need more mana. Because Doran's ring gives mana (I believe in patch 3.7), this is now viable.

This is an defensive start, with the goal of sustaining in lane. I actually used this if I was versing another Teemo or if I was against someone who I could harass, but also would take damage from. Someone who is of medium difficulty. If you're not sure, be sure to check my Champion Analysis page below.

Early Laning Phase

Start building up to your Nashor's Tooth, which is one of the core Teemo items.

I start building Haunting Guise If I feel like I need more health in lane. This is usually if I find I'm heading back to base too much, or getting too much harass, or just general knowledge that at the champion I'm laning against could jump me at any moment and cause me to die.

Mid Game

They did recently nerf this, however it is still viable. This item is essential for Teemo. It gives him a great boost of AP and attack speed.

This is for the HUGE boost in AP you're about to get. It's unique passive makes it essential for any Champion AP. I try to rush this as soon as possible.

This gives Teemo a bit of health for longer sustain, as well as making your Shrooms reeaally hurt. The unique effects of it can get you an instant kill if they step on enough shrooms (around 3, but depends on amount of health the Champion has). Now the effects do not work as well with Teemo's Blinding Dart, but your Shrooms are going to do MAJOR damage.

Late Game

Late Game items become HIGHLY situational. You may want to get some defensive items at this point, or grab some more AP.

These are both great defensive AP items. Rylai's Crystal Scepter Unique effect is KILLER combination of Shrooms with your Liandry's Torment as well as a little boost in health, while Zhonya's Hourglass gives you an extremely large boost in AP. Void Staff is when the other team figures out how to counter you and decides to grab Magic Resist.

Other/Situational Items

Either of these boots can replace your Beserker's. Mercury's Treads for more magic resist, and Ninja Tabi For armor.

If you take Armor Runes instead of Mana, this is the perfect item. It adds MR, AP, CDR (not really needed, but sure), and a good amount of Mana regen. It's better than taking something Teemo doesn't need, like the Tear of the Goddess

You COULD get this because it has a large Attack speed burst. But keep in mind, Attack Speed Caps at 2.5 If you get the Nashor's Tooth, Berserker's Greaves, and this Runaan, it WILL be capped. DO NOT GET ANY MORE ATTACK SPEED ITEMS AFTER PURCHASING THIS. You'll just be wasting your gold. I personally don't lke Runaan's because it only gives you speed and nothing else. Attack speed is usually coupled with Attack Damage. We are AP Teemo so we don't necessarily need it.
I personally don't like this item. It just seems kinda, "meh" to me. But it's not bad. Not the greatest item, but it's not bad. Your poison usually does enough damage (not to mention you have ignite) that you don't really need it's unique passive.

It's not really needed, unless you're going mid and/or happen to be up against a high AP damage champion. I'd usually get this for someone like Veigar or even Kassadin. Make sure you communicate with your team though so that only one person has it, or else it's a waste of gold (the Aura does not stack).

It's more of a defensive item, and usually for early laning because of it's unique passive. It adds extra health and mana as well as sustainability, so if you feel you really need it, go for it. Although, it's more for tanky Ap casters like Ryze

I like to buy this when I'm owning everybody's face off and need to stick around a bit longer because my Team is unable to avenge me.

This item I get very very late game when I have no idea what to spend my gold on, and I'm still owning faces. So if I can afford it, Lich bane is the way to go. This item effects all your skills and offers a great boost in AP.

Items you SHOULD NOT get

This is a risky item. If you die, you lose a third of the stacks. If you kill someone, you get some AP. Keep in mind, you are Teemo. You are bound to die at some point. Everybody dies. It's a very pricey item for a small amount of AP, and it solely relies on your life. Do not recommend.

As a general rule, do not get any Spell Vamp items. You are Teemo, you do not need it nor will benefit from it at all. You also do not need a large amount of Mana. Your Runes and Masteries should be suffice.

You also do NOT need any CDR (Cool Down Reduction) items, as Teemo has no long cooldowns to reduce. The CDR on Nashar's should be enough.

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Support Teemo

AP Teemo Support

For support Teemo, what you want to do is build CDR + AP items. Thankfully, our Nashor's Tooth works well with this since it has 20% CDR (Cool Down Reduction). Remember, CDR caps at 40%.

A good support item for him would be Talisman of Ascension (AKA Shurelias Reverie) which grants gold, mana regen, and CDR. It's perfect for CDR Teemo. This item can also be replaced with Morellonomicon, or Athene's Unholy Grail. It is completely up to you.

Reason being, with the limited amount of wards being allowed for S4, as AP support Teemo, you are the makeshift ward machine. If you go AP, this will be no problem as you can just pump out shrooms and ward the whole map if you can. There is currently no limit as to how many shrooms Teemo can place.

I would also like you to note that Total Biscuit of Rejuvenation will instantly replenish both health and mana. This is a great life saver.

I highly recommend this for early game and for clutch healing.

Remember to build your Sightstone.

Teemo Full Support

Almost the same as AP Teemo support, except we want to build support items now. Items depend on your choice.

Since you want to get some AP damage on him as well. This one is perfect. It gives him gold, has mana regeneration, and 50AP. It's passive also gives additional gold for landing some hits.

AKA Shurelia's Reverie, it's unique active is the same (speed boost). But this also gives CDR, and mana regen which also works well for Teemo. You can replace this item with Athene's Unholy Grail, but as full support Teemo, I wouldn't recommend replacing it with Athene's.

Building Frost Queen's Blade or Talisman of Ascension are both viable. If your team does not ward a lot/forgets to ward/don't want to ward/not used to warding, I suggest going the CDR route and being the teams ward machine. If they can/do ward, I suggest going for more damage.

Although also viable, is more for tanky supports/junglers. You can still build this if you wish to be tanky. If not, don't. I don't really recommend it, but if it's needed, then get it.

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Laning Phase and Combo

Like any other champion, last hitting is EXTREMELY important. Last hits take more priority than harassing.

Usually, Teemo is a more passive Champion. There are definitely champions he can be more aggressive with, but I go into more detail with that later.

You don't really have a combo, but it is an Auto Attack (AA), Blinding Dart, and another AA if you can. Your Poison, Toxic Shot should add some extra damage.

Another method is something called "kiting". Because Teemo's Shrooms are invisible, you can use that to your advantage. Especially when low, place shrooms and keep running (using your Move Quick when available) and walk the enemy into your shrooms. They will be temporarily slowed. That is your chance to blind them and auto attack them. Hoepfully they will back off and leave you alone, but if they're dumb enough you can repeat the process.

When you are exchanging with another champion, it is always good to place a Shroom Noxious Trap at your feet to add more damage.

Don't forget about defensive items like Elixir of Fortitude. It grants a large amount of health over 3 minutes (based off of AD, but a short boost is good enough). Although these items are usually used towards the end of the game, I find this benefits me the most at the beginning. Reason being, this is for laning against champions where you have to wait for the final effects to kick in.

For example, if you are against a Karthus. When he starts to press R, pop the elixir, and it COULD save your life. Now as Teemo though, you don't really lane against a Karthus. For Teemo, this is best used against Vladimir and Zed.

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Team Fights

When it comes to a team fight, stay at the back.

Teemo is squishy, he should not be focused or he will easily die.

Just like you would when laning, place a shroom down when you can. It's best to strategically try and blind everybody one by one first, however if that is not possible, Teemo should always blind the AD Carry first.

Remember, Teemo is Anti-AD. His Blinding Dart stops those couple of Auto-attacks (and any other attack that scales off of it, like Darius) from happening. Therefore, the AD will be the most vulnerable to you.

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When to split-push

Teemo has quit a bit of attack speed and can clear waves easily, so he's quite powerful when it comes to split pushing. Usually, the general rule is to push past the mid mark in lanes and then let the wave push itself.

But when should you split push a lane, and when should you try to join the team fight?

Well, in one example, lets say you are top pushing the wave, and your entire team and theirs is bot lane. Your team gets caught in a fight. You will not be able to make it in time for the team fight (unless you have Teleport so my suggestion would be to just try and push the wave as hard as you can and take as many towers as you can. Keep going until you see some people from the enemy team disappear or recall.

From there, you will have 8 seconds if they recall. You can try to see if you can push a final wave, or just back off and recall yourself.

The same goes for if you are bot lane, and the rest of their team is top.

But what if the rest of the team is mid and you are in either lane? If you see your team and theirs start to gather, either push the wave you are currently working on and head your way back to them, or (if you see them start to engage) immediately make your way back to them.

My favorite thing to do if we're winning is to apply pressure on all lanes. In the situation that all their 2nd tier turrets are down, and all that's left are the outer base turrets, I generally like to roam and push the wave for all lanes. Every time an enemy comes to clear the wave/stop me, I just change lanes.

I push top, someone comes to try and farm? I go mid and push that lane. Someone tries to clear that, go back top (if they're gone) if they're not, I go bot lane. This opens up an opportunity for your team to pick someone off or team fight and create pressure to actually take a turret.

There are very few champions that Teemo can successfully 1v1 and come out on top, so I recommend immediately backing rather than fighting if you know an enemy is about to get you.

When to NOT split push

Split pushing can easily be used in both winning and losing situations. But there are some situations you do not want to split push.

Do NOT split push if you have no vision. Teemo is a warding machine. Make sure you have a couple shrooms lined up near you (specifically in brushes) and maybe even in the enemy jungle. At one point or another, either one person, or the whole team will go up to pick you off.

Also, do not split push if you have no escape. "Move Quick" is nice, and sufficient if you know where the enemy team is, but if you don't know where they are and you flash is down, I recommend you do not split push.

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Using Teemo's Passive to your advantage

Remember you have two seconds.

Those two seconds can make a large difference.

When leashing blue or protecting red, your goal is to get to a spot before the enemy does, and stand there. You're acting much like a ward does. This is useful to spot incoming invades, or if your team wants to invade instead.

You can also use it to hide from enemy's (works best with champs that don't have AOE, like Ryze). You can hide in a bush from them for the longest time, and hopefully your jungler will at some point come up to help before their jungler does.

Sometimes you'll hide places and enemy's will walk past you with out clue. You can often catch stragglers and make for an easy kill.

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Shrooming Techniques and Tricks

Here are some great Shrooming techniques you can use! This is what makes Teemo, TEEMO!It is image heavy, so they are in Spoiler tags. The Rule of thumb is, treat your shrooms like wards.

With 40% Cool down, the max amount of shrooms you can have at one time (assuming no enemies step on them) is 34 shrooms for 10 minutes.

Where to Shroom

Below is an image summary if where you should shroom. Look only at the lanes relative to the position you are laning. Most shrooms are to protect yourself, give yourself sight, as well as protect your jungle and defending it from the Enemy jungler.
Red = Does not matter which side, you must Shroom here
Blue = If you are on the Blue side Shroom here
Purple = If you are on the Purple Side Shroom here

When Laning

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When Laning Top

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When Laning Mid

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When Laning Bot

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When Doing Baron

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Shroom Trick #1

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Baron Mushroom Trick

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Although I think in most of these cases, the team he was playing on was actually losing, these still produce many lulz from me. Don't mind the weird music.

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Champion Analysis : A-L

This part will be dedicated into going over other Champions Teemo will often face, and how to counter them during the Laning Phase. I will only be going over Champions who are Top, Mid lane, and a couple junglers that Teemo is highly vulnerable to. I will also only talk about Champion's I've versed a many times. Why? Because I don't want to sit here and make up stuff about a lane I've only ever played against once. That's more for your benefit rather than mine. I also will not go over any champions I may have versed with Teemo in Season 2, due to the massive changes in Season 3.

For this Champion Analysis, you must remember this it depends on how they play their champion. I will try my best to warn you against their usual tactics, but I cannot guarantee anything.

Easy - Owned
Moderate - It's not easy, but not hard
Difficult - but not impossible
Really Difficult - Switch lanes immediately.
Passive or Aggressive? - Whether these champions are usually played passively or aggressively
What to watch out for - dangerous skills and tactics that could cause Teemo's death. These are the skills you should be most careful of.

Champion's A-L

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Champion Analysis : M-Z

Champion's M-Z

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This will be a section of frequently asked questions about this build. Feel free to discuss with me about various builds and play styles!

Q: "Why didn't you build___?", "You should have maxed ____", "This is completely wrong, your masteries and runes should be ___"

A: I thought something like this would happen. Let me reiterate, this is not a "This is how you're SUPPOSED to play Teemo" guide or a "If you don't do this, you're a n00b Teemo" guide. All items, builds, masteries, and skills are situational. There is no "one way" to play Teemo. There are several different ways. If there was, there would be no bad Teemos. You wouldn't lose any games if there was.

This guide is something you should consider as a starting point. Builds change, people change and eventually you'll find something that works for you.

You know that Teemo Hybrid guide? I followed that line to line when I picked up Teemo. You know that AP Yordle of Doom guide? I followed that after. You know that AD Teemo guide? Heck, even I followed that after. Eventually, I found the items I liked to build and the things I liked to do.

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This guide will constantly be improved! I'm always trying to improve on my build and my strategies.

Thanks for taking the time to read this. If you have any comments, concerns, questions, or constructive criticism, please do tell me why!

Thanks for reading! Happy Shrooming!