Build Guide by Corrupted1
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 has gotten me far with teemo; 28/0/14 just yesterday. So I thought to show YOU, you brilliant teemo fans, how to build this amazing champion effectively.
Teemo's runes consist of attack damage runes, hp seals and mana regen glyphs. The reason for this is simple; attack damage boosts are extremely useful on any champion and teemo as good as any; hp runes improve teemo's ability to lane solo against one or even two champs; and mana regen because when i play teemo, traps are placed at every possible junction on the map and therefore mana regen is vital.
The mastery layout is pretty wierd but wonderful. The offensive masteries are entirely focused on boosting damage output (but not crit), adding up to 23 points. The damage against minion boost and the Magic penetration boost is incredibly important (the minion one for early on in particular). The utility masteries focus on improving ghost, mana regen and xp gain, all proving terribly important. So all together teemo is squishy but if you mid and attack the enemy champion as much as possible, you can feed easily and therefore dominate the field from early on.
Malady is a god send. Why you ask? Well the simple reason is that it increases teemo's power level tenfold at early levels especially. The boost in damage and decrease of enemy magic resist is a great leap for teemo's development in power. You should therefore get this item first and as soon as possible.
The ionian boots increase movement speed (which is useful on teemo) and even more importantly cooldown reduction.
Next is phantom dancer, which is an extra boost to movement speed and attack speed. The crit is a handy boost to damage output too.
After that, get Hextech Gunblade. Just like malady, it increases teemo's output massively. The spell vamp extremely helps for extra survivability against both champs and minions, plus the life steal.
After this, either go for Frozen Mallet if you are being targeted and struggling to survive in team fights without fleeing or need an extra slow, or another Hextech Gunblade.
The last item of this build before any replacements is another Hextech. After this, your damage output will be about 500 damage per second excluding trap poisons depending on whether you chose the frozen mallet or the gunblade as your fifth item.
At this point (late game), malady is alot less effective an item than before. So you will need a more damaging approach. As this build focuses on auto-attack damage with poisons as a moderate boost, I'd get black cleaver. It does the same as malady, except decreases armour instead of magic resistance and massively boosts damage with a slight sacrafice of ability power and a tiny loss in attack speed. Well worth the sacrafice I think.
You should always focus on your poison, not just for killing champions but for feeding from minions as well. Then you can choose to either go for speed early on (for fighting difficult champions) or your blinding shot for soloing and easy 2v2s. However, I insist that you get blinding shot at level 2 so you can still render auto-attack champions useless even if it is for a short time. Noxious trap should always be learned whenever possible, as at level 2 it is an incredible minion farming tool.
Ghost is useful in every way. It is used primarily for a boost in speed when chasing and (if you go for blind instead of move quick) a good getaway. It is used less late game, but early game is vital for teemo as if he doesnt do well early on, he will be targeted food late on unless played right.
Ignite is even more useful than ghost. It is used for killing runaway champions. With teemo's poison, you can knock three bars off an enemy at level 1; about 8 bars at level 18. It is also used for a boost if teemo's mushrooms don't deal enough damage against an enemy 1v1 (you want to get away quickly or the enemy is a heavy tank).
You should always keep your eye on teammates which are being chased or are engaging stronger enemies. The use of mushrooms and your destructive power can be enough to pick off the more fragile enemies and leave the tanks, who deal very little damage, for the more tank-destroyable champions to deal with.
Early game (if and when soloing mid), do not gank another lane at all until you get either your boots or move quick (preferably both). You need to feed off minions, and you earn more money and experience from staying mid if played right than if you kill one champion top (unless that champion is on a killing spree or higher, in which case watch for ganks!). However, I do suggest that as soon as you get move quick (normally at level 12), leave your lane whilst keeping an eye on it and gank everyone. After you gank both lanes, pick on one lane with easier enemies and start farming that. It means that, if performed successfully, you will stay stronger than everyone else in the game for the rest of the game.
If your team has one or more struggling players, I suggest that you advise them to be cautious and do not let the enemy feed on them. This ensures that you stay ahead of the game and so do they, making all of your team stronger than theirs.
You should always attack the enemy champions, and when they back off to hug or lay at the back of the minions, attack the minions. Time your attacks carefully; you need malady early on and if you arent careful you can get ganked by more fed enemies. Priority however is always champion > minions. ALWAYS.
When you are in need for urgent gold and bloodthirster stacks, let enemy minions push down your lanes and then bomb them with one cleverly placed mushroom to earn about 400-700g each time and about 10 stacks on the bloodthirster. The slight boost in AP is just enough to kill each minion except cannons and supers easily. If not, auto attack the melee minions.
When fighting many champions, use the hit and run tactic. Don't stay in too long, enter through other means than directly. And you should always target the squishiest champion, even if that champ is stronger than you. Use move quick to escape if you get targeted, and then enter at different locations. Your movement speed should be great enough to do this quick enough to confuse the enemy and pick of enemy squishies one by one. Watch when trying to fight tanky-dps' and tanks; they are your worst enemy and if you are not careful can end up waiting to respawn at the healing pad.