Build Guide by VeNzorrR

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 VeNzorrR

Teemo - The annoying little rat

VeNzorrR Last updated on March 30, 2011
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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.


Brute Force
Improved Rally

Offense: 21

Strength of Spirit
Veteran's Scars

Defense: 0

Expanded Mind
Blink of an Eye
Mystical Vision
Presence of the Master

Utility: 9

Chapter 1

Guide for TEEMO - The Swift Scout
Please comment and try the build and strategies before voting. Thank you.
Last Updated: 29/03/2011

Table of Contents
I. Preface
II. Introduction
III. Skill Explanations
IV. Summoner Spell Explanations
-- Considerable Summoner Spells
V. Rune Explanations
VI. Mastery Explanations
-- Offense Tree
-- Utility Tree
VII. Core Item Build Sequence
-- Situational Items
VIII. Laning & Play Style
-- Early Game Phase
-- Mid Game Phase
-- Late Game Phase
-- Late Game Summarized
IX. Tricks & Strategies
X. Closing
XII. Change Log

This build excels at doing constant dps to enemy champions using auto attacks, mixed in with magic damage from items such as Madred's Bloodrazor, however Teemo is a very squishy carry and very often relies on his speed to survive so well

Abbreviated Terms
AA = Auto-attack [Basic Attacks]
CC = Crowd Control [Stun, fear, slow, snare, etc]
FB = First Blood
AP = Ability Power
AD = Attack Damage
MD = Magic Damage
AS = Attack Speed
MS = Movement Speed
MR = Magic Resistance
ArPen = Armor Penetration
MPen = Magic Penetration
LS = Life Steal
SV = Spell Vamp
DPS = Strong Auto-attacker
MDPS = Strong spells; casters
CDR = Cooldown Reduction
OOM = Out of Mana
MP = Mana
HP = Health
MP Regen = Mana Regeneration per 5 seconds
HP Regen = Health Regeneration per 5 seconds
DoT = Damage over Time ability/item
Shroom = Musroom from Noxious Trap

II. Introduction
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Teemo's Strengths and Weaknesses

His speed, 414 at 18, without activating Move Quick
High DPS, about 800+ DPS to a 2000hp champion
Great Harasser, as Blinding Dart means that Enemy Champions can't auto attack you
Free Wards, Noxious Trap provides your team with wards that greatly hurt opposing champions, great for checking Baron and Dragon
Doesn't Require much farm, once you have Madred's Razors you can stay in lane a hell of a lot more.
Gets kills with his mushrooms, as your team just chases an enemy into them
Great Last hitter, you get a really good farm due to your Toxic Shot
Camouflage provides a great way to gank enemy champions in a lane or bush

Very Squishy, once made primary target, you will probably die
Goes OOM a lot, his Noxious Trap causes you to use a lot of mana, constantly.
Not very many CC abilities, Your shrooms help, but they require the enemy champion to run into them.
Shrooms can be tanked by the enemy tank.
Shrooms can be destroyed by an enemy with Oracle's Elixir

III. Skill Explanations
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PASSIVE - Camouflage - Great for hiding, waiting for the enemy to push and then ganking them from behind.

Q - Blinding Dart - Great to keep yourself from being ganked by melee/auto attack champions for example Tryndamere and Twisted Fate

W - Move Quick - Amazing ability since the buff, the passive is a great way to stay out of abilities for example Lay Waste and the active is amazing for chasing and/or getting away.

E - Toxic Shot - Great harrassment ability, seen as it leaves a DoT on the target it means you can use it to last hit champions and creeps, along with the +damage passive its a great way to gain damage early on

R - Noxious Trap - Basically, free wards mixed with decent damage and a very useful slow, in my eyes, Teemos best ability.

IV. Summoner Spell Explanations
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Ignite - Amazing for use with your Toxic Shot and items such as Malady and Sword of the Divine. It's also great against champions such as Dr. Mundo and Tryndamere

Teleport - Lets you return back to your lane if you go back to heal, buy items or because you have died. Another Great thing about Teleport is that you can use it on your mushrooms, so if someone is pushing a bit too far on your lane and you have a mushroom up behind them, teleport to it and kick their sorry *** into next week!
Considerable Summoner Spells
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Exhaust - Good summoner spell if you would rather not take teleport, it lets you slow the enemy, whilst also reducing their resists while you lay into them with your DPS
Flash - A great way to get into and out of fights, very useful against Jarvan IV and his Cataclysm, Nunu and his Absolute Zero and so on
Ghost - A great way to chase enemy champions or to get away from them, especially if you mix it with Move Quick

V. Rune Explanations
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Greater Mark of Magic Penetration x9 - You primarily do Magic DPS late game due to your items and Toxic Shot, therefore Magic Penetration is what you want for Teemo

Greater Seal of Attack Speed x9 - Attack speed is a great thing for Teemo, as you notice, the majority of the items in this build have some sort of attack speed

Greater Glyph of Attack Speed x9 - Again, attack speed is what you want.

Greater Quintessence of Magic Penetration x3 - Again, magic penetration is needed.

VI. Mastery Explanations
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You want a 21/0/9 build for Teemo mainly focusing on a hybrid build, therefore you want +Magic Pen and +Armor Pen, along with attack speed and damage.

Offense [Sections divided by Tier Rows]:
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Tier 1

Deadliness [1/3] - Great for crit strike builds, but however we're not building crit strike, although we do have 1 point left over in the first tier of the tree, so we put 1 point into it to allow us to move to the next tier. This point can be switched out into Cripple for those of you that prefer using exhaust.

Cripple [1/1] - As I just said, feel free to put a point into Cripple if you would rather go for Exhaust than Teleport.

Plentiful Bounty [0/1] - Teemo cannot jungle and should not jungle at any time, therefore a waste of a mastery point and a summoner spell if you get smite and spec into it

Archmage's Savvy [3/3] - Probably the best stat for this build out of everything in tier 1 of the mastery tree, hence why I put 3 points into it.
Tier 2

Sorcery [4/4] - Great to get for Teemo, it reduces the amount of time it takes for Teemo to "Forage" for mushrooms, therefore letting you use Noxious Trap more often

Alaracity [4/4] - Great to get again. You want attack speed, so you might as well take the free 4%, a perfect mastery for you.

Tier 3

Burning Embers [1/1] - You might as well take the +10 AP as it will be on cooldown quite a lot, due to its amazing ability to stop healing and to deal damage

Archaic Knowledge [1/1] - Very good for you, it means when you use your Toxic Shot, Blinding Dart and Noxious Trap then you do more damage due to the extra 15% spell penetration

Sunder [3/3] - Very good for you to use, it means all of your auto attacks penetrate more of the enemy's armour, therefore doing more damage.

Tier 4

Brute Force [3/3] - Great way to improve your early game damage, especially useful when harassing enemy champions.
Tier 5

Lethality [0/3] - Do not get this, you are not a crit strike champion, therefore it is not needed in this build.

Tier 6

The Tier 6 mastery is the final mastery in each skill tree, and the one for Offense is Havoc - This means your base [before bonus] attack damage is increased by 5%, which is good. But It also means that ALL magic damage you do is increased by 5%, which is amazing when you consider how much Magic Damage you do due to your items and Toxic Shot

Utility [Sections divided by Tier Rows]:
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Tier 1

Spatial Accuracy [1/1] - If you choose teleport, do get this mastery, its good for reducing the cast time and also reducing the cooldown, if you choose anything other than teleport, please don't take this, there are better options

Good Hands [1/3] - Take if you are not taking Teleport or Ghost

Perseverence [3/3] - Great way for you to get mana back, as you need it to keep you on lane longer and place more mushrooms.
Tier 2

Expanded Mind [4/4] - You need the most mana you can get. Plain and simple, you will be short on mana if you don't get this.
Tier 3

Meditation [1/4] - 1 mana per 5 is useful, it will help you eventually.

VII. Core Item Build Sequence
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Take Vampiric Scepter, then go for Berserker's Greaves, then Madred's Razors, then Recurve Bow, then upgrade your Vampiric Scepter into Bilgewater Cutlass. After that upgrade your Madred's Razors and Recurve Bow into Madred's Bloodrazor. You then want to get Hextech Gunblade, Wit's End, Malady and then finally either Trinity Force or Frozen Mallet, dependant on what champions you are against and what you have in your team.

You want to get this item build in this order, it gives you the best damage and attack speed for this build.

Vampiric Scepter - Why not Doran's Blade? I take Vampiric Scepter because if you play Teemo properly, you don't need to back before level 6, at which point you should have your boots, and possibly even Madred's Razors. It works really well with the razors, because of the proc, it means you can stay on lane longer because of the 9% greater lifesteal.

Berserker Greaves - Not Sorcerer's Shoes? No, attack speed is more useful as Teemo. You gain more DPS from the attack speed bonus than you would from the +Magic Pen. "Why take +Magic Pen runes" I hear you say. Well, full attack speed is reachable quite easily with this build, the extra from the runes would be redundant due to the cap.

Madred's Bloodrazor - Great way to do great damage to tanks, along with other champions. It's passive is one of the best on items and goes well with this build. Its +AS and +AD are really helpful too.

Hextech Gunblade - You get life back from both auto attacks and your DoT, Toxic Shot along with Blinding Dart and Noxious Trap. It as well gives you +AD and +AP which is what you want.

Wit's End - +AS, what more can I say, does damage and drains opponent's mana, definitely a good buy.

Malady - It reduces enemy's magic resist, PERFECT for what you want, the +AS and the passive is very useful for what you want.

Situational Items
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Trinity Force - Is dependant on what your team consists of. If you have Ashe, Nunu or a champion like that, get this if you don't...

Frozen Mallet - Definitely get this if you feel you and your team are short of a decent slow.

Optional Item

Sword of the Divine - I find can be useful against a Jax or a dodging champion (Not Sivir). Take it instead of Wit's End

VIII. Laning & Play Style
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Teemo has a lot of strengths which I will now list:
- Chasing and Escaping enemy champions.
- Dealing huge amounts of DPS to enemy champions
- Saving team mates from enemy auto attack champions e.g. Tryndamere and Xin Zhao by using Blinding Dart
- Earning Money by farming due to his Toxic Shot
- Ganking enemy champions by using Camouflage to wait until they are between you and your tower and then owning them due to the on unstealth attack speed
- Harrassing enemy champions with Blinding Dart and Toxic Shot
- Being able to solo dragon from Level 11 onwards (Maybe even before level 11).

When playing Teemo I prefer to mid, as he can easily hold off a champion well. However, there are some situations in which you might need to go on a different lane. These are:
- A Karthus is on your team
- Someone else is being a complete tool and insists on going mid
- You have a jungler and you are the best option for a 1v2 lane.

Lane choice is vital to the rest of your game, if you go with another carry, then you will either mess up the other carry's farm, or have your farm messed up due to them last hitting, for example Veigar using his Baleful Strike, or Nasus and his Siphoning Strike
If your farm is messed up its not the end of the world, but don't expect to carry with 20-1 often.

The basics to Teemo are simple. Harrass often, but try not to take damage from creeps or even enemy champions. Whenever you can and you have enough mana place a mushroom, but leave yourself with enough mana for a Blinding Dart or a Move Quick. Go gank on other lanes once you are level 7, but don't leave your lane undefended, if it seems like your opponent(s) are levelling higher than you, return to your lane to farm until you have caught up.

Teemo is a very agile champion that can easily use his speed (Hence the nickname "The Swift Scout") to harrass and escape enemies. The vital thing about Teemo is that he is one of the most squishy champions in the game and he might not always survive long in team fights. Another thing to remember is the fact that his mushrooms are vital to not only keep yourself alive, due to the fact that they can see enemies coming onto your lane if placed in the right position, but also that they can slow enemies very well whilst also outputting quite a lot of champions. These things are the bricks to start building up a good playstyle for Teemo and you won't do very well in matches unless you remember them.

Early Game Phase
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Levels 1 - 5
One thing that I think is vital to the success of this build. You should not have to back before level 7. If you do then get back onto lane as soon as possible. You cannot be pushed off lane early, as it leaves you underlevelled and underfarmed for later in the game, which could then lead to being ganked more, in effect neutralising you as a carry.
Try to buy your items ( Vampiric Scepter) as quickly as possible, this is key to playing Teemo as if the other champions you are facing do the same you won't be able to get into position and use Camouflage to go into stealth in order to do some early harrassment. I prefer to take toxic shot first as it provides a basis to get more gold from creeps whilst also putting that nasty DoT on enemy champions.
Once you have got into lane, if you are against another squishy champion then try to harrass them, there are certain conditions that you really shouldn't though, those are if the enemy has a slow/stun/snare e.g. Vladamir's Sanguine Pool.
I try to only last hit creeps as I find its a lot easier to farm with the creeps in the middle of the lane rather than the turret, although any of your creeps that the enemy's tower kills instead of them is a bonus due to the fact that they don't get the gold from it. For those of you that don't know what Last Hitting is then it means only attacking the creeps when the hit that you do will kill them.
A quick summary of levels 1 - 5 is you need to stay on lane, harrass if you can and kill the most amount of creeps you can. If you do this, then everything should be perfect for the next levels of the game

Levels 5 - 8
This is where you can really start coming into your own as Teemo. By this point you should have the money for Berserker's Greaves and be starting to get the money for Madred's Razors. At this point in the game the aim is to carry on harrassing your on lane, whilst shrooming up in the key locations that will keep you alive throughout the game. Bear in mind that shrooms "explode" after being in a location for 10 minutes, so you must be ready to replace it if it explodes.
From level 6 onwards you should start thinking about ganking, whether its moving to someone elses lane to gank a lower level, or even have a team mate come to your lane and help you kill an enemy. The joy of League of Legends is that you actually get money for assists based on the amount of damage you did to the target, so even assists are fine early game, as you should be doing most of the damage.
When not ganking, try to stay on your own lane, as if you leave your opponent(s) in your lane then they will start to get overlevelled and maybe even fed. If your on a solo lane then try not to leave it open too much, if you have a laning partner then its a bit more viable to go and gank a bit more, maybe even go for red buff if you have Madred's Razors.
One thing I will say is, don't upgrade your Madred's Razors into Madred's Bloodrazor too quickly, as it will take away a massive chunk of your lifesteal, due to the proc that the Razors give you. Make sure you have Bilgewater Cutlass before you go for Madred's Bloodrazor.
Once you have Madred's Bloodrazor you will be roughly level 8.

Mid Game Phase
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Levels 8 - 12
Level 8 is where things start to get slightly harder, as people now have their ultis and really do start trying to gank you. Mushrooming the bushes around your lane is a must, as well as the Jungle near your towers. If you spot an enemy, that isn't from your lane on a mushroom then stay back, they are probably trying to co-ordinate some sort of gank on you and anyone else in your lane.
If you haven't already taken it out, its time to start thinking about taking out your enemy's outer tower. After forcing your enemies off lane you should be able to take it out, as you do quite a lot of base damage to towers.
This level band is a very quick one to pass, as its when ganks start happening so you will either level quickly due to getting quite a few ganks off, or level averagely due to not being able to gank often.
If you are struggling ganking, then don't worry. Just stay in lane, don't push too far forward and avoid dying at all costs. Its at this point in the game that you will start feeding if you die too much as when people start getting their first major item they will quickly start to hurt a lot more and be able to come back and just keep putting a lot of damage out, most of which will be to you.

Levels 12 - 15
At level 12 you should have Berserker's Greaves, Madred's Bloodrazor and if you've done well Hextech Gunblade. One thing I will say about Hextech Gunblade is don't forget to use its active, to use the item look at which slot it occupies in your inventory, it should be in either slot 1, 2 or 3. If you haven't rebound these keys then you use it the same way you would a non-smart casted spell would, by clicking the corresponding number on your keyboard (1 for slot 1, 2 for slot 2, 3 for slot 3 etc.) and then clicking on the enemy champion with your mouse.
Once you get the hang of using Hextech Gunblade it makes it really easy to chase champions and kill them, because of the slow, along with the 300 damage it puts out. It's a great item for Teemo As it makes it so easy to solo most champions where ever you are on the map.
Next port of call is to get your attack speed up, so you can start putting out some real damage, so get a Recurve Bow to upgrade into Wit's End later. Once you have the Recurve Bow you will really notice the amount of damage you are doing, and because of the sound animations you will hear how fast you are firing, should be about 1.8 attacks per second.
At this point you should be getting at least one or two kills per teamfight, maybe even three, four or if you are very lucky (which I have been in the past) you can end up with a Penta kill *says in a Quake style voice*. When this starts happening your money will shoot up like a rocket and you should end up with Wit's End by the time you are 15/16.

Late Game Phase
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Levels 15 - 18
At this point in the game, your team will either be winning massively or losing badly, don't despair, you are a mid-late game hero. You can pull any situation back by just targetting certain enemy champions. The enemy's carries e.g. Teemo, Master Yi, Miss Fortune etc. should all be the ones you and your team focus, failure to do this means your team could get raped each and every team fight.
If in the unlikely event that the game is a bit of a stalemate then you should be able to pull the game into your team's favour. Your Madred's Bloodrazor and Wit's End between them mean that you do a great deal of damage to all enemy champions, especially tanks, even if they have Thornmail, if they do then just be careful, you do have decent attack damage by default, therefore it could be possible for you to completely bum rape yourself just by auto attacking an enemy that has it.
Once you have Wit's End then Malady is the way forward. It increases your attack speed and the stacking debuff it applies to your enemies is a great way to start doing a great deal more damage to the champions you are facing.
By that point in the game you have a choice to make, you can either go for Trinity Force or Frozen Mallet. Trinity Force is great for adding a bit of DPS as well as a chance on slow. You should get it if your team is full of CC and if you aren't having a problem with survivability. Frozen Mallet Gives you an extra bit of suvivability and the slow really helps chase down champions in order to kill them.

Things to keep in mind
You are a very very squishy Hero, people will always be wanting to gank you and gank you often. Keep an eye out for misses on other lanes. Use your mushrooms to scout, use them as wards for Baron and Dragon, this is vital for knowing when you can gank other champions, while they are struggling to take down dragon, go in and pwn them before returning to lane.
DPS is the key, if you get exhausted or anything like that, which lowers your DPS then get out of there, you are no use until the debuff wears off.
Baron buff will help you with damage and mana/health regen, letting you place more shrooms.
Red/Blue buff really help you with mana/a slow so get them whenever they are up, don't be afraid if you are helping a lane push to just go and yoink their buffs.
Late Game Summarized
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Be wary of ganks and people coming to bait you, you can take them 1v1, but if they are with friends you are dead, you won't even stand a chance.
Go in as a team, and when your team is in there stay at the back, and dps the ones that are stupid enough to come within your range, don't go in front of your tank, doing so will mean instant death
Don't apologise for "killstealing" if someone runs into a mushroom or your DoTs get them, if other people don't like the fact that you can do damage over time, they can go play a different game, or come read this guide and learn how to play Teemo.
You won't win the game solo, as good as Teemo is, he does need a friend or two in order to take down the majority of champion combinations (e.g. against 2 enemies).
Frozen Mallet Good for survivability and if your team has no CC
Trinity Force Good for when your team has CC and you could use abit more DPS from attack speed.

IX. Tricks & Strategies
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There are a few tricks I like to do with Teemo, these are things like using Camoflauge to get a gank on unsuspecting champions.
There are a few places I like to place my mushrooms, for example in all of the bushes on your lane (2 in each mid bush, 3 in each bush on top/bottom) other than that, I generally place shrooms throughout both jungles and bushes in pretty much every location I can think of. However the mushroom debuff doesn't stack with itself, so don't place 5 mushrooms on the same spot, stagger them about 4-5 seconds of slowed running between each other, it works out as about the range on your Blinding Dart between each other.

In terms of strategies, I'm a bit stuck for words, there is no real strategy to Teemo it is literally run in, fire your blowpipe a bit and then, if it looks like you can take them down before they get help (Be wary of running into bushes) then do so, if not then just run away having harrassed efficiently.
Other than that do use your Camoflauge to be sneaky and have fun doing it, however be aware that people do sometimes get Oracle's Elixir to see you/your mushrooms and kill them before they explode.

X. General Summary
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To sum up this guide, use your head, don't go in to bushes alone, harrass often. Don't die in stupid ganks, generally don't be stupid.
Your abilities can be used to go in and rape people or run away to save your own ***.
Watch out for stealthies, they are Teemo's anti-carry, due to the fact he is so squishy, an Oracle's Elixir will save you in this case.

This is a guide for where to place your mushrooms in my opinion. Its really simple to follow, but notice, you should keep Baron/Dragon warded at all times after 15 minutes!

Have fun with this guide, I hope it helps you as much as it does me and my friends