Teemo Build Guide by BurnyBurnyCutCuz
Not Updated For Current Season
Not Updated For Current Season
Hello and welcome to my first guide. Teemo was one of the first champions I ever played and to be honest, the only reason I tried him was because he was so damn cute! I quickly learned that his cuteness is only matched by how fun he is to play. While exceeding at stealthy sneak attacks and getting the heck out of any sticky situation with ease, he is also an excellent support or can carry a team to victory!
This guide will always be a work in progress. Things to look forward to:
- Ideas? Share in the comments
Pros/Cons for teemo
+ Excellent escape abilities (shroom slow, increase speed skills)
+ Blind (shuts down melee)
+ One of the fastest champs in the game (great for ganks or turret saving)
+ Practically free wards
+ Great farming ability
- Extremely squishy
- Always focused
- Short range (compared to other ranged)
- Can be shut down by Oracle's Elixir/ Vision Ward
[*]Noxious Trap -[*]Toxic Shot - [*]Move Quick - [*]Blinding Dart
If Teemo stands still and takes no actions for 3 seconds, he becomes stealthed indefinitely. After leaving stealth, Teemo gains the Element of Surprise, increasing his attack speed by 40% for 3 seconds.
I think this passive is fantastic! Use it to rush to your lane at the start of the game and become a living ward, providing sight for your teammates in the bushes, or for a sneak attack. Remember the 40% increase attack speed for 2 seconds! (Note: to prevent your auto attacks from hitting anything in range, press 'S' where you want to Stop.)
Obscures an enemy's vision with a powerful venom, dealing damage to the target unit and causing all attacks to miss for the duration. Deals 80/125/170/215/260 (+0.8 AP) magic damage and causes the target to miss all of their attacks for 1.5/1.75/2/2.25/2.5 seconds.
I put an early level 2 point into this skill. It extends the range of our harass, does decent damage and blinds - which is great against any melee who chase you or for preventing gold farm in your lane. I find that one point is enough and our other skills are much more important to max first.
Passive: Teemo's Movement Speed is increased by 10/14/18/22/26% unless he has been damaged by an enemy champion or turret in the last 5 seconds. Active: Teemo sprints, gaining twice his normal bonus for 3 seconds. This bonus is not lost when struck.
Fourth point goes in here and max it third. I place higher priority on this than dart because of the amazing movement speed boost. Plus it's Active will allow you to escape almost any gank. Remember that activating this skill, while giving you a small speed boost, also let's you pass through minions.
Teemo's basic attacks poison their target, dealing 10/20/30/40/50 (+0.4 AP) magical damage upon impact and 6/12/18/24/30 (+0.10 AP) magical damage each second for 4 seconds.
First point here and this skill should be maxed first after our mushrooms. The majority of our damage will come from this skill. Remember that the DoT does not stack, but it is refreshed upon auto attack. This skill also let's us run away from a fight and still end up killing the enemy with the DoT. With the recent buff to this skill, attack speed is now even more important. Our on-hit damage with a +40% AP ratio is amazing, taking chunks of life away like a boss. I like to put our first point here because it makes getting last hits extremely easy.
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 200/400/600 (+0.8 AP) magic damage over 4 seconds. Traps last 10 minutes, Teemo can store a maximum of 3 traps on his at once.
Being our ultimate, you should put a point in here whenever it become available. As an AP Teemo, these mushrooms hurt. They hurt A LOT. I can't even count how many kills I've received while back at my base - make sure place them in high traffic areas where minions are not likely to burst them. I'll cover placement more in depth in another chapter.
Classic - Available as the default skin when you purchase Teemo for 1350 IP or 585 RP.
Recon - Released on December 17th 2009, cost: 520 RP.
Happy Elf - Released on December 16th 2009, this skin is no longer available.
Astronaut - Released on October 27th 2010, cost: 1820 RP. Teemo's LEGENDARY skin!
Badger - Released on January 13th 2010, this skin is no longer available. Teemo's Legacy Skin!
Cottontail - Released on April 19th 2011, cost: 975 RP.
Super - Released on October 10th 2010, cost 975 RP.
Panda - Release date: July 9th 2012, cost 975 RP.
Greater Glyph of Potency x9 - As an AP carry, glyphs offer the best boost. I choose the flat AP glyphs over the AP/level glyphs as I believe that both runes and masteries offer the best advantage in early game and lose their efficiency in late game.
Greater Seal of Alacrity x9 - Attack speed and Teemo are lovers (off screen). Both AD and AP Teemo benefit from attack speed in many ways. While AD Teemo benefits from faster auto-attack damange, AP Teemo benefits from faster on-hit due to our Toxic Shot.
Greater Seal of Resilience x9 - Teemo can play any lane decently. If you are running up top lane to take on that Darius, a bit of armor will make you feel a little more comfortable. Not recommended for mid lane.
Greater Mark of Insight x9 - Marks offer the best magic/armour penetration. As an AP carry build, these are the best choice to nullify any early magic resist your opponents may have.
Greater Mark of Alacrity x9 - Even more attack speed if you find that you don't need as much magic penetration.
Greater Quintessence of Swiftness x3 - Teemo is one of the faster champs due to the passive his Move Quick gives. These quints will only help you in evading any skill shot, any gank, and out of any sticky situation you can imagine with proper awareness.
Greater Quintessence of Potency x3 - If you find that our Move Quick offers enough movement speed for you, feel free to pick these babies up for a huge bonus in our early game presence.
Although this guide doesn't go into much detail with other Teemo builds, here are some items which synchronize well with AD or On-hit Teemo (these are not actual builds):
I don't tend to play AD Teemo as none of his abilities scale with attack damage. Though shroom slow and our blind can come in handy when facing a one-on-one with another carry, I simply believe that there are other AD Carry champions which can fill the roll more efficiently.
The Black Cleaver
On-hit Teemo can be fun! He is really strong early-mid game, however once the enemy team builds a little magic resist, your on-hit effects practically don't exist anymore =(. I've played many on-hit Teemo games and have found that too many times I just can't put out any decent damage late-game.
The Black Cleaver