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Teemo Build Guide by OneSadBanana

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.


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League of Legends Build Guide Author OneSadBanana

Teemo - The Hefty Yordle (AP and AD builds) Season 3!

OneSadBanana Last updated on May 5, 2013
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Team 1

Ability Sequence

2
8
10
12
13
Ability Key Q
4
14
15
17
18
Ability Key W
1
3
5
7
9
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Pickpocket
Intelligence
 
 
 
 
 
 
 
Nimble
 
 

Utility: 9


Guide Top

Introduction

Hello, this is my first guide, make yourself at home! Teemo is one of the most fun champions i have played, and will undoubtedly keep a place in my favorite champions category. He is very versatile and can be played many ways, which is what makes him so much fun. If you have anything to say about this guide, please leave your opinion in the comments, and please, if you down vote leave feedback as to why this guide hasn't satisfied you in every utmost way.


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Lore

Teemo is a legend among his yordle brothers and sisters in Bandle City. As far as yordles are concerned, there is something just slightly off about him. While Teemo enjoys the companionship of other yordles, he also insists on frequent solo missions in the ongoing defense of Bandle City. Despite his genuinely warm personality, something switches off inside Teemo's mind during combat so that the lives he must end while on patrol do not burden him. Even as a young recruit, the drill instructors and other trainees found it a little disconcerting that, while Teemo was normally charming and kind, he turned deadly serious and highly efficient the minute combat exercises began. Teemo's superiors quickly steered him toward the Scouts of the Mothership, which is one of Bandle City's most distinguished Special Forces unit alongside the Megling Commandos.

While most yordles do not handle solo scouting missions with a great deal of finesse, Teemo is remarkably efficient at them. His record of success in defending Bandle City from infiltrators easily makes him one of the most dangerous yordles alive, though you'd never know it by having a cup of honey mead with him at his favorite inn. Bandle City chose Teemo as their first champion for the League, and he has taken to it like a duck to water. His signature weapon - a blowgun - uses a rare ajunta poison he personally gathers from the jungles of ***ungu. To help cope with his lengthy periods of isolation, Teemo recently struck up a friendship with Tristana, a fellow League champion and fellow member of Bandle City's Special Forces. This connection is healthy for both yordles, though now Valoran's voracious media outlets circulate rumors that the friendship is turning into a romantic relationship. Regardless, Teemo is a crowd favorite in the League of Legends, and a pint-sized foe that many have come to fear.

''Teemo rides a thin line between chipper compatriot and unrepentant killer, but there's no one else I'd rather have as a friend.''
-- Tristana


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Pros / Cons

Pros


+Very versatile and fun to play!
+Can run very fast to catch those last hit kills or avoid being one!
+ Noxious Trap, combined with your Move Quick = get away
+Very easy to farm with
+Shrooms act as wards (last 10 min)
+ Blinding Dart blinds, 1v1 against any champion that depends on auto-attack is shut down.
+ camouflage allows you to go invisible.

Cons


-Very squishy
-Often targeted first in team fights
-Has short range compared to other ranged attackers(500, average for other ranged champs is approximately 525-600)


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Skill Sequence

Priority sequence:


---
Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

camouflageIf 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.
I believe that this is a great passive, you can sit there and hide if you know a few enemies are headed your way, and just sit there until they pass, or you could use it more offensively, for the 40% attack speed buff it provides.

Blinding Dart 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 find this attack quite useful, the damage it deals isn't bad at all, especially when you have decently high AP. Also, the best part about this ability is the blind, if you find yourself in a 1v1 with any champion who depends on their auto attack(eg. Tryndamere, Master Yi, etc...) You can blind them for up to 2.5 seconds once your Blinding Dart is maxed, which is more then enough time to give you a kill, or at least ensure survivability.

Move Quick 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.
This provides an extremely high movement speed bonus, but I find that I have enough move speed after only 1 point in this ability, and I prefer to max Blinding Dart before this.

Toxic Shot 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.
This is what you will want to max first. This is because this ability adds bonus magic damage on impact, and it adds a DoT (Damage over Time) which, added with your 0.40% AP deals a hefty amount of damage, this is why we want such high attack speed. If you do this you will be getting almost every last hit, and incinerating health like its your day job.

Noxious Trap 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 (+0.8 AP) magic damage over 4 seconds. Traps last 10 minutes, Teemo can store a maximum of 3 traps on his at once.
This is your Ult, which you will obviously want whenever you can get it, 6/11/16. While building AP, these things do a lot of damage. Be sure to abuse this ability, place these throughout the jungle, so when enemies are running away from a team fight with a few hundred health. You'll suddenly pocket a couple hundred gold. If you buy a Liandry's Torment this deals extremely high damage. These can also be used to efficiently wipe out waves of minions. I will go over Shrooms placement more in-depth later in this build.


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Runes

Runes

Greater Mark of Attack Speed
9

Greater Seal of Armor
9

Greater Glyph of Ability Power
9

Greater Quintessence of Ability Power
3

Greater Mark of Attack Speedx9 Teemo depends on his Toxic Shot to get him kills, and add that extra on hit to his auto attack, so you will obviously need as much attack speed as you can get. As a substitute for this, you can use Greater Mark of Magic Penetration.

Greater Seal of Armorx9 This will provide you with enough armor to sustain those early game harassments you will undoubtedly encounter. You will also need these because Teemo is very, very squishy, so you will need all the sustainability you can get.

Greater Glyph of Ability Powerx9 This is what I use, as it provides flat AP for early game, which I feel is greatly needed, so your harassments will keep your lane opposition pushed back to their turret as much as possible, defeating their chance of getting any CS. As a substitute, you could use Greater Glyph of Scaling Ability Power.

Greater Quintessence of Ability Powerx3 This will give you a massive amount of early game AP, which will essentially amplify the solution of using Greater Glyph of Ability Power. If you find you aren't moving quite fast enough, you could always use Greater Quintessence of Movement Speed instead, or as a second alternative, Greater Quintessence of Attack Speed is a good choice as well.


Guide Top

Masteries

Masteries
4/5
3/1
4/5
1/1
3/1
1/1
4/
1/
1/5
3/5
1/1
3/5
1/5

I run with 21/0/9, this is because Fury offers 4% attack speed, which will come in handy with your Toxic Shot. Also, Sorcery will provide you with some extra cool down reduction, and assist your mushroom-making speed. Blast , Arcane Knowledge , Mental Force , and Archmage all increase your AP, which is obviously just what an AP carry needs. Spellsword offers 5% of your AP as an on-hit, which is always nice for a champion like Teemo to have. While Executioner will increase your chance last hitting, and dealing extra damage to hurt enemy champions. I chose Utility over Defense because I find having that bonus move speed from Wanderer gives you that extra little bit to ensure your safe getaway while using Move Quick. Also, Biscuiteer will give you that extra little bit of needed safety in case if you decide to go AD or hybrid, in which case you should start with a Doran's Blade.


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Summoner Spells

Recommended Summoner Spells



Ignite is for when your enemies make a run for it back to their turret at low health, and even with your Toxic Shot active, they could use a Health Potion or Heal. Ignite will add extra dps, and reduce the heal drastically. I use this to ensure my chances of getting that close kill.

Flash is a must have, you can use it to ensure you get that last hit kill, or it could save your life. Although with Noxious Trap and Move Quick we have a pretty good chance of escape, flash will help you jump walls and get away from champions like Master Yi with his Highlander.

Alternative Summoner Spells



This is a replacement for the spell Flash if you don't have it already. When you put Ghost on top of Move Quick, your nearly running mach 4, the only thing that could possibly catch you is Master Yi with his Highlander and Ghost as well.

If you find that you don't need Ignite then Exhaust is a great substitute, this will diminish anyone's chance of escaping when you use this on them, then pop your Move Quick.

If you find your taking too much damage early game, then this is a usable spell, just take it over your Ignite or Exhaust, to give you that extra bit of healing you may need.


Guide Top

Items

Item Sequence

Sorcerer's Shoes
1100

Malady
2035

Nashor's Tooth
3000

Rabadon's Deathcap
3800

Runaan's Hurricane
2600

Rylai's Crystal Scepter
2600

I prefer to start with Boots of Speed and Health Potionx3. It is a basic start, but you are very mobile once you have your boots and you get a couple points in Move Quick. The Health Potion will help you sustain your lane longer, as Teemo is very squishy.

Malady Is next on the list, I always make sure I get this item as AP Teemo because itprovides you with everything you need. The attack speed is so you can hit your opponent with Toxic Shot as much as you can, and the ability power is well, self explanatory. Also, this item provides you with an additional on-hit, which is good to have, it deals 15+10% of your AP. Finally, it has a stack able Magic Resistance debuff, which will assist you greatly, it lowers the targets MR by 4 and it stacks up to 7 times.

I get Nashor's Tooth next, this is also a great item for Teemo. This item provides you with a very large amount of attack speed. (50%) and 65 ability power, also it gives you an additional 20% cooldown reduction. This item is exactly what Teemo needs, it assists every single one of Teemos abilites in every way it can.

Next, I like to get Sorcerer's Shoes so you can deal as much damage possible with your Toxic Shot and Blinding Dart. You don't really need Berserker's Greaves because you already have enough attack speed from Malady and Nashor's Tooth, also if you follow my item sequence you will be getting Runaan's Hurricane next, which gives you 70% attack speed.

After that, it's upto you which order you get Rabadon's Deathcap and Runaan's Hurricane, either way you end up with both. I get a Runaan's Hurricane which is an amazing item for farming minions, so you can save your shrooms for more strategical placements this way. Runaan's Hurricane gives you a massive amount of attack speed. (70%) It also allows you to shoot 2 extra bolts at nearby enemy's, which deal 10+50% of your AD, and also apply on-hit effects, this means your Toxic Shot will have effect, so you clear waves in a matter of seconds.

Next I prefer to buy a Rabadon's Deathcap, as any AP carry, this is a must have for you. This provides a significant amount of AP. Rabadon's Deathcap gives you 120 AP, + 30% bonus on your overall AP. Once you have this your basic attacks and Blinding Dart drain targets health like crazy.

For the last item, you have a little bit of choice. I normally end up going with a Rylai's Crystal Scepter, this is because its passive is a good was to catch fleeing enemy's, but you could just pop your Move Quick and catch almost anyone anyway.. The main reason why I get this is because Teemo is very squishy, and the 500 health that this item offers allows Teemo to stay alive that extra bit longer to take out an enemy, or flee from combat himself. It also gives a decent amount of AP as well.

Alternative items instead of Rylai's Crystal Scepter could be a Liandry's Torment which adds significant damage to your shrooms. It deals 5% of their current health over 3 seconds, and since Noxious Trap slows enemy's, the damage is doubled to 10%. Liandry's Torment also gives you 300 health, which is nice, but not as nice as the health bonus Rylai's Crystal Scepter offers. It also gives you 50 AP, but again, isn't quite as good as Rylai's Crystal Scepter which gives you 80 AP.

Another alternative to Rylai's Crystal Scepter and Liandry's Torment is a Void Staff or Lich Bane. The Void Staff is great if the other team starts to stack MR, as it provides 35% magic penetration and 70 more AP. The Lich Bane on the other hand is a great item, this will greatly increase your harrasments, by now you should have a lot of AP, so if you hit the enemy with Blinding Dart then an auto attack, that's going to deal some hefty damage. But chances are unless if you go on a mushroom setting rampage, you aren't going to run out of mana, so the mana bonus is essentially useless.

Another alternative could be Morellonomicon. This item offers even more Cooldown reduction, which is very, very useful for both your Blinding Dart and Noxious Trap. Also, this item provides a decent amount of AP, and it also gives you a great passive, it is proc'd off of Toxic Shot, this passive is great when your against champions with a lot of lifesteal, or someone like Dr. Mundo, Warwick, Volibear, etc...

For more defensive alternatives, you could get an Abyssal Scepter, Zhonya's Hourglass, or a Guardian Angel. The Abyssal Scepter will provide you with a bit extra MR, some more AP, and you can reduce nearby enemy's MR, to take them down even faster. With Zhonya's Hourglass, you will be able to survive a bit longer if the enemy team is mainly AD, also the active on this is very useful, if your teammates are within arms reach of saving you, pop that bad boy and your immune for 2.5 seconds. Also the AP bonus is very, very helpful, always nice to have more AP. Lastly, Guardian Angel will give you some armor and MR, not a lot of it, but some is better then none. Also, the passive on this is great, if you find yourself being targeted first in team fights this item will be great for you. you'll spawn up again and you can pop Move Quick and get outa there.


Guide Top

AD Teemo

As you can tell, this guide mainly focus's on AP Teemo, which is what I play much more often. Yet people still do enjoy to play AD Teemo, so this is generally an item sequence that you could use.

I normally don't use anything but AP because none of his abilities use AD to amplify their damage, they are all scaled off of AP. Even though Teemo would still be able to deal some hefty damage, other AD carry's abilities scale off of their AD, rather then AP.

Item Sequence











Infinity Edge
3600

The Black Cleaver
3100

The Bloodthirster
3700

Frozen Mallet
3100

Phantom Dancer
2550

When it comes to runes for AD Teemo, I prefer to use Greater Mark of Attack Speedx9, this will give you the extra attack speed you need to really put Toxic Shot to work. As for the Greater Seal of Armor and Greater Glyph of Scaling Magic Resist, this is to give Teemo the extra sustainability he needs, as Teemo is very, very squishy. I chose Greater Glyph of Scaling Magic Resist over Greater Glyph of Magic Resist because i normally lane bottom or top with Teemo, so you wont need to worry about MR till later in the game when you start to get out of lane phase, and by then Greater Glyph of Scaling Magic Resist has surpassed Glyph of Magic Resist. I also use Greater Quintessence of Attack Speed for the same reasoning as Greater Mark of Attack Speed.

On Hit Teemo


I'm not even going to bother with an on-hit Teemo because even though it isn't bad in early and mid-game, it is pretty well useless in late game. When you will need to be doing damage in team fights, all the on-hit abilities from items will barely hit for anything because by then the enemy's armor and MR will absorb most of your damage.


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Farming/Shroom Placements

Noxious Trap is your ultimate ability, and something your going to want to abuse. You can set these to farm like crazy, slow enemies, also they act as a ward that lasts 10 minutes, place these all over in the jungle, try to focus on areas that frequently have enemies, like in bush's, near buffs, dragon, baron, etc...

You can use Noxious Trap for clearing waves of minions in a matter of seconds, it is a very efficient method for doing so, and very easy gold. This also assists you in pushing lanes quickly as well. This, added with some of the shroom placements below will allow you too push lanes very quickly, and be able to escape if enemy's attempt to gank you.

If you are playing Mid Teemo, set Shrooms up in each bush beside you, and the paths to jungle beside them as well, this is so you'll know when a jungle is trying to gank you, and it will slow them giving you time to use Move Quick and get out of there.


You will most likely be playing Bottom or Top lane with Teemo, and you will defiantly want shrooms in these bush's, so you know your safe while you clear their minions. Also, you can use this to slow them and get away, if you have low health just lure an enemy in there and throw down a shroom, them pop Move Quick and your off to the races. These shroom placements are the same as you would need for top lane, so if you are playing top just use these placements in top lane bush's.


Once again, just flip this around and use the same placements for top lane. You will want shrooms in these bush's to avoid being ganked, if an enemy sets up for a gank, the slow from Noxious Trap will provide you with enough time to use Move Quick and get to safety.


You will want shrooms here because this will keep an eye on dragon, and it is a great advantage knowing when the other team is there, so you can wait up top and last hit dragon for the steal. This also provides you with a bit of an extra warning for possible ganks at bottom lane. Don't forget to do the same thing with baron nashor , which is even more important. Also, many, many people decide that the bush in river is a great place to recall and a lot of the time this is with low health, so if you place a shroom in there you will often pick up an easy 200-300 gold.


You want shrooms in these places so you can keep an eye on buffs, also this is a high traffic area, you'll catch many enemy's running through these locations.


These mushroom placements are for precisely the save reason as the above photo, both high traffic areas and you are sure to get a low health enemy trying to escape, or know if enemy's are either stealing your jungle or trying to gank.


Once you destroy the outer turret and you have pushed the inner turret, you will want some shrooms in these locations for the same purpose as at the first turret, to prevent ganks, and provide you enough time to get away.


Make sure you always have shrooms in these bush's, I have gotten countless random kills from enemy's with low health, trying to take cover in a bush and recall . All they can do is sit and watch there health deteriorate and they must face they're inevitable death.


You will want shrooms in these places for precisely the same reason as the above photo, lots of enemy champions who are trying to escape with low health run through this area, and with shrooms here they will undoubtedly get killed in the process.


You can set shrooms up along lanes in a zig zag sort of shape, so this way enemy minions wont hit them, but enemy champions running away with low health are almost guaranteed to make contact.


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Thanks :D

Just want to thank all of you for taking your time to read through my Teemo guide! Please leave feedback and tell me what to change/add/remove etc, it would be greatly appreciated, as this is my first build, and well, you gotta start somewhere right!