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Teemo Build Guide by Zanderwulfy

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 Zanderwulfy

Teemo - The little hybrid terror

Zanderwulfy Last updated on April 22, 2012
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Ability Sequence

2
7
12
14
17
Ability Key Q
3
10
13
15
18
Ability Key W
1
4
5
8
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Chapter 1

"Teemo sucks," they all say. I beg to differ. after carrying a game with 37 kills, I thought what the hell, Imma make a guide. so here goes. (Please bear with the plain txt...this is my first guide. <3 )


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Runes

Teemo's squishy, hence the health/magic res per level runes. The attack speed runes really help for late game when you've got your build together and need immediate health. The armor/magic pens are great for teemo, after all he is a hybrid. The penetration is great for your hextech gunblade, it allows you to break through armor of both types and get health off it. You can tank down 1v3 easily once you get the attack speed. I can't say I recommend any other runes for Teemo.

THE THIRD QUINT SHOULD BE A MAGIC PEN, Mobafire seems to be lacking the current runes....


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Masteries

For masteries, I don't recommend life steal in the offensive tree. 3% life steal is really not going to help you out for when you're getting banged up by Olaf. Where as the 1.5% extra damage will make up for it when you have your gunblade (my favorite item on teemo, if it weren't obvious). You could probably take deadliness instead of havoc, but I use havoc for the extra ap damage.


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Items

This is where things start to differ. Always take the boots and 3 pots, after that you need to analyze 1 of two things, "Am i going to need AD defense? or AP Defense?" ninja tabi are excellent for dealing with an AD jungler or against an AD top lane. as well as late game when mages aren't able to last in team fights. However, say you end up going mid against someone with a stun, taunt, etc., you want mercury treads in that situation.

Also when it comes to PD, Trinity, or Madreds, look at where you stand in the game. If you're falling behind you prolly want to goMadreds, and then PD and lastly Trinity force or some other attack speed enhancing item.

Late game you might start getting easily taken out, this is where you would sell your Boots, and get either Thornmail, or even Wit's end or if you really need it go straight up magic resist with a banshie's veil.

Although there is little variation, sometimes these items will be needed.


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Skill Sequence

Most guides tell you to go with his Q Blinding dart, which isn't bad, but it doesn't give you 1 of 2 things. Although, yes, it is a good early game nuke, the odds that you'll get that chance is actually low. You'll get more harassment from hitting the opposing laner and backing up and then hitting them again. It also helps with getting those last hits on minions since it deals an extra 9 or so damage on the enemy minions.

His W Move quick is great for when you're dealing with an AOE champ. Most the time you can easily escape the AOE and make them waste some mana, not to mention you could also go back and harass now.

Toxic shot is your best friend. Aside from the harass it gives you and the last hit improvement, when paired up with a Hextech Gunblade, You're suddenly gaining more health for hitting an enemy once and even walking away. Level This skill first.

Shrooms! Shrooms are what makes Teemo a great Champ. You can easily prevent ganks by placing these little automic bombs in the brush in the river as well as the patch right next to the towers so you don't get ganked from behind, or if you do, you have a much longer time to get the hell outa there before the ganker can really do anything.


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Summoner Spells

I Grab Ignite and Flash.

Grabbing ignite is a powerful thing. With summoner's wrath, The extra 5 AD and AP are great for sitting up close, stealthed and waiting for the enemy to get just a little bit past you (remember, your close to their turret), and initiate with ignite and auto-attack them, easily taking at least half of their health and even more if they begin to attack you (Remember to use your pots if they do!!!)

Flash. What's not to like about this amazing thing? It gets you out of sticky situations all the time, or even taking down that fleeing champ. Simply amazing, how else do you put it?


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Pros / Cons

Pros~
♥ Easy to recover from team fights without having to B
♥ Massive damage in short amounts of time
♥ Being able to 1v1 with a Tank and win with more health than what you started with.

Cons
☼ Easy to accidentally push early game.
☼ Easy to kill if you get an early level gank
☼ Patience is needed for those stealth trips, remember, he can't move when he's stealthed.


Guide Top

Farming

Once again, shrooms and attack speed are your best friends for farming. Once you've secured your area, use shrooms to farm and/or push. Since they have a good AOE you can place it in front of minions if the enemy has an oracles or vision ward, to not only farm, but also do some harassment.