Teemo Build Guide by Omicrex
Champion Build: Teemo
| Health | 3204 |
| Health Regen | 16.35 |
| Mana | 920 |
| Mana Regen | 14.6 |
| Armor | 81.5 |
| Magic Resist | 30 |
| Dodge | 0 |
| Tenacity | 0 |
| Movement Speed | 400 |
| Gold Bonus | 0 |
| Attack Damage | 337.89 |
| Attack Speed | 179.922 |
| Crit Chance | 0%S |
| Crit Damage | 0% |
| Ability Power | 200 |
| Life Steal | 22% |
| Spell Vamp | 0 |
| Armor Penetration | 5.37 |
| Magic Penetration | 4.23 |
| Cooldown Reduction | 40% |
Recommended Runes
Ability Sequence





Mastery Tree Is Outdated
WARNING: These masteries are still using the old tree and have not been updated to the new tree by the guide author. As such, they will be different than the masteries you see in-game.
Masteries
Introduction
Hello all! My name is Omicrex and this is my first build/guide ever! I'll be explaining my method for playing Teemo. Any comments and tips or welcome below!
Alright so this build, as you may have seen, is about dealing as much damage as fast as possible with your
Toxic Shot. You'll be building a hybrid Teemo so AP and AD are the priority here.
Runes
| Runes | |||||||||||||||
Greater Seal of Attack Speed 9 |
Greater Mark of Scaling Attack Damage 9 |
Greater Glyph of Attack Damage 9 |
Greater Quintessence of Hybrid Penetration 3 |
||||||||||||
Greater Seal of Alacrity - With +0.76% Attack Speed you'll attack 6.84% faster right out of the gate (which is good for early kills for this expensive build)
Greater Mark of Might - As you get into the end game you want your darts to have a little extra oomph so 21.06 extra damage is the best you can do with these runes
Greater Glyph of Strength - +0.28 Flat Attack damage gives you some extra early damage, of 2.52, to boost the chances of an early kill/assist
Greater Quintessence of Destruction - +2 Armor Penetration, and +1.3 Magic Penetration each helps your damage get through when they first start building some defense
Masteries
Okay, so I'm gonna suggest you go with a 20:1:9 for your mastery trees
First off the obvious:
and
Offense:
Utility:
Items
Early Game:













Well, here we are. The final item(s):

But as the game progresses you might want to consider some alternate options:

Alternately:

And finally, for those long games or just for shiggles:




i.e.
Skill Sequence
Alright, so at the very beginning of the game you CAN choose between the
Anyways, I like to use the first Skill Sequence b/c it allows me to play more of a support role very early game by saving my allies from a few standard attacks from the enemy champs with
Afterwards, I start down the path of no return..... I go with
Now, this is just my favorite way to choose my skills, and you don't have to follow me word for word, but I just feel that it goes pretty much hand-in-hand with the item build for maximum potency.
Once you reach Level 6 start putting up your
Summoner Spells
Time for the spells!

Heal
Pros:
-
Restores Health to you
allied champions
allied minions
you can stay in lane longer as health reaches critical
Cons:-
lowers the effectiveness of other healing abilities until side effect wears off

Pros:-
you can teleport to any allied minion, tower, or champion minion
i.e.
can be cancelled mid spell by pressing "F" a 2nd time
Cons:-
if the telportation is cancelled mid casting, the cooldown is still activated
Other Options:

or

Summary
Just a side note;
If you do decide to follow this guide people might want you dead....
1) Most people don't like facing
Teemo
2) Your DOT with Ignite and Red Buff in addition to your
Blinding Dart makes you a deadly support that they will focus
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