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Teemo Build Guide by ChanJunHo

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 ChanJunHo

Teemo - The Super Yordle (In Construction!)

ChanJunHo Last updated on June 11, 2012
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Solo Top/Mid (Serious Builds)

[VS]

AP Mid/AD Carry (Fun Builds)

Ability Sequence

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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Sunder
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
3/
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction




Hey everyone, my name is ChanJunHo! I have been playing Teemo ever since I hit my first 1350 IP. This is my first guide so please give me some feedback on any improvements for this guide. Also, I do know some of my item choices such as Philosopher's Stone are quite unusual but I will explain my reasoning for all of my item choices in this guide.

Teemo is a very easy champion to become decent at but there are many things that decent Teemo players can improve on. Teemo may seem like a very simple champion to most people, but there are many different advanced tactics that can be used to handle different champions. Because there are so many different tactics, it is easy to know a certain tactic but difficult to remember when to use the tactic. For example, it is important to keep at least 1 Noxious Trap at all times but I cannot count how many times I have forgotten to do this, causing me to lose a kill or to die.




IMPORTANT



AP Mid Teemo and AD Bot Teemo are not 100% viable in competitive play. They are simply fun builds that are fun to play with. I will explain why I believe that both of these are not viable later in the guide.


Guide Top

Teemo, The Swift Scout

Old Lore:

Captain of the Bantam City Scouts, Teemo is the foremost defender of the yordle homeland. In addition to his duties as scout leader—which include planning the soap-box derby, teaching new recruits the scout’s pledge, and judging the yearly s’more-eating contest—Teemo is also responsible for the defense of Bandle City itself.

In Teemo’s bestselling autobiography, Accuracy by Volume, the leader of the Bandle City Scouts expounds on yordle military tactics, such as blow-dart carpet bombing, and filling trebuchets with poison-tipped sewing needles.

While he was once often found in the courtyard outside the practice arenas signing copies of his book, Teemo had really come to the Institute of War for another reason. He came, as the emissary for the entire yordle nation, to petition the League of Legends to start a new type of tournament. His proposition included wood carving, rope bridge building, and campfire cooking to the list of approve forms of "combat" sanctioned inside the Institute. However, the League laughed at his suggestions. He returned monthly, pleading and begging for them to accept his idea, but to no avail.

As a yordle Teemo has a hyperactive need to be part of a community, but as their guardian he could not abandon his task. After years of his ideas being rejected and staying in his bachelor pad all alone, Teemo succumbed to darker instincts. Something is off with Teemo, and his carnal need for companionship has become a lust for blood and battle. To the little squirt, joining the League as a representative of the yordle people made sense - to ensure safety from their longterm enemies, Teemo would ruthlessly slaughter each and every other participant, seeking glory and solidarity for the yordle people. If the yordles ruled the world under Teemo's lead, nobody would be able to threaten them ever again, and the yordles Teemo could return to his friends assured that he had done his duty.

Teemo is a little package that moves fast and strikes true. As a scout, he blazes trails to his enemies that make it easier for his allies to follow. He can, despite his small size, move at blinding speed, using the terrain to his advantage. His mastery of ajunta poison, which he harvests himself from the jungles of ***ungu, also gives him a distinctly potent weapon. Prepared one way, his wicked little darts cause blindness in his foes; prepared another, they cause a slow, lingering death. Teemo also prepares traps for those tracking him, which unleash a poison that slows and harms enemies.




New 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


Guide Top

Pros/Cons



Teemo has different pros and cons depending on which build you choose. It is important to know what are his weaknesses and strengths in each of his builds.


Solo Top/Mid


Pros:
+Can defeat almost all melee top champions
+Can evade ganks with just a little map awareness after level 6
+Can win early game lane without any damage items
+High Mobility
+Ranged Champion = Easy to farm on top lane
+ Toxic Shot gives an on hit damage bonus which makes farming easier

Cons:
- Blinding Dart and Noxious Trap costs a lot of mana
- Move Quick has a long cooldown
-Short basic attack range
-Squishy
-You'll never let a Teemo go top or mid again if they suck


AP Teemo


Pros:
+ Blinding Dart is a powerful nuke
+Can evade ganks with just a little map awareness
+High Mobility
+ Noxious Trap can deal tons of damage while slowing enemies
+ Noxious Trap prevents ganks
+ Toxic Shot gives an on hit damage bonus which makes farming easier

Cons:
- Blinding Dart and Noxious Trap costs a lot of mana
- Blinding Dart's blind is not very effective
-Extremely vulnerable to ganks before level 6 or 7
- Move Quick has a long cooldown
-Not too strong in team fights
- Oracle's Elixir and Vision Wards can extremely cripple Teemo
-Short basic attack range
-Squishy and only solution is Health


AD Bot


Pros:
+ Blinding Dart can help zone enemies and help you defeat opposing AD Carry
+Can evade ganks with just a little map awareness
+High Mobility
+ Noxious Trap prevents ganks and prevents opposing team from harassing you from the bush
+ Toxic Shot gives an on hit damage bonus which makes farming easier

Cons:
- Blinding Dart and Noxious Trap costs a lot of mana
-Low base attack
- Move Quick has a long cooldown
-Squishy and not much you can do about it
-Short basic attack range
-Vulnerable to champions like Urgot


Guide Top

Ablities

Camouflage
camouflage
If 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.
Camouflage is not one of the most useful abilities that Teemo has, but it can be used to get easy kills by fooling the enemy into walking past you while you are in stealth. However, most people do not fall for this trick more than once in a game (It's pretty rare that anyone would even fall for it once). Note that if you are knocked up or pushed by abilities like Alistar's Pulverize or Draven's Stand Aside, you will automatically exit stealth mode. Also, Camouflage will not work when Teemo is under attack/taking damage.



Blinding Dart

Obscures an enemy's vision with a powerful venom, dealing 80 / 125 / 170 / 215 / 260 (+80% of ability power) magic damage to the target unit, blinding them and causing all their attacks to miss for 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds.
Blinding Dart is extremely useful against AD DPS champions and allows Teemo to get ahead in most 1v1 fights against AD carries. It can also help stop attacks with on hit effects such as Xin Zhao's Three Talon Strike. Also, when playing as AP Teemo, Blinding Dart is used as a nuke with its .8 AP ratio.


Move Quick

Passive: Grants 10 / 14 / 18 / 22 / 26 % increased movement speed until struck by a champion or turret. The passive is restored 5 seconds (static cooldown) after last being struck by a champion or turret.
Active: For 3 seconds, Teemo gains double his passive movement speed and will not lose it even if he is hit.

Move Quick is simply a built in Ghost. It's passive allows Teemo to stick with Boots of Speed for an extended period of time rather than immediately upgrading to level 2 boots. It is important to remember that Teemo loses his passive when he is hit by a champion or turret. Also, Move Quick's active should not be spammed. It is Teemo's most valuable escape tool when Noxious Trap and Flash/ Exhaust/ Cleanse are not enough.


Toxic Shot

Passive: Each time Teemo attacks an enemy, he will poison the target, dealing 9 / 18 / 27 / 36 / 45 (+14% of ability power) magic damage on hit and 6 / 12 / 18 / 24 / 30 (+14% of ability power) each second for 4 seconds. The duration of this poison will be refreshed with every subsequent attack, but the damage does not stack.
Toxic Shot is a very simple ability. When playing as AD Teemo, Toxic Shot is a great replacement for damage items in early game. Note that in my video about the camouflaging trick, I do not have any AD items yet which caused me to only have 89 AD, but my Toxic Shot was level 5 so that means I dealt 45 (+3.5) magic damage for every basic attack. This completely overwhelms Draven's amount of only 96 AD.


Noxious Trap

Teemo places a trap which stealths and arms in 1 second. It detonates if an enemy steps on it, dealing 200 / 400 / 600 (+80% of ability power) magic damage by poisoning nearby enemies and slowing them by 30% / 40% / 50% for 4 seconds. The traps last 10 minutes. Teemo will store one every 35 / 31 / 27 seconds, and can have a maximum of three stocked up. Each cast requires and uses a trap. After death, you respawn with 2 mushrooms.
Noxious Trap is what makes Teemo so unique and devastating. When playing as AP Teemo, its most basic use is for damage and preventing ganks. When playing as AD Teemo, its most basic use is for preventing ganks and slowing enemies. There are many ways to use Noxious Trap instead of simply warding bushes. Also note that if an enemy in stealth, such as Shaco, steps on a Noxious Trap, the trap will explode. Visit Uses of Noxious Trap for more information about the many ways you can use Noxious Trap to your advantage. Also, as I said in the introduction, it is highly recommended that you carry at least 1 Noxious Trap with you at all times!


Guide Top

Solo Top/Mid Masteries/Runes/Abilities

Masteries
1/5
3/5
2/1
4/1
1/1
3/5
3/1
3/1
1/
3/5
3/1
3/5


For Solo Top, I take 21/9/0 masteries. Taking Attack Damage masteries but no critical masteries in the offense tree. I also take 2 points in Butcher to make farming easier In the defense tree, I take Resistance and Hardiness along with Vigor for lane sustain.



Runes

Greater Mark of Lethality
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Attack Damage
3

Runes

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Attack Damage
3


For runes, I take Armor Penetration Marks or Magic Penetration Marks. I take Armor Penetration Marks when I take build 1 and Magic Penetration Marks when I take build 2. Flat Armor seals and Flat Magic Resist Glyphs. I also take Flat Attack Damage Quintessences for extra damage for farming because I suck at last hitting. I would suggest Armor Penetration Quintessences over Flat Attack Damage if you can last hit very well. I take Flat Magic Resist Glyphs instead of Magic Resist per Level Glyphs because of AP champions on top lane.



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


Since I take Regrowth Pendant and one Health Potion first, I take Toxic Shot at level 1 for the extra damage and max it out first. I take Blinding Dart at level 2 and max it out second to prevent enemies from attacking me. I take Move Quick at level 3 and max it out last unless there is a champion like Singed on top lane. In that case, I will add a point to Move Quick and Toxic Shot alternatively.


Guide Top

Solo Top/Mid (In Depth Guide!)





Core Build:
Philosopher's Stone


When to Use...
Build 1: When your team lacks Physical Damage. You will make your opponents focus a little more on Magic Resist but your Malady will help cancel up to 24 of their Magic Resistance. This allows your AD Carry and yourself deal a lot of physical damage.
Build 1 Team Example: Teemo=Top, Ziggs=Mid, Corki=AD Carry, Lulu=Support, Amumu=Jungle

Build 2: When your team lacks Magic Damage OR when your team is well balanced. All damage will be equally distributed in this build. You will personally deal a lot of Magic Damage and a bit of Physical Damage while Malady your main Magic Damage champion deal a lot of damage.
Build 2 Team Example: Teemo=Top, Ahri=Mid, Corki=AD Carry, Sona=Support, Pantheon=Jungle


Begin With:

This should be enough to keep you in lane until you are at least level 5. I always see Teemo players spamming their Blinding Dart at people; DO NOT DO THIS, it is a waste of mana and you never know when you might need it! Once you hit level 5 and closing in on level 6, you should have AT LEAST 700g. At this time, push your lane and prepare to go back.

Your first trip back:
Philosopher's Stone sight ward
If you have enough gold to purchase a Sight Ward, DO IT! Just because you have Noxious Trap does not mean you have an excuse not to ward! Philosopher's Stone should keep your health up as well as your mana. It is now okay to use Blinding Dart a bit more frequently but still, do not spam it! You need to lay down Noxious Traps as well, but remember, make sure you have 1 trap on you at all times (It can save your life). If you keep farming and occasionally get a kill or assist, you should be able to go back again to get your next set of items.

Your second trip back:
Philosopher's Stone
At this time, it is getting pretty late into the game. There should be little team fights here and there and you should be getting some kills. At this point, the AD Carry may get into the team fights. Get your Madred's Razors and they will become less of a threat. If you are going with Build 1, rush your Madred's Bloodrazor, if you are going with Build 2, go grab your Wit's End. Malady will help bring down your enemy's Magic Resistance while Madred's Bloodrazor or Wit's End and Toxic Shot shreds their health. If you feel that you have gain enough money with Philosopher's Stone and mana is no longer an issue for you, you can sell it for some gold back (Note: If you upgrade it to Eleisa's Miracle and then sell it, you will gain an extra 10g. Not much but you never know when 10g can come in handy)

In build 2, obtain Madred's Bloodrazor, and you will be dominating the game for quite a while so go ahead and take that time to get some more sustainability. I buy Frozen Mallet for the intense slow when it stacks with my Noxious Trap. Late into the game, I work towards The Bloodthirster for the great lifesteal and I personally LOVE lifesteal. In build 1, go help your AD Carry wrap the game up by grabbing The Black Cleaver to devastate your enemies. Also, in build 1, if you feel like Malady has become useless, go ahead and sell it and work towards some more damage to finish up the game with Physical Damage instead.




Alternative Items:
In Build 1, if you are not doing too great, go ahead and get Wit's End instead of Madred's Bloodrazor. If you're enemies go over the top with armor, and your AD Carry bought Last Whisper, go and get Last Whisper instead of The Black Cleaver.




Where to Place Noxious Traps


->2 traps in each lane bush; 1 on each end of the bush
->Along the bottom side of the lane
->Along the center of the river.
->In the river bush, next to your lane.
->If you are in the blue team, place a shroom in the bush that serves as an entrance to the purple team's jungle.


Guide Top

AP Mid Masteries/Runes/Abilities (In Depth Guide In Progress)

Masteries
4/1
4/1
4/5
1/1
4/1
4/
1/
3/5
3/1
2/5


For AP Teemo, I take 22/8/0 masteries. I take all Ability Power masteries in the offense tree along with a point in Summoner's Wrath for Ignite. I take the same masteries in the defense tree for lane sustain.



Runes

Greater Mark of Magic Penetration
9

Greater Seal of Armor
9

Greater Glyph of Magic Resist
9

Greater Quintessence of Ability Power
3


I take Magic Penetration Marks, Flat Armor Seals, Flat Magic Resist Glyphs, and Flat Ability Power Quintessences. The Marks, Seals and Glyphs are self explanatory. The Flat Ability Power Quintessences allows easy farming during early game as well as giving your Blinding Dart some nice power.



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


I take Blinding Dart first and max it out first because it is Teemo's nuke. I take a point in Toxic Shot at level 2 and max it out second. I do not put too many points in Toxic Shot too early unless an AD champion is playing on top lane or mid lane when I am playing AP. If this happens, I put points into Blinding Dart and Toxic Shot alternatively. I take a point in Move Quick and max it out last. Again, on special occasions, I will put extra points into Move Quick


Guide Top

AP Mid & Why is it Not Viable (In Depth Guide!)

Let's start off with why AP Teemo is not viable.

1. Think about what the perfect AP Teemo really needs. He needs CDR, Ability Power, Health/Armor/Magic Resistance, Attack Speed and lots of mana. Now how are you going to get all of this? Lets face it, you can't get it all.

2. Think about how expensive Ability Power items are. Especially items that fit "Perfectly" with Teemo. Rod of Ages is necessary but it is 3035g. Rabadon's Deathcap is also a basic Ability Power item but it is 3600g. Nashor's Tooth is 2735g and supplies some nice CDR, Attack Speed and Ability Power. Malady on AP Teemo is great in early game because of the limit you have on ability power and Noxious Traps, but late game, Malady can only help you deal more damage with Blinding Dart. Morello's Evil Tome goes along with Kage's Lucky Pick and that 5 gold per 10s is gonna come in handy. No matter how you think about it, AP Teemo is expensive to build.

3. How often can an AP Teemo get a kill? Yeah sure you can steal some kills with your Noxious Traps and Blinding Dart, but overall, AP Teemo can hardly do any damage. Toxic Shot has a very low Ability Power ratio meaning it is not very useful in fights. With only 2 real abilities you can use in fights, AP Teemo cannot do much damage. Then again, Noxious Trap can hardly be used in fights unless enemies run into them or they are up in your face; so ignore what I said, it's more like only 1 real ability that you can use in fights.

Overall, AP Teemo is more of a fun build rather than a competitive build. If you really want to do magic damage with Teemo, go with the second solo top build. You can use it in mid lane too since it works just as well, but Noxious Trap tactics are slightly different.

Now lets get to the guide~~~~~ (No score picture because I don't play AP Teemo all the time)




Core Build:
Philosopher's Stone Kage's Lucky PickCatalyst the Protector[




Begin With:

As mentioned earlier, this should be enough to keep you in lane until you are at least level 5. Reminder! DO NOT SPAM BLINDING DART! It is okay to use it more frequently than you would in the Solo Top/Mid builds, but do not spam it. Once you hit level 5 and closing in on level 6, you should have AT LEAST 700g. At this time, push your lane and prepare to go back. I am aware that there are some champions that are very difficult to push back (such as Morgana) If that is the case, have your jungler watch your lane for a little.

Your first trip back:
Philosopher's Stone sight ward
Same as before, if you have 75g or more left over, go and buy a Sight Ward. You have several gank openings so at least get 1 ward! Still, do not spam Blinding Dart, you're not made of mana! Keep doing what you do and when you can, go get your next set of items.

Your second trip back:
Philosopher's Stone Kage's Lucky PickCatalyst the Protector
Keep doing what you have been doing and gather some more gold by farming. You will probably start getting some more kills because of Kage's Lucky Pick and you will probably survive longer in lane.

Your third trip back:
Philosopher's Stone Kage's Lucky PickCatalyst the Protector
If you have more gold, go ahead and upgrade to Rod of Ages, but otherwise, keep playing the game and follow the build.




I will not spend too much time on this guide because I only use it for fun or when I'm fooling around so there is not much I can tell you.


Guide Top

AD Carry Masteries/Runes/Abilities (In Depth Guide In Progress)

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


For Bot lane, I take 21/9/0 masteries. Taking all Attack Damage masteries and critical masteries in the offense tree. I do not take a point in Summoner's Wrath because I usually take Heal instead of Ignite. Similar to my Solo Top masteries, I take the same 9 points in the defense tree for lane sustain.



Runes

Greater Mark of Lethality
9

Greater Seal of Armor
9

Greater Glyph of Scaling Magic Resist
9

Greater Quintessence of Attack Damage
3


I take the same runes as when I play on Solo Top. The only difference is that I take Magic Resist per level Glyphs because I won't need to worry too much about taking magic damage during early to mid game.



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


I take an early point in Blinding Dart in case there is a level 1 fight on bottom lane but I still max it out second. I take Toxic Shot at level 2 and max it out first to overwhelm my opponents. I take Move Quick at level 3 and max it out last; unlike in Solo Top lane, I will almost never put more than 1 point in Move Quick until I am level 14.


Guide Top

Why AD Carry is Not Viable! (In Construction)

Why AD Carry Teemo is not viable?
I've seen this so many times and I can tell you now, it does not work too well. Teemo has a puny range of only 500; probably smaller than the smallest range an AD Carry could possibly have! (I'm not sure so don't quote me on that). What does this mean? You have to play like you are a melee champion, but you cannot play AD Carry Teemo like a melee champion. Why? AD Carry Teemo is extremely squishy. If you want to build AD Carry Teemo, then you gotta dedicate to it. Lets compare Teemo to other AD Carry champions.

Ashe vs. Teemo
Ashe has a larger range and has a build in kiting ability. She has a built in critical passive and great crowd control. Compare this to Teemo. Teemo has a small range which means even Move Quick will not let him kite. He has no extra built in physical damage and has a blind and slows for crowd control.

Vayne vs. Teemo
Vayne has a larger range, an on hit attack, true damage, an ult that grants her buffs, a passive that lets her chase down enemies 24/7, and a mother flippin' stealth that turns on when she uses Final Hour + Tumble. What does Teemo have? Short range, a blind, 45 magic damage per basic attack, ult that can't really help in a fight, move quick doesn't last forever, and a stealth that doesn't work when he's taking damage.

I cannot stop you if you still think Teemo will be a great AD carry, so enough of my complaining and let me describe my build.

(I'll finish this later)


Guide Top

Uses of Noxious Trap! (Coming Soon)


Guide Top

How to Play Against Certain Champions in Lane



Color Code:
Red = N/A or Difficult Champion to Beat
Green = Easy Champion to Beat
Yellow = Not Difficult but Not Easy

Ahri: Simply dodge all of her skill shots and you should be fine. I personally never had a problem against Ahri before unless their jungler constantly camps mid lane.
Akali: Before Akali becomes level 6, it is pretty simple to beat her. Just use Blinding Dart on her so she cannot activate Twin Disciplines. When she reaches level 6, make sure you are standing on one of your Noxious Traps so when she uses Shadow Dance on you, she will be slowed and will begin to take damage. If she wants to activate Twin Disciplines, use the technique as mention before. If she uses Twilight Shroud and you are right on top of it, lay a Noxious Trap within the smoke.
Alistar: N/A
Amumu: N/A
Anivia: Pretty simple early game, just dodge Flash Frost so she can't deal too much damage with Frostbite. When she becomes level 6, it becomes a pain if you walk into Glacial Storm so make sure you keep some distance from her if you ever accidentally walk into it.
Annie: N/A
Ashe: N/A
Blitzcrank: Dodge his Rocket Grab and don't blind him to prevent Power Fist. Instead, blind the enemy's AD carry instead because they will probably start coming for you.
Brand: N/A
Caitlyn: N/A
Cassiopeia: N/A
Cho'Gath: N/A
Corki: N/A
Darius: N/A
Dr. Mundo: N/A
Draven: N/A
Evelynn: N/A
Ezreal: N/A
Fiddlesticks: N/A
Fizz: N/A
Galio: N/A
Gangplank: N/A
Garen: N/A
Gragas: N/A
Graves: N/A
Hecarim: N/A
Heimerdinger: N/A
Irelia: N/A
Janna: N/A
Jarvan IV: N/A
Jax: N/A
Karma: N/A
Karthus: N/A
Kassadin: N/A
Katarina: N/A
Kayle: N/A
Kennen: N/A
Kog'Maw: N/A
LeBlanc: N/A
Lee Sin: N/A
Leona: N/A
Lulu: N/A
Lux: N/A
Malphite: N/A
Malzahar: N/A
Maokai: N/A
Master Yi: N/A
Miss Fortune: N/A
Mordekaiser: N/A
Morgana: N/A
Nasus: N/A
Nautilus: N/A
Nidalee: N/A
Nocturne: N/A
Nunu: N/A
Olaf: N/A
Orianna: N/A
Pantheon: N/A
Poppy: N/A
Rammus: N/A
Renekton: N/A
Riven: N/A
Rumble: N/A
Ryze: N/A
Sejuani: N/A
Shaco: N/A
Shen: N/A
Shyvana: N/A
Singed: N/A
Sion: N/A
Sivir: Do not use Blinding Dart when she uses Spell Shield. They will need super human timing if they want to block Blinding Dart if you do it randomly. Dodge Boomerang Blade and you're good to go.
Skarner: N/A
Sona: N/A
Soraka: N/A
Swain: N/A
Talon: N/A
Taric: N/A
Teemo:
Tristana: N/A
Trundle: N/A
Tryndamere: N/A
Twisted Fate: N/A
Twitch: N/A
Udyr: N/A
Urgot: N/A
Varus: N/A
Vayne: N/A
Veigar: N/A
Viktor: N/A
Vladimir: N/A
Volibear: N/A
Warwick: N/A
Wukong: N/A
Xerath: N/A
Xin Zhao: Xin Zhao is a Melee AD DPS champion so he should be really easy to overwhelm. Make sure you are always standing on a Noxious Trap so when he uses Audacious Charge, he will hit the trap. If he uses Three Talon Strike, use Blinding Dart on him.
Yorick: When playing Yorick make sure you are not always standing on a Noxious Trap. If he uses one of his abilities on you, it will waste the trap. Overall, he should be a very easy champion to handle as long as you can keep your health up with life steal or potions. When he runs out of mana, that is your time to strike.
Ziggs: N/A
Zilean: This guy is a pain in the butt! His Time Bomb is unavoidable if he gets in range! Turtle your turret and if he uses Chronoshift on his allies or himeslf, lay a Noxious Trap right on top of them to secure the kill.