Teemo General Guide by Barhoofd
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.
Not Updated For Current Season
This is my first Guide. So please don't burn it down to hard. Teemo was the second champ I bought and since then I haven't played many other champs. The little Yordle just worked for me and as I leveled and started to get runes and masteries for him, I won 90% of my games. Most of the times played as an AP Carry, but at times I would play him as an aggresive support.
Since this is my first Guide, I happily receive any suggestions from you guys
Pros / Cons
+ When E activated, one of the best farmers of the League
+ The blind can suprise enememies and turn the tides of battle
+ Excellent escapes (Shrooms, Move Quick)
+ Free Wards
+ Risk free kills. The poison can finish off an opponent while already escaping
- Extremely Squishy for a top champ. The runes and masteries cover up a little. But the fact remains that Teemo is squishy. Especially early game
- General Taunt
- Outranged by most ranged champions
- Can be countered by Oracle's Elixir/ Vision Ward
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
I found out that the passive can be used for both aggresive as defensive means. At the start of the game, I often rush to the middle of the lane and wait till minions arrive. The enemy toplaner won't see u comming and u can land a free Q and basic attack..
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 1.5/1.75/2/2.25/2.5seconds
Together with his E this is where the damage is gonna come from. Starting with 50 AP damage can scale up tot 120 HP at the start. Late game this one is like a little mini nuke. The reason I chose this one over his Toxic Shot is the range of the Q which is longer than his basic attack. This makes it more easy to poke and don't receive any damage yourself. The blind also comes in handy when facing enemy adc's and melee heavy champs that rely on basic attacks
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 ability is what makes Teemo so annoying to most players. The movement speed bonus makes it really hard for enemy toplaners to respond to your harrasment. It also makes u dodge moves that give the enemy champ movement speed like Garen. Move Quick can also be used to catch up with champs that used the summoner spells flash and Ghost.
Teemo's basic attacks poison their target, dealing 10/20/30/40/50 (+0.3 AP) magical damage upon impact and 6/12/18/24/30 (+0.10 AP) magical damage each second for 4 seconds.
This is wat makes Teemo a really epic farmer. The damage is incredible and makes pokes even hurt harder. The poison also can secure kills after u already got out of combat. Combined with Ignite this can even kill champs with heavy Health Regeneration and Shields. The only disappointment is that the DoT does not stack.
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.
Teemo's ultimate ability. These traps also known as Shrooms can really turn the tide of battle. Early game these shrooms are like free wards and when placed cleverly it prevents u from being ganked by the enemy jungler. Late game when Liandra's Torment is acquired these shrooms can devestate the entire enemy team.
Greater Quintessence of Ability Power
Greater Mark of Ability Power
Greater Seal of Armor
Greater Glyph of Magic Penetration
Greater Seal of Armor 9x
Most of the time in top lane u face yourself with heavy AD bruisers like Darius, Garen, Wukong, Renekton, Pantheon etc. These seals makes it more easy for Teemo to gain some in-lane sustain
Greater Mark of Magic Penetration 9x
This combined with Liandry's Torment and Sorcerer's Shoes makes it even possible to do serious damage late game.
Greater Glyph of Ability Power 9x
I chose these over scaling glyphs because I think Teemo is best in gaining a early game advantage. Together with the Masteries, Quints and Doran's Ring Teemo's starting AP can get up to 50
Greater Quintessence of Ability Power 3x
Most builds suggest [greater quintessence of movement speed] but I found that Move Quick provides a large enough bonus already. The extra 15 AP can really make a difference, especially early game.
Summoner's Wrath Ignite - Increase Ability Power and Attack Damang by 5 while on cooldown
The increase in AD and AP can make a real difference early game.
Fury +1 / 2 / 3 / 4% Attack Speed
I prefer 4 points in here because we won't getting more Attack Speed till Nashor's Tooth. The 4% makes it way more easy to land those last hits in the laning phase.
Blast +0.25 / 0.50 / 0.75 / 1.00 Ability Power per level
A nice addition of some extra AP. Late game combined with Rabadon's Deathcap it gives an additional 23 AP.
Havoc Increases damage dealt by 0,67 / 1,22 / 2%
Simply increases your total damage output.
Arcane Knowledge +8% Magic Penetration
Extra Magic Penetration is always welcome. A point in this skill can make even the biggest tanks run from you.
Mental Force +2 / 4 / 6 Ability Power
Straight up additional ability power is a must take. Increases our early game damage quite a bit and is the one of the only AP choices at this tier.
Spellsword +5% of your Ability Power added to your Auto Attack
A really, really good pick for AP Teemo. The bonus scales with Nashor's Tooth and Toxic Shot.
Archmage +1.25 / 2.50 / 3.75 / 5% Ability Power
A must have for every AP champ in the game. Late game this can mean an extra 35 AP.
Executioner +5% Damage to targets below 50% health
Excellent choice for finishing of those low health champions. A pretty decent pick.
Perseverance Grants up to 2 / 4 / 6 Health Regen per 5 seconds bases on missing health
Since Teemo remains a very squishy toplaner, a point in this skill gives some extra sustain.
Durability +1.5 / 3 / 4.5 / 6 Health per Level
Teemo needs this extra bit of Health to compete with top lane champions.
Hardiness +2 / 3 / 4 Armor
When top lane u will face AD champions most of the time. The extra 4 armor doesn't seem like much but can make a real difference early game.
Veteran's Scars +30 Health
Some extra durability won't hurt on Teemo
A very common choice for most champions. Can get you across walls to secure kills or let u escape. Combined with Move Quick this makes Teemo a really hard champ to escape from.
I choose this spell instead of other spells because it combines really well with the DoT from the toxic shot.
For experienced players: the following combination is really nice to score a first blood:
When the enemy player is around 30% health. Jump in with Flash, followed by your Q, 1 basic attack and Ignite. Experienced players can do this in around 1 sec and won't leave any space for the enemy player left to react.
Starting with a Doran's Ring and 2x Health Potion works best for me. The additional 80 hp gives Teemo a large enough health pool to prevent him from being one-hitted. Also the passive from doran's makes it possible to continue kitting with your Blinding Dart without getting out of mana.
When both potions are used you should have at least gotten 1 kill and be around 1200 gold. Since we rush Rabadon's Deathcap I start with a Blasting Wand which gives a flat 40 AP extra. To increase our harrasment potential I take Boots of Speed to make it more easy to dodge enemy skills and continue kitting with both Blinding Dart as Toxic Shot
At the next back the enemy toplaner should see that most of your damage comes from AP sources. They probably buy Mercury's Treads or a Hexdrinker to decrease damage taken. At this moment buying Sorcerer's Shoes is a really nice choice. When possible, grab another [Doran's ring]] for some extra HP and additional mana regen from last hits since the passive can stack.
Mid Game Items:
Rushing a Deathcap really makes the Blinding Dart a mini-nuke. The passive also makes all future items give a extra AP boost. This item is a must have for every AP Champ.
Lich Bane works awesome on Teemo, while first hitting a champion with your Q, u can give another major hit with a buff to your basic attack with the passive from Lich Bane. The passive gets triggered by all abilities. So while escaping with Move Quick u can make them back off with a fast basic attack that is buffed with the passive. And if thinks can't get any better the Lich Bane also gives an additional 5% movement speed
This item is build for Teemo and has been reworked in Season 3. It just gives everyhing Teemo needs. The extra 60 AP is always welcome but the main thing here is the additional attack speed (50%) which makes Teemo a really epic pusher and increases your damage output even further. The 20% cooldown reduction makes it possible to spam your Noxious Trap across the entire map at key places like bushes, baron and dragon.
The passive of Nashor's Tooth was taken from Malady and scales excellent with Toxic Shot
This item makes your shrooms hit even harder. The magic penetration makes all of your attacks do increased damage and the additional 300 HP and 50 AP are more than welcome. But the best part is the passive which makes your Noxious Trap obliterate enemy adc's and mid champs. Also the slow gets a buff.
Getting late game its all about the teamfights, and since everyone hates Yordles u get focused on immediatly after your adc. The 500 HP and 80 AP makes it a excellent item late game item.
Most common opponents
This is not going to be much fun. His Spear Shot has about the same range as Blinding Dart though it tends to do more damage early game. It also won't cost Pantheon much Mana so he can spam it all of the place. Also Aegis Protection blocks of your basic attacks. Even your Toxic Shot won't land.
Don't try trading with him. You will lose 90% of the trades. Try to farm at a save distance and hope for some ganks
This matchup can go either ways. It all depends on how skilled u are in dodging his shots and who gets the first blood. The range on Shock Blast is not much fun combined with Acceleration Gate. Try getting him out of mana and then strike. Also care when he gets close, most of the time he will try to hit u with To The Skies! and slow u.
A bit of the same as Jayce. The only thing u need to do is dodge his skill shots. His Stretching Strike can really hurt u and with Elastic Slingshot he has a annoying gap closer that can get him within range in a couple of seconds. Fortunately he has to charge his jump and u can get a safe distance.
Just play safe and try to harass him as much as possible
This should be an easy win. Your Toxic Shot counters his passive Perseverance and once u get Move Quick he can never get to u again. Not even with his movement speed bonus from Decisive Strike. U should just poke him till death with Q and E
Garen's evil twin. The only thing u need to be afraid of is his Apprehend. Just make sure u don't get caught and poke him with Toxic Shot. In case u do get caught, the first the u need to do is use Blinding Dart do dodge most of his damage output. Then try to run away to a safe distance.
This lane should be walk over in your favor. Tryndamere relies heavily on getting critical strikes with his basic attacks, which is easy to counter with Blinding Dart. The only thing u need to look out for is Undying Rage that prevents him from dying. Once he used it, he is ready for a toxic breakfast..
This is the main reason people hate Teemo so much. After escaping a big teamfight the enemy champs try to hide in bushes to recall. But the moment they walk into a bush and hit your Noxious Trap its gg well played for them.
1. I always start with a shroom at the far end of the bush. Why? Because it gives u more time to respond when the enemy jungler hits it. When placing the shroom at the beginning of the bush you have less to react and he already is in your lane.
2. When things are going well and u already farm like a boss u should be getting a lane advantage. Shrooms in these spost can block the enemy jungler from ganking and provide u with a free escape.
3. After a few times the jungler will know the entire river is flooded with your shrooms and will try to gank u from his own jungle. A good shroom can not only provide u with early detection but also isolate the toplaner from the jungle and secure kills
4. This is one really nasty place. After hitting your no. 1 place shroom the jungler will think its al over and try to still gank u most of the times. A well placed shroom in this spot can make him flee in terror or if nearby u can finish the job with a quick Blinding Dart
After the laning phase when u start more roaming around the map and teamfights occure more often, some key postitions need warding. Most of the time your support will take care of this. But with teemo u can provide some extra protecting and even scare the enemy team of.
- Baron should be warded after around 20 minutes. The picture shows 2 shrooms but 1 should be enough. We still have the little problem called cooldown
- The bush to the right. This is a high-traffic area and your shrooms will be hit for sure
- Entering the jungle. Assasin champs like Shaco and Evelynn tend to travel into jungles to search for possible targets. Since both champs can get invisible a shroom in this place can scare them off from entering the jungle.
24-08-13: changed the mistake with the runes. Now its marks for Magic Pen and glyphs for AP. Also edited the masteries section