Teemo Build Guide by Famine Fox
Not Updated For Current Season
Not Updated For Current Season
Welcome to my first Teemo build. The name refers to the tower of numbers that signify the amount of damage being dealt when you've completed your build. Hate if you will, as long as it's constructive. Personally, I prefer a DPS/AP hybrid because in combination with the items and his Toxic Shot(E), he can tear away at most champions as long as you play carefully and don't lead into a team fight like a jackass.
Pros / Cons
-Decent movement speed
-Lots of damage
-Move Quick's Active is pretty short
-Move Quick's Passive is deactivated once hit by a champion or turret
-Team will rage about kill steals because of your poison
Why This Build?
I very rarely see any Teemos that play a DPS/AP hybrid. Maybe you have, but I don't. Either the Teemo goes heavy DPS or heavy AP. Now I don't disapprove, but I don't exactly condone it. Sure, you can do DPS, but what if they're faster than you and end up getting away. You can't hit what's not there. And if you go AP, sure your shrooms do a **** ton of damage, but even if you get a few hits on them before they run away, you're not necessarily guaranteed a kill.
I also don't see a whole lot of Teemos grab a Hextech Gunblade. I mean, why not? It's got damage and AP. Perfect for a hybrid build. Also you have life steal AND spell vamp. What's the point of trying to take out Teemo if he drains your health with his dart, poison, and shrooms?
This build is mostly for maximum damage output in a short amount of time. I don't really like staying in a fight too long unless I know my team has my back and someone else can take the damage rather than me. I believe Teemo should be held back and do damage from afar and chase if needed.
Marks-I have chosen the Greater Marks of Desolation for armor penetration because being a DPS character, it's just a necessity for Teemo.
Seals-I have chosen Greater Seals of Vitality for a little more survivability. Teemo is a squishy champion and although the end result is about 100 some health at level 18, you can thank me when you have 15 health and your **** retracts into a vag.
Glyphs-Since I build Teemo as a DPS/AP hybrid, I want some AP. I have chosen the Greater Glyphs of Force for flat AP. Why flat AP? So you can get those early game kills with your toxic shot. Fed Teemo is always a serious threat.
Quintessences-I have chosen 2 Greater Quintessences of Potency and 1 Greater Quintessence of Insight. I chose the GQoP for the AP because of the same reason for the Glyphs and the GQoI just to have some magic pen.
I set the masteries for a typical DPS character on the Offensive masteries and I throw in the critical chance masteries to reach the Havoc mastery. I also have chosen the exhaust for additional armor pen and magic pen, both essential for this hybrid build. Of course for Teemo, I have the Archaic Knowledge mastery for the magic pen and all of the others are just for pure damage output.
I put the rest in the Utility masteries because I believe that no matter what masteries you put into Defense, you're going to be squishy anyways. So I have the Spatial Accuracy mastery for the Teleport spell, so you can get to your shrooms faster. (Further explanation under the Summoner Spells) I threw in the rest arbitrarily just because they seem necessary for most champions.
This Item Sequence might seem strange because you're getting Malady instead of boots first. Well, this is, again, for the early game kills you need. It tears away the enemy's health and decreases magic resistance to improve the efficiency of your Toxic Shot.
Next, you get Berserker's Greaves. I previously used Sorceror's Shoes but I found that too many people have smartened up and started to buy Oracle's and farming my shrooms instead of stepping on them. So I decided that with the Toxic Shots on hit passive, I can put out more damage with more attack speed.
I like to get Sword of the Divine early because more AS means more dart output. More dart output means more poison. Also, the Active is pretty epic. Your attacks can't be dodged and you gain 30 armor pen. Some people may not know this, but this also works on the turrets. So if you need to tear up a turret by yourself, you can at least get it down to about 1/3 of its health before the enemies come charging at you.
Now the Hextech Gunblade is probably the most important item in this build because it has some nice attack damage and [life steal and spell vamp]. The life steal and spell vamp improve survivability in a 1v1 because as you're tearing away at their health, you are also regaining health. Life steal from the constant auto-attack and spell vamp from the toxic shots, blinding darts, and shrooms. If an enemy hits a shroom, anywhere on the map, you regenerate more health. The last reason is it's active. A good amount of damage is dealt AND the target is slowed so it's good for chasing.
Nashor's Tooth is a suitable item for Teemo. You get AP, AS, Mana regen, and CDR. All of your moves except your Move Quick benefit from this. Yes, you can reduce the time it takes to get more shrooms with CDR.
Last but not least, I have a surprise for you. The last item is...COMPLETELY OPTIONAL! Just make sure it appeals to your DPS or AP side of your hybrid-ness. In this build, I've suggested Lich Bane. Even in late game, Teemo is quite squishy. This has some magic resist if you need it but it's really for the passive.
Now there are those of you who prefer a safer version of Teemo. I understand because of the magnitude of squishy this little guy has. But have no fear. I have some solutions.
Mercury's Treads-These are for those heavy caster teams. The Sorcerer's Shoes are merely a bonus with their magic pen. If you are one of those people who say you can't do any damage while you're dead then don't die, then I would gladly suggest you switch these out.
Ninja Tabi-Against those annoying DPS champs like Jax and Yi? Ninja Tabi provides both armor AND dodge chance. This might also help in a 1v1. You can't kill what you can't hit.
Banshee's Veil-This is not a bad item for ANY champion. Health, mana, and magic resist make an awesome item for survivability. And for those worried about getting chased, the passive takes out a crowd control effect on you and you can get the hell out.
Zhonya's Hourglass-AP, armor, and stasis. Enough said...but if not, stasis is an effect that you can activate so you don't move for two seconds, but you are completely invincible for that period of time. So if you any escape maneuvers on cooldown or other members of your team are available to take damage, you can pop this and wait it out for a couple of seconds. You might get lucky.
Frozen Mallet-A typical DPS item with a nice health bonus. On top of that, you have an awesome passive that slows your target everytime you hit them with your autoattack.
Madred's Bloodrazor-This is an item for those heavy armor and health tanks and generally to help melt any champion. It also has some armor which can be useful in survivability and some more attack speed to dole out the toxic.
So I'm not going to post the descriptions for the skills like most builds will because it's right up top...just scroll...seriously. Anyways, you can see that the skill sequence focuses on getting Toxic Shot(E) up to level 5 as soon as possible.
Your Blinding Shot(Q) doesn't do a whole lot of damage; it's mostly a harass all throughout the game.
Your Move Quick(W) is now passive because of a recent patch and will double in effect if it's activated. Teemo is generally fast enough so I'm not greatly concerned about leveling that up early or mid game.
And just level up your Noxious Trap(R) just like you would any other ultimate. This is also a great farming tool because it will spread across a mob of minions and in a matter of seconds, the minions are gone and you have a couple hundred more gold in your pocket.
Okay, for Summoner Spells, there's the Good, the Meh, and the Ugly.
Exhaust-This is one of the spells I will always use. As explained above, with the mastery, it decreases the armor and magic resist by ten on the afflicted enemy. It will also slow them and decrease their attack speed. This is good for chasing or running away from a single enemy.
Teleport-This is the other spell I will always use. Why? Because of its awesomeness. Sure, you can jump on to towers and minions, but guess what. You can also teleport on to your mushrooms. So anytime you want to help your team out by picking off the ones running back to their base, you send out a blinding shot and a couple of autoattacks and they're gone. Omnipresence is your key to a successful game with Teemo.
The following are merely for personal preference. I do not use these spells but I don't disapprove their usage.
Ignite-If you need a little bit of help getting first blood, in combination with your E, it's almost guaranteed.
Flash-If you need to get away or if you are hardheaded and you really want that kill, you may want to go with this spell. But you have to be careful, once you Flash, you can't get back out because Teemo has hardly and escape maneuvers. Even with his active W, your heart will be pounding to get out. Make sure if you use this spell, you have some shrooms posted around the area to wear away the enemies health and discourage them from continuing their pursuit.
Cleanse-If you get Flash and Cleanse, with your W, you will probably have an easier way to escape. I personally don't choose this because I'd rather be safe and not risk death because team players will most likely rage if you die because Teemo is a pretty heavy feeder. I'm just saying. If you choose Cleanse, be careful and don't get too cocky.
These are spells that may prove useful and are based on personal preference. I'd rather not choose these because of their redundancy.
Ghost-I disapprove because you already have Move Quick and you shouldn't have to worry about running away if you play smart.
Heal-Once again, if you're careful, you won't need this spell.
Fortify-This is more support characters who don't do a lot of damage and need a spell that will help the team. Of course, this is an all-around good spell, but this is considered meh because there are better choices.
Clarity-Teemo doesn't use a whole lot of mana unless he's posting his shrooms. With the mana regen and mana buff, you shouldn't have to worry about this. Clarity is only good early game and in late game, you should always have a mana buff on you.
I completely disapprove of the following spells. Just...don't...
Revive-Just...don't die. Hardly any champions need this spell, but there are special cases. Teemo is not one.
Smite-This build doesn't call for jungling and I don't really think it's a good idea to jungle with Teemo. But hey, if you want it, get it. I just don't want to be your friend.
Rally-Why...just...why...only support characters should carry around this spell. Might be useful during a gank or team fight but there are better choices by far.
Clairvoyance-This spell is mostly used to check out dragon, Baron, or any area in the map. What I say is, you should have shrooms all over the map and shouldn't have to worry about being ganked or be wary if the other team is taking dragon and baron or not.
This is a short chapter requested by commenters on how you're supposed to get out. Well, it's already been established that you should have your shrooms everywhere on the map. Although you might want to preserve your mana and shrooms to help seal up all of the passageways into lanes, it would be wise to invest in planting shrooms throughout the forest. Every few steps should have shrooms so if the chaser is persistent they get punished. Since they're slowed, you can harass them a little bit with some blinding darts and auto-attacks. Also, if there aren't any shrooms in front of you, while they're slowed, put some more shrooms ahead. Most likely they'll give up or die. Even Master Yi in Highlander would get torn up before he can get to you since he doesn't get slowed.
If you have any other issues with certain situations, please comment on it and I'll figure it out.
02/27/10-Sword of the Divine moved ahead of the build rather than last.
Situational Items and Escape Methods posted
Skill Sequence modified
Why This Build added
Pros and Cons added
03/08/10-Changed the Seals of Clarity to Seals of Fortitude (seriously, why hasn't anyone called me out on this?)
07/04/11-Changed the Seals of Fortitude to Seals of Vitality. (I'm quite fickle with seals I guess)
Changed the item sequence. Got rid of Madred's and put in Lich Bane. Got rid of Sorceror's shoes and put in Berserker's.
Changed the masteries. There is only 1 point in Deadliness and 3 points in Sunder.