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.
[Disclaimer - This is my own thoughts on Teemo. While I will accept discussion on what you don't approve and/or would change, please don't just come in and say 'this build sucks. downvote'. I would like criticism with your comments, things that will help me fix the build to be one you, and all others, would approve of. Thank you for your time~ ♥]
One of the most played characters, whether you hate him or love him, is the adorable little rodent Capitan Teemo. Originally a high DPS character, similar to Twitch, the 220.127.116.11 patch saw him shifting to a DPS/AP hybrid which is, to my knowledge, the first character to ever take that design. In addition to being built uniquely he also boasts some of the cutest communications and the best dance ever (this entire last sentence is extremely biased).
Patch 18.104.22.168 Changes
Base movespeed increased to 305 from 300
Base damage reduced to 47.5 from 51.3
Damage per level reduced to 3.0 from 3.3
Fade time reduced to 2.0 seconds from 3.0
Being invulnerable will now prevent Teemo from Camouflaging. Specifically, Zhonya's Ring and Guardian Angel's effects will block Camouflage while they are active.
Recalling and Teleporting will now prevent Teemo from Camouflaging
Duration reduced to 1.5/1.75/2/2.25/2.5 from 1.5/2.0/2.5/3.0/3.5
Cooldown reduced to 8 seconds from 10
Move Quick's tooltip will now update to display the effects of cooldown reduction
Toxic Shot per tick damage reduced to 6/12/18/24/30 from 8/14/21/28/35
Toxic Shot on-hit damage increased to 9/18/27/36/45 from 8/14/21/28/35
Teemo now gains a "stored mushroom" charge every 30/26/22 seconds. Maximum three charges
Each cast requires and consumes a charge
Time to gain a charge is reduced by cooldown reduction effects
Time to gain next charge does not progress while you are at maximum charges
Teemo always has two charges stored upon reviving at base
Cooldown on placing a trap reduced to 1 second from 20
Damage changed to 250/475/700 from 350/500/650
Recommended items updated
Masteries, Skills & Items
After a bit of playing around, I came out to having a rather unique 13/0/17 mastery tree. In Offense I pick up the basic caster skills, but I also throw in four extra points into Alacrity.
In Utility I have a pretty diverse selection. In the first row I sink six points for maxing out and Perserverence. On the second I grab four points for before placing two in . I grab all four available points on the fourth row, and before placing my last point in .
This overall build gives maximum attack speed while not shrieking on the magic buff Teemo received in the 22.214.171.124 patch.
To my knowledge, not much is changed in Teemo's original skill build, grabbing one point in , and before maxing , grabbing whenever possible. The speed buff is maxed last since the changes in Teemo's ultimate makes it much more viable for making traps.
This is my own thoughts, chosen on what I find to be the most useful items to maximize total damage output.
With the removal of Malady's lifesteal, I find starting with a gives the best starting output if you don't want to waste money getting something you'll sell anyways. Just remember you won't have lifesteal, so play it a bit more safe.
Save you gold until you get 1750, no more and no less, and then return to base to grab your . With the instant 1.25 attacks per second you will quickly pull four attacks, dealing a large 100 damage. Although this might not seem like a lot, when you consider how quick Teemo can attack a mushroom-slowed enemy you will love the major output he causes. Don't forget the bonus damage from Toxic Shot.
Now, if you're already doing amazing you can before , relying on the 15% bonus movement speed from Move Quick to compensate for the movement loss. I DO NOT recommend Trinity Force. Both, the Damage and Ability Power are weak, the ASPD is minimal and useless for Teemo, since he get's his elsewhere and the Movement is acquired through the Move Quick spell.
If you got the Hextech Gunblade before pick up them them up now. Otherwise your next choice is for and . Both of them boost your damage, Malady through on-hit effects and Nashor's Tooth through AP. They both also have a unique benefit. Malady reduces the Magic Resistance of those it hits, causing more damage with Toxic Shot and Noxious Trap while Nashor's Tooth allows you to pull off Noxious Trap and Blinding Shot more quickly. I suggest if you're not doing too well, or their are plenty of melee users on the enemy's team, giving you quicker use of Blinding Shot. Otherwise Malady can quickly shred through nearly anybody that stands against you.
Pick up whatever else you're missing before finally picking up the finishing touches, . Everybody loves the insane AP, vastly boosting Teemo's damage output. However, the item effect really helps as well, allowing you to lay out your Noxious Trap, shielding and waiting until it explodes with little-to-no damage. It can also allow you to wait for Blinding Shot, saving you some HP. However, if you're doing crazy good and don't need the protection you can get , but this late in the game, what's the point..?
Always remember to keep your Elixer of Fortitude, Elixer of Agility and Elixer of Brilliance running. Although the three are expensive, all three of the boosts can really help Teemo