Teemo Build Guide by LGBomber
Not Updated For Current Season
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.
Hi! I'm LGBomber, and this is my first guide on Mobafire. I have learned a lot since being here, and I wanted to give back to the community. This is one of my most successful builds, and it absolutely rips through teams. It is focused on DPS and ArP, and really shines in the midgame. This build will make people hate you (other than the fact that you're playing Teemo.) ;)
I was being bored one day, and I decided to try a jungle Teemo in unranked. Surprisingly, it wasn't all that bad. Click on the second picture of Teemo for a build. The whole description of this build is for DPS Teemo, as jungle Teemo has not been tested yet and I do not believe he is viable for ranked play.
Pros + Cons
+ High damage output, kills many champs in a matter of seconds
+ Tanks don't even stand a chance due to the ridiculous ArP
+ i.e., Rammus, Dr. Mundo, Shen
+ Mobility, very good ganker
+ Able to chase down most champions with Move Quick + Exhaust
+ Noxious Trap able to be used like wards
- Squishy, must stay behind tanks
- No AoE (minor con)
- Doesn't do well against lots of CC
I prefer 21/0/9 simply for the damage output.
DEADLINESS: A classic mastery for DPS carries, and helps you whittle away your opponents' health even faster.
CRIPPLE: Cripple is an amazing mastery which buffs Exhaust perfectly for our purposes. Reducing armor? And increasing Exhaust's duration? Wow.
SORCERY: CDR is always nice to have, especially when chasing champions with Blinding Dart and Move Quick, the latter with a long cooldown.
ALACRITY: Attack speed is great, because it allows us to do more DPS. I max Alacrity and not Sorcery, because the only ability that Teemo would need CDR for is Move Quick, which is not as important as Blinding Dart.
NOTE:If you use Ignite, use Burning Embers .
If you like Exhaust+ Ignite, keep the point in Cripple and move 1 point from Sunder into Burning Embers. If you like Ignite+Something that is not Exhaust, move the point in Cripple to Archmage's Savvy and move one point from Sunder to Burning Embers.
SUNDER: Used for our continuation with ArP, and is a lot better than Offensive Mastery in my opinion.
BRUTE FORCE: An AD boost is always appreciated. Very self-explanatory.
HAVOC: 4% extra damage is a lot. There's a reason that it is at the tip of the offensive mastery tree.
GOOD HANDS: No one likes to be dead for long. That time could be spent getting kills!
PERSEVERENCE: This is simply to be able to get to the next tier. It's a pretty good mastery, however Good Hands is more useful on Teemo, as he is already squishy.
AWARENESS: Helps you level up faster than your opponents in lane, and also helps you keep up with others who run this mastery.
GREED: I like gold. Helps you get your items faster, which I will explain the true importance later.
Greater Mark of Lethality
Greater Seal of Attack Speed
Greater Glyph of Scaling Attack Damage
Greater Quintessence of Lethality
Greater Quintessence of Health
GREATER MARK OF DESOLATION:
Helps increase your ArP. It is an important stat to increase other than your obvious AD and Atk. Speed. You could replace these with Marks of Atk. Speed or AD, and any of these runes are pretty much interchangeable, however this is the setup I use. ArP runes are not necessary if you don't want them, as we have masteries and Last Whisper.
GREATER SEAL OF ALACRITY
Attack speed is part of DPS, as it can help you get the last shot on a fleeing enemy before they Flash out. I value AD and Atk. Speed of similar importance, to create the high DPS.
GREATER GLYPH OF MIGHT
The other half of DPS. Because Atk. Speed has a max (which we don't quite get to), AD is slightly more important, because Teemo's original AD isn't great and there is no max.
greater quintessence of desolation
GREATER QUINTESSENCE OF DESOLATION
Pretty self-explanatory. More ArP. If you don't want the mark of ArP, at least get 1 of these. These are irreplaceable.
GREATER QUINTESSENCE OF FORTITUDE
Helps make you less squishy in combination with Frozen Mallet. Very useful and a great all-around rune.
Your passive. Very good for ganks. Wait for your stealth to come in, wait for the enemy to come into position, and then "YOU HAVE SLAIN AN ENEMY."
Start every engagement with this. Does a good amount of damage, and usually triggers them to run away.
After you use your Q, use your 1-point wonder to start the chase. While you chase them, use Exhaust and then wait for a good time to use Flash.
This is the reason I don't use Ignite. This is basically an auto-Ignite, and doesn't require any mana at all. When they're almost dead and you may be getting hit by turrets, Flash out if possible and the poison will kill them unless they run Cleanse (no one does).
I don't use these like many Teemos, who put 5 million mushrooms in 1 bush and kill someone with AP. I use these like permanent Sight Wards to spot ganks, and also to save teammates who are fleeing through the jungle.
These are very good early game, give you Atk. Speed for farming and movement speed to get away.
More Atk. Speed, which is very good early game, and its passive is very useful.
Frozen Mallet is so good on Teemo. It takes a little bit to save up for it, however it is worth the wait. The extra health makes you very threatening going into the midgame, and its slow in conjunction with Move Quick and Exhaust makes you impossible to get away from.
The Malady+Wit's End combination is amazing, especially midgame. With this build, you finish your build a lot faster than most other champions, and you basically dominate. Once it turns to the lategame, you can do several things which I will describe later.
Before this, we're attacking fast, but not quite as hard as we'd like. This is our main source of ArP, and this starts your killing streak.
Main source of AD, and you can start to push into their base once you finish your build. There is a timing window between the end of your build and the end of their's, and usually I am able to push into their Inhibitors and sometimes even into their Nexus.
LATEGAME ITEM SWITCHES:
When the clock ticks down, and they finish their builds, you need to start upgrading to keep up. Games don't usually go this long with this build, however it is very important to know what to do. Only swap your items if you can sell your old one and IMMEDIATELY get the new.
This is the main swap. You may not even want to swap more.
I really like Madred's Bloodrazor. It adds a little bit of armor, and more Atk. Speed AND AD. Its passive also comes in very handy in many situations.
Exhaust: A great slow, helps Teemo catch prey.
Flash: Helps with positioning, chasing, and running.
Ignite: A great spell with Exhaust, does a great amount of damage.
Ghost: You can use this if you don't like Flash.
Rally: Not great, but not horrible.
Teleport: Teemo already has good mobility, but is good if you are extremely active.
Cleanse: If you are extremely worried about CC, you could use this, however I don't like it.
Clarity: Another spell which isn't optimal, if you spam a lot and are OOM all the time, however it falls off lategame
Revive: Only for impatient people who can't stand being dead.
Fortify: Leave this for your tanks.
Clairvoyance: You have Noxious Trap, and this is for supports anyways.
This page will be updated later. This will be for Kill/Death/Assist lines that you would like to screenshot of you using this build. Thanks!