Teemo Build Guide by Draconis655
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.
As/ms On-hit, anti carry, supp
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.
Pros / Cons
Your speed is not an end all be all. Many champions can and will still catch you, keep your shrooms at early to mid game ready for defensive placement in the lane. Being aware of an incoming jungler allows you a tactical advantage to make use of your speed to escape. Initiating or even poking with your blind is wasteful, like with minion waves, you do not go all out unless you are ready to capitalize on the resources you are using.
Your choices are not limited! There are many combinations that could be potentially successful. The two I have listed follow differing routes; one uses a full offensive approach, while the other (which I feel is stronger) uses some defense to keep you in the fights longer.
Alternate rune and mastery route
This new route is something I am going to be testing. My current rating in solo que is 1064, and a week ago it was the bottom of the 800's. Thanks to my other Teemo build I have been able to pull off dominating wins that brought me back up. Early losses with teemo were using more traditional builds in top lane. Now I am looking to increase the utility and lifespan for the more refined elo. Also, the only change to itemization is swapping Crystal Scepter with Abyssal Scepter. It offers slightly less AP while increasing magic resistance and making up for lost Damage output in this build overall with its magic pen.
The above build optimizes the runes I have listed as either my main, or potential others.
The focus of the itemization is to increasingly gain health, ability power and magic pen. Add that to your on hit passive, the 5 percent from the spellsword and the improved malady and you will on hit for over 450. All items are linked, have support for the others, and increase your overall effectiveness in all areas except tanking (which you should not do).
Creeping / Jungling
Jungling: don't do it, teemo will unbalance your team late game as a jungler in the new meta, and of course, increases to mob hps in the jungle will lead to a slow farm.
Blue: only late mid to late game. reasoning? This will only increase the amount of shrooms you can place, therefore weigh this against potential better uses among your teammates.
Red: Awesome and in fact much better for you than the other traditional positions to use it. Why? You may have some burst potential, and you are fast, but being able to ensure a kill without a chase at all allows you to get kills effectively, efficiently and without leaving yourself out in the open chasing for a kill without a slow.
If played appropriately, mid teemo has no effective counter. That being said, let me clarify that I mean no other mid champion should be able to catch and kill you so consistently that you are zoned out of the lane. Your ability to last hit should give you the edge on cs, without allowing the lane to become unfrozen from the spot of your choice. Your most difficult opponents (ori, ziggs, ect) will be focused on zoning you, so keep a little behind your minion wave, making erratic loops with feints to sprint around. This tactic will allow you to move most smart enemy champions into a position to capitalize on your potential aggressiveness (remember we are feinting here) or chase them away. You need to be keeping an eye out for the cs opportunities here, and therefore should allow for your feints to put you into position to last hit. In the new meta, once the siege enters the lanes, no other minion is as important.
The goal with teemo in this build is to maximize the balance of your on hit burst, and to allow you the luxury of competing better against the opposing ap carry late game. Most ap carries will by the end of the game build some Mr, while the adc wont likely have either armor or Mr, taking advantage of this with extra magic pen will maximize your ability to effectively assault both the apc and adc.
Hit and run, seriously Get the F outta here!
Note from the author
Please be thoughtful when voting or commenting. There should be no negative feedback if you haven't personally tried out this build. I will also endevor to answer any questions, make appropriate updates and such. However, I will not be wasting time and space on this site with stupid amounts of linked items or pretty pictures(this isn't a flow chart, its a player guide for a f2p game.)