Teemo Build Guide by kennicky

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.

League of Legends Build Guide Author kennicky

ultimate hybrid teemo build the teemester (improved)

kennicky Last updated on April 20, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

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.



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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This guide will have a bit of spelling mistakes, missing puntuation,being biased etc. but idc much so when you comment if you write about spelling mistakes it will be deleted or marked as spam XD anyway. ENJOY listen to this song about teemo Captain Teemo - crown

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HI!My name is kennicky and this is my first guide.Constructive crit wanted.This guide is for the epic champion,Teemo!This build can be compared to PWNDO and crit king tryndamere so it is pretty epic.So anyway lets get on with the guide :)

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teemo lore!

Teemo is a legend among his yordle brothers and sisters in Bandle City. As far as yordles are concerned, there is something just slightly off about him. While Teemo enjoys the companionship of other yordles, he also insists on frequent solo missions in the ongoing defense of Bandle City. Despite his genuinely warm personality, something switches off inside Teemo's mind during combat so that the lives he must end while on patrol do not burden him. Even as a young recruit, the drill instructors and other trainees found it a little disconcerting that, while Teemo was normally charming and kind, he turned deadly serious and highly efficient the minute combat exercises began. Teemo's superiors quickly steered him toward the Scouts of the Mothership, which is one of Bandle City's most distinguished Special Forces unit alongside the Megling Commandos.

While most yordles do not handle solo scouting missions with a great deal of finesse, Teemo is remarkably efficient at them. His record of success in defending Bandle City from infiltrators easily makes him one of the most dangerous yordles alive, though you'd never know it by having a cup of honey mead with him at his favorite inn. Bandle City chose Teemo as their first champion for the League, and he has taken to it like a duck to water. His signature weapon - a blowgun - uses a rare ajunta poison he personally gathers from the jungles of ***ungu. To help cope with his lengthy periods of isolation, Teemo recently struck up a friendship with Tristana, a fellow League champion and fellow member of Bandle City's Special Forces. This connection is healthy for both yordles, though now Valoran's voracious media outlets circulate rumors that the friendship is turning into a romantic relationship. Regardless, Teemo is a crowd favorite in the League of Legends, and a pint-sized foe that many have come to fear.

"Teemo rides a thin line between chipper compatriot and unrepentant killer, but there's no one else I'd rather have as a friend." - Tristana

What he says:
"Captain Teemo on duty."
"Hut two three four."
"I'll scout ahead!"
"On my way."
"That's gotta sting."
"Yes sir!"
"Never underestimate the power of the Scout's code."
"Size doesn't mean everything."

Basic information:
Champion cost: 3150 ip -- 585 rp
Roles: Assassin, Support, Disabler, Haste, Farmer, Ranged, Recommended, Scout

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Pros / Cons


    very easy to kill tanks
    fast movement speed
    can nuke easy
    Can escape ganks easily
    very fast attack speed

    quite squishy early game
    has little cc
    can get splashed down easily
    Everyone hates teemo so they aim you
    want to rage quite when you see a X/10/X teemo

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mainly going though both of the abilty and dps masteries on the attack masteries and taking up the health, armor to make up for his early game squishiness.ALSO getting summoners wraith and summoners resolve for the little bonuses for your sommoners spells which really help.(10 armor and mr reduction for Exhaust and heal percentage increase for Heal

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Greater Mark of Mana Regeneration

Greater Seal of Scaling Health

Greater Glyph of Magic Penetration

Greater Quintessence of Magic Penetration
Taking health per level to really help with his squishyness. Also magic pen for his Toxic Shot . mana per 5 second runes so you wont run out of mana early game. these runes are mainly based on early game performance not as much late game but with your full build even with late game runes they wont help that much.

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Core Items

Boots of Speed For the extra movement speed to reach the lane faser because sometimes when you play sololane there are these people who wont let go of middle lane and you generally need it to escape ganks.
3 Health Potions for them dangerous moments of stun or when your low because of minion aggro.
berserker greaves for the attack speed you need for the ad part of the hybrid build.
Malady is one of the best items for teemo as it does increasingly toxic shot (poison) damage and also synegises with teemo very well as for the attack speed and extra ability power for the hybird build.

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optional items

Frozen Mallet if you think you don't need so much health as no one focuses you in team fights or need a slow for your basic attack which help you catch up with fleeing enemies which help with your already very fast movement speed
(swap with Warmog's Armor)

Rylai's Crystal Scepter just like the frozen mallet but cost more and gives your spells slow as well and some ability power

People recommend some please

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Start with a Boots of Speed and 3 health pots and go duo bot( laning with a friend really help especially if its a surport/ taunt/ tank/stun etc.( e.g. Rammus, Sona, Lux) start farming and focus on last hits while you try to harras the enemy while she tries to last hit. Anothor way to start is to go right near the turret a little of its range so its stealth sight doesnt activate on you and stealth they with you passive. tell you partner to go in the bush next to you and wait for the enemy champinos to psh near your turret (you should be atleast level 2 by now) then run out and Blinding Dart the squishy (surport/carry) and start to auto attack, the moment it runs out use Exhaust and start attacking again. If there still alive kill them with your final Blinding Dart(or if you partner has Ignite use that).

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Summoner Spells

normally i go with exhaust and heal due to being sustainable in early game and to get first blood. Other combos are Exhaust + Flash/ Exhaust + Ignite/ Exhaust+ Ghost.

Exhaust + Flash is a very good way to re position yourself in a team fight or getting away (they cant stun if your not in range of the spell. and to 1v1 quite well so if your on the losing side ( which you wont be ) you can flash away.

(ill explain the combos when i update my guide(regualy)due to not enough time)(never use the summoner spells i don't mention as they are not even to be thought about in choosing summoner spells on teemo , absolute no no)

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Farming is very crutial on teemo . if you cant farm you might as well surrender. you need farm for the level up becuase teemo gets a lot of bonus health and stats due to leveling up.also you need the gold. if you fall behind in levels its unlikly you catch up quick enuogh even with a bit of kills (untill this patch but still is hard to catch up). i cant stress enough how important farm is to teemo its like teemo without shrooms!

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shroom placement

red dots are early game, green dots are late game as you can see at dragon and Nashor are shroomed at both early and late (mid obviously as well)

As we know hes shrooms are what makes teemo, teemo . and we do need to know where to place them.
when you reach level 6 you need to immediately start warding you lane . secure baron and dragon at the sides or in the entrance. Shroom off the river at all times because that is a high traffic area with all the ganks and ****. you could also sneak into enemy jungle and ward the buffs. You never know you might just steal it from them .Lots of team fights happen in the river and middle lane as that is were baron nashor and dragon is and middle lane is the lane most normally push first. Shroom where cross bone is because that's a slim walk though and it will surely hit any champion that goes though unless they jump over( Tristana is an example).some time is you ward the enemy jungle really well, you get a kill just from your epic shroom placement. i will add a picture soon but right now i'm on my computer that ha'nt got league of legends downloaded cause its one of those really old ones ( i will log on my lap top and screenshot a pic for yous. when you are fight an heavy ad/dps team always secure you position with a mushroom or two, it always helps you get away

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Thanks to JhoiJhoi! Her epic guide can be found here!"
Cant thank you enough for the help my guide was very **** before i read you epic guild!(Even made a little chapter for you :)

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patch notes

Health per level increased to 82 from 77.
Move Quick's passive component now shows a cooldown timer.
Noxious Trap arm time reduced to 1 seconds from 2.
Noxious Trap now has a cooldown timer on the ammo stack indicator on the buff bar.
Noxious Trap will now show the area it triggers in when cast.

Noxious Traps will now 'level up' if Teemo ranks up his R slot while the traps are active.
Fixed a bug where Move Quick did not proc on-spell cast effects such as Sheen.
Move Quick: passive movement speed bonus is now correctly removed even if the damage taken is absorbed by shields.
Noxious Trap: Mushrooms are no longer targetable/manipulated by spells (except for Teleport)
Noxious Trap:
Base damage reduced to 200/400/600 from 250/475/700.
Mushroom charge reload time increased to 35/31/27 from 30/26/22.
Fixed a bug that calculated the AP coefficient lower than intended.
Move Quick: cooldown increased to 22 seconds from 13.
Move Quick reworked:
Passive: Now grants 10/15/20/25/30% increased movement speed until struck by a champion or turret.
Active: Teemo gains double his passive movement speed for 4 seconds. This bonus is not lost on hit.
Noxious Trap:
No longer gives any gold as a bounty when killed, down from 25.
Traps show their remaining duration when selected.
Recommended items updated.
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 seconds from 3.
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.
Blinding Dart:
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.
Blinding Dart will now cancel autoattacks in progress when the blind is applied.
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.
On-hit damage increased to 9/18/27/36/45 from 8/14/21/28/35.
Noxious Trap (Revamped):
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.
Fixed a bug with Toxic Shot where it was not applying the poison damage immediately upon hit.
Removed base dodge.
Fade time reduced to 3 seconds from 4.
Fixed a bug in which sometimes the fade time would take too long.
When Teemo breaks stealth, he now gains the "Element of Surprise" buff, increasing his attack speed by 40% for 3 seconds.
Blinding Dart:
Mana cost reduced to 70/80/90/100/110 from 70/85/100/115/130.
Cooldown reduced to 10 from 12.
Blind duration reduced to 1.5/2.0/2.5/3.0/3.5 from 1.6/2.2/2.8/3.4/4.0.
Move Quick:
It now only breaks when taking damage from an enemy champion or turret.
Movement speed buff reduced to 15/20/25/30/35% from 20/25/30/35/40%.
Toxic Shot:
Now applies the first application of damage immediately upon hitting the target.
Poison duration reduced to 4 seconds from 5 (total number of applications remains at 5).
Noxious Trap fade time reduced to 1.5 from 2.
Bantam Trap: Will now properly grant assists when it slows an invulnerable target, such as a target affected by Kayle's Intervention.
Fixed a bug in which Barrel Roll would detonate Teemo's Mushrooms.
Camouflage stealth timer reduced to 4 from 4.5.
Fixed a bug in Blinding Dart's tooltip.
Fixed a bug where Bantam Trap was granting vision of an area for too long after an enemy triggered it.
Camouflage time to Stealth reduced to 4.5 seconds from 6 seconds.
Bantam Trap:
Can no longer be affected by Volley, Missile Barrage, and Sow the Wind.
Poison duration reduced to 4 from 5.
fixed a bug where several spells would show a particle as they passed over the trap.
Blinding Dart:
Ability power ratio reduced to .8 from 1.
Blind duration reduced to 1.6/2.2/2.8/3.4/4 seconds from 1.5/2.25/3/3.75/4.5.
NEW PASSIVE – Camouflage: If Teemo stands still for 6 seconds without taking damage, he becomes stealthed.
Fixed a bug where some abilities can interact with Teemo's Mushrooms while others can't.
Increased Damage per Level from 2.8 to 3.3.
Increased Attack Range from 450 to 500.
Move Quick Cooldown reduced from 8 to 6.
Blinding Dart Range Increased from 600 to 680.
Increased Mana Gain per Level from 30 to 40.
Bantam Trap (Bantam Trap) has received a new explosion particle.
Increased Base Damage from 47.5 to 48.5.
Blinding Dart Damage increased from 60/120/180/240/300 to 90/140/190/240/300.
Toxic Shot Damage increased from 7/14/21/28/35 to 8/14/21/28/35.
Bantam Trap:
Increased set duration from 2 to 2.5.
Now has a bonus 150 Armor while stealthed.
Move Quick no longer costs mana to turn off.
Bantam Trap Ability Power ratio reduced from 1 to .8.
Bantam Trap: Reduced slow % from 40/50/60% to 30/40/50%.
Move Quick: Can no longer be cast without sufficient mana.
July 10, 2009 Patch:
Bantam Trap: No longer limited to 15 (but his mushrooms have a 10 minute duration)
June 26, 2009 Patch:
Fixed a bug where Trailblazer was leaving dots on the map.
June 12, 2009 Patch:
Trailblazer: Movement speed bonus increased slightly.
June 6, 2009 Patch:
Blinding Dart: Miss chance duration changed to 1.5/2.25/3/3.75/4.5 seconds from 2/2.5/3/3.5/4.
Toxic Shot: Now has a 0.7 ability power ratio.
May 1, 2009 Patch:
Health gain per level reduced to 74 from 84.
Blinding Dart:
Now applies a 100% miss chance for 2/2.5/3/3.5/4 seconds instead of causing the target to miss 1/2/3/4/5 attacks.
Mana cost reduced to 70/85/100/115/130 form 65/85/105/125/145.
Cooldown reduced to 11 seconds from 12.
Bantam Trap:
Damage reduced to 350/500/650 from 375/550/750.
Added a particle to detonation.
April 25, 2009 Patch:
Toxic Shot: Damage per tick reduced to 7/14/21/28/35 from 10/18/26/34/42.
Noxious Trap:
The trap is now magic immune.
Misc particle removed.
April 18, 2009 Patch:
Toxic Shot: Now a passive skill.
Move Quick: No longer slows Teemo upon being hit (it does still remove the haste buff).
Blinding Dart: Now causes the target to miss a set number of attacks instead of increasing their miss chance.
NEW PASSIVE – Trailblazer: Teemo leaves a trail as he moves, increasing the move speed of allies and granting him sight radius of the are for an extended period of time.
NEW ULTIMATE – Noxious Trap: Teemo places a trap which, when triggered, will poison surrounding units, slowing and damaging them for the duration.
Alpha Week 7:
Updated recommended items.
Alpha Week 4:
Base attack damage increased to 41 from 39.
Toxic Shot:
Damage changed to 8/16/24/32/40 damage from 2/4/6/8/10 per stack.
No longer stacks
Scout's Bounty:
Armor reduction increased to 30/45/60 from 20/40/60.
Bonus gold increased to 100/150/200 from 50/100/150.
Blinding Dart: Blind miss chance increased to 10/20/30/40/50% from 14/22/30/38/44%.
Alpha Week 3:
Move Quick: Fixed a bug where it did not toggle off properly after taking damage.
Toxic Shot: Fixed a bug where Teemo was not getting bonus damage while it was active.
Alpha Week 2:
Fixed attack timing bugs.
Fixed tooltip typos for Move Quick and Toxic Shot.

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Changes to the guild

12/04/12+finished guide
5:00pm 12/04/12 Epic remake!
15/04/12 added picture for shroom placement and little tweaks

Improvements: Need to finish items section and add optional items section

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    teemo needs farm
    if you build him like this you will pwn
    shroom the map!
    map awareness is crutial
    teemo is an epic champion
    teemo has a global taunt
    etc. (etc is used to make you seem you know more that you do)
(constructive criticism wanted)