get
prime

Teemo Build Guide by Craxxx1337

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.


2K
Views
0
Comments
0
Votes
League of Legends Build Guide Author Craxxx1337

Viable ap Teemo for premade utility

Craxxx1337 Last updated on September 5, 2011
Like Build on Facebook Tweet This Build Share This Build on Reddit

Ability Sequence

4
8
10
12
13
Ability Key Q
2
14
15
17
18
Ability Key W
1
3
5
7
9
Ability Key E
6
11
16
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.



Masteries

 
 
 
 
 
4/
Sorcery
Alacrity
 
 
 
 
 
 
 
 
 
 
Brute Force
 
 
 
 
 
 
 
Lethality
Improved Rally
 
 
 
 
 
 
Havoc
 
 

Offense: 9

 
 
 
 
 
Strength of Spirit
Evasion
 
 
 
 
 
 
 
 
 
 
Veteran's Scars
Willpower
 
 
 
 
 
 
Ardor
Reinforce
 
 
 
 
 
 
Tenacity
 
 

Defense: 0

 
 
 
 
 
4/
Awareness
Expanded Mind
 
 
 
 
 
 
 
 
 
 
 
 
 
 
3/
Intelligence
Mystical Vision
 
 
 
 
 
 
1/
Presence of the Master
 
 

Utility: 21


Guide Top

Introduction to Teemo

Teemo is a way to underestimated champion, who deserves better than being jugded before the game actually starts. That's why I think that Teemo is made for premade teams, to fight/kite the enemies in the field of shrooms ( Noxious Trap). Ap Teemo is still viable, if YOU play him right. :)

I'll add some pictures soon.


Guide Top

Runes

I go with my standard runes for mages, which is:

Marks: for obvious reasons.
Other that might work for you: Greater Mark of Attack Speed or Greater Mark of Scaling Ability Power.

Seals: . Imo Teemo doesn't need extra mana regen or such.

Glyphs
: . (You'll have 24% cdr from boots + masteries, which means that you'll have 34% with elixir. Greater Glyph of Scaling Cooldown Reduction is viable too, if you want 40% cdr.)


Guide Top

Masteries and summoner spells

Pretty standard mastery page, for mages and such. Utility. 9/0/21 for improved Flash and Teleport.

Teleport to Noxious Trap's and turrets for some nice mobility around the map and defending turrets might be necessary.
Flash for the survivability. Getting in or out of a fight is important. Also nice for positioning.


Guide Top

Items

Starter items: OR OR The choice is yours.

Core: Philosopher's stone

Late game: 2x for more ap and mana regen to keep placing Noxious Trap's.

Situtional/Last items: ( 1 Archangel's Staff could be replaced by 1 of the situtional item )

, if the enemey is stacking MR. (Magic Resistance)

, if you need the extra burst against a squishy team.

, if you want some life steal, spell vamp and physical damage for some more hybrid build. (The slow is awesome too)

, some people say that it's godlike, but IMO I don't really like it. I need the more ap and I already got some quite nice cdr. (You could change your boots to and go for this and for some hybrid build)

, gives slow on every Blinding Dart, which is awesome. You could also buy it, if you're feeling too squishy, even with .

, Hp, Mana and AP. Nice combo. If you want to get one of these, you should get it early game. Synergizes well with your

Against HP stacking champions such as Olaf


Guide Top

Summary

Feel free to ask questions or giving constructive critism, as it might improve the guide. But that's it. No trolls, please. o.O