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Teemo Build Guide by 52bluebeetle52

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.


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League of Legends Build Guide Author 52bluebeetle52

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52bluebeetle52 Last updated on March 24, 2012
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Ability Sequence

1
3
5
7
9
Ability Key Q
4
14
15
17
18
Ability Key W
2
8
10
12
13
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

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
4/
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 9

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 0


Guide Top

Introduction

Teemo is my main, he's been for about 2 years. When I first saw his ulti I immediately thought it was the coolest, and to this day, I still do. Whenever you pick Teemo in champ select, randoms will ALWAYS ask if you are ad/ap. First, even most "ad" Teemos are actually on hit, and deal their extra damage through magic damage via poison dart/Blood Razor. Second, ALL of Teemos abilities scale off of AP and some of them do it quite well. This build is designed to maximize (at least as I've found) Teemos abilities.


Guide Top

Words of ... ah ... uhm ... Wisdom?

There are some Con's to this build that exist in the Meta especially when in random ques.

A) No one will like your build at first, and if your team does not know and understand how to work with you it carries a huge chance for failure. If you're new to it I suggest going mid or solo top, oddly enough Teemo can hold his own REALLY well as long as you bait them to dive you/hide and surprise with Darts and Mushrooms. Not being responsible for anyone other than yourself leaves you fairly alone when it comes to gameplay but give you the experience to know that a Teemo with high AP and CDR is unstoppable and can hold his own against 3+ characters well into mid game.

B) EVERYONE likes to kill Teemo, EVERYONE. Even me, it's fun. He's little and squishy and dies REAL fast, so you need to think ahead of your enemy. Place a mushroom parallel to your tower, and one behind it in the escape route. This will kill potential divers early and mid game, and is very effective at keeping you alive, if done right.


Things that will make you a better Teemo (even though you wouldn't think it to)

A) Space Man Teemo costs more, and is worth is. He's too cute to F**K with, seriously.
B) Having "One More Time" by Daft Punk going as a soundtrack as you play, or just the entire Daft Punk Album: Discovery


Guide Top

Skill Use

Blinding Dart is strong and never misses (unless you miss click, which I hate) so you should use it to poke whenever possible, and its range is impressive. Use it to poke when youre just out of their skill range and they're inside yours click them as they run and if they stop for even a second youll hit them as long as you know to run back the second it fires, they cant hit back with a skill and if they're a ranged AD like Caitlyn (hate her so much,) they'll be blinded.

Mushrooms are tricky, here is another part of the this guide that some people are going to hate, A LOT. Traditionally, Teemo's mushrooms are primarily used as wards and their being weapons is mostly secondary. Their damage is high, they slow, and they have a splash radius, making them very good for setting up solid mushroom mine patches. The thing you NEED to understand is that you still need to place them in bushes as wards, maybe not as many or as often but it's good practice. IF you can get your team to bait in front of a mush field, and then fall back when the enemy charges they will take a substantial loss from hitting mushrooms which will usually cause them to turn and leave. The thing that a preset patch can do is cause them to hit more as they escape, slowing them, resetting the DOT and leaving them easy pickings.


Guide Top

Items

Most people will turn their noses up at a Teemo that uses a Soul Stealer. It's understandable he dies REALLY easily. Just learn to predict enemy movement and stay alive. The thing is by using your mushrooms for making minefields you are likely to get AT LEAST an assist if not a kill from each enemy death during the big team fights that happen when a large push occurs, and this causes them to stack up faster and easier than you'd think. Know that in team fights Teemo is ALWAYS first to die, so if you're taking some aggro move out and come back. If the fight is lost, then just keep running. A good AP Teemo can get an easy 10 stacks by mid game, and this item along with a Death Cap can really REALLY boost the damage of your mushrooms and darts.

Malady, makes farming SO MUCH easier, and also weakens enemies to your Blinding Darts and Toxic Darts and when they turn to run, weakens them to pre placed Mushrooms.

DFG and Morello's provide essential CDR and AP. DFG gives you a huge damage shot to back up your Blinding Dart which can turn a surprise 1v1 into a landslide or really mess up an enemy initiator whose got a large HP base. If you like the ON HIT power that Malady provides You can instead go for Nashor's Tooth or instead late game sell your Morello's for one.


Guide Top

Farming

It's hard especially in the beginning, it'll take practice but focus on not a last hit, but a hit that'll let your poison finish the job.

You can use a mushroom here and there to farm but I suggest primarily putting them where champs only will run into them, as both offense and defense.


Guide Top

Skill Sequence

Blinding dart first, Toxic Second, and Move Quick at Fourth level. Leveling blinding dart to max at first is essential, as it is your main damage dealer.