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It would be something like Greaves, Nashors, Kraken, Shieldbow, Bloodthirster and Terminus, You could put Blade of the Ruined King instead of Nashor, but really you do more with AP :P
Porofessor (op.gg) build suggests quite different build for PTA - it's PTA + Resolve and items like Nashor>Liandry>SE. What do you think about that?
It's also based on what the community does more of. If everyone started playing Grasp again, most runes would be showing as Grasp, hence, why I say Fleet is okay for survival but notice how no website recommend it outright?
So, I understand that there are a lot of folks out there, like Manc0, who at one point claimed that it was the best build ever to play on-hit for Teemo. But if you sit down and perform the math, the explanation becomes clear. In the game's current condition, itemization, survivability, and so on.
Guinsoo's Rageblade is a bad item because, well, think about it. When was the last time you battled a skilled opponent and hit them 7-9 times BEFORE they could stun, lockdown, or one-shot you? The playstyle and build is ridiculously squishy and provides nothing for defense or proper AP scaling.
I don't want to go into too much detail, as I usually do, because I'm not all that interested in typing up a 2 hour page on it all, let me put it this way. Guinsoo's had a 55% WR before the changes back in 13.9? It dropped immediately to 46% and have NEVER seen itself go above 50% since. Riftmaker on-hit, is ALWAYS a 54-55% WR in a massive number of games.
Do you want a 55% WR with more than 100k games played or a 47-49% WR with 20-30k games played? It has less to do with itemization and more to do with your ability to play the physical game. This is why high-rank players can make things work, but it is also necessary to understand itemization so that it supports you rather than hinder you.
Long Story short: Guinsoo offers nothing.
Btw, I played Teemo most of my Teemo games, with the same identical build (Pure evil!!!)but instead of AS marks I went Hybrid Armor/Magic Pen, what do you think about these runes for him? :)
With the recent change to
Thanks for the reminder :D
On-hit effects works as such... the faster you attack the faster you live and the faster they die. I could see it being good for someone with a passive start playstye but AS is for me even though 2.50 can be obtained without going for AS runes.
It would take quite a while to get used to lethality runes.
I will say that it works, but it takes time to work.
I prefer utilizing both AD and AP in conjunction with AS making it much harder for the enemy to build defensively against you. Example: They build Dead mans plate, and other items without HP which will cause you to deal more and more less damage if you're full AD.
It's why I take AP scaling, and AP quints, if you don't you will suffer not only to full AD but your camp kiting clears will suffer as well, the reason why I find Teemo works in the jungle is because he can kite and not lose more than 10% of his HP timing his blind rotation kite.
I've played a few more games, went 6/1/2 - 10/5/12 had fun. Trying builds you get on your own terms is much more appealing to me than using other peoples builds.
Because everyone is different in playstyle, speaking of which, I just came up with a new idea. My playstyle really enjoys ATTACK SPEED very early.
I want 2.50 by late game but also by utilizing as much damage an sustain as possible, so hear me out.
1-3 Attack Speed Quints (Gives you the basic 4.5%-13.5% AS start)
0-2 AP Quints (To give your first clears good damage, although this could be ignored since you're going to start BLUE/RED leash anyways)
Greater Mark of Attack Speed (x1) turns 13.5% into 15.2%
Greater Mark of precision (x8)
Greater Seal of Scaling Armor (x9)
Greater Glyph of scaling Ability Power (x9)