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I've personally seen this build accell and I've done well with it.
I still think a lvl 3 blind dart at least rank 1 if ONLY for the blind itself is a must. And I don't know what runes you run live but scaling AP for yellows is about half as good as the ap scaling blues.
Also new spellsword mastery point is gonna shine on this build!
1. And yet still, it doesn't make sense to have two spells that increase mobility on a normal bases. There are some enemy team compositions that might merit such a combination, but most of the time you will need Ignite to have any sort of kill potential in lane. Again, Move Quick and Flash together should be enough to remain safe in almost any fight. And beyond that Teemo has his shrooms.
2. From my experience, Blinding Dart's animation has always been incredibly quick, and generally if you will get caught for firing it, then just don't do it. However, the amount of times it will save you if you know when to use it makes it something you really need a point in by level 4, even if you don't upgrade it after that. The sheer utility of the move due to the blind, and higher range than your auto-attack is immense.
3. I can't add anything else to this argument besides what I said previously, so if you're sticking by Nashor's Tooth, that's fine I guess.
4. At the end of the day, what this comes down to is what gives you more damage. Void Staff will only ever give more damage in a situational encounter like Galio. 99% of the time, you will get more damage by putting that later in the build. Sorcerer's Shoes AND your runes AND your masteries, will tide you over until you've built up enough AP that penetration would net you more damage than more AP. Because really, why have magic penetration if your magic damage is lacking at that point? Say you're fighting Darius, and he builds Hexdrinker. Thanks to everything you have built up terms of penetration already, including Sorcerer's Shoes,
you will do more damage if you get a Rabadon's Deathcap, or Zhonya's Hourglass first so that when you penetrate through that magic resist, there is damage behind it.
5. Greater Seal of Scaling Ability Power is a waste of IP. You sir, have been scammed, and almost any rune you put there will be better. Gonna be very succinct and to the point on this one. Your IP has been robbed from you, and you should email Riot and ask for a refund. Send nasty letters saying the product you received was inadequate and disfunctioning ;)
6.
7. I can't wait to see the improvements.
Good Luck with the future of your guide, hopefully when you update it I will be able to give you my upvote.
Thanks again for the input, I will try to be concise.
1. Ignite is a great kill tool, I agree with you completely. My preference is the other two skills because they can be used in a wider context (offensively or defensively) and the combination of shrooms (hurts opponent mobility), and summoner skills(increases your mobility) later in game give you many more toxic shot/blinding dart opportunities in order to secure kills. For me it was just a choice between being more offensively dangerous at the expense of an mobility/versatility, or more mobile/versatile, at the expense of firepower. Since teemo is so soft, I try to hit them as often as possible without getting hit.
2. In regards to Blinding dart, I tweaked my skill sequence section to better explain my personal issue with it. I see its value, and I do incorporate it from time to time, its just situational for me. If I am afraid I will get CC'd a lot i avoid it just because of the fact that it makes me stop movement, and an easier target.
3. I might agree with you in most cases about Nashor's not being worth it, but specifically in Teemo's case it really is. Teemo needs moderate mana regen, which Nashor's has. This build is mid late game super dependent on shrooming, which Nashors provides 25% CD. 55 AP is a moderate amount, yes, but it also comes with 50% attack speed which Teemo certainly uses. WHile you might argue a deathfire grasp as an alternative, which I won't say is wrong, I prefer the Nashors because it compliments his passive. Under the best circumstances (this full item build) His initial toxic shot tick will hit for over 300, maybe even near 400. That doesn't include the dot afterwards, nor does it include the attack damage, a blinding dart shot or a lichbane proc. And although I probably sound negative about blinding dart, it resets teemo's autoattack. Nashor's allows his initial poison attack to hit at a higher frequency, which i think is very useful. All in all the nashors can give considerable sustained damage to an already incredibly bursty character.
4. I go for the early void staff because it may not have the AP output that a Rabadon's Deathcap does but it is cheaper, a faster finished product, and Rabadons doesnt mean much against a character who tries to counter you specifically aka someone who tries to build straight mr, or has MR based skills (Rammus, Yi, Galio, etc.) A void staff will leave people trying to counter you gimped because they have to invest way too much in a counter, and the ap will help with the rest.
5. I remade my runes section to answer most questions including yours.
6. Getting an elixir is situational, and in my case it only happens if i clear above and beyond on items, just to help teemo push out as many shrooms as possible. These things have a sub 30 second cooldown and last 10 minutes. The more you have the more control of an area you can really claim. Also it provides a nice AP buff, albeit a temporary buff, at most levels for the cost.
7. I am working on the appearance of the site, let me know what you think. THanks for the tips!
Thanks again for all your questions, they made me really think how to explain what I am doing. The more input you give me the better! Thanks
Josh
Thanks again,
Josh
P.S. - I have answers to your questions trevor, It will take a lot of time and explanation to give you those answers though.
1. Ignite is a huge source of kill potential no matter what lane you're in. Running double escape spells when Teemo already has his shrooms to provide vision, and his Move Quick skill to use as a mini-ghost doesn't make any sense to me. I highly suggest taking Ignite over Ghost for those reasons.
2. I read why you don't take Blinding Dart, but you really should have a point in it by level 4 at the latest for a couple reasons. If you're playing top or bot lane, you're either against an AD bruiser or an AD carry, both of whom get large amounts of damage out of their auto-attacks. If you can mitigate this damage for a few seconds with Blinding Dart, you can often come out of top during trades. Blinding Dart also has a larger range than Teemo's auto-attack, meaning that you can often finish people you're chasing off with Blinding Dart.
3. Nashor's Tooth is ineffective as an item overall, and can be replaced by several others and be more effective. For the gold it costs, it's just not worth it in comparison to most other items.
4. Getting Void Staff so early before enemies have a large amount of magic resistant is inefficient use of gold. Sorcerer's Shoes provide all the magic penetration you need until the mid to late game. Consider placing Void Staff after Rabadon's Deathcap.
5. Have you seen the return you're getting on Greater Seal of Scaling Ability Power? You're getting 1.8 AP per rune total. If you look at Greater Glyph of Scaling Ability Power you're getting about 3 AP for rune, which is far more efficient. This would be a good choice considering that Greater Glyph of Magic Penetration is ineffective to have more than 1 or 2 of, which is sometimes done.
6. Getting an Elixir of Brilliance as early you do is a VERY situational thing. Buying those types of items isn't commonplace until mid to late game.
7. Try these codes to make your guide more aethetically pleasing:
Good luck with the advancement of your guide.
Thanks for the comments
P.S. - I pick up the elixirs on top of items if i have extra, I like to maximize cd% just to pump out shrooms as much as i can, and ap buff is nice :)
I HATE TEEMO!!!