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ahha ITS Great!!
I now almost exclusively buy
Teemo does seem to take a long time to build up speed and power, but once he has some items he can be deadly. I seen the value of building
I also believe that
I disagree, I tried playing a few games based upon your recommendation and it was not as effective.
It's actually the other way around
The 8% difference in AS is not that notable imo and cdr or magic pen is basically just your pick, yet the 520 gold difference in price is what makes you think it over. If you need less gold you finish your item earlier you start farming better, not to forget that with every wave Nashor's looses the damage output.
OP,
Your guide has made all the difference. I have just began playing LoL and Teemo is the first toon I have had success with, largely due to your guide. I have a couple of observations and questions. As a new player I am only level 10. I am sure all the characters play a bit differently without the full augmentation of the runes/masteries. That being said, in my selection of items I find Teemo has several issues to overcome and primarily that is HP health, health regen and to a lesser degree mana regen in general, especially early game. With my first Quint I chose HP regen for Teemo. Later on, I will likely change to your suggestions, but to me I feel the runes and mastery choices should help with minimizing your weaknesses, e.g. armor, HP, regens, penetration.
For this reason, I have had most of my success with selecting
Secondly, because I am squishy and run away, while "lanning" I like to use my shrooms in a non-traditional way rather than warding. I like to place them at the edge of the turrets I am defending and as I push I like to place them in a horizontal line in the lane. Invariably I get hurt and need to run, and the melee folks just love to chase me, as they are already annoyed with me pinging them. I run right over/next to them and as they chase me "boom" they are slowed and I get away, if they follow me into the turret zone, this really hurts them as they can't get out quickly and take even more damage. What is great is after 4 or 5 times of this they finally learn and refuse to chase me. This allows me to escape when needed and the extra HP is needed for those jumpers or slow dealers. Obviously this isn't as effective with ranged folks, but it can still give them problems, especially if you can run fast enough out of their range that they have to follow. So early speed does help. This also helps if I have a partner in lane as it helps them to survive and run away as well. You can tell the opponents get so frustrated with this tactic.
Speaking of speed, I usually take the
Early game I often struggle, and even though I have wonderful stealth I can't use it to full advantage without HP regen. So say I am wounded and I escape the return fire and need to rest up in relative safely. I would rather not recall if I don't have to, so I sometimes buy the
Now my questions. The only time I had difficulty was going up against
Great guide, and thanks for writing it.
For