This build has been archived by the author. They are no longer supporting nor updating this build and it may have become outdated. As such, voting and commenting have been disabled and it no longer appears in regular search results.
We recommend you take a look at this author's other builds.
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






Your votes and comments encourage our guide authors to continue
creating helpful guides for the League of Legends community.
Choose Champion Build:
Spells:
Flash
Ignite
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
Introduction
Why do they hate you? cos your small, cute and deadly. Chances are they wont be able to catch you cos of your passive speed from W *Move Quick* and it drives them insane. So much so that they will chase you and ignore your team just to kill you which gives your team the advantage cos they will waste their time running around after you and never catch you.
I've played around with many builds for Teemo because he doesnt really fall into AD or AP well.
Both AP and AD are good builds but you find endgame he starts to drop off because he just doesnt have the dmg that an endgame Ashe/Brand etc will have.
This build takes all that into mind and i think i've got a winner here, its definately working for me now i can carry alot of games here when the enemy teams are squishy and even those which arent.
Allow me to explain in the coming chapters.
- Marks = Mark of Desolation - Armor Penetration +15
- Seals = Seal of Fortitude - Health +48.15
- Glyphs = Glyph of Fortitude - Health +24.03
- Quitessences = Quintessence of Desolation - Armor Penetration +10
Build 2; AP Spec;
- Marks = Mark of Insight - Magic Penetration +8.5
- Seals = Seal of Fortitude - Health +48
- Glyphs = Glyph of Potency - Ability Power +8.9
- Quitessences = Quintessence of Potency - Ability Power +15
Build 3; Defensive;
- Marks = Mark of Warding - Magic Resist +8.73
- Seals = Seal of Resilience - Armor +12.69
- Glyphs = Glyph of Warding - Magic Resist +13.4
- Quitessences = Quintessence of Warding - Magic Resist +13.5
I've added 3 possible Rune Builds, purely because you never know what your gonna need. These builds cover AD/AP spec and Def Spec.
Builds 1 + 2; used on heavy squishy teams, those teams which have alot of carries or low hp/def champions.
Build 3; used on solo top lane or heavy defense+hp champion teams.
The 3 builds use 2 different Mastery Builds.
Builds 1+2; AD/AP Spec;
Offensive.
You take Summoners Wrath 1/1.
You take Brute Force 3/3, Mental Force 4/4.
You take Alacrity 4/4, Sorcery 1/4.
You take Deadliness 4/4, Havoc 3/3.
You take Leathality 1/1.
You take Blast 4/4.
You take Sunder 3/3.
You take Executioner 1/1.
Build 3; Defensive Spec;
Offensive.
You take Summoners Wrath 1/1.
Defensive.
You take Resistance 3/3, Hardiness 3/3.
You take Durability 4/4.
You take Veteran's Scars 1/1, Evasion 3/3.
You take Initiator 3/3.
You take Honor Guard 3/3.
You take Juggernaught 1/1.
Utility.
You take Good Hands 3/3, Improved Recall 1/1.
You take Swiftness 4/4.
JUST TO NOTE: You could play around the DEFENSIVE TREE and use those on the Magic Pen and AP in the OFFENSIVE TREE for added BANG FOR YOUR BUCK.
Your E gives you:
9/18/27/36/45 (+14% of AP) magic dmg on hit.
6/12/18/24/30 (+14% of AP) magic dmg each second for 4 seconds.
This is where this build shines and gets its strength.
Malady:
+20 dmg per hit.
+ reduces targets magic res by 6 per hit, stacks 4 times. 24 magic res. 8 seconds.
Wits End:
+42 dmg per hit.
+ increases your magic res by 5 per hit, stacks 5 times, 25 magic res. 5 seconds.
Mandreds:
+4$ magic DMG based on tagets max HP.
Ionic Spark:
+50% Atk.Spd, +250HP, Passive: every 4th atk, hits upto 4 targets 110dmg [400 range]
Here's the math.
- 2.4 atk.spd endgame
- Base AD 181.
- 45+30 dmg per hit from E. [excluding AP bonus dmg]
- 20 dmg per hit from Malady.
- 42 dmg per hit from Wits End.
- 4% dmg base on target HP [2500 HP = 100 dmg per hit]#
- 110 dmg per 4 attacks.
- 75+20+42+110+100
= 337 per hit from bonus dmg [estimate] call it 300.
= 181 dmg base from AD.
2.4 attacks per second.
In the space of 5 seconds your dealing;
300+180x13 = 6240 bonus+base dmg in 5 seconds [without Magic Res/Armor Res]
You've also got Passive Armor Pen and Magic Pen from your Masteries/Runes, and your Items. This gives you roughly 40-50 armor/magic pen.
I was playing a game vs Cho'Gath earlier and was taking off 2-3 of his HP Bars per hit without Frozen Mallet. If your in a fight and your stood still their HP simply melts away in seconds.
6240 seems like alot and it is, but remember thats just an estimate realistically your dealing around half that amount, but still thats 3000 dmg in 5 secs of continous attacks.
Never jump into the middle of a team fight unless your team are all in the middl with you, this will prevent people targetting you, otherwise stay on the side lines planting shrooms around for escape and protection of other team members as they try to run.
You then mop up whats left of the enemy team on, trust me you wont have an issue doing this with your run.speed and atk.speed.
Bottomline: Play safe, your not a Tank. You gotta be careful and plan your escape before the fight starts.
You must be logged in to comment. Please login or register.