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Teemo Build Guide by SirBerry

Middle [9.2] Mindgames - Sergeant Berry's Teemo Guide (WIP)

Middle [9.2] Mindgames - Sergeant Berry's Teemo Guide (WIP)

Updated on February 4, 2019
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6,757 Views 1 Comments League of Legends Build Guide Author SirBerry Teemo Build Guide By SirBerry Updated on February 4, 2019
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Runes: Assault Team

1 2
Domination
Electrocute
Taste of Blood
Eyeball Collection
Ultimate Hunter

Sorcery
Manaflow Band
Scorch
Bonus:

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+65 Base Health

Spells:

1 2
Assault Team
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

Champion Build Guide

[9.2] Mindgames - Sergeant Berry's Teemo Guide (WIP)

By SirBerry
Introduction
Alright Maggots, I'm only gonna say this once, so listen up! Those of you in front of me today are among the best that the Military have to offer, but that's not gonna cut it where you're going. The Spec-Ops Scout Corp demands the utmost discipline, because the places we send our operatives are among the most dangerous battlefields on the planet, an in order to survive these haz-op environments you'll need a mind as sharp as your blade. Out there in No-Man's Land you've only got three things keeping you alive; Your Weapon, your Will, and your Wit. As long as you take the lessons I teach you to heart and remain tenacious there's not objective you cannot complete.

My name is Sergeant Berry, and I will be your Drill Instructor for the next 10 weeks. My job is to separate the Wheat from the Chaff, and to turn you into the best soldier you can be. Our first lessons begin with discussing Squad Organization, as well as the Armor Variations we'll be sending you into combat with, so all I want to see is *******s and elbows until we're done, cause the Corp sure as hell doesn't pay by the hour.
Basic Squad Tactics
Fundamentally, a Squad is a combination of Soldiers with different specializations working to accomplish the same goal. A typical Squad consists of a Tank, a Fighter, a Mage, an ADC, and a Support, each called an Element. The Spec-0ps Infantry Corp trains operatives that fall into one of two teams, the Assault Element and the Fire Element. Over the coming months our training Officers will be inspecting your performances in training, and assigning you to the Squad Element you qualify for.

ASSAULT TEAM



+ Heavy Burst Damage with Electrocute
+ Quick early power spike
+ Good Lane Sustain with Hextech Gunblade and Taste of Blood
+ Good build / Runes for snowballing early
- Very squishy / Easy to get caught-out
- Less consistent DPS than Fire Team Element

FIRE TEAM



+ Ability to wipe teams with devastating DPS Magic Damage
+ Flexible build that still works effectively with Defensive Gear
+ Easier Early-Game farming and harassing by maxing Toxic Shot
+ Does high damage to even tanky targets with Void Staff
- Slow build / Late power spike
- Not very impactfull if you fall behind



-OR-


Assault Element
Qualifying members of the Assault Team will need an excellent sense of Map Awareness, and a deep understanding of enemy movement throughout the battlefield. These operatives utilize their Noxious Traps to track down the location of high-priority targets, and eliminate them before fights occur. Though these soldiers can out-duel almost any defenseless HVT, their light defensive gear, and lone-wolf mindset makes them vulnerable to coordinated team counter-assaults. Luckily, you won't be giving them that chance.

Fire Element
Sometimes when the carrot doesn't work you have to send in the Stick, and that's exactly the job of Fire Team operatives. These soldiers are tasked with laying down an impressive downpour of Lead and Death onto front-line targets, shredding the health bars of Tanks and Officers alike. Though this makes them versatile soldiers, the damage they bring to the table makes them Priority-One for OPFOR assassins. While Assault Element troopers rely on stealth and information gathering for their defense, these soldiers put faith in their comrade's abilities to buy them the space they need to work.
The Four Fs of Combat:

When both Elements of a Squad come together they split their duties to guarantee the mission's success. Combat situations should follow the same four basic steps: Find, Fix, Flank, Finish. Your job before entering any combat situation is to identify which role you will be fulfilling for your Squad during that engagement, weather it be holding down the line as Fire-team Trooper, or assassinating enemy HVTs as an Assault Operative.
  • FIND HIM
  • First you need to find the enemy. This is done by proper ward placement, keeping tracking of MIA Hostiles, and maintaining battlefield control with Noxious Traps. Having Intel of OPFOR High-Value-Targets allows your Squad to move into advantageous positions and secure a clean, decisive sweep of hostile forces.
  • FIX HIM
  • To "Fix" an enemy is to prevent them from accomplishing other tasks. This is either accomplished by Front-Line Squadmates or from heavy supressive fire from from your Fire Team (which includes any ranged damage-dealer such as an ADC or Battle Mage). This gives your team the room to focus on dealing damage rather than avoiding rival threats.
  • FLANK HIM
  • As your adversaries focus on other, more immediate threats, the Assault Team uses this brief window to infiltrate behind enemy lines and take out key threats. Soldiers maneuvering to flank are recommended to place all but one Noxious Trap before moving out to ensure that even if you fall without completing your duties, perhaps the clever placement of a Shroom can swing the close fight into your favor.
  • FINISH HIM
  • While intentionally sneaking into dangerous combat areas is very risky, successfully eliminating a key hostile target could be all your team needs to secure the teamfight, and then destroy the enemy Nexus. This one moment is the combination of all others you've had in your life. This is the point where you either return as a Hero or return in a box. Make your one shot count.

The Four Fs of Combat
Pre-Deployment (Runes)
Electrocute: Assault Troopers on the field are tasked with eliminating key enemy personnel before all-out combat can even occur. These operatives buy their Squad time to take objectives while hostiles scramble to deal with the hidden threat just beneath their noses. Dark Harvest bolsters the amount of up-front damage our Troopers can deal, allowing them to sneak in, get the kill, then bug out before anyone knows they were there.


TASTE OF BLOOD
Cheap Shot only procs on Shrooms/Red Buff, and Teemo has no dashes for Sudden Impact, so the healing is preferable.

EYEBALL COLLECTION
We have enough vision with Noxious Trap, so Zombie Ward and Ghost Poro aren't necessary.

ULTIMATE HUNTER
Though Ravenous Hunter is a good alternative, more Noxious Traps give us greater map control.
Summon Aery: Fire-Team personnel specialize in reliable and consistent damage. They are the driving hammer that smashes enemy Fighters to dust, and sends ADCs running, but this more aggressive playstyle makes you vulnerable to Assassins and Mages that can take you out before you can retaliate. These operatives are issued the latest in robotic companion technology, an Aery which constantly hunts down marked targets to attack, increasing the lethality of our operatives.

MANAFLOW BAND
This Rune plus Corrupting Potion gives us all the Mana needed to poke out enemy laners, but Nullifying Orb may be good against heavy AP.

TRANSCENDENCE
Celerity feels hardly noticeable, while 30 AP Absolute Focus barely gives enough AP to justify losing 10% CDR.

SCORCH
Gathering Storm could be a decent trade if you know the game will be long, but it seems unnecessarily risky to me.
Pre-Deployment (Summoner Spells)

SUMMONER SPELLS
-
FLASH: There's a reason why Flash is used by so many champions, and that's because of its amazing versatility. It can be used to engage or flee from key targets, and it turns an otherwise immobile Soldier into a deadly and fearsome assassin. I can't think a reason why Flash would be replaced.
IGNITE: Ignite is so strong on Teemo not only because of the potent Damage-Over-Time, but also for its ability to shut down Heal, a spell that most ADCs and some Mid-Laners use. Its grievous wounds can also cripple champions that rely on heavily on healing, such as Vladamir, Fiddlesticks, Swain, or even Volibear. Its low cooldown also guarantees that you can use it every few teamfights, unlike Teleport.
TELEPORT: Teleport is only taken if you're either in an unfavorable match-up, or if you don't feel that Ignite can net you early kills to snowball a lead. Teleport can also be useful for gaining map control and split-pushing, if your composition doesn't look like it can beat OPFOR's in a stand-up fight.
Mission Objectives
_
Abilities & Tips


Guerilla Warfare
(Passive)

RANGE: N/A
COST: 0 mana
COOLDOWN: N/A


INNATE: Teemo gains invisibility if he stands still for 1.5 seconds without acting or being acted upon. He will remain stealthed so long as he doesn't move, doesn't act, or is Airborne icon displaced. If within a brush, Teemo gains stealth after 1.5 seconds even while moving and may move freely within its boundaries without breaking stealth.

ELEMENT OF SURPRISE: When Teemo breaks stealth, he gains the Element of Surprise for 3 seconds, granting him 20 / 40 / 60 / 80% bonus attack speed.

  • During the Early Game, use the attack speed from Guerrilla Warfare to help with farming, pushing, or harassing the enemy laner.
  • When using Guerrilla Warfare to avoid detection (either to prepare an ambush or to escape hostiles), it's usually better to conceal yourself outside a bush, because brushes are typically scanned down by enemies.
  • Even though you are rendered completely invisable, you're still vulnerable to displacements, Area-Of-Effect damage, and Oracle Lens.

Guerrill Warfare


Blinding Dart
(Q)

RANGE: 680
COST: 70 / 75 / 80 / 85 / 90 mana
COOLDOWN: 8 seconds
ACTIVE: Teemo shoots a dart at the target enemy, dealing them magic damage and blinding them for a short duration.

Magic Damage: 80 / 125 / 170 / 215 / 260 (+ 80% AP)
Blind Duration: 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds


Blinding Dart


Move Quick
(W)

RANGE: N/A
COST: 40 mana
COOLDOWN: 17 seconds
PASSIVE: Teemo gains bonus movement speed if he hasn't taken damage from enemy champions or turrets for 5 seconds.

ACTIVE: Teemo doubles his bonus movement speed for 3 seconds and prevents it from being disabled by damage for the duration.

Bonus Movement Speed: 10 / 14 / 18 / 22 / 26 %
Active Bonus Movement Speed: 20 / 28 / 36 / 44 / 52 %

  • The passive movement speed granted by Move Quick persists until Teemo is damaged, meaning you want to ensure you are in proper position before you get attacked.
  • When an enemy is hot on your tail, and you know that you're going to be tagged, save Move Quick's active until after you've taken damage to reset your movement speed bonus. (An example of this is saving Move Quick's active until after the duration of Camille's Hextech Ultimatum or Nautilus's Depth Charge.
  • You can consider maxing Move Quick second if against an immobile laner who relies on slows to run you down (such as Darius, Nasus, or Tryndamere).

move quick


Toxic Shot
(E)

RANGE: N/A
COST: 0 mana
COOLDOWN: N/A
PASSIVE: Teemo's basic attacks deal bonus magic damage and poison his target.

Poisoned targets suffer magic damage for 4 seconds, with subsequent attacks refreshing the poison's duration.

Magic Damage On-Hit: 10 / 20 / 30 / 40 / 50 (+ 30% AP)
Magic Damage Per Second: 6 / 12 / 18 / 24 / 30 ( + 10% AP)
Total Magic Damage in a Single Hit: 34 / 68 / 102 / 136 / 170 ( + 70% AP)

  • Since Toxic Shot give bonus Magic Damage to your attacks on-hit, building Attack Speed is still viable.
  • Putting a single point in this ability can make it difficult to farm Ranged Minions under tower, so try to focus them down while the tower hits other targets.
  • If you're using Summon Aery, Toxic Shot can proc twice, once from the initial attack, and another time from the last tic of poison.

Toxic Shot


Noxious Trap
(R)

RANGE: 400 / 650 / 900
COLLISION RADIUS: 75
EFFECT RADIUS: 450
COST: 75 mana + 1 charge
COOLDOWN: 0.25 seconds
RECHARGE: 30 / 25 / 20 seconds
PASSIVE: Teemo stores a Noxious Trap charge periodically, up to a maximum of 3 at once.

ACTIVE: Teemo tosses a mushroom trap on the ground, which stealths and arms after 1 second, lasting up to 5 minutes. While armed, mushrooms grant sight around them. Mushrooms can bounce if thrown on top of another mushroom. This can only happen once. If an enemy steps on a mushroom, it detonates, poisoning all nearby enemies, slowing them, granting sight of them, and dealing them magic damage over 4 seconds.
Noxious Traps have 6 maximum health and can only be damage by champion basic attacks (2 damage from ranged and 3 from melee).

Bounce Range: 300 / 400 / 500
Magic Damage Per Second: 50 / 81.25 / 112.5 (+ 12.5% AP)
Slow: 30 / 40 / 50 %
  • During the early game, use Noxious Trap to overwatch potential gank paths, as well as use defensive Shrooms to cover tactical withdraws.
  • I recommend going into teamfights with at least 2 Noxious Traps ready, one to place on top of your back-line, and one to lob into the disgruntled enemy team. This will buy time for your squishy teamates to re-position if they get dove by Fighters or Assassins, while the other trap's slow will make it harder for enemy tanks to lock down your comrades.
  • During teamfights you can toss Noxious Traps directly into the enemy backline by bouncing them off nearby Shrooms to gain extra distance.

Noxious Trap
Combat Gear (Items)
GEAR:Some battles are not won from the will of men, or the tactics of Officers, but the weapons and armor at a soldier's disposal. As such, it's imperative that even Ground-Grunts like you learn the ins-and-outs of the tech you'll be fielding. Depending on what Element you're part of in your Squad, you'll have to adapt to what OPFOR is bringing to the table, and then use that information to crush them. What follows is a brief but descriptive guide explaining when and what to field against hostile forces, so study hard because in the field lives will hang on your decisions. Never take that lightly.
Mission Deployment
_
Acknowledgments & Thanks
_
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League of Legends Champions:

Teamfight Tactics Guide