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Teemo Build Guide by RepoZes

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League of Legends Build Guide Author RepoZes

Ad Teemo Split pushing god

RepoZes Last updated on November 1, 2012
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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Hey so you want to play Teemo? Or you just want to know how RepoZes does it? Either way, I am just revealing a few things that people have been guessing at about my playstyle.

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Im using Arpen reds because they will synergize well with doran's blade +damage and lifesteal. Arpen will make laning phase easier, and will allow you to hit harder when you exchange blows with your lane if they are playing agressively. I have tried attackspeed, but early game you will hit even weaker than Teemo already does if you go this route. Flat MR blues give you good survivability early game, which is what Teemo is all about. I would definately not recommend MR/Level. HP/level yellows provide more survivability, and helps you lane against casters and physical compared to dodge runes which only help you against physical. And tbh, Teemo doesnt really have a problem laning physical anyways with blinding dart and wrigglers early game armor, so I would definately stick with hp/level. Flat HP quints give you more survivability, which is always good.

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21/9/0 mastery build. Basically you grab arpen, spellpen, lifesteal. This build is pretty standard for any offensive based champion. I like it because getting 21 points in offense and grabbing the executioner talent allows you to finish off enemies as you chase them down. I feel that offense is much more optimal than full defense now because the tree is basically OP. You will still have some extra early hp from defense talents, but grabbing more in offense means that you will no longer need early doran's because you will have extra damage from offense. Now, you will be able to rush into phage and be outputting around the same amounts of damage.

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Once you get this full build you should be a split pushing god. You will be chilling at top while your enemies dive your tower with 2, 3, 4, or 5 players while you kill all of them and your team is hopefully accomplishing other objectives.

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Skill Sequence

I max E asap as that is the ability that lets you last hit creeps and harass heroes easier. I pick this over Q because it allows you early game domination with autoattacks, and applies a pretty annoying debuff every time you hit a hero. I do not prioritize Q at all because after you hit somebody with a Q they are most likely going to back off anyways, so I think that an extra second of blind is not worth it. Because I don't max Q, I can max W which gives a huge burst of speed that can save your life, and help finish kills. Teemo's W is like a ghost on a really short cooldown, nerfed with the latest patch but still a very good skill nonetheless.

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Summoner Spells

With flash ignite, you can bait kills and apply a healing debuff. Ignite adds some extra dot damage as well, and with red buff + maxed out E + shroom + ignite, thats alot of dots ticking out and to add to it the target is debuffed so heals wont be very effective. All in all, id say that if you can get a few autoattacks in with all that damage going out your target will usually be dead early game.

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Why is AP Teemo not viable?

AP teemo cannot farm well at all, is constantly HP starved, and is way too heavily reliant on shrooms to do damage. Basically the way I see it, every shroom you use in lane for killing creeps is one less shroom that can be used for lane/map control. As for AP Teemo's scaling with his E spell, its not nearly substantial enough to justify building AP, especially since in teamfights AP teemo will be the first target, and won't get off alot of autoattacks as basically a melee mage. Mages need to be able to sit at a distance and dish out damage while staying out of harm's way, and teemo's short autoattack range does not allow him to dish out damage effectively without putting him at risk.

Post-nerf Edit: AP Teemo is even less viable as shroom damage is nerfed, cooldown is insane, and AP Teemo has even less presence on a map.

However, some early game AP from runes might be viable. If you find yourself going more of an AP build, just make sure you can still fight in a 1v1 setting without getting instagibbed.