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Teemo Build Guide by Craneosel

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League of Legends Build Guide Author Craneosel

AP Teemo Jungle NOT A TROLL S4

Craneosel Last updated on March 19, 2014
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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: 25

Legendary Guardian

Defense: 5


Utility: 0

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Hello Mobafire and Welcome to the AP Jungle Teemo S4. I am Craneosel. I would like to start off by clarifying that this guide is NOT a troll. This guide is completely legitimate. This is my second guide and this guide is structured based on my first guide, but with many improvements, as I have learned a lot. The original guide is the AS/AP Jungle Teemo. That cheat **** IS included.

I was inspired to write about the Jungle Teemo one day when I found out I needed to go Jungle, and not top lane. I found that I had missclicked, and not chosen Trundle, but Teemo. I didn't even notice. I had chosen Smite. When I realized my mistake, I improvised as I couldn't find anything useful for Teemo Jungling here, and I discovered how much FUN the jungle Teemo is.

I created the AS/AP Jungle Teemo, and with much feedback and support, from my friends and from others, I decided it was best to create a new guide, heavily influenced by the old. But with improvements and additional details in the most important areas. I want this guide to be influenced heavily by you, the reader as well. If there is something you don't understand, or something you wish to see added, please comment. I have worked very hard to get this guide to be what it is and now I present you with, The AP Jungle Teemo.

Please comment on this guide any ideas or suggestions you have for this guide. I would like to be dedicated to keeping this guide updated and with the information that people want. PLEASE PLEASE PLEASE let me know what you would like to see changed or added. Thank you!

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About Me

My summoner name is Craneosel. At the time of this guide I am in the Silver Division. I haven't played League for a very long time but I am level 30 and loving the game (a reason why I wrote this). I'm not the best player and don't always play too seriously. I play for fun, not for rank. I don't personally enjoy ranked but I still play every now and then.

These just happens to be my recent statistics. I haven't done great lately, obviously I don't care, I'm sharing with everybody.

I don't have a favorite champion except for probably Teemo. I do love to play Support, Jungle, and Top. That's just a little bit about me.

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+Jungling lets your top laner level faster and gain more farming
+Extremely powerful LateGame
+Great kiting
+Very fun to play
+Good at escaping
+Good Against Melee
+High mobility
+Very powerful and fast jungling mid-lategame
+2 Soft CC
+Free Wards that deal damage ( Noxious Trap)

-Not the best ganker
-Shorter range than other ranged
-Slow Start in Jungle
-Prone to counterjungling
-Often Low Health Early Game
-No Hard CC
-Often Focused
-You might be hated (until you prove them wrong)

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Why Choose Teemo

Many probably wonder, why Teemo for the Jungle? He's squishy, has no hard CC, he's prone to counter-jungling. Well there are multiple reasons to choose Teemo for the jungle, as he has quite a few advantages. Primarily...

He is very fun to play

In my opinion, Teemo is a ridiculously fun champ to play, not just because he's fun, but because everyone hates to play against him. He shoots fast, he hits hard, he's very quick, and I really love that.

He has 2 Soft CC

For one, his Blinding Dart destroys melee. And then there's his Noxious Trap. Noxious Trap will not usually come in handy for ganks unless you go in on less than 50% health, which CAN be an effective strategy if done right. But after he has ganked, he can place mushrooms in lane to help his teammate take down the enemy unexpectedly.

Jungle Speed

Initially, Teemo seems undesirable for Jungling speed wise. However, I often find myself moving through very quickly. After Teemo gets his Nashor's Tooth (and maybe even Runaan's Hurricane), Teemo moves through the jungke very quickly. He can keep up with the enemy jungler and if the enemy jungler chooses to gank TOO MUCH you will eventually see Teemo pass them by one or two levels. I had been a level high than anybody on either team midgame, which can make Teemo an absolute wrecking ball into everyone else can catch up. Also Teemo's Move Quick gives him a little speed advantage, as when he has Blue Buff he can use it for the speed bonus every time it's available.


Teemo's mushrooms are perfect for warding. Junglers often need wards. They may provide a smaller ward than the average ward, however Teemo can have an unlimited number of Noxious Traps on the field. Free Wards, that DO DAMAGE! When placed in bushes, enemies are immediately revealed and take damage, forcing them out of hiding.

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Normal vs Ranked

Normal vs Ranked

I very controversial part of this build is its usefulness in ranked. This build is PRIMARILY for normal games to summarize quickly. But there are some exceptions and some pros and cons to playing in ranked.


This build is PRIMARILY for normal games. This is a very fun build and you can have a good time without much of a problem playing in a lesser competitive game-mode. Normal games allow for more experimental gameplay and flexibility with much less disapproval from teammates.


This build is NOT meant for ranked games. However, that does not mean it's not useful or that it doesn't get the job done. This build does have viability, but it must be used right. I recommend for Ranked, that unless you are almost 100% positive about who you are going to be jungling against (obvious Junglers like Warwick, Kha'Zix, Vi),you do not choose Teemo for the jungle. All of the same Pros and Cons in the section above apply here. These are some Pros and Cons of the Teemo Jungle specifically in Ranked play.

Ranked Pros
-Nobody will ever expect it, your team or the enemies.
-People will counter pick the wrong champ

Those are really the only two pros specific to ranked.

Ranked Cons
-Good junglers will counter you, hard
-Early Game you could get killed in your own jungle
-Popular Jungle picks will wreck you
-You will be hated and accused of trolling, people will dodge, etc.

Ranked play cannot be immediately removed from viability however. The first time I played Teemo in ranked I went:Clearly this won't happen every game, but I did pretty well and was proud of myself for being successful in a ranked game, with a build that many said wouldn't work. If you put your mind to it, and have the support of your team, you will do really well.

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Greater Mark of Magic Penetration

Greater Seal of Armor

Greater Glyph of Magic Resist

Greater Quintessence of Ability Power

Greater Quintessence of Attack Speed

With runes, I wanted to focus on keeping the build basic, something that can be used for multiple champs rather than just Teemo. However, I have also provided some substitutes, given that some do have the resources to have multiple rune pages for specific roles.


What I chose:
For marks, I choose to take Mark of Magic Penetration x 9. This is very basic for an AP based build/champion.

Other Options:
---Split Mark of Magic Penetration x 5 and Mark of Attack Speed x 4.



What I chose:
For seals, I choose to take Seal of Armor x 9.

Other Options:
---Take Seal of Scaling Armor x 9 for almost twice as much armor at level 18 than with Seal of Armor. I do not recommend this because Teemo is going to be more likely to die earlier in the game and he won't have the more than what a regular Seal of Armor would offer until around level 10.



What I chose:
For glyphs, I choose to take Glyph of Magic Resist x 9.

Other Options:
---Like the Seals, you could take Glyph of Scaling Magic Resist x 9 instead.



What I chose:
For Quintessences, I choose to take Quintessence of Ability Power x 2 and Quintessence of Attack Speed x 1. You could also reverse this taking 1 Ability Power and 2 Attack Speed making for a stronger early game.

Other Options:
---I would really recommend selecting one of the above.

Note: Some people manage to work in Attack Speed runes into the Glyph or Seal spots however I really don't recommend this. If you're looking for a stronger Attack Speed early game, I'd recommend removing some Mark of Magic Penetration and replacing them with Mark of Attack Speed.


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In my original build I went with a defensive mastery rune tree. With suggestions and testing I found that an offensive build was more beneficial to Teemo with the right items. He gets through a lot faster, and with the right strategies, can survive just fine without the points in defensive.

I focus on AP with a bit of AD for the early game. I take Butcher , Tough Skin , and Bladed Armor for extra damage and reduced health loss in the Jungle. A lot of the masteries I have chosen here focus on Teemo's weaknesses early game, but are still choices which will benefit late game.

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A great thing about Teemo is that he has a lot of versatility that can be used based on your team, your preferences, and the enemy team. Here I will go through all of the options.

Item Sequence

Sorcerer's Shoes

Nashor's Tooth

Rylai's Crystal Scepter

Liandry's Torment

Rabadon's Deathcap

This is my preferred build. It gives Teemo a lot of power along with Health for sustain.


Hunter's Machete - This is a classic start for a jungler. It gives Teemo some bonus damage and healing in the jungle.

Health Potion - Teemo should take 5 of these and use them at the Buffs at the beginning of the game.


Boots of Speed - Teemo can use the speed to get around, also incase someone tries to kill him in his jungle.

Spirit Stone - This is the next step in the upgrade to your Spirit of the Spectral Wraith.


Spirit of the Spectral Wraith - When you pick this up you will start moving very fast in the jungle. You will deal a lot of damage and get around fast.

Sorcerer's Shoes - Most people will have boots so you should too.


[Nashor's Tooth - It is still early game and in my opinion, Attack Speed benefits Teemo a lot. This is a classic item for Teemo and I use it too.

Rylai's Crystal Scepter - Some people don't like this item. I love it, it gives Teemo everything he needs. Health, Ability Power, and something to slow the enemy, whether your running, chasing, or kiting.

Liandry's Torment - Next I take this. It makes Rylai's better, and again, gives Teemo everything he needs. Health is important on Teemo to stay in teamfights.

Rabadon's Deathcap - Some people take this item early, but in my opinion, it is an item you pick last. Its Passive increase all of your ability power by a percentage, and that makes it a final pick, in my opinion.

Item Sequence

Sorcerer's Shoes

Nashor's Tooth

Deathfire Grasp

Void Staff

Rabadon's Deathcap

This is a build for those who might not like Rylai's Crystal Scepter or Liandry's Torement. It is for the more dangerous. It is a bit of a risk but puts out tons of damage.

Deathfire Grasp - I take this early because of the ridiculous amounts of ability power it gives, along with its tank-killer ACTIVE ability.

Void Staff - I take this next. It is a great weapon and helps you put out a lot of damage.

Although the above build is very very risky in my opinion, you are going to deal tons of damage and it may be worth the trade off to some.
Item Sequence

Sorcerer's Shoes

Wit's End

Rylai's Crystal Scepter

Liandry's Torment

Rabadon's Deathcap

This is apart of the first Jungle Teemo build I made. It still works and is very fun, but my new build is better in my opinion. See the Cheat Sheet for more info on this build.

Stinger - I start with this because Attack Speed is much more useful for Teemo at the very start than Ability Power. I build this first.

Boots of Speed - I take these next for some speed.


Nashor's Tooth - I start with this because it gives Teemo both of the things he needs to be successful with an AS/AP Build.

Sorcerer's Shoes

Wit's End - This is a great item for an AS/AP Teemo because it gives Teemo a ton of Attack Speed along with a good amount of damage with the basic attacks.

Rylai's Crystal Scepter

Liandry's Torment

Rabadon's Deathcap

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Other Items

The Items listed and explained here are other items which are VIABLE for Teemo. I don't necessarily like any or all of these items. Some people like these which is why they are here. These items are for preference or special cases.


Runaan's Hurricane - This is an item that you either love or hate on Teemo. It is great for split pushing but won't be too useful endgame.

Phantom Dancer - For the lover of AS Teemo.

Zephyr - For the lover of AS Teemo.

Berserker's Greaves - A viable substitute for Sorcerer's Shoes. These are better for early and midgame.

Deathfire Grasp - A very high AP Weapon that is great for Teemo. Helps destroy tanks.

Void Staff - High AP and lots of Magic Penetration. Great for a Teemo looking to be full AP.

Twin Shadows - This is a very fun item and lots of people like this. It is great for chases and escapes.

Lich Bane - A very nice item for Teemo. Lots of AP along with some mana.


Abyssal Mask - Gives Teemo a nice chunk of Magic Resist and some Ability Power.

Banshee's Veil - I don't love this item, but it gives Health and Magic Resist and is good against an enemy where you can predict a big hit coming.

Guardian Angel - Gives Teemo armor and magic resist and a second chance if he gets killed.

Mercury's Treads - Good against a high AP team.

Frozen Heart - Gives Teemo a lot of armor, and CD Reduction (great for Noxious Trap), as well as a lot of mana if you find you run out quickly.

Randuin's Omen - Lots of health and armor, and great for slowing escaping enemies in teamfights.

Thornmail - Not an item I usually like on Teemo, but great in certain situations against high AD teams or 1v1ing with an ADC.

Zhonya's Hourglass - A very nice item for a Teemo right in the action against a high AD team. Lots of Armor and Ability Power, along with an ACTIVE that could save you in a fight.


Iceborn Gauntlet - I don't like this item much but some do. It gives a lot of Mana, that would be its biggest selling point.

Archangel's Staff - Gives a nice chunk Ability Power and a TON of mana.

Rod of Ages - This gives Teemo a lot of stats. Some health, some mana, some ability power.

Note: I would like to reiterate that I don't necessarily like or use any of these items, they are just viable substitutes if you like them.

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Skills/Skill Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18

camouflage camouflage: Passive
Camouflage is a great passive which is often not utilized. Even I forget about it sometimes. It allows you to hide in the open. Stand still for two seconds and you will stealth. Moving breaks stealth. Arrive to the mid lane, ready for a teamfight before the rest of your team? Camouflage and surprise the enemy. After Teemo breaks the stealth, he has 40% increased attacked speed for 2 seconds. With this passive, it is all about being creative. It can also be used if you know the enemy is coming but you don't think you can safely get away. I will usually stealth right before I start hitting blue or red buff for the bonus attack speed.

Note: You cannot "back to base" while camouflaged. It will break the stealth.


Blinding Dart
Blinding Dart is an extremely powerful Q. It completely shuts down melee for a few seconds and does tons of damage. Use it whenever you can in the jungle unless you are low on mana. Use this first when in teamfights. Blinding Dart deals 80/125/170/215/260 (+80% of ability power) and makes the target miss all of their attacks for the next 1.5/1.75/2/2.25/2.5 seconds. I put my fourth point into Move Quick. I max this second, but do not put a second point in it until level 10.


Move Quick:Passive and Active
Move Quick is an amazing skill. You get around faster. You get away faster. You are naturally faster than likely everyone on the the Rift. Passive: Grants 10/15/18/22/26% increased movement speed until struck by a champion or turret. Active: Gain double the passive movement speed for 3 seconds and will not lose it if hit. Use this to get away, kite, and get around the jungle faster. I use it almost always when it is available when I have blue because of it's low mana cost.


Toxic Shot:Passive
Toxic Shot is a POWERFUL passive which is used everytime Teemo uses his basic attack. I often hit every monster or minion once to get the poison on all of them, then focusing back on my main target until I get Runaan's Hurricane. Each time Teemo hits an enemy he poisons them and deals 10/20/30/40/50 (+30% ability power) magic damage on hit and 6/12/18/24/30 (+10% ability power) each second for 4 seconds. I put my first point in this and then every other point in it until it is maxed (I max it first).


Noxious Trap
Noxious Trap is going to be your biggest damage dealer late game. To be the most effective, they must be placed effectively. These are tiny little game changers, and wards. These traps stealth so they can't be seen. You want to place these as often as you can late game. I use them in the jungle too to take down monsters faster. Use them to help you when ganking and when getting away as well. There are so many possibilities and uses, and that's what makes this a fantastic ability. It detonates if an enemy steps on it dealing 200/325/450 (+50% ability power) magic damage by poisoning nearby enemies and slowing them 30/30/50% for 4 seconds. Traps last 10 minutes. Teemo will store one every 35/31/27 seconds up to a maximum of 3. After dying you respawn with two mushrooms. Of course, I put a point in this every time possible (levels 6/11/16) and it is maxed at level 16. PLEASE SEE "Mushroom (R-Noxious Trap) Placement"

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Smite is a must take for a jungler. MUST TAKE

Flash is an amazing spell. Your Move Quick and flash together make a great gap closer. Also, when flash is used with Move Quick and Noxious Trap, they make for a great get away.


Other Options

Ignite is a lovely finisher. It is great for finishing off a target that's almost dead but you might not kill otherwise. If you like this spell more than flash take it. But Teemo already has multiple DoTs (Damage over time) from all of his skills. Plus with flash you could get another hit with your Q (and it can also be used as a get away).

Exhaust is marvelous for Teemo as he IS squishy, so it helps for closing gaps, getting away, and reducing damage. Perfect for taking down the enemy ADC right? If I don't take Flash this is my goto Spell.

Against a heavy damage team? Take barrier. It will help you stay in the teamfight longer, get away, or possibly save you from a monster in the jungle if you make a mistake.

I really don't like ghost. But some people prefer it over Flash. I would recommend Flash over Ghost for Teemo, but if this is what you prefer, take it.

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I'll try to summarize Teemo teamfights the best I can.

What I try to do is harass with my Blinding Dart and then get out so I don't get killed.

I place Mushrooms everywhere with Noxious Trap, please see the section below for placement spots.

I try to move around a lot with Teemo and not stay in the same place too long.

I try to stay out of the middle of the fight and stay in the back behind my tanks.

Note: Something people should know about this Teemo is that this build does a ton of damage. But doesn't always get a ton of kills. I can easily swipe in to harass an ADC with my Blinding Dart and do a ton of damage. But I don't get the kill, and remember thats ok. If you are alive and putting out damage you are doing a good job. Just because your KDR isn't magnificent, it doesn't mean you're doing poorly. And thats how this build works.

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Mushroom (R-Noxious Trap) Placement

Teemo's "R" is extremely powerful. It could be a game changer in teamfights. It could be the difference between a 5v5 or a 4v5. They are powerful. However they are absolutely useless if placed poorly. Here are some places where I like to put down my mushrooms...
The above shows viable places to put mushrooms across the map.
--Places in bushes in bot and top lane will be less useful to you, but could come in handy when ganking, or for your ally laner within the next 10 minutes.
--Mushrooms placed throughout your jungle will help prevent counter jungling.
--Although Teemo is not the best counter-jungler himself, mushrooms in the enemy jungle will help you deal some damage and slow down the enemy.
--Mushrooms in no mans land will help to warn allies and yourself of incoming ganks.
--Mushrooms placed through the mid lane will be helpful for team fights.

Here is another picture:
The above shows viable places for mushrooms later game. These are the best places in my opinion to place mushrooms. They are placed in popular bushes, key escape routes, key chase routes, and spots, places to show when someone is unexpectedly approaching, and places that the enemy team will surely run through trying to chase you.

Note: The one place that is left out of the above is in lane Mushroom Placement. You can place shrooms in the center of lane to prevent enemy minions from pushing your towers.

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When Jungling as Teemo, you need a route that gets you around without getting you killed. A good counter-jungler like Kha'Zix or Vi can really wreck you if you're low health. I will do my best to explain what I do in the jungle.
My route is:
1) Blue Buff (with leash) ( Smite and kill golem, kill lizard 1) *Level 2* (Q + kill Lizard 2)
2) Red Buff
3) Wraiths (Kill 3 little Wraiths) *Level 3* (Kill big Wraith, DON'T Smite)
4) Wolves (smite Brown wolf, kill little wolves, then brown wolf)
5) Banshee
6) Wraiths

Following the second clear of the Wraiths, get in the midlane and return to base and purchase Spirit Stone and Boots of Speed. Following my first back, I just go through the wolves, wraiths, and banshee, farming them until around 6:30 on the game timer.

At this point your health should be just under 50% and Blue Buff should be respawning in under a minute. You are either level 5 or very close. I return to base and restore health before heading back to Blue Buff.

1) Blue Buff
2) Red Buff

3) From here, it is your choice what to do. What I often do here is get level 7, kill the Golem camp, and gank the nearest lane. Depending on how the game has played out, this could be your first gank or your fourth. If my teams laners are holding up, this is usually my first gank.

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Jungling as Teemo can, honestly, be a bit tough starting out. If not that, scary. You are at your most vulnerable right at the start. Teemo isn't dealing tons of damage and he's very squishy. Ganking isn't smart right now. Like Warwick, Teemo isn't a great ganker until level 6 or 7, when if not kill, he can help to push back the enemy laner, allow your teammate(s) some farm, and place some mushrooms around. There are only special cases where I choose to gank before level 6-7.

1) An enemy laner is very low health and you can easily swipe in to kill them or assist the kill. This will give you a nice advantage and put ahead of where you would usually be.
2) Lane covering, not really ganking, but just making sure that the tower doesn't get pushed while your teammate is at base
3) Your laner is getting absolutely crushed and needs some farm.

1) You have low health
2) You're teams laner is up against the enemy tower, all this will do is draw the enemy jungler out.
3) The enemy laner has been fed and fed before you could do anything.
4) Because a teammates asks you to. Trust your own judgement as a jungler. If a teammate Garen says "Hey this is an easy kill because Nasus is low health", consider it. Look at the variables. Byt PLEASE don't just gank because you're being "told" to.

Note: If there is any doubt in your mind telling you that you could die without killing the enemy laner at a minimum, don't go in.

1) Taking your teams killshots. You're there to gank because you want your teammate to get ahead and get fed or get caught up. Don't take their farm. Hit the minions, but don't get the killshot.
2) Loiter in the lane. This is just going to draw out the enemy jungler and there comes a point where staying in lane is hurting you more than you're gaining.

1) After getting a kill, pushing lane and staying in lane to take down the tower.
2) Place Mushrooms
3) Smite the Large Minion (helps to take it down very quickly without taking the killshot)

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Here in the matchups section, I will list some popular jungle picks and briefly explain why I have chosen the matchup difficulty. My scale is not complicated, just a basic:
Skill Based

These rankings are my personal opinion and reflect my opinion of Teemo vs the Given Jungler on the entire game scale.

In no particular order:

Nunu: Skill Based
A good Nunu can get right in your face and ult you and harrass your laners hard. An inexperienced Nunu will be stuck in his own jungle unable to do much except continue to Jungle.

Kha'Zix: Hard
Kha'Zix can really crush you early. If you're not careful, he can come into your jungle and kill you early with ease. This matchup is very Hard.

Vi: Hard
Vi has damage that is hard to match and is a very good ganker. She will make your life hell early and mid game. Even though she has a falling off lategame, she will still beat you. Avoid her if possible.

Warwick: Easy
In my opinion this is an easy matchup. He can't gank well at all until around the time you can.

Pantheon: Medium
Pantheon is very strong. He can gank a bit but he's not very hard to play against. Even though he counters Teemo, I still think that Teemo shouldn't have much trouble against him.

Jax: Medium
Jax isn't bad. He is used a lot but I don't think he's a great jungler. He can't gank well and doesn't counterjungle well, but he can real put a hurting on your team midgame and lategame.

Fiddlesticks: Skill Based
Fiddlesticks can really wreck you if played right. He does a lot of damage and is fantastic lategame and early game. He ganks well and can push your laner back to his turret. A bad Fiddlesticks won't do much harm and will be confined to his own jungle with few ganks.

Nasus: Skill Based
Any smart Nasus will know to stay in his jungle for this one unless he gets fed early. You can kite him and you're faster. He doesn't have much on you. A Nasus will never been a hard matchup, in my opinion.

Jarvan IV: Yellow
I haven't played against Jarvan much. I don't think he can counter well but he has great ganking capability long before you do.

Lee Sin: Skill Based
Purely skill based here. A good Lee Sin can counter you. He pushes lane well when he ganks but doesn't usually bring in a kill. A decent Lee Sin is going to have little effect on the game and be an easy matchup.

Nautilus: Easy
Nautilus is pretty easy in my opinion. Though he's pretty tanky, he's fairly easy to kite and if caught counter-jungling you, he isn't going to win the trade. You are a lot faster and if anything, can counter him.

Nocturne: Medium
Notcurne isn't much of a problem in my opinion. He has excellent ganking ability at level 6 but can't counter you well and you are more useful lategame.

Olaf: Hard
Olaf is very had. If he can get up close to you early he can really hurt you. He can gank a lot and do it effectively. Though, in my opinion he has a bit of a fall off late game, I would still rank Olaf as Hard for his early and midgame.

Rammus: Medium
Rammus isn't horrible. He can gank earlier but he is not as useful in my opinion and doesn't push as well. He's not a big pain late game.

Udyr: Skill Based
The matchup against is skill based. A good Udyr can really wreck you and gank a lot but any less and you'll be in for a Medium matchup.

Volibear: Easy
This guy has nice ganks early on but loses his touch as time goes on. You are faster and deal tons more damage. Volibear is slow and you beat him almost everytime in my eyes.

Wukong: Medium
Wukong isn't too bad. You have a speed advantage and his ganks aren't the best in my opinion. He should be a Medium

Tryndamere: Hard
This guy can keep up with you and destroy you with his basic attack. He doesn't gank great put can counter you hard early.

Master Yi: Hard
Master Yi can take you down fast in your jungle if he catches you by surprise. He isn't the best lategame, but if he gets fed earlygame you will have lots of trouble. Considering he's not hard to play, he will almost always be a hard matchup.

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In Summary, the jungle Teemo is very fun, and very viable. It takes practice, and learning what strategies work, but it ends up being a great build that is fun. I'd like to thank you for taking the time to read and enjoy this guide. I hope you enjoy and use this build and I also hope that at a minimum you have LEARNED something. Please leave feedback with all of your questions, comments, concerns, ideas, requests, suggestions, and more.. Thank you all who have inspired me to write this. Thank you all who helped me work on my last guide and give me ideas to make THIS guide what it is. Thank you thank you thank you.

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Guide History

3/27/14 -- Began the first Jungle Teemo guide.
3/3/14 -- Published the first AS/AP Jungle Teemo. Got advice. Got help.
3/10/14 -- Began work on the New Jungle Teemo.
3/19/14 -- Published the new AP Jungle Teemo. THANK YOU THANK YOU