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Teemo Build Guide by kevvan

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League of Legends Build Guide Author kevvan

captain Teemo on duty! Solo Top Season 3

kevvan Last updated on July 5, 2014
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Ability Sequence

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

Table of Contents
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Teemo is a legend among his yordle brothers and sisters in Bandle City. As far as yordles are concerned, there is something just slightly off about him. While Teemo enjoys the companionship of other yordles, he also insists on frequent solo missions in the ongoing defense of Bandle City. Despite his genuinely warm personality, something switches off inside Teemo's mind during combat so that the lives he must end while on patrol do not burden him. Even as a young recruit, the drill instructors and other trainees found it a little disconcerting that, while Teemo was normally charming and kind, he turned deadly serious and highly efficient the minute combat exercises began. Teemo's superiors quickly steered him toward the Scouts of the Mothership, which is one of Bandle City's most distinguished Special Forces unit alongside the Megling Commandos.

While most yordles do not handle solo scouting missions with a great deal of finesse, Teemo is remarkably efficient at them. His record of success in defending Bandle City from infiltrators easily makes him one of the most dangerous yordles alive, though you'd never know it by having a cup of honey mead with him at his favorite inn. Bandle City chose Teemo as their first champion for the League, and he has taken to it like a duck to water. His signature weapon - a blowgun - uses a rare ajunta poison he personally gathers from the jungles of ***ungu. To help cope with his lengthy periods of isolation, Teemo recently struck up a friendship with Tristana, a fellow League champion and fellow member of Bandle City's Special Forces. This connection is healthy for both yordles, though now Valoran's voracious media outlets circulate rumors that the friendship is turning into a romantic relationship. Regardless, Teemo is a crowd favorite in the League of Legends, and a pint-sized foe that many have come to fear.

"Teemo rides a thin line between chipper compatriot and unrepentant killer, but there's no one else I'd rather have as a friend."

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If Teemo stands still and takes no action for 2 seconds, he becomes stealthed. Taking any action will break his camouflage, granting him 40% attack speed for 3 seconds.
Blinding Dart

Range: 580
Cooldown: 8 sec
Cost: 70 / 80 / 90 / 100 / 110 mana

Blinding Dart

Active: Teemo shoots a dart at an enemy, dealing magic damage and blinding them for a few seconds.

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

Move Quick

Cooldown: 17 sec
Cost: 40 mana

Move Quick

Passive: Teemo gains increased movement speed. Damage from champions and structures will disable this bonus for 5 seconds.

Passive Movement Speed: 10 / 14 / 18 / 22 / 26%

Active: For 3 seconds, Teemo doubles his passive movement speed bonus. While active, Move Quick's bonus cannot be disabled via champion or structure damage.

Active Movement Speed: 20 / 28 / 36 / 44 / 52%

Toxic Shot

Toxic Shot

Passive: Teemo's auto-attacks deal bonus magic damage and poison his target, causing them to take additional magic damage over 4 seconds. Subsequent attacks only refresh the 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 Over Time: 24 / 48 / 72 / 96 / 120 (+ 40% AP)
Total damage for one hit: 34 / 68 / 78 / 112 / 136 / 170 (+ 70% AP)

Noxious Trap

Range: 230
Cooldown: 1 sec
Cost: 75 / 100 / 125 mana

Noxious Trap

Active: Teemo places a mushroom trap on the ground, which stealths and arms after 1 second. While armed, the traps grant vision in a 212.5 radius. If an enemy comes within 60 range of the trap, it will detonate, slowing and dealing damage over 4 seconds to nearby enemies within 200 radius. Each mushroom has 100 health and can only be destroyed by auto-attacks.

Noxious Traps have a 10 minute duration. Teemo generates a new trap periodically, affected by cooldown reduction, and can only store up to 3 traps at once.

Magic Damage per Second: 50 / 81.25 / 112.5 (+ 20% AP)
Total Magic Damage: 200 / 325 / 450 (+ 80% AP)
Slow: 30 / 40 / 50%
Charge Receive Time: 35 / 31 / 27