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Teemo Build Guide by WhiteKnightmare

Not Updated For Current Season

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.

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League of Legends Build Guide Author WhiteKnightmare

Godlike Teemo 1 vs 5 shroom field build remastered (Youtube)

WhiteKnightmare Last updated on April 6, 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: 30

Honor Guard

Defense: 0

Strength of Spirit

Utility: 0

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Video introduction

Welcome to the tutorial on Teemo's shroom field tricks & tactics. This strategy guide is dedicated to showing you how a few well placed shrooms can take out a whole enemy team, or to change the momentum of the game in your favor, and how to adapt to each enemy team you fight. The video links below will give the reader a better understanding of what we are
trying to accomplish with this fun, yet very powerful build. This build can hold up in different 1 vs all scenarios. This remastered guide version has new optional starting strategies, additional shroom placement options, more item options and added information
about playing in general to try and make a better guide.

Along with this build guide and video, we have put together a video of Teemo films and fan art.

Teemo shroom field tricks 1 vs 5 Quadra kill -

Teemo shroom field tricks part II - Quadra Kills continued -

Teemo 3D effects visual hallucination.Teemo fan art (3) -

Teemo fan art. Threw it on the ground. (part 4) -

Weaponized Hallucinogens. Teemo shroom field technique. Teemo fan art (5) -

Captain Teemo, Prince Jammy & King Tubby. Teemo Fan art (part 6) -

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Here is my original guide that follows my original build when I first started recording videos in League of Legends. Both of these build guides work fine.

You must ask yourself, would you want all ability power runes that will give you 85 AP. Or by maxing out magic penetration runes, you would get +19 to magic penetration and + 17 ability power. While making this guide, Veigar's ultimate Primordial burst used to work with magic penetration for a couple years, and now works with ability power instead. While doing this video I used AP runes to avoid Veigar's ult, and it seemed to work as well as magic penetration runes. If playing against Veigar, be careful having high ability power now. Veigar can use your ability power against you to reflect part of your AP damage back to you.
40% magic penetration is the cap, magic penetration runes and Sorcerer's shoes can allow you to go over the cap. I have done a lot of tests on to use Ability power or magic penetration runes, and I would say they are about even. Magic penetration runes might work better on a tank with high magic resist. When fighting a person with already low magic resists,
magic penetration is not as good as having ability power. Ability power runes might start you off stronger, but in the end against magic resist tanks, magic penetration runes are highly desirable. If you were fighting a team of all tanks, magic penetration runes might be the way to go. This is why it is sometimes good to buy a Rabadon's Deathcap before Void staff, you get more AP starting, than 40% magic penetration with a Void Staff. I prefer runes of force, over runes of potency for ability power on Teemo.

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Masteries are as the mastery tree in the picture shows. In this remastered version I have taken out 2 points in Vampirism and put them in Sunder.

You can replace life leech with attack damage per level, armor penetration, magic resist or armor.

6 armor penetration in Sunder or 6.75 AD deadliness?

Having the armor penetration helps against tanks, AD helps against non-tanks.

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Skill sequence

Get as much damage per second as you can, especially damage over time with Noxious Trap shroom poison and Toxic Shot. Many times the enemy will run away, then a few seconds later will die
from dots (Damage over time). Some Teemos prefer Blinding Dart for their first selection. I like to have Toxic Shot starting out and can deal more damage to enemy minions and champions with poison, than having blinding dart recharging. Sometimes it's good to stealth with Teemo starting out, then hit ignite and Toxic Shot on a target. By the time your ignite recharges, you can use it again to slay the enemy with Toxic Shot and Blinding Dart when their health is low enough. If someone has low health to where you think you can kill them, try to flash near them, use Toxic Shot, ignite and Blinding Dart when they are about to escape.

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*Update* If you do not have all the runes for ability power, or cannot seem to be doing
enough damage, I am currently trying a new build that seems to work as well. You won't get as many shrooms to plant everywhere, but you can still do a shroom field that will have even more power than before. I consider it a little more selfish of a build for strictly putting down a shroom field and not too many in the bushes starting out, and early mid game. As you get higher level, you will get a better cool-down rate also. You will get just enough
shrooms for a main shroom field and a couple in the bushes and Baron.

Buy Doran's Blade, Sorcerer's Shoes, Rabadon's Deathcap, it's optional to buy a Fiendish Codex (to build Morello's Tome later on), then buy a Zhonya's Hourglass, then Morello's Tome for your 2nd or 3rd main item, then Void Staff, then Rylai's Crystal Scepter or Guardian Angel, or another item you may like.

The old build I used for making the videos can be seen here

The reason why I used Nashoor's and Morello's together, it that it is a pre-patched build, when max cool-down wasn't capped at 40% and you could have more shrooms. This build
grew on me and why I used it.

Nashoor's Tooth has been replaced by Deathfire Grasp or Crystal Scepter. Remember to click
on Deathfire Grasp and Hourglass for their unique active.

This build may not be for everyone. Mainly I do these builds to show how effective several shrooms can be around a turret, to where you can hold off a team of 5 people by yourself, and
how to setup shrooms to kill a majority of their team with just 1 person and shrooms if need be. This is mainly trying to get to the max cool-down reduction, magic penetration and by trying to get as much ability power that works with your build. Mejai's Soulstealer could be a good item, but Teemo takes out a few people and dies himself in the process sometimes, as we see in the videos. This is why I do not get Soulstealer, and it would be a tough choice on which item to replace with it, maybe the Hourglass.

I've noticed that this build and shroom placement is unique to any other shroom placements out there that I have seen. There may be similar shroom placements, but many Teemo's
put most of their shroom in the jungle. There are many who will not understand what you are doing, or will wonder what you are doing with so much cool-down. While many agree
that high cool-down on an AP carry champion can be overpowered.

This build and shroom placement I am using is for 1 vs 5 situations where you have the chance of eliminating the entire enemy team. This is a custom build for making videos also, in order to have a lot of shrooms and damage, it seems to work pretty well for me. I like to have a lot of shrooms early on, which is why I used to pick Evil Tome or Nashor's Tooth first, after I get my boots. So it is up to the individual to decide if they want a Rabadon's Deathcap first, or go with a cool-down reduction item. Cool-down also helps with Blinding Dart, Noxious Trap and Move Quick.

Teemo has dart poison, shroom poison and ignite, kiting is a priority. Teemo does not have very much health, but can deal some of the highest damage over time against 5 opponents, if
you are dealing constant shroom and dart poison damage to them.

There is 40% cool-down reduction cap. You can add cool-down with runes.

It is nice to have 40% cool-down for making a shroom field. Try and get the blue buff for cool-down reduction also.

Some people prefer an attack damage (AD) Teemo which works nice for straight
up attacking. I prefer ability power (AP) Teemo because poison works on ability power,
shrooms, and other abilities. This gives a lot of damage per second (DPS). In my opinion if I were going to pick a class in a ranked match or a tournament, I would say hybrid AP Teemo, would be the best choice personally, AP Teemo could work, but it is better to have a little more attack damage in a tournament.

I used to wear a Gunblade for my final item, now I use Hourglass instead.

I used to get Gunblade as one of my items, so the first thing I would buy was a Vampiric Scepter because it was part of the build with Gunblade. This would help keep me in the lane longer, and I thought that it would be better not to have to buy and sell Doran's Blade because it didn't help build any item I was making. I know many builds, people like to get a couple of Doran's blades, but I am also trying to build my items as fast as possible for cool-down reduction and ability power.

It is optional using Doran's Blade, Vampiric Scepter, or boots with health potions starting out. Some people might prefer an ability tome, or Doran's ring even, it depends on the player. I have played with Doran's ring and do not prefer it because I can't gain life back as fast as I would like to. I have noticed that people who try this build without life leech and healing potions starting out, may not do as well on being able to get their health back fast enough to push or fight properly to get a kill. For this build try to see what is best for you, Doran's Blade for 100 health, +10 attack damage and 3% life leech, or a Vampiric Scepter with 12% life leech.

If you decide to get a Gunblade, Vampiric Scepter is a good option to start out with.

You can stealth, poison, ignite and trade damage with the enemy, then fall back to leech your life back much faster with a Vampiric Scepter than with a Doran's Blade.
It could be worth the money to even invest in a Wriggle's Lantern, then eventually sell your Lantern or Doran's Blade.
Starting with a Vampiric Scepter or a Doran's Blade may not be for everyone, I would say buy boots and health potions first,
you might be spending more on health potions if you have no life leech and are taking a lot of damage.

With Doran's Blade, you might have to go to town to heal more starting, than with a Vampiric Scepter. Mid game Doran's blade becomes a more desirable item to have than a Vampiric Scepter in team fights. Starting out Vampiric Scepter is nice for solo top lane where you may not have to abandon the turret to go back to town to heal, if you can leech your life back fast enough. If you are 2 people in a lane, Doran's Blade is nice because you can go back to town to heal more. It is nice to come in with extra health and damage stats to fight with the Doran's Blade instead of the Vampiric Scepter.

I now try to start with Doran's Blade for more damage and extra health, it seems that I do have to go back to town more to heal though because the life leech is slower
than a Vampiric Scepter.

Most of the videos in part 1 and 2 were done starting with a Vampiric Scepter making a Gunblade. I would start out on a side lane most of the time, but it is good to get solo exp if you can,
for a more powerful shroom field later on.

Hextech Gunblade or Zhonya's Hourglass?

You can block several times your life in damage with the Hourglass. You could theoretically avoid over 10,000 damage happening to Teemo, while the enemy is dying off in a shroom field around Teemo with the Hourglass. Or Teemo could use Gunblade for extra life leech, spell vamp, attack damage and the active attack. Some fights 1 vs 5 only last several seconds. I think the Hourglass build in my opinion would be better for a 1 vs 5 build. Gunblade with this build does not leech very much life anyways, even with spell vamp, compared to other life leech builds. Gunblade does not have as much AP as Hourglass, which is why I also prefer Hourglass. Gunblade has also gotten a nerf.

Some other good items for Teemo are Frozen Mallet, Infinity Edge, Bloodrazor, Crystal Staff, Warmogs and Guardian Angel.

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Early game

Mid lane, solo or duo lane?

Soloing top can be good, just as good as mid exp. Teemo is one of the best solo people for top lane. Use poison and range to keep the enemy back. Be careful when you get around half of your health, a jungler can step in and it could be a 1 vs 3 and they have 5 seconds or so to kill you at your turret. It is good to go back to town when you get the chance to get boots and health potions. It can also be more difficult to place shrooms mid if you are in a lane by yourself top. Make sure the jungler or someone can back you up if need be to go to town and other lanes.

I guess you could jungle if you want to, I would not recommend using smite for this build. I personally don't like jungling with this setup, Teemo is a decent jungler. I would say he is a better jungler when he gets several levels with Blinding Dart, Toxic Shot and shrooms.

You can gank mid by running to the middle lane and stealth as close to the enemy turret without being seen on the enemy radar as soon as the game starts. Get the person who is starting mid to start attacking minions first, and not to scare the enemy champ by running into the bushes and acting like a gank could happen. Try to draw in the enemy champion to a fight with the person on your team who is visible to them. While the 2 people at middle lane fight, you un-stealth and attack to get the kill. This always doesn't work, and can drain experience from the middle lane and yourself if you wait too long. I would say every 3 games expect to get a kill from doing this, or a little over 35%. It would be difficult to gank mid like this for every match and expect a 50% success rate out of let's say a hundred games, which is why I say every few games it usually will happen.

If you are starting bottom lane, one option is that you and the other person going bottom lane attack the Blessing of the Lizard Elder, which is the red buff. A ranged class should get this, such as Teemo. When you get the red buff from the Lizard Elder, run from that location through the jungle to where the river bush leads through the river and connects to the bottom lane. From there attack the two side lane bushes with the red buff, slowing them when you hit them. You have a good chance of killing the enemy if they are extended fighting minions. This will also give you momentum in your favor of having the red buff and exp from the Lizard Elder.

Teemo has very slow movement speed starting out. Teemo is one of the best pushers in the game, be careful not to get ganked by a jungler trying to push. By getting a Vampiric Scepter and constantly attacking, you can life leech back your health very easily, and can stay in mid lane till over level 10 without going back to town if you have to in 1 vs many situations where you can't return to town for items. Kill minions by hitting each minion once to apply poison, then try and kill each minion once their health gets to the point where you can kill them with 1 hit to farm gold. Try not to let your friendly creeps take the kill instead. Some people don't like the strategy of constantly pushing and are careful for being ganked, and think you should deny creeps, instead of having the enemy leveling up at their turret being able to kill creeps easier. It is nice to push, kill the enemy, get global gold from destroying the turret, then go gank another lane and destroy another tower. Beware of pushing a lane too far without proper boots or shroom wards.

Sometimes it is good to stock up on 1-5 health potions after you get boots. Part of this strategy is to wear down the person you are laning against. If you constantly attack them and get their health lowered and have health potions to keep you defending against 1 vs many situations, you can defend your turret from the enemy and gain levels faster. When you sense the enemy has been wanting to go back to town, back up away from being seen. Use your stealth and let the enemy go to town, then attack minions and push tower. Plant mushrooms starting out so that if you were to be ambushed by an incoming enemy from the bushes or another way, that you can run away from their turret without dying. You can also just keep pushing and attack the enemy turret while the enemy has low health and the enemy could die from having low health from attacking you.

When you are fighting some enemies, be careful to not stand too still, unless you are camouflaged. The trick is that when you initiate, you shoot a Blinding Dart with Toxic Shot. Let your Blinding Dart skill recharge, then attack again with Blinding Dart and Toxic Shot together, so that you do more damage every time you initiate. This will leave the enemy with low health, while you can life leech your life back fast hitting minions.

Some champs that could fight well against Teemo mid are Annie, Lux, Veigar, Vayne, Cassiopea, Vlad, Teemo, Ziggs, Cait, Ashe, and other ranged classes.

Fighting some mages with a stun like Annie or Veigar be careful, you are more of a ranger class. Use your Blinding dart, toxic shot, range and kite (Run around while your poison damages the enemy and avoid taking too much damage). Try to apply more damage over time without taking much damage). Be careful not to get stunned and ganked. Use stealth to throw off the enemy and attack when they do not expect it, especially if they are trying to attack your turret.

When fighting Vlad mid, let him use Transfusion (Life leech ability) on a minion, then attack him while his ability is recharging. Most important is to attack him when
Transfusion is recharging.

People will want to attack you if your Blinding Dart is recharging.

It is most important to get the enemy mid turret down first, this will allow you to build a shroom field mid that isn't too close to the enemy turret. Sometimes In the order of your first turret, 2nd turret, base turret and Nexus turret. The 2nd turret and base turret shroom fields seem to sometimes have advantages, due to shrooms being slightly closer
together, and a wall wedging the enemy into the lane. This also blocks the enemy from a 360
degree escape, compared to center mid field and near the base. Having most of your items will
also help in eliminating the enemy faster, especially the "squishy" characters.

Starting mid can be good for extra damage, however, when Teemo starts mid, people
sometimes know that mid will have a lot of shrooms where Teemo is defending. They might
buy an Oracle and see your shroom field early on, and the enemy may become more aware of your shroom field strategy. I've noticed when I am starting mid and I use the passive camouflage to stealth and use shrooms excessively to harass the enemy, it can be a game winner, or people will buy Oracles early on to try and destroy your shrooms, which can change the momentum of the game. If your shroom field was obstructing the enemy from getting to your turret, to where now the enemy can damage the turret to get to the inhibitor. This is why many games will last longer if you have a shroom field defending a turret, and the enemy does not have an Oracle.

Look at how the enemy moves and what paths they like to travel. Especially if
you think the enemy will want to run behind the turret and try to tank the
turret while killing everyone, having extra shrooms there doesn't hurt sometimes.

Try to avoid being seen planting any shrooms by the enemy, unless you are in battle and
decide to have to plant.

If an enemy is too strong, just try to level without engaging, and defend tower. Try and stealth attack from time to time.

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Mid game

Now that the enemy sees that there is no Teemo playing mid. You have the option of putting mushrooms in the jungle and bushes still, or to start putting mushrooms on the outside and around mid lane so that minions do not hit mushrooms. You can feel free to gank mid lane, but do not be seen by the enemy planting mushrooms mid.

Sometimes it is good to rotate Teemo to mid lane, during the middle part of the game. It is also good to not be seen hanging around mid always. Make it look like you are
just defending temporarily.

If the enemy has Oracles, try placing some shrooms behind the turret so that they may not be seen right away by the enemy, unless the person gets close to the turret. Sometimes the enemy will have an Oracle for a while to check all the bushes and lanes. Then the enemy might die and not want to spend and extra 400 gold on an Oracle, thinking you may not even be that harassing with mushrooms at first, while you keep your shroom field undetected and still guarding against an enemy breach. Plant a shroom or two around side turrets if you think the enemy might want to backdoor a turret. If someone decides to backdoor a turret (attempting to destroy a turret by coming from the jungle while the other team is distracted or can't defend), or your team dies, you will at least have a chance to detour enemies from being able to destroy a turret. This is why many games last a long time, where the enemy might even have a better team, but can't get past the shroom field. This can change the momentum of the game. Try and lure or ambush the enemy in the shroom field to kill the entire enemy team with the help of several shrooms, then destroy a turret or inhibitor and change the momentum of the game. This is how to sometimes beat the "better" team.

It is sometimes good to plant more shrooms on which lane the enemy seems to want to attack more. The trick to building a shroom field in the mid lane is knowing that many teams like to use this as their main fighting lane sometimes. Make sure that enemy creeps or champions don't walk in the shroom field and destroy the shrooms, even a couple shrooms being destroyed isn't good and can send an alert that many shrooms are in that area. It is better that the shroom field be used on multiple people. Sometimes you need to stop the minions or a solo champ from hitting the tip of the shroom field, even taking damage from getting hit by a minions to defend your shrooms. Have your team be aware that keeping the shroom field up is a priority. Teemo can even use revive and come back to defend the tower with a full shroom field intact. If you have ever been in a game where the enemy team always guards mid turret and it becomes very difficult to penetrate to their base, that is
what this strategy is similar to.

If your mid turret is around or under 40% health and you sense the enemy might destroy it and are aggressive at turret diving, try stacking more shrooms behind the turret. When the
turret is destroyed, sometimes the enemy will run into the shroom field and die. If they
know you are planting shrooms behind the turrets, start planting more in the bushes.
If a turret is very low on health, sometimes it is good to put shrooms single file to the next turret behind it, to avoid an enemy from destroying multiple towers if your team gets aced or rushed.

It is also good to put a shroom around Baron and Dragon.

If an enemy starts to detonate shrooms in the minefield, try and cause a distraction for them to want to chase, such as attacking, having low health, or make it look like you are slow and staggering so that they might have a chance to catch up to you. Be careful that when you bait, you don't die while trying to bait. It helps sometimes if extra ability skill powers are going on so that the enemy might not even be aware they just stepped on a shroom when there are other loud noises and many ability skill animations going on in a team fight.

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Late game

Late game can have the most damaging mushrooms. Imagine if you fought against a squishy team without a tank, that just several mushrooms could wipe-out a team of 5 people together.

If you are with a bad team, or the enemy has a lot of tanks or good end-game champions.
Let your team know that you guys need to end the game fast and that the momentum might not
last that much longer if their tanks get all their items, then get oracles and other elixirs.

If your team is winning and has the enemy base almost completely destroyed, try to be careful that your whole team doesn't die. It is always good to have at least 1 person to be able to guard a turret with the shrooms. It is funny to use the Revive spell to go back and 1 vs 5 if your team gets aced if you choose that spell.

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- A lot of shroom wards to avoid ganks.

- Stealth class.

- You get to use shrooms that people get to trip on, and see a nice little visual over their head.

- A unique build and strategy that not too many people know of.

- One of the best turret defenses in the game, in my personal opinion a shroom field is the ultimate defense for a turret. Compared to Heimerdinger's turrets, and all the other traps in the game.

- This type of strategy has the potential of doing the most damage per second over time in a 1 vs 5 situation. This type of Teemo setup offers the ability to 1 vs 5 unlike any other class. This becomes a lot of fun, knowing you have the chance to beat 5 people by yourself. It gets intense trying to target 5 people coming at you, and they are in slow motion tripping
over shrooms, it almost reminds me of something like the Matrix where all your enemies are in slow motion and you can have the ability to defeat them all.
It becomes difficult trying to decide who to target out of 5 people, such as using Blinding Dart on the damage dealer or person hitting you, while keeping the entire enemy team poisoned with shrooms, and who to select to shoot with Toxic Shot. Then when to use Ignite, Flash, and where to position yourself on the map for the enemy to fall into your shroom traps, all within a very short time.

- Pretty solid carry.

- Yordles get the best mushrooms

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- Slow speed without the Move Quick ability.

- Move Quick ability is not that reliable.

- Tanks with high magic resist with full life are sometimes harder to take down.

- Everyone loves killing Teemo because he is squishy, and highly harassing with shrooms, especially if they just ran into a bunch of shrooms and they died.

- Another drawback is that this build is kind of a glass cannon build if no defense items are used. Meaning you can do a lot of damage, but are squishy (low health). Hourglass comes in handy as a defensive item, especially against Karthus' ult. Sometimes its OK to buy
Hourglass after your 2 cool-down items if you are playing against Karthus.

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What to look out for

This build can work against pro teams in some situations, but if any good team knows what Teemo could be up to, an oracle can counter the shroom field strategy, but not entirely.

- If there is another Teemo on the enemy team and the enemy buys Oracles, you should buy an Oracle yourself, or have someone on your team get an Oracle and go hunting for the shrooms planted by the enemy Teemo. I would recommend not always getting an Oracle first, if you are the one trying to make a giant shroom field, sometimes this will provoke the enemy team to buying an Oracle also. However in many pro games, teams will get Oracles even if there are no invisible classes, to check for enemy wards.

- Sometimes getting a shroom field mid can be difficult, because of minions and people hitting the shrooms. You will and have to repair your shroom field. Shrooms will eventually run out of time, if you are in a hurry and might not be able to get back to your shroom field for a while, when a shroom has around or under a 100 seconds left on the shroom, you can plant a new shroom next to it, or on top if it is about to expire within a few seconds. Sometimes it's nice to do this, so that when the shroom expires, it will already be replaced. It is good to wait sometimes until a mushroom is a few seconds to 30 seconds from expiring, to replace it with a new one. You can also change your shroom pattern to adapt to where you think the enemy might want to go.

- People with Oracles can destroy a shroom field and other nearby shrooms, try
and kill people with oracles so that they end up spending lots of money on oracles.
Watch out for groups with a lot of tanks, such as Rammus who can destroy a shroom field
pretty fast with high life and magic resist.

- Lee Sin can try to de-stealth mushrooms with his abilities.

- If playing against Veigar, be careful having high ability power. Veigar can use your ability power against you. Primordial burst used to work with magic penetration, and
now works with ability instead.

- It is not always good to have other invisible classes on your team, like Twitch. The enemy will want to buy oracles more because of 2 invisible classes. This can be an advantage if the enemy does not buy oracles, such as shrooms combined with a nest of Shaco's jack in the Box. If you have multiple stealth champions on your team, try to harass and gank a lot early in the game, and end the game as fast as you can.

- This build is good for for some 1 vs 1, but against some, it is really good to have
shrooms doing damage also, the designers of the game had to also factor in your shroom damage and being alone in a fight. In this game, some classes can counter
other classes, be aware of who you start a fight with 1 vs 1, such as a tank with high magic resist, Thornmail and full life. If you start mid lane and use magic penetration runes,
there is a good chance you can still defeat anyone on the map 1 vs 1 with the right tactics. If you level duo bottom lane, you will not be as powerful.

- If you are in a game playing with random people, they might not understand mushroom placement around turrets and what you are trying to do, and might request that you put more shrooms in the jungle.

- It is good if your team also understands the objective of keeping the shroom field intact,
and waiting for the right time to lure enemies into the minefield. Sometimes this build
can carry very bad teams to win, and the people aren't quite aware of why the "lesser" team
is winning. Teemo is known as a support, but he is also a carry class when used the right way. Maybe Riot will have to label Teemo as a carry and a support class. Remind your team not to fight in the jungle if they are the weaker team being carried, and fight near the shrooms and win the game early before the other team gets all their items and Oracles.

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Trolling and Trawling?

Some people have questioned if this is a troll build, or am I trolling or trawling? Good question.

Some people say Teemo is a troll champ, but that's their own opinion. Some people say that making a shroom field is trolling. These days people can say people are trolling just for almost anything.

I consider this build more of the type of 1 vs all, mage / ranger build. Not too many have seen this exact shroom field placement when they first see it, so it will get some laughs. There are sometimes dozens of things people say or react to about the shrooms. My intentions were to just kill and own a lot of people, and be able to defend my tower from being overran. I do find it funny when I can eliminate the entire enemy team with a shroom field.

Would I call this build a troll build? That's questionable, and depends on how you use the term.

Q: Are people being trawled along mushrooms? A: Yes.

The different definitions of Trolling and trawling.

Q: Are there actual Trolls that play LOL?

A: I know some of you are thinking when you hear the word Troll, as something like how Trolls are depicted in a Hollywood movie. These are actual human beings playing though however, and many of these people aren't actually Trolls like you see in the movies. Remember to treat others as you wish to be treated when playing.

I consider this a fun build, my intentions were never to troll. However, I can't help it if people get trolled up into a web of mushrooms. Teemo is the perfect size to be used for bait when trying to lure the enemy to their deaths.

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Shroom placement

-Early part of the game game - First mushroom try to ward dragon with, or in the bush in the river. Place mushrooms around bushes in your lane to avoid being ganked, then push that lane. Put a mushroom or two behind or around mid turret, put 1 shroom in each mid river side bush. It is nice to have a mushroom behind your turret, if the enemy dives ( runs at or through an enemy turret), then sometimes the shroom with the turret will be enough to kill them, or wound them for a teammate to kill the wounded enemy.

Here is a link to a picture showing an optional shroom placement for this type of strategy starting beginning game.

Beginning game optional shroom placement. -

Early middle part of the game optional shroom placement. -

Middle part of the game optional shroom placement. -

It is optional to push mushrooms behind the turret in the different optional places marked on the map. This depends on how aggressive the enemy is, how much they are pushing the tower and if they are tower diving. When a turret is destroyed or close to being destroyed, start putting shrooms to make a shroom field formation to defend the next turret. Sometimes it is funny to stack shrooms behind a turret when it explodes and watch the enemy die trying to chase.

-Middle part of the game. - Try and destroy the enemy mid turret, and start your shroom field. Mid game shrooms can be better for killing groups than starting shrooms.
Put a shroom to ward Baron when you are around level 11, 12 or 13. If an enemy has an oracle, start placing shrooms behind turret and in the jungle so that the enemy thinks you might not be that harassing with mushrooms. There are different areas such as small bushes and shadow lanes such as mid lane mid bush lanes, the small bushes in the river around Baron and Dragon. Try and put your mushroom near the entrance of the bush where you think the enemy with the Oracle might enter, and the person with the oracle might hit the shroom before seeing where it is.

-Late part of the game - Try and avoid long games if you can, where the enemy gets all their items and can then buy oracles. If the enemy inhibitors are down, try placing shrooms 15 feet apart or so from your turret to down the middle lane to a little past mid part of the map, in case if your team gets aced.

There are many different types of shroom field patterns. There are more scattered shroom fields that when people walk anywhere they hit hit a shroom. There are shroom fields that are more single file. This is to allow the enemy to run down a small lane in between the shrooms, then leads them to being trapped behind many shrooms if they do no run back to their base the same exact route they took, they will be trapped in the shroom field. A good example is the last scene in video 1.

Multiple shoom poison damage does not stack. Each shroom will give 4 dots of poison. When the enemy hits another shroom, 4 ticks of poison will start again.

Late part of the game optional shroom placement. -

Guide Top

Final summary

Teemo kind of reminds me of the overpowered ranger class who was a ranger/ mage type in Guildwars. In the first few months of that game you could 1v4, or survive in a 1v8 to revive teammates. The ranger got nerfed. That is kind of what Teemo's build reminds me of now that I think of it. You get Poison, traps, blind and a speed up ability which the Guildwars ranger has. Teemo also gets the stealth of assassins in other games such as Dark Elves. Teemo's stealth to me is most similar to that of a Night Elf in World of Warcraft, where you stand still to go invisible. I have played WOW, but won't pay to play monthly.

There are many free games that companies make that let kids play for free and don't charge monthly. In my opinion, I think it is good that people support people who make a free video game for kids to play that people like and play.

Overall this build is great for normal que. In a ranked game the pace is sometimes much faster, some of these strategies could work. However some would say it would be by chance to get an enemy in a position to where you could take out an entire team by yourself. If I were to be in a tournament, I might keep this same build, or add more attack damage and defense. One of the top clans in League of Legends tournaments called TSM, have a Teemo on their team named Rain man. His build has more physical attack damage and health, but he has less ability power for mushrooms and poison, and not as high of a cool-down rate to plant shrooms.

Hybrid AP Teemo ranked is highly viable and can carry with shrooms. Many people don't like Teemo and think he is a bad champ. However, with Rain man being in one of the best clans in the world, and with this shroom field video as evidence of showing the potential of being able to 1 vs 5, can prove how viable Teemo is. Many people don't quite understand Teemo and how to play him correctly in different situations, such as changing shroom placement as
the game progresses.

There are some critics on Rain man's build, but he seems to be doing pretty well to me, and like to use him as an example of how viable Teemo is. There will also be critics on this current build I am using. I'm just trying to have fun and show people some fun tricks to do with Teemo. I like sharing knowledge and information to people so that they can get a bigger picture about the game, even if they play or don't play Teemo. The point of this guide is that it will give the reader something new to learn hopefully, or a different kind of perspective on a type of strategy that can be done in the game.