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Teemo Build Guide by animeafreak1994

AP Carry How To NOT Fail With AP/On-Hit Teemo

AP Carry How To NOT Fail With AP/On-Hit Teemo

Updated on December 5, 2012
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League of Legends Build Guide Author animeafreak1994 Build Guide By animeafreak1994 9 4 85,797 Views 11 Comments
9 4 85,797 Views 11 Comments League of Legends Build Guide Author animeafreak1994 Teemo Build Guide By animeafreak1994 Updated on December 5, 2012
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Introduction: What is the build about

AP Teemo is a great carry against attack damage and most spell casting champions. Even when the enemy team is fed, you can still kill them with your combo's. I am making this guide because I see so many people play AD teemo and take five minutes killing an enemy or feeding the enemy team. They made a fix or buff to teemo's Toxic Shot and now it works even better going AP. originally I made this build to show everyone going AP teemo is not that bad, but even more then that is I want everyone to work hard and get teemo off of the most killed champion list. Hope it helps!
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Pros / Cons

Pros:


  • Excellent escape abilities ( Move Quick, Camouflage, and of course Noxious Trap
  • Blind Will be overpowered and can shut down AD carries
  • One of the fastest champs in the game
  • Very good carry
  • can use his mushrooms for wards
  • Can farm very easily with a Nashor's Tooth
  • Tank Killer when build is complete
  • Sneaky and stealthy

Cons:


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Skills

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

camouflage Camouflage:
If Teemo stands still and takes no actions for 3 seconds, he becomes stealthed indefinitely. After leaving stealth, Teemo gains the Element of Surprise, increasing his attack speed by 40% for 3 seconds.

This is one of the best passive's I have ever seen. Use it to rush to your lane at the start of the game and become a living ward, providing sight for your teammates in the bushes, or for a good gank. Remember the 40% increase attack speed for 2 seconds! (Note: to keep yourself from auto attacking anything in range, press 'S' where you want to Stop.)


Blinding Dart:
Obscures an enemy's vision with a powerful venom, dealing damage to the target unit and causing all attacks to miss for the duration. Deals 80/125/170/215/260 (+0.8 AP) magic damage and causes the target to miss all of their attacks for 1.5/1.75/2/2.25/2.5 seconds.

I always put the first point into this. It extends the range of Teemo's harass, does decent damage and blinds - which is great against any melee who is chasing you or to prevent gold farm in your lane. I find that maxing this skill first and Toxic Shot second is what is important.


Move Quick:
Passive: Teemo's Movement Speed is increased by 10/14/18/22/26% unless he has been damaged by an enemy champion or turret in the last 5 seconds. Active: Teemo sprints, gaining twice his normal bonus for 3 seconds. This bonus is not lost when struck.

Third point goes in here and I max it third. I place lower priority on this than my Blinding Dart and Toxic Shot, because most of the time you should be able to flash out or use your mushrooms and blind to stop the gank. Plus it's Active will not guarantee a clean get away. (Note: while giving you a small speed boost, it also let's you pass through minions.)


Toxic Shot:
Teemo's basic attacks poison their target, dealing 9/18/27/36/45 (+0.14 AP) magical damage upon impact and 6/12/18/24/30 (+0.14 AP) magical damage each second for 4 seconds.

Second point here and this skill should be maxed second after Blinding Dart. The majority of our damage will come from this skill. Remember that the damage over time does not stack, but it is refreshed upon auto attack. This skill also let's us run away from a fight while still killing enemies with damage over time.


Noxious Trap:
Uses a stored mushroom to place a trap that detonates if an enemy steps on it, spreading poison to nearby enemies that slows movement speed by 30/40/50% and deals 200/400/600 (+0.8 AP) magic damage over 4 seconds. Traps last 10 minutes, Teemo can store a maximum of 3 mushrooms on him at once.

Being an ultimate, you should put a point in here whenever it become available. As an AP Teemo, these mushrooms hurt. I can't even count how many kills I've received while back at my base, or running from ganks. (Note: make sure place them in high traffic areas where minions are not likely to hit them.)
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Runes

Greater Quintessence of Ability Power x3 - This is for the extra kick of AP that will be needed before we get the Rabadon's Deathcap.

Greater Mark of Magic Penetration x9 - Marks offer the best magic and armor penetration. for this AP carry build, these are the best choice to nullify any early magic resist your opponents may have.

Greater Seal of Replenishment x9 - This keep's AP teemo in lane using his Blinding Dart, but the one Mana Potion does help just in case you need to harass more than normal.

Greater Glyph of Ability Power x9 - As an AP carry, glyphs offer the best boost. I choose the flat AP glyphs over the AP per level glyphs, as i believe the AP per level will not help you long term.
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Summoner Spells

Viable Choices



Flash: Provides an escape more beneficial than Move Quick as it allows you to jump over walls and out of slows. I ALWAYS take this spell regardless of my 2nd choice.


Teleport: after the removal of Surge it was hard to pick a secondary summoner spell. I have started using teleport due to it's effectiveness in ganking, getting back to lane, baron, dragon, and even other parts of the jungle.


Ignite: Getting an enemy to low health is a pretty easy task, however most people will carry a Health Potion, Heal, or have a health regen ability. This spell allows your Toxic Shot to keep dragging down their health without having to worry about them recovering or using passives such as Chosen of the Storm.


Exhaust: A nice way to defend yourself against a gank or to focus down an AD carry in a team fight


Ghost: This, in combination with our Move Quick, will make you so fast that the enemy won't know what to do. This can also be utilized to run across the entire map in just a few seconds to score a gank or to save a turret!


Anything not listed is NOT worth getting, if I missed a summoner spell as viable message me and I will add it.(depending on whether it sounds legitimate)
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Items



Our Main AP Teemo Items



Item Sequence

Nashor's Tooth 3000
Malady 2035
Rabadon's Deathcap 3600
Void Staff 3000
Rylai's Crystal Scepter 2600


Boots + Health Potion x2 + Mana Potion x1 A semi standard starting build. Offers amazing mobility with your boots to escape from ganks or to keep up your pokes with Toxic Shot. Makes up for your low HP with health regen with your health potions and your low starting mana with the mana potion.OR
Boots + Health Potion x3 Almost like the one above, but this is if the enemy team has more range then you. The reason this isn't my first choice is due to the fact that you use blinding dart more then your other active abilities, which will use up most of your mana in the beginning.

Sorcerer's Shoes This is my first and only choice of boots, but in extreme cases that there are more spell casters with longer range or too much crowd control you can get Mercury's Treads. On the other hand if they use their basic attack more and you keep dying you should buy Ninja Tabi. (NOTE: Many people think that Berserker's Greaves is great for AP teemo, when really you are losing out of that defense or magic penetration. Berserker's Greaves are ok, but i can't recommend them)

Nashor's Tooth This is one of the best items for AP teemo! This gives your early game a big boost with the attack speed it offers, the cooldown reduction it gives, and even the extra damage it puts into your Blinding Dart. Toxic Shot provides on-hit poison damage, so building some attack speed on Teemo is never a bad idea.

Malady At this point you should have some cooldown reduction, ability power, and some good mushroom damage. I get malady so you can keep the poison on your target. Along with adding more ability power and attack speed this will make you a nearly unstoppable machine gun.

Rabadon's Deathcap The game changer. Now that we have built a decent amount of AP, this will amplify all of that by 30%. This upgraded ability power plus the attack speed and cooldown reduction should get you easy kills using most of your abilities. It is also at this point where you can one vs one almost everyone if not everyone.

Void Staff Now that we're in late-game, the other team has probably realized you are quite the threat and should be building up some magic resistance. I get this item to make 40% of their magic resist useless.

Rylai's Crystal Scepter This is the last item you will need, we all know how squishy teemo can be and this will help that. This is mostly a health item, which since at this point you will be getting focused more often and will probably need it.


Situational




Zhonya's Hourglass The armor (while not a whole lot) WILL help you stay in a team fight a little longer. Remember that it's Active can save your life so use it! Even 1v1 sometimes your Toxic Shot can kill the enemy champion while you're safely behind the immunity of this item. Situational

Rod of Ages Can be great early game to provide you with some health. But you should be able to dodge most skill shots and avoid all ganks easily, so being more bulky is a bonus but not required (we have tanks for that). In addition, you shouldn't have mana issues, so the extra mana is just useless. Not Viable
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Farming

Farming is VERY difficult until you get your Nashor's Tooth. Once you get this weapon of mass destruction farming has to do with two-hitting minions. you don't need a lot of farm, but the more the better. believe it or not he does however need farm, the most I absolutely need is about 50 minion kills. He also snowballs when his kills are two over his deaths.
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Mushroom Placement

Notice there is one mushroom in almost every bush, this placement can warn you of ganks, dragon and baron steals, or it will even let you know if they are going to dragon or baron. Rarely but what can happen is dragon hits a mushroom while the enemy team fights it and you get dragon. As you can tell most if not all of the buffs are warded using a mushroom and that is another good way to steal a buff if that enemy champion is not careful enough. Also notice if you go mid that their are mushrooms placed in each bush around the middle lane so that if an ally forgets to call missing in action, you can see them before they kill you.
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Game Pictures

This is some of my games playing my AP Teemo!

Submit some pictures of you playing with this build in your own game and i may add it to this Chapter. SCROLL DOWN FURTHER TO SEE OTHER PICTURE(S)


Credit Given to MoffMadness For the picture below

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Revisions

7/12/2012
  • Created Guide
  • Added pictures of games

7/13/2012
  • Added more pictures
  • Added items Chapter
  • Added Mushroom placement chapter

9/5/2012
  • Added more pictures
  • Added more to introduction

12/4/2012
  • Revised Summoner Spell Topic
  • Changed Summoner Spells
  • Added to Pro's

12/5/2012
  • Revised Summoner Spell Topic
  • Changed Summoner Spells
  • Mastery's redone
  • Added MoffMadness's Picture 25/8/4
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Last Words

If done correctly your games should thrive, If you would like post pictures in the comments or email them to wowbrando@ymail.com, If you can improve the mastery's i will try them out and change accordingly; Credit will be given.
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