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Spells:
Smite
Flash
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
Guide Update History and Future Updates
- October 28, 2012: Updated Items
- September 5, 2012: Minor change to Masteries
- September 3, 2012: Teamfights added
- August 28, 2012: Updated Items and Video for Safe Jungle Route added
- August 27, 2012: Guide posted!
- Video for Red Steal Jungle Route
- Section on
Noxious Trap Placement
- Section on Double Jungling
- Hall of Fame Section (to prove that it works!)
- Make guide prettier :D

You're probably thinking, "Six, what the heck? Jungle AS/AP Teemo? DOWNVOTE." And I'm thinking right back, "No, wait! Jungle AS/AP Teemo is good! Let me explain!"
Most people aren't used to seeing



So hear me out, take a minute to read the guide (or at least the "Soooooo...Jungle AS/AP Teemo?" chapter), then voice your comments and concerns. As long as they're constructive, I'll be happy to listen, reply, and adjust my guide.
Thanks to Apathy for some great feedback on items, and an extra special thanks and credits to jhoijhoi for the template, which you can find here.
Also thanks to Matt, Kev, and Bryce over at the 20 Minute Surrender podcast for giving me the idea. If you like League of Legends (and let's be honest: you're reading this, so you love League of Legends), you should check them out over at The ManaTank.
Without further ado, I present to you the guide for Jungle AS/AP




To put that in perspective, let's say you followed this build to completion and achieved an AP of 475. At level 18, before the patch, this meant that




So with all this crazy damage, why do I want to put

Even with this awesome damage output,

There are plenty of reasons why Teemo rocks in the jungle (and I list them below) but here's the #1 reason: YOU AREN'T THE CARRY. Teemo shines when he shows up to the fight two seconds after it's started, when all the burst has already been dealt and everyone's abilities are on cooldown. At this point, he sprints in from the side or from behind, blinds the enemy AD carry, and proceeds to prick everything to death. As a jungler, all the burst damage will have been directed at the AD or AP carry and not saved for you, making a flank MUCH easier to perform. (And hey, if all that burst DID come at you, congratulations! The AD and AP carry now have all the time in the world to annihilate everyone.)
There are other benefits to putting Teemo in the jungle as well:
Noxious Trap allows you to ward the jungle and rivers with ease.
- Camouflage is FANTASTIC for stealing enemy buffs and getting early kills on the enemy jungler.
Move Quick and
Blinding Dart give Teemo good ganking potential.
- Both the blue and the red buffs are never wasted on Teemo.
- Around level 10, Teemo can solo the dragon.
Jungle AS/AP

- "Is someone else building tanky?" (You won't be.)
- "Do the lanes I plan to gank have crowd control?" (You have none.)

spaaaaaaace |
Pros
+ Steady stream of high, 50/50 mixed damage + Hard-hitting, incredibly annoying poisons + ![]() + Super quick + ![]() + He's so FLUFFY |
space |
space |
Cons
- Very squishy - No reliable crowd control - Short auto-attack range - Limited escape capabilities - Horrible at 1v1 fights against nukers - Really bad /joke and /dance |
Greater Mark of Attack Speed: There is no substitute. Teemo relies on
Madred's Razors and attack speed to clear his jungle, but he won't be able to build attack speed until he's dropped 1350 gold on the Razors and
Boots. Hence, these marks.
Greater Seal of Armor: Again, no substitute. These are the standard seals for any jungler. They allow you to survive the first few jungle runs and provide some much needed armor for the late game, since you won't be building much from items.
Greater Glyph of Scaling Magic Resist: The late-game MR goes a long way, especially since the only other source of MR you'll have is Mercury's Treads. Alternatively, if you're feeling aggressive,
Greater Glyph of Ability Power or
Greater Glyph of Scaling Ability Power will provide a little extra AP.
Greater Quintessence of Health: The extra health will not go unnoticed, especially in the early game. You might also consider
Greater Quintessence of Ability Power to help secure those early ganks. I prefer Fortitude, but it's your call.










- Camouflage: I feel like this skill is under-utilized in the lane, but it shines in the jungle. Simply stand still for 2 seconds before beginning each camp to get a free attack speed boost, which is invaluable for your first few jungle runs. The stealth is also amazing for stealing buffs and killing the enemy jungler early on. Hide right next to the enemy's buff (preferably just outside the range of any AoE abilities). Once their jungler shows up, watch them whittle down the monster's health, then Smite the monster to steal the buff, fire a Blinding Dart into the jungler's face, and take out whatever health they have remaining. They will spend the rest of the game afraid of their own jungle.
Blinding Dart: This is essential for clearing the jungle and should be spammed, as it allows you to avoid about 15% of the damage you'd otherwise receive. Try to fire it immediately after your initial auto-attack. The ability resets your auto-attack timer, allowing you to "cheat" a faster second attack out of the system. Make sure to plant this sucker right in the AD carry's face as often as possible.
Move Quick: Helps you clear the jungle faster, lets you initiate ganks, lets you escape from certain death, and makes you feel like the Road Runner. Meep meep.
Toxic Shot: Teemo's bread and butter, and the focus of this build.
Blinding Dart may let you jungle, but
Toxic Shot lets you deal damage. Not much to worry about in terms of use--just max it by Level 9 and watch your damage soar.
Noxious Trap: Ah, those mushrooms. Thank the heavens they're on your side. Drop them in highly trafficked areas, especially in paths the enemy jungler frequently travels and the entrances/exits from the river to the jungle. To prevent counter-jungling, try to get in the habit of placing mushrooms in front of your buffs right after you take them. Mushrooms have a 10-minute timer, so they'll last well after the buffs respawn 5 mintues later. Try to never have 3 mushrooms in your pack, but always keep one as an escape tool for a gank gone wrong: drop the mushroom IN FRONT OF YOU and it will arm and explode just as your pursurer steps over it.
Take your first point in

Put your next two points into



At Level 4, take one point in


From Level 5 onward, it's your standard ability sequence. Max R when you can, then E, then Q, and lastly W:






For your first buy, pick up




After the first jungle run, you should have just enough to recall and pick up the









Once you've finished








Next time you go back to base, you'll want to pick up your Level 2 Boots so that you can continue to gank effectively. Here are all the boots one might consider and my opinions on each:
Mobility Boots: These are my preferred boots. Without any crowd control,
Teemo relies on surprise and speed for a successful gank. Wait in the brush for your lane to initiate, then move in from behind to block his escape and begin your attack. Save
Move Quick for after you've begun your attack to compensate for the loss of speed.
Sorcerer's Shoes: If you feel that you and your lanes can pull ganks off successfully without the added speed from
Mobility Boots, use these. Together with
Malady, you'll be melting 44 MR off of your targets. In other words, if a champion hasn't bought any MR, your abilities will be dealing true damage after 2 seconds. NICE.
Mercury's Treads: Tenacity is always awesome, as is magic resistance. However, since we're building
Lich Bane, this isn't my first choice.
Berserker's Greaves: If you weren't about to build
Nashor's Tooth, I'd understand this buy, but if you're not taking
Mercury's Treads, you stand to gain much more from
Sorcerer's Shoes.

After taking your Level 2 Boots, buy the





Upgrade







Madred's Bloodrazor: One way or another, you'll definitely want this item: the passive synergizes so well with your attack speed. If the enemy team is stacking health, get it finished ASAP.
Lich Bane: If you didn't pick up
Mercury's Treads earlier and you can hold off on the Bloodrazor, give this item priority. It delivers much-needed magic resistance and some nice movement speed, and it cranks your nuking potential up to 11. During a teamfight, if you have
Noxious Traps to spare, throw one down at your feet every so often to proc the passive.
Rylai's Crystal Scepter: More AP, a juicy 500 health, and a 1.5 second slow for your
Blinding Dart and mushrooms. An excellent end-game survivability item.
Void Staff: If the enemy team is building heavy MR (
Force of Nature,
Banshee's Veil,
Quicksilver Sash), your Bloodrazor may not be having the effect you'd like it to be having. In that case, sell
Malady and pick this up in its place.
Frozen Mallet: A ton of health, a bit of AD, and a fantastic passive.
Rylai's Crystal Scepter synergizes better with this build, but if you find that kills just barely keep escaping, consider picking this up instead.
Zhonya's Hourglass: If no one on the enemy team is dealing magic damage, consider this. Good armor, great AP, and an excellent active if you start to get focused. Also a great escape tool: simply throw a mushroom in front of you, pop Zhonya's, then
Flash away and pop
Move Quick. No sweat.
- Zeke's Herald: A little bit of health, some CDR (bringing you to the hard cap of 40%), and attack speed and life steal for everyone. If your team relies heavily on AD and your support hasn't bought it, consider picking this up.
Head over to your blue buff and ask for a leash, making sure you stand still beforehand to get the attack speed buff from Camouflage. Once the leash hits, spam



Before beginning wolves, stand still in front of them for 2 seconds to let Camouflage kick in. You will do this at every camp, as it helps keep your health up and only adds about 7 seconds overall to your jungle time.
Once you've taken wolves, head to wraiths, then head down to double golems. By the time you've finished double golems,



If done correctly, at this point, you should be Level 4 with no potions, and have about half of your health. Immediately check to see if the enemy has pushed up too far in any of your lanes. If so, go gank them, saving the active on



WARNING: this route is not for the faint of heart. You must be 100% confident that the enemy jungler is starting at blue buff and will be ending at red buff with less than 3/4 health.
Head over to wolves and ask for a leash. After you've taken them out, get a leash on blue buff as well, waiting for the buff from Camouflage to kick in. DO NOT USE


Pop as many potions as you need to bring yourself to full health, then cross the river (without being seen) and use Camouflage to stealth yourself next to the red buff. Make sure you have vision of the red buff.
Soon, the enemy jungler will come strutting over and begin to take the red buff. Once red buff is down to about 700 health, immediately pop a health potion to boost your health regen, come out of stealth, and gun the jungler down, spamming

The enemy jungler will now have a lot of problems:
- You, red buff, and (possibly) the two little lizards will all be attacking them.
- They will be blind and useless for the next 1.5 seconds.
- They can't
Smite the red buff down.
- They will have pooped their pants from SHEER PANIC.
- They will run away. This is the hardest situation to deal with. Chase them down for 3 seconds or so, and if it doesn't look like you can pick up the kill, back off and steal the red buff.
- They will try to kill you. Bad move. Between you, the red buff, your
Blinding Dart and the health potion you popped before the fight, you should be fine. Afterwards, steal the red buff.
- They will try to kill the red buff. Really bad move. Thanks to
Blinding Dart, it will take them at least 5 seconds do that, and you have a chance to
Smite steal it anyway. If they do get it, no big deal: you're full health and they most certainly are not. Kill them and steal the red buff.
Regardless of what happens, after you've grabbed the kill and/or red buff, check the lanes. If any enemy lane is MIA, just STAND STILL. Camouflage will kick in, and they won't be able to find you. Recall back to base as soon as it's safe.

First, wait for your team to initiate. You NEVER initiate. Once the fight has begun, ask yourself the first question: "Who is about to deal the most damage through auto-attacks?" Nine times out of 10, this will be the ranged AD carry. Plant

Next, ask yourself the second question repeatedly throughout the fight: "Am I getting focused?"
- If yes, plant a
Noxious Trap and run AWAY from your carries (and towards the tank if possible). Use
Move Quick (and
Flash if it's an emergency) to stay out of range. The idea is to stay just far enough away so that you can get out if you're about to die, but just close enough to re-enter the fight if they change targets.
- If no, stay on the outskirts of the battle and dart the everloving snot out of the carries. Be alert: it is very likely that the enemy will switch to focusing you on account of your squishiness. If that happens, see the above.
If the enemy team disengages, chase. You're


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