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Teemo Build Guide by

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League of Legends Build Guide Author

Offensive Hybrid Ninja Style

Last updated on May 3, 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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This is my offensive Teemo Guide perfected over a couple hundred Teemo matches. My build is a hybrid as you can probably tell from the introduction. I focus primarily on AS/AP/AD with some life steal and spell vamp thrown in to make things interesting. My build is designed to give you the greatest survivability options while dishing out the most damage possible. With full build you should be able to basically kill anything without having to return to base unless you want to get more mana.

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Pros / Cons

Pros and Cons of this particular build

Lots of damage output.
Plenty of movement speed
Lots of KS potential.
Unlimited mini wards that go boom!
Quick Build that is fairly cheap and produces fast results.
Works great in 3v3 as well as 5v5
Lots of self healing

Doesn't do well against some characters early/mid game.
Early game is really dangerous
Run out of MP fairly fast once you reach lvl 6
Get targeted first in most team fight situations.

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OK for the runes: I like to run Attack Speed, Ability Power, and Magic Penetration.
My rune page says +21 Ability power, +15% attack Speed, + 5.7 Magic Penetration.

The specific runes I use are as follows:
3 Greater Mark of Alacrity + 1.7% Attack Speed
6 Greater Mark of Insight + 0.95 Magic Penetration
9 Greater Seal of Alacrity + 0.76 Attack Speed
***Note***-->9 Greater Glyph of Potentcy +1.19 Ability Power

***Note Greater glyph of potentcy was missing on the add rune list so I instead posted under greater glyph of Force which gives +0.17 AP per lvl 3.06 @ LVL 18***

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Summoner Spells

My summoner spells are the key to survivability early game as well as chasing down in the later game.

Ok so first lets talk about Ghost. Its a great spell throughout the entire game. It can help you get away from enemy champions or it can help you chase them down to ensure a kill. Works better for the 3v3 map

Secondly there is Heal. Nothing but pros for this spell. I use it every single game (unless I'm playing as Fiddlesticks) This spell is great for 3v3 or 5v5 maps. Alot of people hate on heal, but I would rather be called a noob for using this then be dead for not using it. It's a smart and safe as well as useful spell. It also has AOE effects healing all ally's and minions

Alternative spells
Teleport. Great for getting you across the 5v5 map in a hurry. Not quite as useful on the 3v3 map though. Little known fact is that you can use it to teleport to your shrooms.

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Items are what truly make or break a build. I want my build to do as much damage as possible with greatest chance of not dying. So I like to start off right away with the

Berserkers Greaves: Now obviously you can't afford the whole set at once so I normally go with attack speed over movement speed when I start. So the dagger then the boots of speed.

Vampiric Sceptor: Next I like to get some lifesteal going so that I can sustain on my lane by farming for longer periods of time. Also helps in fights against other champions.

Stinger: This build is built upon Attack Speed and the Stinger gives you 40% of it as well as 10%cooldowns for barely 1k coins making it easily the best bang for my buck.

Malady: At the cheap cheap price of 1830 the Malady nearly doubles your AP while giving you 50% more attack speed along with 20 additional magic damage per dart.

Nashors Tooth: Upgrade your stinger into this Fun toy. gives 50% attack speed, 25% cooldowns and 65 ability power.

Hextech Revolver: Ability Power and Spellvamp will be very much welcome at this point. Is amazing for survivability despite it only adding small bits of healing at first.

Bilgewater Cutlass: Upgrades your vamp scepter into this badboy which gives you some much needed AD and slightly more 15% total lifesteal.

Hextech Gunblade: This guy reminds me of final fantasy VIII for some reason lol. The end result of your Cutlass and Revolver 20% spellvamp, 70 Ability Power, and 40 Attack Damage make this a must have item.

Guinsuu's Rageblade: 45Ap 35Ad and a stacking increase to your attack speed.

Rylai's Crystal Sceptor: 80 AP and 500 health go a long long way when it comes to staying alive. Not to mention great for chasing down enemies as each dart you fire will slow your opponent down by 15% for 1.5 Seconds with a 3 second cooldown.

Some alternate Items that I don't use anymore, but you might prefer to use are:

Wits End: ok I never really used this item before, but I have seen it on a couple of Builds so Figured I would toss it on here just for you to play around with.

Frozen Mallet: Basically this item went away due to cost efficency. At slightly over 3k coin it just didn't seem like I was truly getting my moneys worth out of the extra time it cost me to get.

Ionic Spark: An Item that is great for when you decide to defend base while the rest of your team pushes. I still use it on my builds with Ashe and Miss Fortune.

Will of the Ancients, Rhabadons Deathcap, Infinity Edge, The Bloodthirster: All of these items while very powerful and useful just seem to tilt the hybrid balance to a build that has way more AP or AD style build than the well rounded hybrid I like to use.

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Feel free to leave me your results as well as results on what you change up in your personal build. Also when I play Teemo due to his early game squishyness I try to play a little less aggresive. I try to farm minions as much as possible early game for coin and leveling. Don't get me wrong I damage the champions but my focus is on the minions unless they being directly aggressive with me.