Teemo Build Guide by Afpersing
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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.
This is one of two Teemo builds I've decided to put up on Mobafire. They follow the build Phreak uses in the Teemo Champion Spotlight video.
Phreak uses the same rune and mastery builds for Classic and Dominion, which is perfectly viable. Some Teemo builds for Dominion seem to steer towards +Movement Speed runes and items, however Phreak focuses on making Teemo a little less squishy and working towards dealing a consistent amount of damage.
I separated the guides so that the "Cheat Sheet" feature was available, as adding more than one build to a guide causes that feature to be disabled.
Greater Mark of Desolation - Teemo gets a bit of an edge by taking armour pen runes as opposed to magic pen. Since this build does not include AP items, armor pen will give your basic attacks a bit of a kick.
Greater Seal of Vitality - Helps give Teemo a bit more survivability, especially at late game where other builds result in him becoming a glass cannon.
Greater Glyph of Magic Resist - Again, for survivability. Flat magic resistance will help Teemo's survivability in early game.
Greater Quintessence of Health - Flat health gives Teemo a clear early game advantage, particularly against another Teemo who hasn't taken these runes.
Phreak takes 9-21-0, taking Cripple to enhance Exhaust and filling out the entire Defence tree, avoiding Dodge masteries.
Taking Teemo down the defence route just helps reduce his squishiness and increase his survivability. This is in contrast to a lot of Teemo builds I've used in the past. Against another Teemo - building defensively can give you a great edge throughout a match. When against other damaging champions, survivability is great while you're trying to escape.
Survivability is primarily useful in Dominion while defending a capture point. In conjunction with your mushrooms and hopefully, your passive - you can easily take down someone who tries to ninja-capture a capture point they think is abandoned.
This build starts with Prospector's Blade and Boots of Speed, building in to Mercury's Treads hopefully not too far in to the game. Prospector's Blade gives you a decent amount of early game health, which can help prevent you being easily stomped on.
Then you can start building Sanguine Blade as your first main damage item. It's an amazing item which gives you a stacking lifesteal and damage bonus, which expires after 4 seconds. If you see an enemy hang around behind their minions, start hitting them to get your stacks up and then dive in to attack the enemy with 7 stacks. This will either tempt them in to trying to attack you (you should be able to judge whether you should fight or run), or make them flee - allowing you to finish off the minion wave in peace.
Then it's time to increase your attack speed with a Phantom Dancer to help ramp up the damage and lifesteal from Sanguine Blade as quickly as possible. After that, a Frozen Mallet helps increase your damage output and slow enemies to help finish them off if they're trying to flee.
Final items for this build are Last Whisper and then another Phantom Dancer to replace your Prospector's Blade.
This build starts the game with 1 point in each ability. After that, the priority is Toxic Shot --> Move Quick --> Blinding Dart, taking points in Noxious Trap at 6, 11 and 16.
Maximising Toxic Shot will give you a more consistent amount of damage output, and help you to finish off fleeing enemies on low health. Maximising Move Quick second lowers its cooldown - allowing you to use it for escape more often.
Blinding Dart is maximised last. The mechanic of blinding causes a champion's basic attacks to miss. This mechanic is not "enhanced" or improved with each rank. You should be opening with Blinding Dart on most enemies, particularly melee assassins like Akali to significantly nerf their damage output. While blinded, your basic attacks and potent Toxic Shot should help drain an enemy's health significantly while taking a lot less damage.
Phreak takes Flash and Exhaust.
Exhaust is sort of trivial, since you take Cripple to enhance it. Aside from slowing the movement speed of an enemy, it's important to point out it also lowers their damage output by 70%. This is where I find Exhaust most useful. In conjunction with Blinding Dart, an exhaust can render most assassin/high melee damage champions useless - allowing you to wear their health down from your potent basic attacks and Toxic Shot.
Flash is Teemo's escape option. It could be substituted with Ghost, however I personally prefer an instant "leap" over a "dash". In Dominion especially, with "speed up" buffs available on the map, Ghost would seem to be far less useful than a Flash.
If you are feeling lucky, you can forego an escape ability and pick up something like Heal to help give you an edge in both solo and team fights.