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Teemo Build Guide by YohahN

PTG: DPS DODGE TEEMO

PTG: DPS DODGE TEEMO

Updated on August 4, 2011
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League of Legends Build Guide Author YohahN Build Guide By YohahN 11 5 17,148 Views 13 Comments
11 5 17,148 Views 13 Comments League of Legends Build Guide Author YohahN Teemo Build Guide By YohahN Updated on August 4, 2011
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Teemo Introduction

Hey everyone, this is my first guide on Mobafire and it will be on a special little champ that delivers big packages to the team.....*drum roll*....TEEMO!

Pros:
* Great Mobility
* Map Control With Shrooms
* Blind
* Great DPS
* Hard to Target During Team Fights
* Global Taunt
* Awesome Skins ^^

Cons:
* Squishy
* Oracles can see through your passive and shrooms
* Usually first to be focused

This Teemo build is great for countering practically any AD range/melee carries. For example, Xin Zhoa, Gangplank, Ashe, Vayne, Lee Sin, Etc.
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Summoner Spells

Okay I'm going to say this once, you ALWAYS want Flash over Ghost for Teemo. Why? Because Flash gets you out of those ugly positions where you feel like it's the end of the world for you. It is an overall great escape mechanism. It can be used offensively as well, but Flash is always better to be used for defensive/escape purposes.

"But YohahN I can go super fast with Ghost on Teemo". I know I know, but trust me Flash is a lot more viable then Ghost for range dps/ad carries.

For your second Summoner Spell, you have a choice between Exhaust or Ignite.
I personally use Exhaust more than Ignite just because it's a great second escape spell and a decent shut down spell for those AD carries along with your Blind Dart.
Ignite is a great kill securing spell; mostly for when you solo. I personally would get Ignite if I was going mid or top. Ignite applies extra dot damage as well. It is also great as a healing debuff for champions like Dr.Mundo, Fiddlesticks, Swain, Etc.
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Runes

Okay so you guys are probably thinking is this guy a noob? Strength marks over Armor penetration marks? Well here me out, I know Armor Penetration runes are more beneficial towards late game but Strength marks will help you deal a good amount of damage early game. If you harass well early game, it will eventually lead to kills, great farm, and getting fed. My theory is have a good early game, get fed, and be ahead of everyone.
Okay this is where the unique factor that differentiates my DPS Teemo build from the rest comes in. Dodge Seals + Masteries + Ninja Tabi = 20% Dodge chance. That's a 1 out of 5 chance you will dodge an attack. May not seem like much, but it will change the outcome of a fight.
Magic Resist Glyphs to give you some resistance against casters early game if you decide to go mid or whichever lane magic damage will be put out from the enemy team.
Same explanation as the Strength Marks. With Strength Marks and Strength Quints you will automatically have 15 Attack Damage.
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Masteries

*** 9 points in the Offense tree because it is great for strengthening your Exhaust spell and having a little bit of ability power per level for your poison. Sorcery because...common do I really have to explain? everyone loves cooldown reduction. At last, Archaic Knowledge is just an overall great mastery to put a point into for your poison damage from your shrooms and E skill.

*** 21 points in the Defense tree because Teemo is squishy unfortunately. You want to build him tanky DPS. Glass Cannons are useless because theirs no point in having so much damage when you can die in a few hits or burst. That is why many glass cannon Xins, Patheons, Etc. fail. This tree is great since it reduces the damage Teemo takes, gives him a decent amount of free health, and of course gives him a bit of Dodge and nimbleness syncs very well with Dodge.
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Early Game

My first item depends if I'm going bot or to a solo lane. If I'm going bot, I will grab a Dorans Blade. If I'm taking top or mid, I usually grab Boots of Speed and three health pots. I grab boots and three health pots instead of a Dorans Blade when I'm soloing because your usually going against a caster or someone who can nuke decently early game. You want to be able to keep your distance with the boots and your W spell will help a lot. The three health pots will fill up the lost hp from the nukes you took. You should be able to harass pretty well against the champs that usually go mid. Once you hit level 6, you should start shrooming the possible gank routes.
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Mid Game

By now you should have gone back to shop 1-3 times and either have ninja tabi and two Doran Blades or a Ninja Tabi and a Malady if your having a good game. You should try to get Madred Blood Razors as well since it gives you some attack damage, armor, and helps out with farming. You should have mini shroom gardens by now and have warded a couple entrances with your shrooms. Remember, the closer the shroom is to the center of your lane, the higher the chance an enemy champion will hit it.You wanna get Red Buff whenever you can, the effects apply not only to your attacks but to your shrooms as well. Also don't forget to shroom around Dragon
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Late Game

You should have at least warded 30%-45% of the map by now and have map control over Baron and the jungles with your shrooms. As soon as you get a madreds, your ready to kill baron. By this time you should have a few shrooms to barons left and right choke points, and hopefully your roamer or support has cleared out the wards around the area with an oracle by now. You should atleast have gotten Madreds and a Frozen Mallet along with your Malady, Ninja Tabi, and Dorans Blade by now and working your way up to a Black Cleaver or Guardian angel.
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Gameplay

Made you guys a video for visual information =) except I sound like I have down syndrome haha.
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DPS Teemo > AP Teemo

AP teemo cannot farm well at all, is constantly HP starved, and is way too heavily reliant on shrooms to do damage. Basically the way I see it, every shroom you use in lane for killing creeps is one less shroom that can be used for lane/map control. As for AP Teemo's scaling with his E spell, its not nearly substantial enough to justify building AP, especially since in teamfights AP teemo will be the first target, and won't get off alot of autoattacks as basically a melee mage. Mages need to be able to sit at a distance and dish out damage while staying out of harm's way, and teemo's short autoattack range does not allow him to dish out damage effectively without putting him at risk. Plus AP Teemo is even less viable as shroom damage is nerfed, cooldown is insane, and AP Teemo has even less presence on a map.
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Conclusion

Four words; Teemo is a BOSS. The reason I made this guide is because there are so many bad Teemo players out there and they give Teemo a bad name so I hope this guide changes that. Remember Teemo has great mobility, map control, DPS, and is a great baiter because of his global taunt. If you have any questions don't hesitate to ask and please don't troll on my guide until you have actually tried it correctly. Thank you for checking out this brief guide on Teemo and have fun shrooming :D

P.S You should not go DPS Dodge Teemo if they are super AP heavy. I recommend Mercury treads instead of Ninja Tabi and different Seals if that's the case. And Credits go to TheRainMan for helping me with the Items.
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