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Teemo Build Guide by GreenAspect

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.

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League of Legends Build Guide Author GreenAspect

shrooms blinding supa speed&toxic shots.U mad bro?

GreenAspect Last updated on December 1, 2011
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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: 9

Honor Guard

Defense: 21

Strength of Spirit

Utility: 0

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Teemo is a legend among his yordle brothers and sisters in Bandle City. As far as yordles are concerned, there is something just slightly off about him. While Teemo enjoys the companionship of other yordles, he also insists on frequent solo missions in the ongoing defense of Bandle City. Despite his genuinely warm personality, something switches off inside Teemo's mind during combat so that the lives he must end while on patrol do not burden him. Even as a young recruit, the drill instructors and other trainees found it a little disconcerting that, while Teemo was normally charming and kind, he turned deadly serious and highly efficient the minute combat exercises began. Teemo's superiors quickly steered him toward the Scouts of the Mothership, which is one of Bandle City's most distinguished Special Forces unit alongside the Megling Commandos.

While most yordles do not handle solo scouting missions with a great deal of finesse, Teemo is remarkably efficient at them. His record of success in defending Bandle City from infiltrators easily makes him one of the most dangerous yordles alive, though you'd never know it by having a cup of honey mead with him at his favorite inn. Bandle City chose Teemo as their first champion for the League, and he has taken to it like a duck to water. His signature weapon - a blowgun - uses a rare ajunta poison he personally gathers from the jungles of ***ungu. To help cope with his lengthy periods of isolation, Teemo recently struck up a friendship with Tristana, a fellow League champion and fellow member of Bandle City's Special Forces. This connection is healthy for both yordles, though now Valoran's voracious media outlets circulate rumors that the friendship is turning into a romantic relationship. Regardless, Teemo is a crowd favorite in the League of Legends, and a pint-sized foe that many have come to fear.

''Teemo rides a thin line between chipper compatriot and unrepentant killer, but there's no one else I'd rather have as a friend.'' -Tristana

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Skill Sequence

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

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Greater Mark of Lethality

Greater Seal of Scaling Health

Greater Glyph of Magic Resist

Greater Quintessence of Health
9x Greater Mark of Desolation because they will synergize well with doran's blade +damage and lifesteal. Arpen will make laning phase easier, and will allow you to hit harder when you exchange blows with your lane if they are playing agressively. I have tried attackspeed, but early game you will hit even weaker than Teemo already does if you go this route.

9x Greater Glyph of Magic Resist give you good survivability early game, which is what Teemo is all about. I would definately not recommend MR/Level.
9x Greater Seal of Vitality provide more survivability, and helps you lane against casters and physical compared to dodge runes which only help you against physical. And tbh, Teemo doesnt really have a problem laning physical anyways with blinding dart and wrigglers early game armor, so I would definately stick with hp/level.
3x Greater Quintessence of Health give you more survivability, which is always good.

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[*] From the beginning pick up a dorans blade from shop. Depending on lane matchup,Stay in lane as long as possible, then recall and grab 2 more dorans and madreds razors. After that, boots then rush Malady. Upgrade to bloodrazor asap after that. Between your razor to bloodrazor you probably want to pot up after you get your recurve bow as it will help you farm the 1800 that it costs to upgrade to bloodrazor.
Mercury's Treads- Doran's Blade- Doran's Blade- Madred's Razors- Malady- Madred's Bloodrazor

That is your build. Typically in a game, you should not be able to get frozen mallet, or the game is dragging on too hard. Also, 3 dorans early game is not a bad choice. However, if the game drags on for one reason or the next, your aim is to get a build looking like this:
Madred's Bloodrazor- Malady- The Black Cleaver- Frozen Mallet- Mercury's Treads- Guardian Angel

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Summoner Spells

Flash allows you an important escape mechanism if you find yourself out of position. Flash is a must have on most carries, and Teemo is not left out. Definately carry flash.

Because of Teemo nerf to shroom damage, I feel that it is now alot harder to bait kills early game. So, I am going to start going with exhaust for more safety + gank potential. Exhaust can not only save you from a 2v1 gank, but it can allow you to get a kill if jungler comes with red, adding a slow and allowing both of you to get more hits in.


With flash ignite, you can bait kills and apply a healing debuff. Ignite adds some extra dot damage as well, and with red buff + maxed out E + shroom + ignite, thats alot of dots ticking out and to add to it the target is debuffed so heals wont be very effective. All in all, id say that if you can get a few autoattacks in with all that damage going out your target will usually be dead early game.

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Early Game

Play early game with caution and do not overextend unless you are sure that the chances of you getting ganked are low. At level 4ish, expect a gank. Heal, get health potions, another dorans, and a ward to protect you from river ganks.

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Mid Game

Here is where Teemo starts to shine. Shrooms are doing solid damage and the enemy lanes are barely getting their builds going. Wait until around 10-11 and ask for a red buff. Save 3 shrooms, Push your lane and force a dragon. Drop shrooms around dragon in case they come to contest it, and you will surely win this fight unless your team is just newbing it up.

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Late Game

Teemo's weakness is in late game. At this point you need to use Teemo's strong map control and possibly initiate a dual push. Teemo can push a lane by himself while the rest of your team is at another lane. If all go for you, back off and kite them through shrooms while your team gets free towers. If 1 goes for you, you should be able to 1v1 him, kill him, and take free towers while the rest of your team does a teamfight in another lane.

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Team Fights

Teemo's hidden passive is Global Tauntt his means that in every teamfight Teemo will be the first to get focused by tanks and assassins. Your job is to kite everybody who focuses you through shrooms, survive, and possibly pull a kill as you do this. You should not worry about blinding enemy carries, or dropping shrooms in the middle of all the chaos as a smart team will seize any opportunity to land a stun on you and drop you like its hot.

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Baron Control

As soon as you get a Madred's Razors,you are ready to kill baron. By this time you should have a few Noxious Trap to barons left and right choke points, and hopefully your roamer has Oracle's Elixir and has cleared wards around the area.Baron many times isnt worth the risk, and be careful that you arent going to lose your advantage if you end up getting wiped and giving the other team a free baron.

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Optimal Shroom Placement

In lane : Place shrooms in areas that will not be hit by creeps. Protect shrooms from creeps. The closer shrooms are to the main creep path, the higher the chance enemy champions will hit them giving you some extra harass in lane, which can lead to kills.

Outside of lane : Place shrooms so that you have them stretched to cover the river. If you are pushing hard, help mid with a shroom in the brush towards you.

Choke points : Any choke point with brush is good because even if the enemy oracles, they cannot see the shroom until they run over it. Choke points also give map control, because if you have a choke point with a shroom you have eliminated that much of the map that the enemy could be. Kinda hard to explain but yeah you get the point.

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U mad BRO?

Inspired by Rainman's teemo