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Spells:
Exhaust
Flash
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
Introduction
Teemo, or the emo as I like to call him, is a very squishy champion that deals a lot of damage. Early game is all about surviving, harrasing and farming. When playing teemo, no one can catch up to you if he's played correctly. You can run through mushrooms (Mushroom kiting), use your Move Quick and get 500< MS. All around a great champion.
PROs
+ One of the fastest champions in the entire League.
+ Superb damage
+ Great map control due to mushrooms
+ Awesome against auto attackers (Blinding Dart)
+ Can easily go both mid and bot/top
+ Great farmer
CONs
- Very squishy
- Item dependant
- CC will eat you
- often first target in team fights
I go with Greater Mark of Desolation and Greater Quintessence of Desolation because I want more dmg early game. These runes will make most of your enemy's have about 0 armor at lvl 1.
Greater Seal of Attack Speed for the early game dps, pretty self explained.
And to finish off the rune build I use Greater Glyph of Scaling Cooldown Reduction for the cooldown on yor mushrooms. Your not playing AP, but they still hurt as ****! And because of the recent patch, the reload time on Noxious Trap was increased.
Greater Seal of Attack Speed for the early game dps, pretty self explained.
And to finish off the rune build I use Greater Glyph of Scaling Cooldown Reduction for the cooldown on yor mushrooms. Your not playing AP, but they still hurt as ****! And because of the recent patch, the reload time on Noxious Trap was increased.
For my Masteries I go with a standard 21-0-9 dps mastery build. I put 3 points in Deadliness, cause I find it more useful than the AP (since your focusing on AS/AD in this build). and 1 point in Cripple, for the armor reduction on Exhaust. And following it up with AS, CDR, and MP. More dmg, ArP, and finally the holiest 1pointers of them all: Havoc. Increases Physical and Magical dmg dealt by 5%.
I go for the 9 points in Utility mainly for the increased xp gained, but also because of the 1g/10 sec. You need all the cash you can get.
I go for the 9 points in Utility mainly for the increased xp gained, but also because of the 1g/10 sec. You need all the cash you can get.
CORE
From here you can just experiment and try out what suits you the best. I like to follow up my AS boots with a Wriggle's Lantern because it's cheap, it grants a nice amout of Life Steal, and it allows you to farm alot easier. As my last item, I usually pick up either a Guardian Angel, or Banshees Veil. Then I sell my Lantern for Bloodthirster
When playing Teemo, you gotta keep in mind that you are playing little mr. squishy. That is the "background of my summoner spells choice".
Flash is my favourite choice for teemo because he is just so squishy, and he definitely needs something to get some distance between him and his enemies.
Exhaust is also a good choice for teemo. It will help you in 1v1 situations, it will help you against heavy dmg characters such as Jax and warwick. And it could also help you to make that impossible escape.
Pretty self explained. Makes you get faster back to lane, you can teleport to one of your mushrooms so you can gank an ememy without him even knowing.
Ignite is always a good choice if you are going to play offensive and if your going for that early kill. Also if your playing against a Fiddle, Mundo or Swain, Ignite is always useful.
Heal, it's an underrated summoner spell, heals you for about 200-400 depending on your lvl. It will save you so many times! Yet there are so many better choices
Clarity will keep your mana up at all times, which is much needed when you reach lvl 6. Mushroom hell, is the keyword.
Ghost sis the worst spell you could possibly choose for teemo. You already have a free Ghost from your Move Quick
Those spells that are not mentioned in here are not even worth thinking about, such as Rally and Clairvoyance , leave them for your supporters.
Good spells
Flash is my favourite choice for teemo because he is just so squishy, and he definitely needs something to get some distance between him and his enemies.
Exhaust is also a good choice for teemo. It will help you in 1v1 situations, it will help you against heavy dmg characters such as Jax and warwick. And it could also help you to make that impossible escape.
Pretty self explained. Makes you get faster back to lane, you can teleport to one of your mushrooms so you can gank an ememy without him even knowing.
Okay spells
Ignite is always a good choice if you are going to play offensive and if your going for that early kill. Also if your playing against a Fiddle, Mundo or Swain, Ignite is always useful.
Heal, it's an underrated summoner spell, heals you for about 200-400 depending on your lvl. It will save you so many times! Yet there are so many better choices
Clarity will keep your mana up at all times, which is much needed when you reach lvl 6. Mushroom hell, is the keyword.
Horrible spells
Ghost sis the worst spell you could possibly choose for teemo. You already have a free Ghost from your Move Quick
Those spells that are not mentioned in here are not even worth thinking about, such as Rally and Clairvoyance , leave them for your supporters.
I max Toxic Shot first because the on-hit effect is great damage when you get 1,5 AS. Then I max Blinding Dart because I don't really need that extra movement speed more than the blind. And last but.. wait, ye it is the least necessary.. Move Quick
For 1v1 fights I usually open by auto attacking, if the target is an auto attacker such as Master Yi or Tryndamere I use blinding dart just when they reach me. keep auto hitting and then run. If you want, you can bait them through some mushrooms, but that shouldn't be necessary.
For 1v1 fights I usually open by auto attacking, if the target is an auto attacker such as Master Yi or Tryndamere I use blinding dart just when they reach me. keep auto hitting and then run. If you want, you can bait them through some mushrooms, but that shouldn't be necessary.
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