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Recommended Items
Spells:
Teleport
Ignite
Items
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
Introduction

Hello and welcome to my first guide, today I bring you Teemo the little mobile artillery in disguise. I play Teemo because his abilities are easy to manage. At first glance he may be squishy, but that's not always has to be the case. You can build Teemo to be able to secure a lane as well as strike fear in your opponent's eyes. While this build is purely experimental for me, I have had great success with it so far.




camouflage
Camouflage
If Teemo stands still and takes no actions for 2 seconds, he becomes stealthed indefinitely. After leaving stealth, Teemo gains the Element of Surprise, increasing his attack speed by 40% for 2 seconds.
Notes: In many cases , a lot of people never buy detect invisible elixirs or wards at the start of the game. The passive is great for ganking early game by placing yourself in your side of the shrubs or their side if you get there early. When camo is activated, you can see them enter the shrubs but they cannot see you but you can see them.

Blinding Dart - Obscures an enemy's vision with a powerful venom, dealing damage to the target unit and blinding it for the duration.
Deals 80/125/170/215/260 (+0.8) magic damage and blinds the target for 1.5/1.75/2/2.25/2.5 seconds.
Notes: I try to max this ability second, this will be our main nuking power. In conjunction with Toxic shot, you can do a lot of burst damage in a very short amount of time.

Move Quick
Passive: Teemo's Movement Speed is increased by 10/14/18/22/26% unless he has been damaged by an enemy champion or turret in the last 5 seconds.
Notes: Movement Speed is not top priority in the build, mainly in a lot of situations many people don't want to tread through Teemo's Shroom valley.

Toxic Shot
Each of Teemo's attacks will poison the target, dealing damage on impact and each second after for 4 seconds.
Teemo's basic attacks poison their target, dealing 10/20/30/40/50 (+0.3) magical damage upon impact and 6/12/18/24/30 (+0.1) magical damage each second for 4 seconds.
Note: I try to cap this ability by level 9. This passive will be our main finisher, in conjunction with Ignite, this combo can be devastating to those who are already low health and potting.

Noxious Trap
Uses a stored mushroom to place a trap that detonates if an enemy steps on it, spreading poison to nearby enemies that slows movement speed by 30/40/50% and deals 200/325/450 (+0.8) magic damage over 4 seconds. Traps last 10 minutes.
Notes: Shrooms are teemo's ultimate. Shrooms are Teemo's Second finisher or Teemo's Defensive/ Offensive power. Great for unsuspecting travelers.

Shown above in green dots are key location in which you should place your traps. These areas are traveled through the most, and going by game mechanics, your toon will always cut a corner to reach your destination faster, I have place traps in most of the ganking corners on the map.
Runes Selection





In the build.


Optional spells.





Item Sequence










The starter items for this build is a












Note: With









Note: Feeling you need a extra ability to shoot at your opponents? Use the active item skill on





Note: If you're like me who want to dive in and hunt down your dying enemies while still taking 2 or 3 shots from a turret more speed is better in this situation. Go ahead and pick up the


Provides 500 health and 80 AP while giving your abilities a slowing effect. With this item in the mix you will be sitting at about 3000 to 3600 health. Making it possible to tank a turret from 100% health to 0 %, while still breaking away from more than half your max hp.



Other / Situational







provide








Defensive



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