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Teemo - A Space Odyssey
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Spells:
Flash
Exhaust
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
Introduction

is also the best item for Teemo in my opinion. Teemo also has very short range on his attack's something that makes it important to be tanky. Think of Teemo as a melee champion, with range. That makes allot of non-sense but hey its true. Solo lane is also very important because you want those last hits and you need them. I only play this Teemo solo lane but if you make it work in duo lane, good for you. The name of the guide is dedicated to Stanley Kubrick's - A Space Odyssey. It's a movie from 1968.from Solomid
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Ignite
Ignite: makes people cry. Its as easy as that. Dot from Ignite, Toxic Shot and Noxious Trap = certain death at low levels. Makes for a very strong early game and laning phase. The heal de-buff also helps out. Baiting people to attack you is Teemo's strong side. Ignite makes them regret committing. You lose some survivability with Ignite.
Exhaust: makes use of the same mechanic as Ignite, baiting. Forcing people to engage on you and making them regret it. Exhaust is better mid and late game. Works very well in team fights but the down side is that you as missing the extra DoT. You gain more survivability with Exhaust.
Greater Mark of Desolation x9
Greater Seal of Evasion x9
Greater Glyph of Warding x9
Greater Quintessence of Fortitude x3
or Greater Glyph of Clarity
(Per level MP Regen flats out at level 6, that's where mana problem start ) . I have briefly mentioned that Teemo has short range and should be considered as a melee champion. Health is a pretty big thing early game and that's why we bring Greater Quintessence of Fortitude.1. Greater Mark of Strength
2. Greater Seal of Fortitude
3. Greater Seal of VitalityGreater Seal of Vitality
4. Greater Glyph of Alacrity
5. Greater Glyph of Clarity
6. Greater Glyph of ReplenishmentGreater Glyph of Replenishment
7. Greater Quintessence of Swiftness
8. Greater Quintessence of DesolationGreater Quintessence of Desolation
.
is the silent killer. Blinded for 1,5 seconds with rank 1. Timing this spell is easy, just as they step in melee range, bam blind dart. Move Quick
is like having Ghost
as a passive. The passive of the spell grants 10% / 14% / 18% / 22% / 26% increased movement speed until struck by a champion or turret. After being struck, 5 seconds later the movement speed buff is refunded. Activate the ability and for 3 seconds, Teemo gains double his passive movement speed and will not lose it even if he is hit. Use it to escape or kite. Toxic Shot
is Teemo's main ability, the root to why he is considered one of the best champions, in my opinion. He deals 9 / 18 / 27 / 36 / 45 (+14% of ability power) magic damage on impact of the shot and 6 / 12 / 18 / 24 / 30 (+14% of ability power) each second for 4 seconds. I can't tell you how many times this has landed me a kill. It must be one of my favourite spells in the game. In the good words of Reginald 2good, 2good. Noxious Trap
is in my opinion a ability used for vision, sight and control. It's debatable but I use it for sight. Laying shroom's where people won't step on them but I and my team can see them. I will provide a own segment dedicated to this. Traps deal 200 / 400 / 600 (+80% of ability power) magic damage.1. Master CamouflageCamouflage and become god
2. Conserve mana, use Blinding Dart
when you need it3. Move Quick
should be used as a escape tool4. Harass as much as you can with Toxic Shot
5. Noxious Trap
should be placed for sight or intercept enemy's fleeing6. You have very little mana to play with, conserve it
.

: can be swapped out for Ninja Tabi
if you are facing a heavy pysical team. Boots of Mobility
are useful if your team does not have any champion to split push or push in general. Boots of Swiftness
are ok if you have problems getting away from people with extra run speed or focused by champions like Akali or Udyr.Malady
: can be swapped out for Wit's End
if where team has allot of mana users. It is pretty decent to go this way but its more situational. Sword of the Divine
vs Jax is a must and swapping out malady for Sword of the Divine is a easy and a beneficial trade off. Reason to why its not a part of the main build is because it cost allot of money. Stark's Fervor
is a great item but it has its draw backs. With 2x or 3x Doran's Blade you won't need more life steal and it cost allot of money to make. It's not my cup of tea but if it is yours feel welcome. Nashor's Tooth
solves your mana problem and gives CDR. Great item, just somewhat expensive.Madred's Bloodrazor
: is unchangeable and should never be swapped out with anything. This item is the key to the whole build and is 100% a must have. The question is shall I go for Malady
first or just right to Madred's Bloodrazor. Skipping Malady only works when you have had a really good start. Keep that in mind.Frozen Mallet
: works very great with Madred's Bloodrazor and should be a part of every AD build in my opinion but some games don't go as pland. Buying a Guardian Angel
or a Banshee's Veil
before Frozen Mallet is ok if you need it. If you find yourself just pure out Rofl stomping skip Frozen Mallet and buy The Black Cleaver
strait after Madred's Bloodrazor.The Black Cleaver
: is in my opinion unchangeable, but if you find yourself in a game with many high Armour target's, swapping out The Black Cleaver for a Last Whisper
is ok.Guardian Angel
: should be your last item but if you are facing allot of magic users and don't need the Armour, change out Guardian Angel for Banshee's Veil
.1. Need more HP early. Get 3x Doran's Blade
2. You need more HP, buy Phage
early on3. Wit's End
is a great item for Teemo4. Always get Sword of the Divine
vs Jax5. Your team lack support? Buy Nashor's Tooth
and plant more Noxious Trap
6. Buying Elixir of Fortitude
while buildingMadred's Bloodrazor
is a good idea7. These items are expensive and require you to
farm well and allot
.
. If Ignite isn't your preferred Summoner Spell, then 11/19/0 with Exhaust
is a good way to go. If you are new to Teemo, i would suggest you go 9/21/0 with Exhaust
. It's a nice build with moderate damage and good survivability.Offence: has some down sides that are debatable. If we were to go further down into the Offence tree we would get 10% Crit Damage, something we don't need since we have no Crit in our build. 3 AD is not game changing and 5% increased Physical & Magical Damage we would lose survivability or utility.
Defence: tree is perfect in my opinion. Since the short range on Teemo, I think this is vital. You gain 6 MR, 6 Armour, 48 HP, 4% AS, 4% AP and 2% Dodge. All of these things are things Teemo need. Stat wish it's the best way to go, To maximize potential.
Utility: tree is good but it is missing the ability to be beef. You gain 5% increased experience, 3 MP Regen per 5 seconds, 30% longer neutral buff duration, 3% movement speed, 15 seconds shorter Flash, 6% CDR and 15% shorter summoner spell CD. All in all a good way to go but it is still missing defence.
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Sow this was a long and to many word for a non-interested person to read and for that I am sorry, but to the people that read every last word I am humble and grateful. Teemo is not an easy champion to explain and still make it sound fun and interesting. This guide is based upon The Rain Man's guide to Teemo, from www.solomid.net. If you enjoyed this guide you are going to love his video's found on www.own3d.tv. Stanley Kubrick I don't know where to start praising this guy. He has made some of the most in-depth movies I have ever seen. His films are not for everyone but if you can look past the weird, you will find yourself in a place of intelligent, sophisticated, surreal world driven by a great mind of his time.

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