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Spells:
Flash
Teleport
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
Introduction

Hi there! I'm Mythicality. I'll be taking you through my guide to
Teemo, the Swift Scout, my absolute FAVORITE character in League of Legends. This is my first guide, so please read through and give your comments!




PROS
- Great harassment.
- Incredibly fast.
- Traps.
- Sneaky DPS (I'll address this in a later chapter)
- Downright fun.
- Doesn't tend to need a lot of minion farm if you have a good support with you.
CONS
- So squishy.
- Difficult to truly 'get away' without
Flash.
- Requires PRACTICE.
- 1v1 fights can be tough.


Before we get into the real meat of the guide, let's talk for a little bit about Teemo's skills.
Q:

This little baby is a great nuke, shuts down AD carries, and saves lives. Why level it last, you ask? Because you get its utility at level 1--- that great blind that stops things from hitting for 1.5 seconds. Increasing its level gets you a longer blind and more damage, which is all well and good, but its cooldown is incredibly long for a nuke. We should be relying on Toxic Shot, our passive E, for our damage, so Blinding Dart becomes something you cast at the beginning of a fight to initiate (once your tank has gone in!)
We take one point of this at level one to ensure that a gank is successful bottom lane or invading the jungle- this shuts down our target and enables our laning partner/team to finish the job. This also saves our life if something goes wrong.
We take one point of this at level one to ensure that a gank is successful bottom lane or invading the jungle- this shuts down our target and enables our laning partner/team to finish the job. This also saves our life if something goes wrong.
W:

This is your fantastic, all-in-one, amazing escape/gap closer. Combined with Flash, it will save your life, and enable you to keep those stacks of your Soulstealer up when others would be sitting back at the spawn. Why level it up second? Its passive movement speed enables you to dodge skill shots that others would flounder on, helps you get that last hit, secure the kill, and generally be amazing.
E:

Oh, baby. This is where the fun begins. This little beauty (since it was patched) now does amazing damage, overwrites properly, and is your main source of pwnage on every level. At level one it's not terribly impressive- the dot is okay, and combined with your Q it does a great amount of damage. When it reaches level two, however, you notice a jump in damage, and the harassment truly starts to hurt. Love it, abuse it, enjoy it.
R:

Noxious Trap is our ultimate, our go-getter, our bridge over troubled water when things get rough. Placed properly, it's amazing. I usually refer to this guide by Ferrovial for all my trapping info: Teemo Build Guide by Ferrovial
PASSIVE: CAMOUFLAGE
This ability means we stealth when we stand still for two seconds, giving us an attack speed bonus upon it breaking... now, I have a love/hate relationship with this ability. In the beginning of games it can really make a difference, as you can stealth into bushes, wait for a passerby, and ambush them with a teammate. End game, you can hide near Baron or Dragon and steal it- BUT. It can get you killed. If they have an Oracle's or a purple ward (which they, inevitably, put down right next to you) it is unlikely you will survive the encounter. Some
Teemo guides expect you to abuse this passive every team fight. I discuss this in the strategy section; how dangerous (and useful) this tactic can be.



Ah, runes. Many people choose to run something like this with

9 x
Greater Mark of Magic Penetration (Magic Pen)
9 x
Greater Seal of Armor (Armor)
9 x
Greater Glyph of Ability Power (Ability Power)
3 x
Greater Quintessence of Ability Power (Ability Power)

9 x

9 x

3 x

You're more than welcome to run whatever runes you like.
Not even kidding.
Their effect on your total game is relatively small, unless you're a character like



I run these runes:
9 x
Greater Glyph of Attack Speed (Attack Speed)
9 x
Greater Mark of Magic Penetration (Magic Penetration)
9 x
Greater Seal of Attack Speed (Attack Speed)
3 x
Greater Quintessence of Attack Speed (Attack Speed)

9 x

9 x

3 x

Why run with these? Starting out, last hitting with



-
1. Last hitting is easier.
2. This build does not include a fantastic amount of attack speed.
3. Early attack speed enables you to stack toxic shots before enemies can properly counter.
----If you feel comfortable with Teemo's last hitting ability, run whatever runes you like.----
For information on defensive runes/masteries, see the section after Masteries.


Summoner spells are always about personal style. Change it up if you want to try something out.


- It is not a true escape. If you don't have Flash, you are vulnerable to CCs and slows, which Ghost will not save you from.
- You have a miniature Ghost in your W.
- When using this to chase, you will often run right into your target's teammate, where they will turn around and kill you.
As always, use it if you like it, but I don't prefer it on









OTHER SPELLS: k.

Exhaust AND
Ignite: Why They Can Be Bad
Let's talk about Exhaust and Ignite for a bit here. Their range is rather short- short enough that if you get into range to use it you're vulnerable to counter attack. I also (and I am not the only one who does this) tend to focus on using it to the detriment of other things- I might get into range and chase, only to not see the jungler coming up on the rear. It encourages aggressive, dangerous play with Teemo--- with can be useful, in certain situations, but most often ends up with you handing the enemy team a kill. This is why I avoid these particular spells, as I want to avoid feeding the other team at all costs. I'll talk about this more in the strategies section.


Ah, Masteries. These DO make a difference, so I'll go through them one by one.
--OFFENSE--
3/3

4/4

2/2

SECOND TIER:
4/4

4/4

1/1

THIRD TIER:
1/1

FOURTH TIER:
4/4

FIFTH TIER:
4/4

SIXTH TIER:
1/1

--DEFENSE--
See the section below for information about defensive masteries/runes.
--SUPPORT--
Only two points in here.
1/1



1/1 Enhanced Recall (Optional): This little baby has saved my life. I abuse it constantly with



Okay. Here we go. *puts on flame protective gear*
Defense on
Teemo: Why does it suck?
First off, you might argue it can save your life. Yeah, it's helpful to get armor, magic resist, and in the items area I'll discuss options to help out if you're having trouble.
But the bottom line is, with

With

Play smarter, not harder.


This build's sequence should go something like this:
1. Dorans' Blade OR
Doran's Shield
2.
Berserker's Greaves
3.
Phage
4.
Stinger
5.
Fiendish Codex
6.
Nashor's Tooth
7.
Mejai's Soulstealer (There'll be a section on this)
8.
Rabadon's Deathcap
9.
Madred's Bloodrazor
10. Finish up Dat
Frozen Mallet

2.

3.

4.

5.

6.

7.

8.

9.

10. Finish up Dat

Let's talk about our choices a little bit here.















Use it if you feel comfortable and are not getting rolfstomped. If you are getting roflstomped, choose one of the other items in the Optional section below.





At this point, your build is finished. If you followed the build order at the beginning of this guide you've already purchased Elixers/Consumables- I put them before the Deathcap because I ALWAYS forget to buy them when I have an open slot. If you didn't, no worries- just go punch someone in the face.


As always, items are a matter of preference. Here are some good replacements if you don't care for an item.

Sorceror's Shoes: Magic pen is great if they are a tanky team and really don't like you.





This item has no replacement. If you replace this, I'll cry and lead you over a trap in that bush over there.

Lots of replacements for this bad boy.














Just a couple mentions here.















First off- Jungling Teemo is Stupid Teemo. No.
Minion farming, however, is incredibly important. Remember all those talents we took to help out? Here's where they shine.
Before you ever take Teemo into a real game, practice on the bots. Cut your teeth, learn to last hit, and once you get comfortable with a build stick with it. Every small change- in masteries, in runes- makes a difference in how you last hit. And that adds up over a game to mean you get as much as ONE WHOLE ITEM less than you normally would. The most important thing with Teemo is to get comfortable.
This image has been passed around more than the peace pipe at


This is so true. Watch where you are. Pay attention- do they have a jungle? Are you safe? Is it warded?
Remember- MINION FARM IS GOOD! FARM LOTS!


Here I'll be talking about some of my favorite laning partners and why. Standard A-F system.
IMPORTANT! IMPORTANT! IMPORTANT!
Teemo needs a babysitter bottom. Tanks work best for this- supports like


If you MUST have a support, play extra cautious. Focus on minion farms and try not to give them any kills- odds are you will have a jungler who, if they're competent, can come down and get you a kill or two.
You will often rely on your laning partner to do things for you- initiate, grab, get close where you can't. Let them know what you need- most people who play supports or tanks bottom understand that you'll need help.
DO NOT BE A HERO. TEEMO IS NOT A HERO CHARACTER. PLAY SAFE AND WIN; PLAY AGGRESSIVE AND DIE.




























IF, by some chance, you are forced into laning with another carry, keep these points in mind:
-
They need minions more than you do. You can shine after 6 with traps to farm.
They cannot protect you. Do not overextend or get into trouble.
Do not save them. You will give the enemy team a double kill and get yelled at.
Help out whenever possible. HARASS, HARASS, HARASS.


Matchups and strategies champ by champ are posted here.




































































































XIN XHAO: Be careful, ward, don't get charged/knocked up, and smile.





This little section is going to talk about Sneaky DPS. You heard it here first.
The Sneaky DPS I refer to is that people really underestimate










Okay. Here we go. The most important thing to learn with Teemo:
How to play him.
Now, some carries are played aggressively. They go in, kick someone in the face, and utterly destroy them. (

Teemo is not played like this. Teemo is squishy, like three-hits-dead squishy, and requires a certain playstyle, I feel, to really use him effectively. So let's talk about that for a bit.
Your first entry into your lane should be pretty easy. You head down to their bottom bushes, stand in the bush closest to their turret, and hold still till you stealth. Meanwhile, your partner goes into the bush closest to -your- turret and waits. You wait there, until they either come into the bush you're in (and see nothing) or start to farm minions. This is when the grab/stun/pull occurs, you jump their carry, and slay them for first blood. If this isn't possible, just start farming under the protective gaze of Uncle Blitzy.

Remember- just be patient.
This is a great way to get champs like Darius and Lee Sin. Cover your escape; don't give them a free kill. And escape the way that you either a: know is clear or b: your enemy won't expect. This ensures you can recall safely and return home.

As the game progresses, you'll have to switch up- move closer to the turret for heavy harassment, watch for jungle ganks, or just generally PLAY CAREFULLY.
The very last thing you want to do is give the enemy team a kill.
Down in that bottom lane is their carry, and he wants to kill you so he can buy another item to further ruin your day. Don't let him. Hit him once and run; blinding dart him before he can last hit; have your tank harass the **** out of him. But above all, play safely.
Soon you start getting into teamfights, and this is where this playstyle comes in handy. By now you've probably purchased your Soulstealer and are wondering how you're going to keep it stacked; well, here's how you do it.
When a team fight begins, hang back. Three, maybe four seconds, until people have committed and everyone has made their appearance. Put down a trap underneath your feet. Then blinding dart and begin- but don't stay put. Most of the time, when you pop out of stealth to attack, people will change their focus to you, and that is when you run. You lead them over your trap while your team focuses down their carries; at this point when you have enough distance and they start to panic you turn around and continue firing. This is where most of your kills are secured, and where you remain safe.
If you are familiar with the Mongol Horse Archers and their strategies, this is an excellent analogy of what you should do. Strike, fade, strike, fade.
There are a few other things to consider before engaging, and you must be sure you can escape or, if you can't escape, that you can secure a kill before dying.
-
Do you have an escape route?
Are all their team accounted for?
Who should you focus?
Is your ultimate up with enough stacks to lay an emergency mushroom?
Do you have enough support to win?
All these things and more -should- be considered, but they aren't always. If you don't have time to plan an escape route, simply assist your team in this fashion- move in, strike, get off a couple shots, and pull back. Only chase and commit when you are sure you can win.
I realize I've said that a lot, but it's the most important thing I can pass on. Trading a kill does nothing, and by the time you have fifteen stacks and haven't died once you're worth a lot more to their team than that kill is to you. Use bushes and traps to ensure you survive; at this point in the game you are more important than the Master Yi who's 4/4/2 and *****ing that you left him to die. It is not your responsibility to 'save' teammates who got themselves into an untenable position at the cost of your own life; putting a trap in their path or blinding darting someone to draw off an attacker is well and good, but going 2v4 will not do them any favors.
Try and get Blue Buff as much as possible. It will help with your mana problems (they occasionally happen when team fights occur one after the other, or you've had to put down several traps at once.) If you can't, buy an


As for trap positions, I must refer people to Ferrovial's excellent guide located here on MobaFire:
http://www.mobafire.com/league-of-legends/build/get-me-teemo-over-here-with-a-blowgun-82617#chapter10
This is everything you need to know about trapping and more. I used this guide for a long time until I felt comfortable with my own build.
Before we finish up here, there is one other thing I need to discuss- our passive, camouflage.
Some people state that you should abuse this passive as much as possible by stealthing and then entering combat, and, for the most part, I agree with that. However, it is difficult when your team is calling out to you for help to wait those two seconds. So my recommendation is that if you can do it, fine, but if you can't, don't worry about it. Help your team.


Well, this concludes up this guide. It's my first one here on MobaFire, and I hope you learn as much reading it as I did making it.
Enjoy the League, and Enjoy Teemo!
<3
Many thanks to Spartacus075 for his amazing laning support, Birthday Party Fiddles for all the love he's given me, and my other two buddies: Exreal and Vayne, you know who you are. A special thanks to Morganaburr for hugs. <3
Thank you to Jhoijhoi for the amazing spacer images!

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