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Spells:
Ignite
Flash
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
Introduction
***This build is how I build my Teemo, so if you have any changes or are confused with some things, or even want to break some of my ignorance, please do so. I am open to new things, and the changes may benefit you as well. This build may be subject to change.***
Also note, the build and masteries/runes are NOT set in stone and you won't die if you step out of line by switching some things up.
Let's get started.
Runes
The runes I have chosen are pretty self-explanatory, but if you are confused I'll explain it anyways. (I didn't know how to add rune pictures :L Sorry.)
Seals:
-Greater Seal of Alacrity: Who wouldn't want some extra attack speed on Teemo? (I may change this to something else).
-Greater Seal of Resilience: Teemo is very squishy. The armor can help early game, and it may save you many times late game as well.
Glyphs:
-Greater Glyph of Warding: Teemo's lack of Magic Resist can cause him to be very squishy, so these will help to counter this.
Marks:
-Greater Mark of Alacrity: Source of Teemo's early game attack speed.
Masteries
Offensive:
-Summoner's Wrath: Gives just a bit more power to Ingite.
-Brute Force: Gotta have that extra attack damage, right?
-Alacrity: I'm a sap for attack speed. This helps fulfill my needs.
-Weapon Expertise: The 10% armor pen. does help a bit mid game.
Defensive:
-Resistance: More armor, yes?
-Hardiness: Magic resistance early game against pesky ap people.
-Durability: More health per level adds onto his squishiness.
-Veteran's Scars: Basically the same as Durability.
-Indomitable: Incoming damage reduced by 2? Deals with some pesky minion hits.
-Initiator: Movement speed with more health can help you get to places faster, obviously.
Utility:
-Summoner's Insight: Less cooldown on flash means getting away quicker. But you may not even use flash in a game, because of the fast movement speed. (It happens).
-Expanded Mind: Teemo is pretty mana hungry early game. This should help somewhat when you level up.
-Swiftness: Speed is Teemo's second nature. Use it.
**There is a reason that I didn't take any of the bottom 3 masteries. The way I see it, more abilities that are helpful to Teemo seem more helpful than to have some abilities that aren't very helpful, to only get one ability that helps.
The runes I have chosen are pretty self-explanatory, but if you are confused I'll explain it anyways. (I didn't know how to add rune pictures :L Sorry.)
Seals:
-Greater Seal of Alacrity: Who wouldn't want some extra attack speed on Teemo? (I may change this to something else).
-Greater Seal of Resilience: Teemo is very squishy. The armor can help early game, and it may save you many times late game as well.
Glyphs:
-Greater Glyph of Warding: Teemo's lack of Magic Resist can cause him to be very squishy, so these will help to counter this.
Marks:
-Greater Mark of Alacrity: Source of Teemo's early game attack speed.
Masteries
Offensive:
-Summoner's Wrath: Gives just a bit more power to Ingite.
-Brute Force: Gotta have that extra attack damage, right?
-Alacrity: I'm a sap for attack speed. This helps fulfill my needs.
-Weapon Expertise: The 10% armor pen. does help a bit mid game.
Defensive:
-Resistance: More armor, yes?
-Hardiness: Magic resistance early game against pesky ap people.
-Durability: More health per level adds onto his squishiness.
-Veteran's Scars: Basically the same as Durability.
-Indomitable: Incoming damage reduced by 2? Deals with some pesky minion hits.
-Initiator: Movement speed with more health can help you get to places faster, obviously.
Utility:
-Summoner's Insight: Less cooldown on flash means getting away quicker. But you may not even use flash in a game, because of the fast movement speed. (It happens).
-Expanded Mind: Teemo is pretty mana hungry early game. This should help somewhat when you level up.
-Swiftness: Speed is Teemo's second nature. Use it.
**There is a reason that I didn't take any of the bottom 3 masteries. The way I see it, more abilities that are helpful to Teemo seem more helpful than to have some abilities that aren't very helpful, to only get one ability that helps.
There are many ways other people start with Teemo, and it works for some people, while completely back-firing on other people. But this is what I usually start with:
Doran's Blade OR Boots of Speed and 3 Health potions.
Why?
Doran's Blade gives some early attack damage to help with your attack speed and deal more damage.
Boots of Speed and 3 Health potions work well together with Move Quick and can help you dodge more attacks. Very helpful mid when against annoying champs.
What's Next?
-Berserker's Greaves: They give more movement speed to make you move a lot faster and attack faster as well. You can change these to Ionian Boots of Lucidity if needed to spam your Mushrooms, or any other boots.
-Nashor's Tooth: Now, I've read places that this item is not very good with Teemo, and I don't really see why. This item gives some neat attack speed, ability power, mana regeneration, AND some CDR, which can sometimes make or break your killing spree.
-Zeal: Attack speed, movement speed, and crit? Yes please.
-Sheen: The unique passive of this item can help put a little more OOMPH in your attacks after the use of an ability. Plus, it builds into the next item and makes your hands glow. Pretty cool.
-Trinity Force: An all around item for Teemo with some movement speed, attack speed, ability power, and some survivability. All needed to make Teemo great. Plus it makes your hands glow, too.
-Void Staff: Oh? Some ap now? Yes. As well as some magic penetration, which makes your Mushrooms hit harder.
-Hextech Gunblade: Lifesteal, spell vamp, and an active. Helps in a lot of ways, and gives ap and damage.
-*Guardian Angel: This can help with the lack of armor and magic resist, plus a free revive. I put a star on this to let you know that this is your situational item. If you find a better one, please tell me.
Again, these items are not set in stone and can be altered, and it doesn't matter what you do as long as it works.
Doran's Blade OR Boots of Speed and 3 Health potions.
Why?
Doran's Blade gives some early attack damage to help with your attack speed and deal more damage.
Boots of Speed and 3 Health potions work well together with Move Quick and can help you dodge more attacks. Very helpful mid when against annoying champs.
What's Next?
-Berserker's Greaves: They give more movement speed to make you move a lot faster and attack faster as well. You can change these to Ionian Boots of Lucidity if needed to spam your Mushrooms, or any other boots.
-Nashor's Tooth: Now, I've read places that this item is not very good with Teemo, and I don't really see why. This item gives some neat attack speed, ability power, mana regeneration, AND some CDR, which can sometimes make or break your killing spree.
-Zeal: Attack speed, movement speed, and crit? Yes please.
-Sheen: The unique passive of this item can help put a little more OOMPH in your attacks after the use of an ability. Plus, it builds into the next item and makes your hands glow. Pretty cool.
-Trinity Force: An all around item for Teemo with some movement speed, attack speed, ability power, and some survivability. All needed to make Teemo great. Plus it makes your hands glow, too.
-Void Staff: Oh? Some ap now? Yes. As well as some magic penetration, which makes your Mushrooms hit harder.
-Hextech Gunblade: Lifesteal, spell vamp, and an active. Helps in a lot of ways, and gives ap and damage.
-*Guardian Angel: This can help with the lack of armor and magic resist, plus a free revive. I put a star on this to let you know that this is your situational item. If you find a better one, please tell me.
Again, these items are not set in stone and can be altered, and it doesn't matter what you do as long as it works.
Now that we've gotten this far, let's talk about the skill sequence.
Key:
Blinding dart: Q
Move Quick: W
Toxic Shot: E
Noxious Trap: R
***Your main objective (in my eyes as Teemo), is to hit the person just enough so that when he does manage to get away, your E will finish him off, or he will hit a mushroom. That means you want to have your E at level 5 ASAP.
To start off a match, I usually start with my Q if I have a pesky auto-attacker. It also helps with some poke.
"But wait a minute, I thought you wanted to get your E at level 5 ASAP?"
Yes, but with your Q, you can blind someone who can be a potential threat in really really early team fights (level 1-2. It does happen sometimes) and keep them from auto-attacking for a couple seconds. With your E in the beginning, you might get them almost killed, but then again you would have to run sooner than without your Q. With your Q you could blind and give you an extra 3 seconds worth of attacking before booking it.
Your E will be your main objective, along side your W.
With your E now up, you can start poisoning your foes and blinding them to deal more damage. Added with your W, it can seem as though you have boots. Alternating E and W according to the game flow is important. If they get away a lot, I put W over E. If you can chase them without a problem, but them still somehow get away even with your poison, then put E over W.
Get your ult whenever possible and spam them. ALWAYS have less than 3 mushrooms at one time. Once you get to level 7 or so, start putting shrooms deeper into the river and use your common sense. If they gank you a lot, place one in the bush by the river, one deeper in, and one in the jungle entrance. (Other shrooms in the path of minions and in the side bushes can help too).
***Always plan a way to escape using your shrooms as slows.
For example, you need to get away from this terrifyingly fast Shyvana in her raging dragon form, but earlier you place a long path of shrooms in the bushes. Depending on how much damage they do, you can wait and stealth in the next bush, wait for her to run into another, and attack once she turns around and leaves.
Your Q will also be leveled near late game because you will be running around the map spamming shrooms.
Summoner Spells:
Typical Combos:
-Ignite/Flash works great on Teemo.
-Ignite/Ghost works as well too, but you have your W to move faster anyways.
-Heal/Ingite (or Flash) will help if you are learning Teemo, but heal isn't really needed.
Good, but I don't use:
-Exhaust: You're fast enough to catch up to them, but you may need it when you're doing draft.
-Teleport: Use your W along with your 500 Movement speed and you'll be fine most of the time.
-Cleanse: Can help if early ignites bug you in other games.
-Smite: Jungle Teemo only.
Do not use:
-Clairvoyance: even though you are a support, leave this to other supports.
-Clarity: Mana problems? Grab blue. If you can't do that, just auto-attack and conserve mana, or use a Mana potion.
-Promote: No.
-Surge: Fast enough.
Key:
Blinding dart: Q
Move Quick: W
Toxic Shot: E
Noxious Trap: R
***Your main objective (in my eyes as Teemo), is to hit the person just enough so that when he does manage to get away, your E will finish him off, or he will hit a mushroom. That means you want to have your E at level 5 ASAP.
To start off a match, I usually start with my Q if I have a pesky auto-attacker. It also helps with some poke.
"But wait a minute, I thought you wanted to get your E at level 5 ASAP?"
Yes, but with your Q, you can blind someone who can be a potential threat in really really early team fights (level 1-2. It does happen sometimes) and keep them from auto-attacking for a couple seconds. With your E in the beginning, you might get them almost killed, but then again you would have to run sooner than without your Q. With your Q you could blind and give you an extra 3 seconds worth of attacking before booking it.
Your E will be your main objective, along side your W.
With your E now up, you can start poisoning your foes and blinding them to deal more damage. Added with your W, it can seem as though you have boots. Alternating E and W according to the game flow is important. If they get away a lot, I put W over E. If you can chase them without a problem, but them still somehow get away even with your poison, then put E over W.
Get your ult whenever possible and spam them. ALWAYS have less than 3 mushrooms at one time. Once you get to level 7 or so, start putting shrooms deeper into the river and use your common sense. If they gank you a lot, place one in the bush by the river, one deeper in, and one in the jungle entrance. (Other shrooms in the path of minions and in the side bushes can help too).
***Always plan a way to escape using your shrooms as slows.
For example, you need to get away from this terrifyingly fast Shyvana in her raging dragon form, but earlier you place a long path of shrooms in the bushes. Depending on how much damage they do, you can wait and stealth in the next bush, wait for her to run into another, and attack once she turns around and leaves.
Your Q will also be leveled near late game because you will be running around the map spamming shrooms.
Summoner Spells:
Typical Combos:
-Ignite/Flash works great on Teemo.
-Ignite/Ghost works as well too, but you have your W to move faster anyways.
-Heal/Ingite (or Flash) will help if you are learning Teemo, but heal isn't really needed.
Good, but I don't use:
-Exhaust: You're fast enough to catch up to them, but you may need it when you're doing draft.
-Teleport: Use your W along with your 500 Movement speed and you'll be fine most of the time.
-Cleanse: Can help if early ignites bug you in other games.
-Smite: Jungle Teemo only.
Do not use:
-Clairvoyance: even though you are a support, leave this to other supports.
-Clarity: Mana problems? Grab blue. If you can't do that, just auto-attack and conserve mana, or use a Mana potion.
-Promote: No.
-Surge: Fast enough.
Have plenty of practice, be patient, and this build can help you have a higher elo (if that's what you're shooting for). Again, this can be changed and tweaked. I also seek some advice to add.
Remember: Break my ignorance with Teemo and suggest new ideas. My logic is different from yours, so please share.
Remember: Break my ignorance with Teemo and suggest new ideas. My logic is different from yours, so please share.
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