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Spells:
Ignite
Flash
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
Introduction
First of all, welcome to my

I want to explain why I've chosen this build for

I've seen many people build




Anyway, I hope you enjoy this guide, and if you ever find anything you don't like, or any mistakes, please let me know, so that I can fix that!
Nessie~~



Best Summoner Spells:
Flash is nearly a must. You already have a sort of natural
Ghost, so a
Flash in the right moment can save your yordle's ***.
Ignite is my second favorite spell for
Teemo (after
Flash). As you can see, there is no life steal in my build (not normally, at least), and
Ignite can (and will) make the difference in a 1vs1 fight. Use it while attacking, add it to your poison (and mushrooms, once you'll learn how to), and no one will be able to escape.
Teleport is perfect whenever you're going solo top or mid. Not only because that you sort of need it when you're on top (not everyone takes it, I prefer to do it), but also because you can teleport yourself to any of the mushrooms you've put in the map. It makes you a really dangerous backdoor character (above all considering the amount of AS that you'll have...)
Heal seems to be a popular choice for everyone since it got improved, but specially for AD carrys. Again, as you don't have life steal, it's a very good choice.
Viable Summoner Spells:
Ghost isn't a bad summoner spell for
Teemo, but as I've already said, your
Move Quick could be considered as a
Ghost. If you prefer having two of them, go ahead, it works too.
Exhaust is a spell I don't like mostly because I don't really know when to use it, so I don't take it. But if you know how and when to place it, go ahead and take it.
Surge can be a nice choice for this
Teemo, since it gives you both Attack Speed and Ability Power.
Non-Viable Summoner Spells:
Clarity is useless for
Teemo, you don't really need your mana, because your main source of damage is your "Toxic Shot", a passive. You will only feel the need of mana if you put a lot of mushrooms without ever getting back to your base, in a long period of time.
Clairvoyance won't really help you while playing this
Teemo. Your mushrooms give you enough visibility, and for me it's more of a supportive summoner spell (but if you want to play support
Teemo, I'd rather take
Teleport).
Promote, a spell which only helps in early (but, early early) game, and I find it useless.
Cleanse won't really help you survive longer, I've already tried that and you will hardly see the difference.
Starting Items
These are your main items during the first minutes of the game. You'll always want to start with a






Core Items
These three items are the most important things you'll have to buy during the game. Whenever I get these, I consider myself almost full stuff. You have 1.8 Attack Speed, around 100-120 Ability Power, and the passives of the three of them. Take this, and the fact that they aren't expensive at all, and you'll see why this build is so powerful.
Last Items
Now that you have enough Attack Speed, you can start to seriously get Ability Power. And nothing will give you Ability Power as a



Situational Items
There are some items which I like to get depending on the match. They normally take the place of my

















Ability Explanation
- Camouflage Camouflage: Your life-saving, kill-getting passive. Whenever being chased, or waiting for an enemy to appear, just stay still for two seconds. And, by magic, you're invisible. It's also useful for the buff it gives you. I'll explain how to use it in the Gameplay chapter.
-
Blinding Dart: It may not look like, but this ability will get you many kills and deal tons of damage. In early game, hitting the AD carry or the support with this will surely take one important part of their life away. But it's its passive which will make the difference. A blind AD carry/jungler can hit you, but that doesn't mean he will deal you damage... But you, you will be doing it to him! It can also help you farm. It should be your first ability, but max it second.
-
Move Quick: Your surviving/chasing ability. You can get away from ganks with this natural
Ghost, but you can also chase your escaping enemies. Useful, but remember to maximize it last.
-
Toxic Shot: And here is your main source of damage. This passive is what will be getting you most of your kills. Even without the bonus you give to it by getting Ability Power, the damage over time can make the difference in ganks, teamfights and 1vs1 fights. Take it as your second ability, but prioritize it after.
-
Noxious Trap: Your ultimate. This is the most known
Teemo ability, and it is what will make your enemies think "Oh god, not
Teemo" whenever they see you charging before the game. With this build, you won't be far from the 1000 points of damage dealt whenever one of these little explode, but they will also serve as wards and escaping ways. I will dedicate a chapter to them, so don't worry, you'll learn to love and use them so that the enemy team will think of your family whenever they walk accross one of them.

Early game: laning phase


In bottom lane, with a support beside you, farm and try to keep their AD carry away from minions. You'll see that farming is easy thanks to your

In ganks and fights, always remember to blind the enemy AD carry. He won't be able to deal any damage to you, and he will get a good amount of damage himself thanks to the Ability Power you already have. Always try to get the kills (as with any AD carry), and never forget that you have your


Ganks, ganks everywhere during this phase of the game. Even if there are always many people in your lane, of when there is no one, don't forget to prioritize farming. You will surely be spamming your

Start to roam a bit, put some mushrooms in the dragon or the baron, and in your jungle (explained in the Mushrooms chapter). Go to their jungle too if you feel safe to do that or you know the position of their jungler. Always put mushrooms in mid lane, because the first team fight for a turret will surely take place there. Mushrooms will give you assists and kills, which mean gold, or they will make their ganks fail, which can give your team a very important advantage.
Late game: now this is what damage means



In teamfights, stay behind, or even get there later. Once they have understood the damage you deal, you will be focused. But don't worry, because that doesn't always mean you will be killed. Your team should protect you, and you just have to be sure to blind and kill their AD carry, and then start focusing the rest of them. Don't worry if you get found while putting



Where to place your mushrooms?
After observing Summoner's Rift, I've found many good places to put this little bombs so that there is always (yes, always) someone who walks through them, even if they just did one second before and you just put it there again... Basically, wherever you have little place to walk, and, if you want to get to a place X, you'll be forced to get past that point. But it depends on the phase the game is into, too.
Mushrooms while laning:

- Light orange is for bottom lane.
- Purple is for mid lane.
- Dark blue is for top lane.
While laning, you'll want to get as many gold as you can. And one thing you can take advantage of is that you don't really need wards (at least not after reaching level 6).

If you are laning bottom (surely with a support), be sure to put many mushrooms in the bushes. They will show you when your enemies entered them, and if you ever engage a fight (or get engaged), you can use them to escape and deal damage.
In mid, the most important thing they do is serve as wards. They will also deal damage to that annoying jungler who thought he could wait for you in the bush, or enter the lane from your tower and get you from behind. You can also put them in the middle of the lane, to farm.

Mushrooms in mid and late game:

Light blue and purple just design whatever side of Summoner's Rift you're putting mushrooms into.
And yes, I know what you're thinking: "Oh my God, that's a lot of mushrooms". Yes, but this are just all the possible places I propose to you (and I've surely forgotten some of them). Feel free to choose your favorite, and to tell me if you have one of those places where nobody misses walking through the mushrooms and it's not in my image.
Most important mushroom places:

Yes, there are too many mushrooms you'd like to put, we'd all love to make Summoner's Rift into a mine field, but you won't surely have enough time to get all that done. So, here are the most important mushroom places (it was hard to choose, and you won't agree with me, I really don't either, every place can be vital).
- Purple is for warding Nashor.
- Orange is for warding dragon.
- Red are random mushrooms.
You might have noticed that the red ones are the same on different sides of the map. Well, Summoner's Rift is kind of mirrored, so the important crossroads are the same on purple and blue sides.
I can assure you, most of the people will at least get 5 mushrooms all along the game if you place them like that. Even if they just walked through one of them 1 minute away and you had the time to put it again in there, they will still fall for it.
Mushrooms in fights:
If you feel that a teamfight is about to begin, try to put some mushrooms wherever it will take place. Even if enemies see you do it, they will not think about it while chasing you, or during the blur of the teamfight. These little thinkgs can make the difference during the fight, because everyone around them will get the damage, get slowed, and they will surely get you some kills.

AP/AS
Teemo vs AP
Teemo
You might ask yourself, "Why Attack Speed, when you could have just an Ability Power




AP/AS
Teemo vs AD
Teemo
Ah, the big question. Why not a classic carry AD build for Teemo? Yes, you deal tons of damage, and yes, you can carry your game too. But for me it isn't as fun as the other





And please, explain why if you downvote, so that I can improve my build!
Nessie~~
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