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Spells:
Exhaust
Ghost
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
Introduction
Teemo, The Swift Scout, is my favorite champion. Hopefully this build helps you out when you choose to play him.
This next week I will make this guide really easy to use and read, but I wanted to get it up for the weekend.
Early Game- Teemo starts out a bit faster than everyone else. Adding Boots of Speed only helps more. Since you get to start off with more gold than you do in SR, adding Amp Tome (AP) and Dagger (AS) give Teemo an edge that he desperately needs in the beginning. Get Malady ASAP and you're set to do what you are meant to do- Hold off the Windmill. *Note- (You can grab a health potion if you want to)
Mid Game- Stinger and Fiendish Codex are up next. Simply buy them in that order and when you have the gold, upgrade to Nashor's Tooth. About this time in the game is when the Tanks and Tanky-DPS have at least 1 big item. This is where armor comes into play. Grab a Chain Vest, then a Thornmail. Should be self-explanatory why. If it isn't, just QQ.
Late Game- Teemo's AP and AS are amazing. But they can only take him so far. True, a super strong AP Teemo is hard to beat. But it's hard to build a fully AP Teemo fast enough. This is where the Hextech Gunblade comes into play. High Attack Damage and Ability Power, plus Life Steal and Spell Vamp. This is my favorite item to buy for Teemo. It really helps him become more well rounded. Oh, and the 300 magic damage and champion slowing only sweetens the deal. Just have to remember that the last part is an active and not a passive. End it with Rabadon's Deathcap and you have the best Teemo build in the game.
Mid Game- Stinger and Fiendish Codex are up next. Simply buy them in that order and when you have the gold, upgrade to Nashor's Tooth. About this time in the game is when the Tanks and Tanky-DPS have at least 1 big item. This is where armor comes into play. Grab a Chain Vest, then a Thornmail. Should be self-explanatory why. If it isn't, just QQ.
Late Game- Teemo's AP and AS are amazing. But they can only take him so far. True, a super strong AP Teemo is hard to beat. But it's hard to build a fully AP Teemo fast enough. This is where the Hextech Gunblade comes into play. High Attack Damage and Ability Power, plus Life Steal and Spell Vamp. This is my favorite item to buy for Teemo. It really helps him become more well rounded. Oh, and the 300 magic damage and champion slowing only sweetens the deal. Just have to remember that the last part is an active and not a passive. End it with Rabadon's Deathcap and you have the best Teemo build in the game.
Now to the skill sequence.
Blinding Dart- Teemo's saving grace. Make sure you pop this skill FIRST when there is an enemy about to attack the CP you are defending. It is a one skill point wonder early to mid game, but needs to be upgraded lowly as you go along.
Move Quick- Move Quick is an important attribute to Teemo's success. The faster Teemo (or any other champion for that matter) goes, the easier it is to get away from other stronger champions. A point or two is good early, but doesn't need to be maxed early since he is already fast.
Toxic Shot- In Dominion, players tend to linger and attack more than they do in Summoner's Rift. This is why it is super important to cap Teemo's Toxic Shot early. The better skilled your Toxic Shot is, the easier it will be to survive early game
Noxious Trap- Teemo's ult isn't the greatest in the game, especially in Summoner's Rift. But in Dominion it can be a game changer. Make sure you place them on heal buffs and on the edge of your enemies' storm shield buff. Once your team has control of the windmill, place them on your opponents' side, both by the CP and the lanes leading up to it. I will upload a picture when I can figure out how to do it the way I want to.
Blinding Dart- Teemo's saving grace. Make sure you pop this skill FIRST when there is an enemy about to attack the CP you are defending. It is a one skill point wonder early to mid game, but needs to be upgraded lowly as you go along.
Move Quick- Move Quick is an important attribute to Teemo's success. The faster Teemo (or any other champion for that matter) goes, the easier it is to get away from other stronger champions. A point or two is good early, but doesn't need to be maxed early since he is already fast.
Toxic Shot- In Dominion, players tend to linger and attack more than they do in Summoner's Rift. This is why it is super important to cap Teemo's Toxic Shot early. The better skilled your Toxic Shot is, the easier it will be to survive early game
Noxious Trap- Teemo's ult isn't the greatest in the game, especially in Summoner's Rift. But in Dominion it can be a game changer. Make sure you place them on heal buffs and on the edge of your enemies' storm shield buff. Once your team has control of the windmill, place them on your opponents' side, both by the CP and the lanes leading up to it. I will upload a picture when I can figure out how to do it the way I want to.
A lot of people like using flash, ignite and/or garrison. But I still believe that Ghost and Exhaust are the best Spells in Dominion, especially for teemo.
Ghost- Can be used offensively or defensively. I usually reserve ghost for defense. If you get caught out of a CP and in a lane with 2 or more enemy champions, it could be the difference between life or death.
Exhaust- Exhaust can also be used Offensively or Defensively. Exhaust is one I use mostly Offensively. If you have a champion almost beat when you are defending a turret but they start to run away, don't hesitate to follow. Pop off exhaust and auto attack the **** out of them. If they turn to fight, simply use Blinding dart and they are as good as dead.
Ghost- Can be used offensively or defensively. I usually reserve ghost for defense. If you get caught out of a CP and in a lane with 2 or more enemy champions, it could be the difference between life or death.
Exhaust- Exhaust can also be used Offensively or Defensively. Exhaust is one I use mostly Offensively. If you have a champion almost beat when you are defending a turret but they start to run away, don't hesitate to follow. Pop off exhaust and auto attack the **** out of them. If they turn to fight, simply use Blinding dart and they are as good as dead.
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