Build Guide by Ghosthawk
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Greetings, this is a hybrid AD/AP Teemo build that focus primarily on attack damage. As you will see by looking the build over you will have well over 115% chance to crit with the elixer, well over 135% attack speed, your crits will do around 800 damage, and you will be able to seriously control the game.
Exhaust, Blind, Executioner's Calling, and Trinity Force provide some very useful abilities. Combining Exhaust & Blind together provides 6 seconds of control on one of their carries. Executioner's Calling will prohibit one of their players from being able to regen health and or be healed. Trinity Force provides movement control, by slowing your opponents, and adds a boost your next hit after using Blind, etc. Your mushrooms act like the perfect ward/scout all over the map. The new Teemo is quite useful and a great carry now.
You might look at the items and say "yeah right", but in reality with the combination of runes, and early items, you will be able to farm very easily, and Teemo can get a First Blood extremely easily with this build thus sending him on a farming rampage!
Exhaust provides the necessary tool to prevent enemies from escaping early on, thus creating a realistic opportunity for a First Blood! There's nothing more frustrating than an enemy getting away with less than 100 hit points! It also adds the additional protection you may need against a rival carry via the 3 second blind.
Flash provides the necessarily escape tool that Teemo highly needs. Not to mention you can use it offensively to get a last hit on a fleeing enemy. My favorite is to flash through trees, then stop and restealth. Poof, where did Teemo go?!
[CAMOFLAGE](Innate): If Teemo stands still for 2 seconds without taking damage, he becomes stealthed (damage will break this effect). Moving or taking actions will break Teemo out of stealth and gains Element of Surprise, that increases his attack speed by 40% for 3 seconds.
This is the perfect way to create gank opportunities. Try setting a mushroom into some trees without your enemy seeing, then hold still on top of it, wait for an enemy to walk onto your mushroom, thus slowing their movement speed, begin your onslaught, activate exhaust to prevent any damage, and slowing them even further, continue wailing on them, proc Executioner's Calling preventing any healing from happening... First Blood!!
[BLINDING DART]Active): Obscures an enemy's vision with a powerful venom, dealing magic damage to the target unit and causing all attacks to miss for the duration.
Cooldown: 8 seconds
Cost: 70 / 80 / 90 / 100 / 110 Mana
Blind: 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds + (Exhaust = 6 Seconds!!)
Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.8 per ability power)
[MOVE QUICK]Toggle): Teemo scampers around, increasing his movement speed. If Teemo gets hit by a champion or turret while Moving Quick, he gets knocked out of it.
Cooldown: 6 seconds
Cost: 40 Mana to activate
Movement Speed: 15 / 20 / 25 / 30 / 35%
[TOXIC SHOT](Passive): Each time Teemo deals damage to an enemy, he will poison the target, dealing damage on hit and each second for 4 seconds.
Magic Damage per second: 6 / 12 / 18 / 24 / 30 (+0.14 per ability power)
Magic Damage on hit: 9 / 18 / 27 / 36 / 45 (+0.14 per ability power)
When combined with Executioner's Calling they will be taking a ton of additional damage, and really won't have a clue how to deal with it. Give it a try, you'll seriously be amazed!!
[NOXIOUS TRAP](Active): Teemo places a trap which stealths and arm in 1.5 seconds. It detonates if an enemy steps on it, dealing magic damage and poisoning nearby enemies. Poisoned enemies take magic damage and have their movement speed slowed for 5 seconds. Traps last 10 minutes. Teemo gains a "stored mushroom" charge every 30/26/22 seconds. Maximum three charges. Each cast requires and consumes a charge. (NO MORE WARDS!!)
Cooldown: 1 seconds
Collision Area of Effect: 20
Explosion Area of Effect:
Cost: 75 / 100 / 125 Mana
Magic Damage: 275 / 450 / 700 (+0.8 per ability power)
Charge Receive Time: 30 / 26 / 22 seconds
Slow: 30 / 40 / 50%
+15% Critical Strike
UNIQUE: (Passive) On hit, you cause 4 damage per second for 8 seconds.
UNIQUE: (Active) Attacks inflict enemy champions with Grievous Wound, causing 50% reduced healing for 8 seconds. 20 second cooldown.
(Gold Cost: 1350)
I personally find this item to be very useful, I find it extremely frustrating when you use your summoner spells, ie Flash & Exhaust to try to score a First Blood all the while they pop a potion or use Heal and they survive. Or in the late game, enemies who have a ton of lifesteal sometimes become impossible to kill, this will stop them dead in their tracks.
+25% Attack Speed
UNIQUE: Enhanced Movement 2
(Gold Cost: 920)
I have found that the extra 25% attack speed is highly needed at lower levels, especially when rushing an Infinity Edge.
+80 Attack Damage
+20% Critical Strike
UNIQUE: (Passive) Critical hits now deal 250% damage instead of 200%
(Gold Cost: 4080)
As you might have noticed, you will have 115% Chance to Crit, so increasing your crit damage is a must. This item does it all! You will seriously be hitting like a truck! They'll all be saying... "Thats some blow dart ya have there Teemo!" =)
+45% Attack Speed
+30% Critical Strike
+15% Movement Speed
(Gold Cost: 3395)
Where to start, well the fact that this item is an all in one item providing a ton of attack speed, crit chance, and DODGE, it isn't even that bad of a cost. The dodge really comes in handy providing some additional defense, the movement speed makes up for the Speed 2, and at this point you will have around 70% crit chance!
+75 Attack Damage
(Passive) Physical attacks reduce your target's armor by 12 (60 Total) for 5 seconds (maximum 5 stacks).
(Gold Cost: 3065)
This item is the perfect item to add to any carry, especially one that has an insanely fast attack speed. There is no better way to focus down an enemy carry other than Proccing Executioner's Calling, and dropping his Armor by 60. Boom Dead!!
+20 Attack Damage
+30 Ability Power
+25% Attack Speed
+12% Critical Strike
+12% Movement Speed
UNIQUE: (Passive) 25% chance on hit to slow the target by 35% for 2.5 seconds; on cast, increases your base Attack Damage by 130% for one attack.
(Gold Cost: 4070)
This item is a must for any Teemo, it really fills in the gaps where needed, and you can't argue with its passive abilities. Just try to find a better replacement.
As far as yordles are concerned, there is something slightly wrong with Teemo. While he enjoys - and in fact needs - the level of community and companionship inherent to all yordles, Teemo feels it so strongly that he ventures out on his own to destroy the enemies of Bandle City. There is something that switches off in Teemo, so that the lives he ends do not burden him. It seemed only logical to send him to fight in the League of Legends as the champion of Bandle City. He has taken to the League like a duck to water, seeking out the foes of the yordles and extinguishing them with the rare ajunta poison he personally gathers from the jungles of ***ungu. However, the limited company of his own kind wears on Teemo, and cracks are beginning to show in his innocent and chipper facade.
Teemo is a small champion that moves fast and strikes true. As a scout, he blazes trails to his enemies that make it easier for his allies to follow. He can, despite his small size, move at blinding speed, using the terrain to his advantage. His mastery of ajunta poison also gives him a distinctly potent weapon. Prepared one way, his wicked little darts cause blindness in his foes; prepared another, they cause a slow, lingering death. Teemo also prepares traps for those tracking him, which unleashes a poison that slows and harms enemies.
Though he is known as the Swift Scout, it is clear that Teemo is actually something else - the unrepentant assassin of Bandle City.