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Teemo Build Guide by iMunchSoulz

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League of Legends Build Guide Author iMunchSoulz

Teemo - Terrorizing Them With Your Cuteness

iMunchSoulz Last updated on June 22, 2013
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Top Lane
Ranked #4 in
Top Lane
Win 52%
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Ability Sequence

Ability Key Q
Ability Key W
Ability Key E
Ability Key R

Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Offense: 14

Honor Guard

Defense: 16


Utility: 0

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Hello all and welcome to my first guide on MOBAFire. It's on Teemo, the Swift Scout. Sometimes I hate this guy and sometimes I love this guy, but all in all, he's quite fun to play. If you like making your opponent to have nightmares, Teemo's the champ for you! This build guide shows how I like to play Teemo, and please try it out before you downvote it because it's not the generic AP Teemo. Also, any feedback will be appreciated! Thanks, and now let's dive into the guide!

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Tips and tricks from our favorite guy at Riot, Phreak. :)

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+ SOOOO annoying to play against!
+ Great map control.
+ Great utility and damage.
+ The harassment is outrageous.
+ Good mobility and escaping.

- Squishy (Less squishy if following this build)
- Hidden Passive: Global Taunt: You will be targeted always.
- Smaller range compared to other ranged champions.
- Vision Ward and Oracle's Elixir counter you.
- Item dependent.

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Champion Abilities

Ability Explanation


CamouflageCamouflage Makes you stealthed when you are idle for 2 seconds. When you exit camouflage, your attack speed is increased by 40%. This passive is a fun thing to play around with. Stealth is a useful tool to ambush people, and the attack speed boost is quite helpful too. Although using camouflage in the middle of the lane to try to get first blood isn't a bad idea, you shouldn't do this because you should leash for your jungler (depending on what buff your jungler starts and what side you're on).

Blinding Dart Blinds enemy for a few seconds. So auto-attacks do not hit you for that time. This skill is the bane of a lot of top laners and AD Carrys. You will nullify a lot of their damage with this skill while you will be doing damage to them. In conjunction with Toxic Shot, you can win a lot of trades.

Move Quick Passively increases movement speed by a percentage. You lose the movement speed when you get hit by champions/turrets. When you activate Move Quick the movement speed bonus doubles and you won't lose the bonus when hit. This makes his chasing and escaping potential quite high. You just stick to people like hot glue! In conjunction with Frozen Mallet, you will stick to people even better.

Toxic Shot With each auto-attack, you poison your target. It does initial damage and applies a DoT.Your bread-and-butter skill, this and Noxious Trap is why you are the most annoying champ in the game (besides Singed). Note that the poison doesn't stack, so when you attack someone 2 times, it refreshes the poison.

Noxious Trap Traps that last 10 minutes and explode when stepped on. Does DoT and slows for a percentage. This skill is one of the most hated skills in the game because you can end up killing people after a teamfight without even being there/you're dead. This skill also helps you with chasing because with proper shroom placement, you can end up slowing your target and secure you a kill. NOTE: THIS SKILL DOESN'T MEAN YOU SHOULDN'T BUY WARDS! Shrooms only show a tiny area around them, while wards show much more. Buy a ward, save a life. Wards.

Ability Sequence

Ability Sequence
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18


The first skill we want to max out on Teemo is Toxic Shot because this is our harassing tool in lane, and it's your main damage tool. Then we want to max out Move Quick next for the nice movement speed bonus for the kiting and chasing, while placing 3 early levels into Blinding Dart so we get a nice 2 second blind. After that we max Blinding Dart because it's the only skill left. We take Noxious Trap whenever it's available.

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Runes, Masteries, and Summoner Spells



Greater Mark of Attack Damage

Greater Glyph of Scaling Magic Resist

Greater Seal of Armor

Greater Quintessence of Attack Damage

This rune page is just like any generic AD rune page.
Greater Mark of Attack Damage: This build is not AP-based so I use AD marks and quints. They increase my harass in lane, and just increases my attack damage. Should be self-explanatory.

Greater Seal of Armor: Gives me armor. At top lane you will usually encounter AD champs. They are also useful all game.

Greater Glyph of Scaling Magic Resist: I use these for late game MR because usually you do not face an AP champ up top, but if you suspect you are going to face one during champ select, you can switch a rune page for one that gives you flat MR glyphs instead.

Greater Quintessence of Attack Damage: See Greater Mark of Attack Damage.



This is the mastery page set-up that I like to run. I don't run 21/9 or 9/21 because I think Teemo should have a balance of offense and defense. I've tried 21/9 and 9/21 before, but I feel my 14/16 set-up works better.
The 5 AD/AP boost isn't that big but it helps nonetheless.

Fury is really there to spend mastery points. 3% attack speed is not much but Teemo doesn't really need 3% CDR. At least attack speed affects his damage output more since he's auto-attack reliant for damage. Butcher is pretty self explanatory, it helps last-hitting. Deadliness and Brute Force gives you AD. While Brute Force doesn't give you much, it helps.

Makes you do 5% more damage to towers. Takes down towers quicker and can make you a pretty nice split-pushing machine.

AD Bruiser Teemo. Armor penetration is great to do more damage.

Summoner Spells

Possible Summoner Spells

Flash: A pretty standard spell for most champions. Allows you to catch up with your prey or escape from a near death experience.

Ignite: Great spell to secure kills. It's a DoT and combined with your Toxic Shot, it's pretty hard for your enemy to live.

Ghost: This spell is great for kiting and chasing. That extra movement speed with Move Quick makes you quite fast. I still prefer Flash because I can go over walls and dodge skills.

Exhaust: A good summoner spell with good uses. You can use this to chase, run, and win trades because you won't take as much damage as you normally would.

Teleport: This spell has nice interaction with Teemo's Noxious Trap. You can teleport to a shroom for a surprise gank on people, and Teleport helps you protect your tower and helps you split-push.

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Starting/Core Items

Starting Items

x5 or x5sight wardx2 or x4

Cloth Armor + 5 Pots: A pretty standard start for top lane. Armor against AD champs and great sustain.

sight ward5 Pots + 2 Wards: A safer start than the first one, gives you vision to prevent ganks and as much sustain. I would use this starting route against AP champs and not-so-dangerous AD champs.

Boots + 4 Pots: I like this start a little better since Patch 3.8 because now you start with 1 more pot with Boots of Speed, and that 1 little pot can make a difference.

Core Items

Blade of the Ruined King: Since we want to get tanky, we buy this beauty for damage. The attack speed compliments Teemo really well, the AD just adds flat damage, the life steal allows you to sustain in fights, the passive makes him do good damage even with a tanky build, and that beautiful active. The active adds to your chasing and kiting potential and does 15% max health damage. This item is awesome.

Wit's End: Oh joy to the Teemo! This item's getting buffed! I love this item on Teemo because it makes you do more mixed damage on-hit. The new revised passive of stealing MR from your target makes your poisons do more damage and makes the damage passive of the Wit's End more effective too. The MR is nice too.

Frozen Mallet: I like this item for Teemo because it gives him a nice amount of HP, some AD, and a really nice passive. The HP makes you tankier, the AD mskes you do more damage, and the passive slows them each auto-attack, which lets you stick to targets amazing-ly well combined with Move Quick.

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Situational Items

Armor Options

Guardian Angel: Get this item if you're fed and the enemy team has to focus you. This item gives nice mixed resistances, and combine this item with HP items because you get resurrected with 30% of your max HP.

Randuin's Omen: This item is one of my favorite items in the game. Gives you 500 HP, 70 Armor, and the nice passive and active that helps with escaping/chasing. It gives a hefty amount of HP/Armor, one of the best armor items in the game.

Sunfire Cape: A lighter armor item with a nice passive. Combining this with Wit's End makes it do more damage. A nice HP item too.

Frozen Heart: Pesky Vayne bothering you too much? Get this item! The passive is great against AD/AS comps, and the item counters Vayne's Silver Bolts because Silver Bolts does %Max HP damage while Frozen Heart doesn't provide HP. Although mana is wasted on Teemo, this is a great item. The CDR also helps you spam Noxious Trap.

Atma's Impaler: This is kind of like a Maw of Malmortius, except it's for armor instead. If you want to be more offensive, but you want resistances, this item isn't too shabby. Combine with HP items to get more AD.

Locket of the Iron Solari: Usually your jungler or support buys this, but I included it just in case. It gives HP, Armor, CDR, HP regen, and that sweet active. I would buy this if my jungler/support doesn't buy it, or if I failed the laning phase and had to go more of a utility build.

Magic Resist Options

Spirit Visage: The highest MR item in the game by 5. Gives you 250 HP and a passive that makes self-healing stronger. The passive synergizes with Blade of the Ruined King's active component. The CDR also helps with shroom spamming.

Banshee's Veil: I would get this if the enemy team has a Blitzcrank with spot-on aim with his grabs or any other champ with hard cc/poke.

Mercurial Scimitar: A cleanse that gives MR and AD too. If you get cc piled on you, you can use it to remove them. A useful item with offensive power.

Maw of Malmortius: This item is a little expensive. I would get a Hexdrinker early if I'm facing an AP champion in lane, or the enemy AP mid is getting a tad fed. The shield can save lives and end up giving you a kill. If you're going to buy Maw of Malmortius, save it for last because it's quite expensive to upgrade to. The AD bonus is great and so is the MR.

HP/Utility Items

Shurelya's Reverie

Warmog's Armor: What is there to say? Gives you a whopping 1000 HP and HP/5. In the health-stacking meta, this item is king. Ironically enough, for an item that has "Armor' in its name, it doesn't provide any.

shurelya's reverieShurelya's Reverie: Buy this if your team lacks initiation, and your jungler/support isn't going to buy it. The speed boost is great for initiating, escaping, or chasing.

Twin Shadows: The active is great for either finding people or chasing people or running away from people. Great initiation tool. Although it gives MR, I decided to place this in this section because you don't usually buy this for the MR.

Runic Bulwark: The jungler/support usually gets this. If they don't, you buy it. Great aura for your team and gives mixed resistances.

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Laning Phase

For Teemo, I go solo top most of the time, because in mid, you're blind is usually useless. Another thing is that top lane is usually crowded with melee champs, while mid lane is usually crowded with ranged champs. Bot lane, just no. As I said before, Teemo has a smaller range than most, and a REAL ADC will be able to harass better with longer range.

Teemo is probably the most aggravating harasser in the game. Melees at top usually can't respond to a Toxic Shot Blinding Dart Toxic Shot (harass combo) pie to the face. You can easily zone your opponent and deny farm if they can't out-sustain your harass (why is why we hate Yorick and other unmentionables).