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Choose Champion Build:
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Hybrid
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Offtank AP
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AP Teemo
Recommended Items
Spells:
Teleport
Flash
Items
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
READ FIRST!!!!!!!!!!!!!
This build is still under construction. The only reason it's placed up is because i accidentally published it (first build, not sure what i was doing). I'm still adding chapters to the guide, so please don't downvote it because it's missing "key points".
Remember, it's still in the process of being created.
I go by the name of IbbySquared. I am by far the best LoL player, but i formulated this guide/build/whatever over the course of MANY experimental games. At first, this build was just for laughs, but something weird happened.... the build worked! It actually started to come together and make sense. Not only that, it'll turn you into the most dangerous Yordle ever to set foot into the League of Legends.
Originally, me and a friend were just mucking around, creating builds for

As it turns out, we both struck a bit of greatness while imagining builds. We combined this struck greatness, and got a build that actually won a few games. Because i was the

To my surprise, it worked. Maybe not as well as my previous build, but it still worked.
ALSO, please remember that this is my first build on Mobafire, I am completely new here. Any and all constructive criticism would be greatly appreciated.
As i have said, this guide is actually just a muck up and there are actually better builds. This build exists solely to incorporate the new S3 items, but it's not entirely useless. With decent Teemo knowledge, you can put up a very good fight with this build.
PROS OF TEEMO
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- His passive Camouflage is one hell of a good passive for many reasons (will be explained).
- Poison spitting yorlde. What's not to love?
CONS OF TEEMO
- Naturally Squishy with low health, armor and magic resistance.
- Tends to be focused in team fights.
- Has to be kind of aggressive early game to own his lane.


Because of Teemo's


With the combined lifesteal of



Before S3 items, this wouldn't be worth the cost for Teemo. Fortunately, with the introduction of

Quick Breakdown: Runaans sends out two bolts that inflict 50% of our attack damage and apply on-hits. Since our attack damage is halved with these bolts, the lifesteal will also be halved. Instead of each bolt having 12% lifesteal, they'll have 6%. There are two bolts.
Quick maths:
Original auto attack = 12% lifesteal (10% from gunblade, 10% from guinsoo's, the rest from Spirit visage)
Runaans bolts attack = 6% x 2 = 12%
So, in effect, we'll have a lifesteal percentage of 24% when ABOVE HALF HEALTH. As soon as we drop below half health,

Lifesteal with Guinsoo's:
Original auto attack = 24% (10% from gunblade, 10% from guinsoo's, the rest from Spirit visage)
Runaans bolts attack = 12% x 2 = 24%
Giving us 48% lifesteal when below half health. Completely worth it, in my opinion.
Camouflage - Passive
If Teemo stands still and takes no actions for two seconds, he becomes stealthed indefinitely. After leaving stealth, Teemo gains the Element of Surprise, increasing his attack speed by 40% for two seconds.
A really great passive. You can use this for some really great baiting as you are unseen by all enemy units. The downside to this passive is that it is easily countered by


Besides the ambush factor, this ability gives you a pretty decent attack speed boost. Element of Surprise activates right after you leave stealth, giving you a huge 40% attack speed boost for 2 seconds, letting you completely harvest your enemy and their minions before they even realize what happened.

Obscures an enemy's vision with a powerful poison, dealing 80/125/170/215/260 (+80% of ability power) magic damage to the target unit, blinding them and causing all of their attacks to miss for 1.5/1.75/2/2.25/2 seconds.
The real beauty about this skill is the utility it provides. A nice slow, great for shutting down an ADC or a stupidly annoying AD top champion. I cannot stress more of the importance of the blind. I cannot count the amount of times this ability has saved me/secured me kills in pre-6 top lane fights. When you're fighting 1v1, you'll realize how great the blind is. It works wonders when that

The blind isn't the only great thing about this skill. The damage makes for a really strong poke, though i wouldnt spam it as it has a high mana cost, and we have no mana regen. Because it has a longer range than your basic attack (and deals more damage), you can also save it and use it to catch a fleeing champion.

Passive: Grants 10/14/18/22/26 % increased movement speed until struck by an enemy champion or turret. The passive is restored after 5 seconds (static cooldown) after last being struck by a champion or turret.
Active: For three seconds, Teemo gains double his passive movement speed and will not lose it even if he is hit.
Teemo's little built in


Teemo places a trap which stealths and arms in one second. It detonates if an enemy steps on it, dealing 200/400/600 (+80% of ability power) by poisoning nearby enemies and slowing them by 30/40/50 % for four seconds. The traps last 10 minutes. Teemo will store one every 35/31/27 seconds, and can have a maximum of three stocked up. Each cast requires and uses a trap. After death, you respawn with two mushrooms.
Teemo's signature skill. These shrooms are amazing.
1) THEY ARE WARDS
Sure, the range on the shrooms aren't as good as the range on a Sight Ward, but they do the job. Better than that, they last for 10 minutes, while wards only last for three. Also, they are quite spammable. Teemo gets a new shroom every 30 or so seconds, letting you ward effectively and continuously.
2) THEY EXPLODE
The best thing about Teemo. Not only do his

The shrooms are great because it allows you to leave your lane safely, knowing your turret will be safe. Just leave a couple of shrooms in the minion's path, and you're all good to roam for a while.

These Quints are great. I know a lot of people who opt for Magic Pen Quints or flat AP Quints, but i find these to work best. Also, they even out with flat AP Quints at an early level (around 7 or 8). Also, because we don't go full AP in this build, it helps to get as much AP as we can.

The bread and butter of your build. Without these, you will surely crumble. Teemo is an AP champion. Even though we buy some AD items, our main source of damage is

Well really, Magic Pen Marks are self explanatory. We deal magic damage. The enemy has magic resistance. Magic Pen to destroy Magic Resistance.

Flat armor runes. With this build, you ideally want to head over to the top lane, solo if possible. Top lane is popular for Champs whose abilities deal mainly physical damage. Because Teemo is a naturally squishy Champ, we need all the armor we can get early game to stop us from taking too much damage and being zoned.

Again, the same story as the Quints. We deal magic damage, and our abilities also scale off of AP. These Glyphs ensure we have enough by mid game.






it is just wildly efficient in every way possible. Also, you being



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You should have




Alternative Summoner Spells
Some other summoner spells you can consider are:
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Personally, i think there are better summoner spells. For chases, this will be useful as it slows them down so drastically. But escapes? Not so much. If it's someone like



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Every other Summoner Spell is a big fat NO.



NEED attack speed.
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For the extra Attack Damage. Early game it won't amount to much, but it gives you a solid 12 AD by 18.
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As said before, we are Teemo. we need all the AP we can get.
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For that extra "oomph" with our basic attacks and


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Again, to aid our attacks. Most of our damage is coming from basic attacks, and both of these masteries are put to use.
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This is a really nifty mastery. This mastery synchronizes perfectly with Teemo as he is a DPS Champ with a decent amount of AP.


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This is probably the most devastating mastery of them all. We deal an extra 5% of damage against targets whose health drops below 50%. Again, 5% might not seem like a lot, but it could mean the difference between securing the kill or letting it slip away.
P.S: This 5% also applies to our

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This gives us that desperately needed health. With this build, we don't really have too much health, but we make up for it in other areas.
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This gives us even more early game armor. Late game, this wont matter as much, but it will benefit you greatly in the pre-6 levels.
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Again, more early game survivability. In those rare cases where you face an AP champ at top lane (guess what teemo is?), magic resistance becomes your best friend. The chances of actually fighting an AP champ in top lane are pretty minimal. But in those rare instances, this mastery might actually save you.
The reason we max out


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This mastery is extremely useful early game. The main reason to get it is because, you are indeed very squishy. You need all the HP you can get, especially in the early levels where the extra 30 HP may save your life.


The level 2 boots i get first are



After i get my



I know the whole Magic Resistance thing is kind of hypocritical in the way of getting Magic Resistance boots in an AD lane, but hear me out.
1) Teemo has very low Magic Resistance, and he needs it direly.
2) The Tenacity can save your life.
Also, You're




This is a new one. This item works surprisingly well with teemo, giving him both extra AD and AP. This makes his basic attacks even stronger with the added bonuses to his (of course) Attack Damage, and

Also, the passives are quite nice. with 8 auto attacks and 8 stacks, you receive an extra 32% attack speed and 32 AP! This means that as you build up stacks, your basic attacks will continuously grow stronger thanks to the 32 AP into

Notice how i said passiveS. Yes, the unique passive. When you drop below 50% health, you become a demon. 20% Attack Speed, 10% lifesteal and spell vamp. The real killer is the sustains provided. 1v1, you can take on nearly everyone. True, the sustain won't be as much as




My favorite new item i think. If 70% attack speed boost isn't enough to convince you that this was Zeus's own favorite weapon, then i think it's passive will. Each basic attack sends out two bolts (Lightning Bolts, the sign of Zeus himself) which deal over 130 damage each?! AND PROC ON-HIT EFFECTS?!
It's like this item was designed for Teemo. Each bolt of wrath-infused Yordle lightning will proc Teemo's

Now, imagine falling below 50% health in a team fight.



Truly a wonderful item. The Sheen in this is kind of wasted, but it's still preferable over

AP, CDR, Mana, Armor, even a

BACK TO EXPLAINING...
- 40 AP. Beautiful addition to

- 15% CDR. In this build, we cross the CDR limit by 5%, but no problem. This CDR basically means we can use our



- 500 Mana. While playing, I find myself "spamming" my


- 60 Armor. Well, Well, WELL. Armor. The bane of all AD champs. this item gives us plenty. Sure, it doesn't give us as much as


- Built in


Not only is the



So basically, every 4 seconds you get a Blind, a Sheen and a Slow. Not bad at all.

Since this item got buffed, it became viable on



Next, the health. In this build, Teemo is lacking in health. So an additional 200 isn't going to be a bad thing.
Now, 15% CDR. This is overall effective in many ways. You can use your



Last but certainly not least, the 20% sustain increase. This godly little piece of work synchronizes so well with the build because it increases


Now, because


Lastly, the supreme Hextech. This item is a damn monster. It gives you 65 AP, 45 AD, Lifesteal and Spell Vamp, plus one craaaazy slow.
The added AP and AD are great for obvious reasons. More AP & AD = Stronger attacks.
The Lifesteal procs with your

The Spell Vamp isnt REAALLY amazing per se, but your


The one thing that sets this item apart from the rest is that it has a pretty nice slow. It deals 140+(40% of our AP) as magic damage, AND slows them for 40% for 2 seconds. That in itself is pretty damn good. This'll help you catch those who take flight, as well as doing some decent damage to them.

Now, even though riot removed Madreds, they didnt leave us hanging without a tank killer. Ladies and gentlemen, THE

This item isn't as strong as Madreds, not by a long shot. But it has Madred's passive, and that is why we buy it (if we need it).
This item grants us 40 AD, 10% lifesteal, a supreme active and Madred's very own godly passive.
Everything you hoped for.
AD = more power
10% lifesteal = more sustain ( synergizes well with Runaans, Guinsoo's and Spirit Visage)
Active = This is a really good one. It deals a solid amount of damage with this build, and then heals us for the same amount. That's a solid 250 damage and 250 health back.
Next, the slow. This is the real bonus of the active. It works a bit like


Passive = The REAL reason for getting this item. Each basic attack deals additional damage equaling to 4% of the target's maximum health. This is basically the New Madreds. We only get this if the enemy team is stacking health because, well, we need to kill them.
Overall, effective item.
Starting Items
For starting, i usually go with


I do this because the increased mobility really helps you to poke and zone out your enemy champion, stopping him from obtaining valuable CS. The 3

If you feel you can play the risky side, feel free to purchase a


Chain Vest or
Negatron Cloak
The next item I get is either a


Normally, I wouldn't do this with any other champion, but it is affordable with Teemo. This would hurt any other champion's damage, but Teemo makes up for it with

Most of the time, you'll be buying a




The reason i do this early is to secure your lane. The added defense helps you to withstand your enemies pokes while allowing you to poke them back without fear. Also, by being such a strong little Yordle, you are able to bully them and zone them, making sure they have no way as much CS as they should.
Again, the reason why this works so well is because Teemo's offensive capabilities are hardly effected. True, if you had rushed to get your


Early Game Items
By the time you get your first defensive item, you should be around level 5 (even level 3 or 4 if you called for an early successful gank from le jungler). Next item that I usually go for is


The reason i rush to get the Attack Speed Boots is because we are still Teemo. While an early defensive item is great for early game, we can't stick by it forever. We still need to take advantage of our

Next, the


If you're lucky and had a good game so far, you might've earned enough to buy a



Mid-Game Items
This is where Teemo really shines. By the time we have our first team fight, we should have our

Next thing I do after this is a little bit pricy. As soon as i have enough gold (around 1200g), i return to base. While there, i buy a




Teemo gets focused a lot, so the extra tenacity will help us. Also, we are lacking in magic resistance in this build, so the extra 25 will go a long way.
After that, i usually return to top and farm creeps like crazy and help out in teamfights whenever they happen. This usually should earn enough to buy your


Now, we'll be nearing the end of Mid-game. Before the end, you should of at least bought your 2nd defensive item (



The reason we build a





Late Game Items
After you finished your





Now that your defense is taken care of, we move back onto finishing our



Now, you should be slaying all enemies in your path. You'll still be hurt by the occasional targeting by the enemy team, but a nice

Iceborn Gauntlet
Iceborn Gauntlet is one of those items that work so well with this build. It gives us very decent AP, something Teemo depends on. It gives us Mana, which we don't have a lot of. It gives us crazy CDR, allowing us to put down a shroom every 18 seconds. It gives us armor, which will just let us survive all the better.
It gives us a rare Spellblade effect, something which will work well with Hybrid Teemo. The Spellblade activates every time we use an ability (which will be mostly from our

So all in all, we get Armor, AP, mana, a slow and Spellblade. Not a bad package at all.



Pantheon is your worst nightmare. He counters you in every way. He's an AD caster, meaning most of his damage comes from his skills. Your main counter to AD champs is your blind, which is useless against Pantheon. Harassing with your Blind is pointless. Your Blind and his stun/spear throw have the same range, meaning your trades will be entirely one sided. At level 3, he'll have all his abilities and will be able to take you to half health with one



Do not engage him at any cost. If he runs towards you, run away. He doesn't even need a jungler's assistance for this.
If you can, swap lanes with someone. Anyone can make for a better match up. If you can't, make sure you buy a Philosopher's Stone and Kage's Lucky Pick so you don't fall too far behind in gold.



Garen is actually very easy for you to counter if you have a good early game start. Your

Teemo doesn't have the longest attack range, meaning he has to get kind of close to champs to do some damage. Garen is a natural tank with his




Despite this, the combo is really hard for Garen to pull off. He'll need to be camping in the bush with you standing right next to it. Your


Other than this, you're fine. Your

VERY IMPORTANT NEVER TURRET DIVE A GAREN.
This will never work out, you WILL die. As soon as you go for the turret dive, he can pop his




Nasus. Too easy. Every single Nasus needs a fed

Teemo has range against him. That alone is a mega counter. If you can't pick up on it, I'll explain further.
In order for Nasus to be any good in anything by mid game, he needs to have a fed

Not only will it be an easy early game, you will effectively make it a 4v5 by 25 minutes because Nasus has no damage at all.
Some people say that



Really, Nasus has no chance. ggwp.
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