Teemo Build Guide by DontKillEarl
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Teemo is a legend among his yordle brothers and sisters in Bandle City. As far as yordles are concerned, there is something just slightly off about him. While Teemo enjoys the companionship of other yordles, he also insists on frequent solo missions in the ongoing defense of Bandle City. Despite his genuinely warm personality, something switches off inside Teemo's mind during combat so that the lives he must end while on patrol do not burden him. Even as a young recruit, the drill instructors and other trainees found it a little disconcerting that, while Teemo was normally charming and kind, he turned deadly serious and highly efficient the minute combat exercises began. Teemo's superiors quickly steered him toward the Scouts of the Mothership, which is one of Bandle City's most distinguished Special Forces unit alongside the Megling Commandos.
While most yordles do not handle solo scouting missions with a great deal of finesse, Teemo is remarkably efficient at them. His record of success in defending Bandle City from infiltrators easily makes him one of the most dangerous yordles alive, though you'd never know it by having a cup of honey mead with him at his favorite inn. Bandle City chose Teemo as their first champion for the League, and he has taken to it like a duck to water. His signature weapon - a blowgun - uses a rare ajunta poison he personally gathers from the jungles of ***ungu. To help cope with his lengthy periods of isolation, Teemo recently struck up a friendship with Tristana, a fellow League champion and fellow member of Bandle City's Special Forces. This connection is healthy for both yordles, though now Valoran's voracious media outlets circulate rumors that the friendship is turning into a romantic relationship. Regardless, Teemo is a crowd favorite in the League of Legends, and a pint-sized foe that many have come to fear.
"Teemo rides a thin line between chipper compatriot and unrepentant killer, but there's no one else I'd rather have as a friend." - Tristana
You can lisen to the song or just watch the video, so it gets more exiting to watch the guide. it's a great song and i dont take any credits for it, because i havent made the video.
This build is more for the persons that likes more crazy builds, the reason for that is because you wont be mutch range you will stand and auto attack in melee range very often, but even i Xin shao wont often take you down even in melee, it may even happend if it's a bad player that he kill himself because of the Thornmail.
Flash : Is a great spell for teemo because then he can survive near everything.
Ignite : It can be helpful if you want to dps race someone like Dr.mundo or Volibear.
Exhaust : Is good if you can't chase your enemy, teemo "may" have problem to kill your enemy without exhaust.
Clarity : No i rather buy philosopher's Stone to keep my mana up.
Clarivoyence : Is more of a support spell.
Garrison : Is not worth to have with teemo.
Cleanse : Can be useful against twitch or Cassiopeia.
Rally : is just bad, if you dont try to take a tower at lvl 1. And it dosen't even exist anymore.
Heal : May be useful, because the enemy often misjudge your strength with teemo so they turretdive you often.
Revive : Is just **** for this champ because it's not meant for him to die.
Telleport : Is good if you want to solo lane, because that's whats tank teemo really is good at, so you can go b and buy philosopher's Stone.
Surge : Can be good if you want to finish off the foe with the (Q).
Promote : Is'nt worth now when minions is nerfed.
Ghost : Can be used if you dont like flash. And it's beter if you want to chase someone
I buy philosopher's Stone so i can get much gold early game because tank teemo must be one step ahead the other champions, because he dont have high damage or high base hp, armor or magic resist. To make up with that i buy Thornmail because its great for defesive and offensiv Teemo, because it will give you more survivel abillity and renturn 30% of the auto attacks as magic damage to the caster. Force Of Nature is a great when you have booth it and the Thornmail. Sunfire Cape is the best tank item for most of the tank to start with it gives you both armor,health and the passive that makes it easy get farmed. As boots i have chosen the Mercury's Treads because i dont have to mutch magic resist in my build and the tenacity is good when you got CCed.
At the last item i want some damage so i can kill more if you like ap or are against more ap then ad then buy Abyssal Scepter, but if you like to auto attack more and are against more ad then ap so buy Atmas Impaler. It's possible to haveNinja Tabi if you rather want some armor.
Items that i dont use but is good
Frozen Mallet is a great item for tank Teemo,it can slow the enemy so you can harass the enemy with the Toxic Shot, it makes you as beefy as sunfire cape does but i went for sunfire cape instead. If you are against near no ad at all then can you buy Banshee's Veil instead of Thornmail .
Frozen Heart is a good item because Teemo is a mana thirsty champ so this one can be used if you dont want to buy Thornmail.
Starting with a Heart of gold can pay off in lategame.
Guardian Angle can make sure the propose of this guide succeeds.
Leviathan can be mutch beter then warmog's Armor, but only if you get many assist and kills early game.
Why i choosed these items
Sunfire I choosed sunfire becuase of its passiv, that helps tank teemo farm, it makes up with that he lacks some ad and as. it gives him some nice armor if its jungler you want to play.
Atmas impaler I cossed atmas impaler because it gives you ad, and some armor. If you don't have this item or Abbyssal scepter then it will be hard to win a 1 vs 1.
philosophers stone I chossed this item because it gives you great chances to get farmed and it gives you cash even if you fail at last hiting
(Passive)Not the best passive in the world, but if you are being chased around with low HP and you find yourself trapped, a quick stand still in a bush or hidden area could save you. This is also good for surprising people beginning game in lanes you aren't supposed to be in.
(Q)This is your anti-AD carry, and with this build, it will hit hard. A quick blind, along with a longer range than auto-attacks
(W) This is your anti-AD carry, and with this build, it will hit hard. A quick blind, along with a longer range than auto-attacks
(E)A passive dot, and one of the hardest hitting poisons in the game. And it ticks for quite a while. Use this to harass, shoot them once, run away.
(R)THE signature Teemo spell, and one of the best traps in the game. Gives you jungle and lane control, helps with ganks and escapes. This will do a good chunk of damage in this build as well. You just need to make sure you place these EVERYWHERE. Don't be afraid to leave your lane for a second to place one somewhere else. Help your teammates out a bit.
When you play tank teemo, you must know that you dont have your full chance to last hit as usual. So try to let the minions get a bit lower health then usual. Very often when you lane with this build the opponents think your bad as hell and focus you and turretdive offtenly when you at 25 procent health left.
If you solo lane it can be hard to farm but thats why you buy philosopher's Stone so you can hold up your income. With my build teemo is a little weaker against spellcasters.
Tank teemo doesn't have high base magic resist, armor or health, so you cant be a tank in early game.
Tank teemo can be a really epic bait because he can tank the enemy and his passive can make him invisible, So the rest of the team can finish them off. and very often so is all you enemies abbiltys on cd when they are done chasing you, and you can returne to bettle with no fear.
With the full build you can solo near everyone with your Toxic Shot,auto attacks and Blinding Dart, because blinding Dart make your foe unable to hurt you and the Toxic Shot just slowly and steady kills the enemy
You can jungle with teemo but then i would say you need to be pretty good at jungle and ganking,because teemo dont have any cc or high burst damage with this build. It is possible to take blue golem at lvl 1, it wont pay of until you reath lvl 6 then you can set you muchroom in front of the jungling creeps. And you can ward the jungle so you dont get counter jungled. And if you want to try this out then i higly recommend you to buy Wriggle's Lantern because of the passive of it. But when you have bought the Wriggle's Lantern you should just follow the build as usual.
I would not recommend this build to play ranked game becasue hte foes in ranked dont turretdive you as often as in normal, and that takes away mutch of the ways to get fed. As farming i would say that the only thing you should do is last hitting the creeps. Overexent is'nt so bad with this camp but i wont say it's good at ranked game.If you have mutch magic resist and armor you can hold back even a vell set up team with ap carys, ad carys and even tanks.
My runes are pretty good because then you get more tanky earlygame and can tank spellcasters and attack damage users. You can go full ap build if you want more ways to get fed, thats a great way to rune tank teemo too. If you want to focusing to be a greater tank late game then i really advises you to buy tank runes per lvl.
Why ability power Teemo sucks
I think AP Teemo is useless, he is easily replaced by some wards (which don't disappear when reached by an enemy).
He just doesn't bring much to teamfights (a blind is not a very good CC) and any halfway competent player will never die on a mushroom. Sure it can be annoying, when you chase an enemy and you are slowed, but it is just that, annoying.
Plus, late game, a ranged character with an oracle will laugh at your mushrooms, or even a team which follows the tank with 200+ MR and some health regen.
Why hybrid Teemo sucks
He doesn't have any great damage out put, he just have decent in every thing, he doesnt have any good sustainable damage or high burst damage. And his range is to short to auto attack normal is only 500 range. the mushrooms will nearly just slow. And if a ad Teemo with equal fed whould do an 1v1 then the ad teemo should win.
Why attack damage Teemo sucks
Just don't play Teemo as ad. Before I go any further I would like you to know that teemo is NOT an Ad carry. And he sucks heavily when you play him so for two major reasons, which follow:
Teemo has an surprisingly small range of 500
This kinda sucks because Teemo is really squishy. You should already know that. Having 500 range means that you should go close to enemies. But this is not the case is it? Doesn't the as/on hit effects have to come close or what? It does have to come close but, check at the point below too
Teemo doesn't have any skills that empower his normal hits by giving him extra attack damage nor add any synergy to it.
I will say it again, and try to repeat after me. Teemo is not an attack damage carry. By saying so, I do not suggest that you can not play him as such, but it takes a special kind of idiot to do so. Why am I so absolute you may wonder so far. I am because, even if you do play him as ad, he is not worth the spot. Other ad carries such as Ashe, Caitlyn can do way better job than he does.
This way he is based on attack damage, making armor a very effective counter to him
Needless to say, that once enemies build some armor, which they will if they are good players and face a heavy attack damage enemy team, your damage will fall so dramatically, that it will be like it has fallen from a bridge. Before you begin whining about me being a noob because I ignore armor penetration, let me tell you that the attack speed/on hit effects build is, if not uncounterable, much more difficult to counter.
I give all the credits to (Get me Teemo over here...with a blowgun) for this paragraph.
Why Tank Teemo is the right choice
Teemo dont have long range so he can be att melee range anyway,and his passive is even more op when hes tank he can initiate very easly. because he dont need to rush into the enemy. Tank Teemo is near unkillable when he is invincible because the health reg is greater then the damage out put.
He is one of the best baits and scouts when hes tank because when he is in the jungle an warding with the shrooms he have a great chance to get away with it. 1vs1 is he the beast in because i havent meet even one that have surpased me when i have full build.
Ah, our dear poisonous mushrooms. Ain't it ultra fun watching at those nuclear explosions from your spawning pool everytime an enemy steps on one? But let's face it, your shrooms are much more than damage. If you wanna play teemo successfuly, you have to learn to place shrooms at key locations so as to ward objectives in maps. Let me be more accurate. Instead of only damage, shrooms offer a small area where you can see, so that they effectively act as wards, only less powerfull, but with damage. You can also count in the fact, that every time an enemy is damaged by them, for the duration of the slow and the damage, you are granted sight of them. Now you may ask, what does this mean? Well a good teemo, provides his team with supreme map awareness by placing shrooms all over the map. Key objectives such as dragon and Baron must be warded at all times, brushes must be warded at all times and even some key objectives like the red and blue buff in the jungle. Now don't get me wrong on this one, but it's not always essential that the enemy must step on a shroom, but you can also place mushrooms in places where it will only provide vision and won't be detonated. For instance, if you play mid teemo, you may want to place them in the edge of the brush, as well as in the middle so as to have 1 mushroom for vision and 1 for damage. Also do not place shrooms (even in small) brushes right at the center of it, because good players ussually will enter a brush from it's very edge if the enemy team has a good teemo. That's not to tell you not to place mushrooms in the middle, but to place them a little bit more smartly in some brushes so that it is guarranteed enemies will be hit by them.
Also note the fact that you have to drop mushrooms like they are hot. If you catch yourself with 3 shrooms on you regularly, then I am sorry to dissapoint you, but you are a bad teemo.
They way i place out my mushroons
The (Yellow Marks) is for the top priority, Dragon and Baron.
The (Red Marks) is for when you push, so you can se they enemy coming.
The (blue Marks) are useful when the enemy pushes you, they can take the hurted enemys or slowing them.
The (Green Marks) can be great to have if there is a team figth in mid.
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