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Spells:
Flash
Ignite
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
Introduction

'Ello,
Before we get to the guide, I'll take a moment to explain something; I'm not an MLG pro, I don't usually go 20/0/0 in my matches, though I usually do go positive. That being said, I do main Teemo, so I make up odd builds that sometimes work, and sometimes don't.
Anyway, on to the guide!
The rune selector is either incomplete, or glitched; as I couldn't find all the runes I use. That being said, I usually take a common AD rune build on Teemo.
Armor Pen reds, as with most AD carries, is a must on AD Teemo. Armor yellows and MR blues allow you to trade more efficiently with other carries, and the health quints are pretty self explanatory; who doesn't like more health?
While this guide isn't centered around AP Teemo, you could easily change a few runes to achieve the same results. Namely Magic pen Reds, and Ability Power Blues and Quints.
Armor Pen reds, as with most AD carries, is a must on AD Teemo. Armor yellows and MR blues allow you to trade more efficiently with other carries, and the health quints are pretty self explanatory; who doesn't like more health?
While this guide isn't centered around AP Teemo, you could easily change a few runes to achieve the same results. Namely Magic pen Reds, and Ability Power Blues and Quints.
A pretty standard Mastery Page for an AD / AP Carry, 21/9/0 gives you early game survivability with
Veteran's Scars
, early game attack speed with
Alacrity
, and
Executioner
will allow you to mop up and kill low health targets far easier than without it.
(I apologize if I don't go in-depth with the Masteries, I found them pretty self explanatory myself, and I usually don't read the Mastery page explanations in other guides)



(I apologize if I don't go in-depth with the Masteries, I found them pretty self explanatory myself, and I usually don't read the Mastery page explanations in other guides)
I'm sure many of you will be confused by my selection of items. Well, I can't say I blame you! I as mentioned with the opening paragraph, I tend to tinker with Teemo quite a lot, which yields many good and quite a few bad builds. I'll attempt to go in-depth with my item selection, so bear with me.
I usually open up with
Boots and 3
Health Potion for early sustain and positioning. While a
Doran's Blade isn't a bad starting item, I feel that it's merely an unnecessary starting item, which delays the finishing of your build tremendously. After boots and pots, I make it my top priority to stay in lane till I acquire enough gold to immediately buy
Berserker's Greaves, which is a very nice item on Teemo (If you're suffering from lots of CC, buy
Mercury's Treads instead). Immediately after, I'll buy 2
Dagger, and finish the
Malady. Malady's passive damage and Attack Speed affords you the power to wreck with your
Toxic Shot, and the passive Magic Resist rebuff increases the damage of
Blinding Dart, as well as making your
Toxic Shot do more damage.
By this time, it's almost mid game. People are starting to notice your global taunt, and you'll be ganked more often than not. I used to buy a
Wriggle's Lantern to help with lane sustain, but I've found that
Executioner's Calling not only surpasses the Lantern's job of sustain, but it also affords me an amazing debuff against champions that can heal themselves, not to mention a tiny but noticeable DoT damage that stacks nicely with
Toxic Shot and
Malady's passive.
Teemo's a squishy champion, and even with runes and masteries, you usually won't pass 2k health unless you buy an item. To make sure I don't don't loss any damage, I've begun to buy
Ionic Spark more and more often than I used too. The health helps with your squishiness, and the attack speed coupled with the Passive allows for a tremendous presence in Teamfights, which is where Teemo truly shines. After I've finished
Ionic Spark, I'll pick up Madred's Bloodrazor's mainly for the Passive, though it does give you additional attack speed, armor, and attack damage. To finish it off, I'll than buy a
Frozen Mallet for the Passive slow and health from the Giant's Belt.
It's late game at this point, and you no longer need
Executioner's Calling, nor
Ionic Spark. So sell those two, and pick up The Bloodthrister and
Black Cleaver respectively. Go farm the Bloodthrister, and make your enemies squirm before your cuteness.
I usually open up with










By this time, it's almost mid game. People are starting to notice your global taunt, and you'll be ganked more often than not. I used to buy a




Teemo's a squishy champion, and even with runes and masteries, you usually won't pass 2k health unless you buy an item. To make sure I don't don't loss any damage, I've begun to buy



It's late game at this point, and you no longer need



I've experimented with starting the match with







After much experimenting, I've found the best choice for Teemo to be
Flash and
Ignite. Flash is merely a good escape/chase mechanism, and ignite synergizes well with your
Toxic Shot.
However, these are also some good summoner spells on Teemo;



However, these are also some good summoner spells on Teemo;
Surge: This spell is incredibly good on AP Teemo; The attack speed and additional AP makes it very fearsome on AP Teemo.
Ghost: Works well with
Move Quick, especially for chasing or escaping. However, I feel that a flash plus an activation of
Move Quick can achieve far better results.
Exhaust: Another good spell on Teemo, and synergizes well with Surge; as you'll be able to get off round after round before they have the time to run away.
Teemo's a unique kind of champion, both in his gameplay and fan reception (global taunt ftw). He can be built and played many different ways, including AP, AD, Hybrid, and even Tank (I was bored). While this guide's purpose is indeed to give you a new build to use, it's underlying agenda was to encourage you to make your own builds, and to try out seemingly stupid ideas.
I plan to make a few other Teemo guides soon, so look out for more. :3
I plan to make a few other Teemo guides soon, so look out for more. :3
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