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Teemo Build Guide by Punkwaffle

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League of Legends Build Guide Author Punkwaffle

Teemo, the invisible menace.

Punkwaffle Last updated on April 26, 2012
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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: 21

Honor Guard

Defense: 9

Strength of Spirit

Utility: 0

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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!

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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.

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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)

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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 of Speed and 3 health potions 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 The Black Cleaver respectively. Go farm the Bloodthrister, and make your enemies squirm before your cuteness.

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Skill Sequence

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

I've experimented with starting the match with Toxic Shot over Blinding Dart, and vice versa. I've found that more often than not, the Blinding Dart saves me from certain doom over and over again. And thus, I always make sure to pick it up first. From here on, my top priority is Toxic Shot and Blinding Dart (in that order), with Move Quick being last priority. (And leveling Noxious Trap whenever you get the chance)

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Summoner Spells

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;

  • 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.

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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