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Spells:
Ignite
Flash
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
Teemo: The On-Hit-Wonder
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This build is largely focused on items that proc. (activate) on hit and making those items hit as often as humanly (or yordlely) possible. The build causes you to be about as squishy as any other carry, though will make even a tanky character's knees quiver. The general idea is to be a lethal assassin (preferably in your cottontail skin, for extra deadliness). Scout the map, ward it well with your shrooms, cause major distractions at enemy towers, and avoid group confrontation, if possible. If enemy stragglers are cocky or stupid enough to confront you alone...Show 'em what you're made of. They will regret it. EDIT: Now that I have much more experience than when I wrote this guide, I will say it does not really follow my usual play style. I like to incorporate far more survivability into runes, masteries, items, etc. As such, I rarely play ![]() Keep in mind, the items are a guide; go read the item section for more information as to when and how you should be using what items. Also note, the runes are now incorrect; However, the runes I want to replace them with (Marks/Quints of Destruction) don't appear to be listed in the Mobafire database yet. |
Pros:
- (Albeit Short) Ranged Champion.
- Difficult to counter with defensive items.
- Great early harass.
- Near impossible to lose a 1v1 fight.
- Capable of consistent rates of very high damage.
- Difficult to counter with defensive items.
Cons:
- Very susceptible to CC effects.
- Oracle's Elixir / Vision Wards can ruin your fun, though not the whole game.
- The build takes a while to build up substantial damage (much like most other carries)
- Very item dependent.
Runes




NOTE: Marks/Quints of Destruction have not yet been added on Mobafire. I can say for sure they are definitely worth the investment for builds such as this one.
You'd be gaining 15 Ar. Pen and losing out on about 6 MPen by switching from Marks/Quints of Insight to Destruction. In my opinion, this is worth the trade, especially when you consider how much the Ar. Pen helps out with the early game where auto-attacks are a heavy source of damage.
I am curious if


I ignored the AP boosting masteries (but not magic penetration!) because the AP is minimal and won't be as helpful later game (because this is not a an AP build; bursts from

I haven't really tested much between



I didn't bother with




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Ghost goes great with Teemo's
Move Quick (W) ability, both for escaping and chasing enemies. It is a good substitution if one cannot or does not want to use
Flash.
Exhaust is a decent alternative to
Ignite. While it doesn't do the extra damage, it can easily incapacitate an enemy carry for several seconds in a fight or slow a champion enough for you and/or your teammates to finish him/her off.
- I don't really have enough experience with the spell to say whether it's viable on Teemo or not, but
Cleanse could be worth considering to remove that almost always fatal CC hampering your getaways.
Teleport is fantastic for map mobility, especially on a character who should be all over the place. In addition, you can use your mushrooms as teleport anchors. By taking this, you'll possibly be missing out on a lot of kills due to lack of ignite and/or flash (for chasing...also escaping). It's a great ability, but I don't think it will mesh as well as some of the others. As with Ghost, however, consider it if you don't have flash yet.
Surge seems like a fantastic ability for these on-hit builds. It provides both Attack Speed for more item procs, Ability Power (for
Blinding Dart and possibly
Noxious Trap) for a rather long time. I still prefer
Ignite, personally, but I'd definitely take this spell into consideration.
Camouflage





Going into stealth while in a bush is rarely beneficial. Oftentimes, the opponent will suspect someone is hiding there and send a skillshot your way. Stealth or no stealth, that's going to hit you. Instead, try to stealth when your opponents are preoccupied or out of vision range. While they may know you are there somewhere, they likely won't have a clue as to where...and that is a scary prospect for just about anyone.



Another important use for

Be sure not to spam this too much, as it will drain your mana rather quickly; you need that mana for






Teemo has an advantage over other "on-hit" carries because of this ability. It's like an extra item in itself and therefore works very well with the other on-hit stacks.
Also note, the poison effect from

With each of these minions (Baron/Dragon included!), be sure to place the shrooms within sight range of them. This can be tricky to do because they're more likely to be stepped on, but it's worth doing anyway.
Try to keep these out of bushes (unless you need awareness of a specific bush, such as in the laning phase), as that is where people tend to walk through while moving around the map. You want to see them coming from miles away with your scout shrooms and have to replace them as little as possible.
2) Common Routes:
Also note, if someone steps on a shroom, they're likely to know your entire team is now aware of their whereabouts. This could discourage them from following through with a gank, stealing a crest from your jungle, or whatever other nasty things they may have been planning.
3) Personal Escape:
4) Farming:
It's also worth noting that when you die, there is a teeny-tiny benefit (unless your death timer is 60+ seconds, in which case this benefit is negligible)...you'll respawn with two





Cookie Cutter Items: Order and Explanations
I realize I included 7 "cookie cutter" items in the build. This is because they are all honorable mentions for the build, meaning you'll have to choose which one to sacrifice. It's hard to choose what order to buy them in but the most generic is listed.



Go with a

Early






A bit more info on each item below:
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![]() This also adds more AD for life steal as well as taking turrets down when split pushing (or with allies). |
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Alternatives
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I seem to see ![]() ![]() ![]() |

Top Lane Pros:
- Counterpicks many 'top champions' in the current meta.
- Level 6+ almost impossible to gank allowing you to farm/roam with ease.
Top Lane Cons:
- Easy to be ganked before level 6.
- If out-harassed, most top laners can out-sustain Teemo with ease.
Top lane can be played more aggressively, poking and harassing the enemy as much as possible. After level 6, be sure to use

Middle Lane Pros:
- Fantastic for roaming/shrooming for map awareness.
- Great gank prevention (from level 6+).
- Doesn't need bush cover as much, due to camouflage
- Can burst with auto-attack +
Blinding Dart (and sometimes
Ignite) after baiting the enemy for a gank.
- Plenty of mana until level 6, usually.
- Short distance from both Dragon and Baron Nashor allowing you to 'ward' them with shrooms easily.
Middle Lane Cons:
- Difficult to sustain if you play too offensively
- Short range makes it hard to harass most opposing middle laners.
- Very susceptible to ganks before level 6.
- Level 6+, mana must be watched more carefully
Essentially what you want to do is play defensively, mostly focusing on last-hits. If you get a chance to safely throw an auto-attack +


Bottom Lane Pros:
- camouflage works wonders and can catch enemies unaware if your partner is good at baiting.
- You should control the lane and the bushes once you are able to place shrooms.
- Very effective at harassing from the bushes.
- Once again, gank prevention for not only yourself but your bottom/mid lane team-mates.
- Within a decent distance from Dragon allowing you to shroom it up.
Bottom Lane Cons:
- Easily out-ranged by many bottom lane champs (usually dependent on bush/tower cover).
- Less opportunities to gank/roam.
- Mana must be watched more carefully even from level 1.
In the bottom lane, you won't be able to gank as often, will have far less shroom coverage, and more ground to cover when returning to your turret from the shop (which you may have to do often, if the enemy is zoning/harassing you very aggressively).
The plus to laning with a partner as





It should go without saying, but here it is anyway: DO NOT INTIATE GROUP FIGHTS.



Try to hang back and hide in the confusion, using your passive camouflage. Once the team fight is under way, jump in with your increased AS bonus, give them hell, and do your best not to get caught; remember your

If you know a team fight is about to happen, do your best to place shrooms along any possible escape routes. If your team wins the fight and stragglers are attempting to escape, a shroom can easily be their demise. Conversely, if your team loses the fight, you have safe routes to run through (shrooms will slow the opponents who step on them).
However, with this build, you should be able to easily split push a lane and kill off anyone coming to get you away from their turrets. If the whole enemy team chases you, all the better. Use your fantastic escape abilities to cause a distraction while your team pushes another lane. If the game goes on for too long, this is usually one of the better ways to finish it.
Above all else, punish those who are out of position!

Thanks for reading! I hope this guide will benefit you. If it does, feel free to report back with your scores and I'll consider adding a section for that! :)
Remember, if you're going to rate, ensure you've read the entire thing please. If you rate down, I'd love to hear constructive criticism as to why you feel this guide is not up to par.
Thanks for the support and good luck with your games!
very nice build, worked great on the first try! Yes its a bit glass cannon but if you plan a good escape route and play well you end up with this ...


most those assist got ks'd off me :L
first time good build with good escape route
I just went 31-6-19 in a lvl 30 5v5. ive never scored that high as teemo. this build shut down a rammus and a sion no problem. This build took me from doing 4-6-10 to that with just a tiny bit of adjusting. GREAT BUILD
got me 10 wins in a row, on a 3v3 map though, nice guide :D
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