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Spells:
Heal
Teleport
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
Introduction
Alright so this build, as you may have seen, is about dealing as much damage as fast as possible with your

Runes








Okay, so I'm gonna suggest you go with a 20:1:9 for your mastery trees
Summoner's Resolve
and
Summoner's Insight
just b/c you're using
Heal and
Teleport and want to use them as much as possible
Offense:
Mental Force
- Some extra AP at the beginning (and all of your abilities use AP)

Sorcery - +4% Cooldown Reduction for more
Blinding Dart and
Noxious Trap
Alacrity
- +4% Attack Speed for..... well.... faster attacks silly :P
Arcane Knowledge
rather then
Weapon Expertise
- Because you want to damage from your
Blinding Dart,
Toxic Shot, and
Noxious Trap to go through more than your basic attack
Blast
- For 1 extra point of AP each level up!
Archmage
- Increase your AP by 3.75%!!!
Utility:
Expanded Mind
- 12 extra total Mana for each level up
Meditation
- for +2 mana Regeneration since you'll be using a lot for team fight and placing mushrooms throughout the map
Swiftness
- Since Teemo is going to be squishy, you'll want the bonus 1% Movement Speed to get away from those fatal encounters
Runic Affinity
- THE BLUE BUFF IS YOUR FRIEND!!! Use the extra time wisely! Even pick up the occasional Red Buff for even more DOT in addition to your poison


and




Offense:


















Utility:








Item Sequence






Boots
300

Dagger
250

Fiendish Codex
850

Berserker's Greaves
1100

Stinger
1100

Nashor's Tooth
2900

Guinsoo's Rageblade
3000

Vampiric Scepter
900

B. F. Sword
1300

Bloodthirster
3400

Phage
1100

Giant's Belt
900

Frozen Mallet
3100

Nashor's Tooth
2900
Early Game:

































Well, here we are. The final item(s):



But as the game progresses you might want to consider some alternate options:


Alternately:


And finally, for those long games or just for shiggles:








i.e.



Alright, so at the very beginning of the game you CAN choose between the



Anyways, I like to use the first Skill Sequence b/c it allows me to play more of a support role very early game by saving my allies from a few standard attacks from the enemy champs with

Afterwards, I start down the path of no return..... I go with

Now, this is just my favorite way to choose my skills, and you don't have to follow me word for word, but I just feel that it goes pretty much hand-in-hand with the item build for maximum potency.
Once you reach Level 6 start putting up your

Time for the spells!

Heal
Pros:
Cons:

Teleport
Pros:
Heimerdinger's H-28g Evolution Turrets, or
Teemo's
Noxious Traps
can be cancelled mid spell by pressing "F" a 2nd time
Cons:
Other Options:

Ignite - For Extra DOT and those of you who are more blood thirsty than I am! XD
or

Flash - Feel you aren't moving fast enough to run from or to the enemy? Why not
Flash!?



-
Restores Health to you
allied champions
allied minions
you can stay in lane longer as health reaches critical

-
lowers the effectiveness of other healing abilities until side effect wears off



-
you can teleport to any allied minion, tower, or champion minion
i.e.



can be cancelled mid spell by pressing "F" a 2nd time

-
if the telportation is cancelled mid casting, the cooldown is still activated
Other Options:


or



Just a side note;
If you do decide to follow this guide people might want you dead....
1) Most people don't like facing
Teemo
2) Your DOT with Ignite and Red Buff in addition to your
Blinding Dart makes you a deadly support that they will focus
If you do decide to follow this guide people might want you dead....
1) Most people don't like facing

2) Your DOT with Ignite and Red Buff in addition to your

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