Teemo Build Guide by Morluck
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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.
There are three ways to play temmo. Ad, ap and Hybrid.
Attack Damage Attack damage Teemo in My Opinion the weakest of the three. This build heavily relies on the ability for Teemo to use on hit proc items effectively. Sadly Kogma is a better champ for this and that is why I do not like it. Note I said in my opinion because some people may disagree.
Ability Power A great build for Teemo but leaves him at a huge disadvantage. Most of your damage from this build comes from shrooms so in team fights you have to plant one in the middle of the team suicidally for maximum damage. Effective for map control but is not the best build for team fights.
Hybrid My favorite out of all three build types. Hybrid Teemo bring his ap map control to the field but provides great auto attack damage. If you utilize Teemo's kit with this build you auto attacks slow, you shrooms slow and you have a blind while also doing a ton of damage.
Thanks to Searz for the awesome guide format! You can find it here.
Now you may notice that this rune page is purely ad not really ap based. This is because the first 3 items you buy help you deal damage through mr.
Main rune set
Greater Mark of Desolation Greater Mark of Desolation And
Greater Quintessence of Desolation Greater Quintessence of Desolation
As you notice from the first few items form our build we gain a lot of flat magic resist and shred. To counter balance that and make Teemo more hybrid some flat armor pen runes help you to do more damage per auto attack.
Greater Seal of Clarity
While playing Teemo you notice you be burning through mana quickly. Seals of Clarity will help you late game when you are constantly blind darting and shrooming. You shouldn't have to many mana problems early game if you are conservative about your blind darts.
A must have if your playing Teemo. This build doesn't have to much CDR and so you should really be packing these. Lower CDR means you can use shrooms more often and can get blind dart off cooldown in key situations.
Greater Seal of Replenishment Greater Seal of Replenishment
Use these if you are having early game mana problems. I prefer playing more passive in lane so I do not need the early mana but late game mana regen is essential.
Flat Cdr glyphs are viable. This build can make you super strong during the mid game phase. Being better that the per levels till 13 that means technically you have more shrooms and blind darts during those levels. Just note that they drop off at 13 but still a great choice.
Greater Quintessence of Fortitude
If your having any problems surviving early game switch the armor pen to flat hp. Around another 80 hp is really strong early game advantage. Just note you will do a little less damage.
Been playing around with Teemo some more and I have change my mind in terms of masteries. Some more lethality I favor more than a tiny bit of utility.
This setup is very offensive with only 1 point in utility for improved flash. This requires to be careful of position, damage output and mana cost because you have little utility and defense in terms of masteries. I feel the risk for such high damage is very rewarding though.
If you wish to have different masteries go ahead!
Recommended/Worthy of Analysis
This over powered summoner is used by everyone and will never stopped being used. A instant change in the position and hop over walls can save you from nukes because you can get out of cc range. If they chase you with their flash they are food for your team.
Your a damage over time character as well as a strong ad auto attacker but healers are still annoying. Taking this with a point in it will guarantee kills. Ignite - q - autos = kill because that 10 ap is actually very strong early game. Add that it stacks nicely with shrooms or your e and reduces healing its almost a must have pick
Great move speed spell but it not a great escape spell unless coupled with flash. If your snared by a caster your usually dead if you don't have flash. But the ability to kite and chase is really nice plus you can get back to lane quicker.
Alternative to ignite. Its not as good because healers then just laugh because your DoT doesn't kill them in time but a point in it instead of ignite might make the difference. Also great vs ad carries reducing their attack speed.
Cross map teleport for saving towers split pushes and recalling good in general.
Since a recent patch it is actually pretty cool and very or decently strong all game. The sudden heal can be unexpected and very useful.Just don't use it for lane sustain because of its long cd its not actually that useful for it. Usually better for duo lanes because you'll affect your teammate as well.
If your really are having mana problems and have a jungler so you are solo lane you may want to take this. If you aren't spamming spells though its useless.
Nice escape tool but its really more of a melee summoner because they are easily focused while your hiding in a bush autoing away without being noticed but still a good pick on occasions also you can also use it to remove enemy summoners.
First for your skilling sequence start with either blinding dart or toxic shot at level 1. Blinding dart vs range ad carries who will be auto attack harassing you so you take less damage but if your gonna have a more passive lane get toxic shot for more easy farm.
Next at level 2 grab the skill you didn't grab for level 1.
Alternate the those two skills till level 4.
At Level 5 grab Move Quick
Then level 6 grab Shrooms.
Finally max your e first, then the q and finally your w.
Of course grabbing your ult when you can.
If Teemo stands still and takes no actions for 2 seconds, he becomes stealthed indefinitely. After leaving stealth, Teemo gains the Element of Surprise, increasing his attack speed by 40% for 2 seconds.
Not the greatest passive in the world but very useful.
Early game if you wait to stealth in the middle of lane you can attempt to try and take out the enemy level 1. This is commonly done so most people are aware of this but if that enemy carry has no hp quints and only 400 health your might wanna try.
Gank phase is a great time to use it. If your being chased double back or circle around and STEALTH don't try to recall initially. During a recall if the enemy comes out knowing you went that way you are dead. But if you had long enough to stealth without a ping ward or oracles or Aoe and knowledge of your position your are pretty safe. If somehow you know your perfectly fine before hand then recall. Using your passive you could turn a gank into a counter gank.
Late game the passive is monstrous with this build. It counteracts the fact that malady is the only attack speed item we get. During a team fight try to stealth and then use your passive to burst someone down. With full build they will not be able to run and you can 1 versus 1 nearly anyone.
Q (Blinding Dart)
Obscures an enemy's vision with a powerful venom, dealing 80 / 125 / 170 / 215 / 260 (+80% of ability power) magic damage to the target unit, blinding them and causing all their attacks to miss for 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds.
Early game you want to be using blinding dart for stopping enemy harass. You do not have a large mana pool or a large amount of regen early game so it is vital to not spam this. Grabbing a point at level one versus ranged ad carrys is a great idea because you can cancel out some of their damage.
Once the gank phase starts you can use blinding dart to ruin the enemys chance to try and gank you. If the jungler is a ad/as champ like warwick or udyr you can use this and negate their damage and also being blinded means udyr can't use bear form to stun you.
During team fights your blind is amazing. Did your noob Cait feed Kog ma bot? Blind dart him during a team fight then auto attack and if you don't kill him initially you'll have negated most of his damage.
Important note. You may get all caps by people who are raging at blind dart. Most commonly they say "****ING BLIND DART".
W (Move Quick)
Passive: Grants 10 / 14 / 18 / 22 / 26 % increased movement speed until struck by a champion or turret. The passive is restored 5 seconds (static cooldown) after last being struck by a champion or turret.
Active: For 3 seconds, Teemo gains double his passive movement speed and will not lose it even if he is hit.
I do not have to much to say about this spell.
Early game it is nonessential right away but once you and your enemy are harassing each other it is vital. Grab a point early if you have enemies harassing you consonantly that us skill shots. Extra speed means the faster you can get out of the way.
Mid game you can use it to roam and shroom the whole map. Just remember not to spam it to many times because shrooms cost a lot of mana. Also when getting ganked blinding dart one of the enemies then using your w can get you out of sticky situations. Its bonus on active of not losing the speed buff on hit like the passive is very strong.
Late game this becomes a meh spell. Nice speed buff but doesn't add much. You should be able to spam it at this point because your mana regen per level runes should be maxed. Sometimes this spell is vital and game changing sometimes it not. Versus roaming teams this gives you the advantage of being able to quick go around the map shrooming so you know where the enemy is. Just be careful not to go alone to often.
E (Toxic Shot)
Passive: Each time Teemo attacks an enemy, he will poison the target, dealing 9 / 18 / 27 / 36 / 45 (+14% of ability power) magic damage on hit and 6 / 12 / 18 / 24 / 30 (+14% of ability power) each second for 4 seconds. The duration of this poison will be refreshed with every subsequent attack, but the damage does not stack.
Your most used spell of course because it is included in your auto attacks. This is passive not toggle so it is always on which should be noted. The reason I say this is because if your diving and you auto attack someone then go under tower with the tower shooting minions you will pull aggro because of the DoT.
Early game this is a great ability. It allows you to farm a little easier because of the room for error margin. It also cost no mana so I level this first because you do not have a large amount of mana early game at your disposal anyways. Also there's always the fist pump yes moment when someone is running and this finishes them.
Gank phase most people forget this does DoT. They pull out at the right time like they should but they do not account for Dot they account for flat damage. Therefor most people die to this spell more than any other. The damage from ignite plus toxic shot can equal a great amount of damage. Early game you basically upgrading ignite by like a level.
Late game this drops off a tiny bit but not so much. Most of your damage will come from your blind dart into auto attack combo but the initial damage will being doing more than the DoT. I shall make a note here that the DoT from this spell does not proc more slow from the Rylias than frozen Heart. This in my honest opinion is why Frozen mallet is better. I will explain why it is not great for the shrooms in the next chapter also.
R Ultimate (Noxious Trap) Refered to as Shrooms.
Teemo places a trap which stealths and arms in 1.5 seconds. It detonates if an enemy steps on it, dealing 200 / 400 / 600 (+80% of ability power) magic damage by poisoning nearby enemies and slowing them by 30% / 40% / 50% for 4 seconds. The traps last 10 minutes. Teemo will store one every 35 / 31 / 27 seconds, and can have a maximum of three stocked up. Each cast requires and uses a trap. After death, you respawn with 2 mushrooms.
Free wards and a great map control ability. This is one the staple things of every Temmo must know how to use. The key thing is to be innovative and not just use the same spots over and over. Also 2 shrooms can equal a whole length of river seen to know when incoming ganks are about to happen.
Early game when you first get shrooms your should be using them to see and/or slow enemy ganks. They do not have a lot of damage at this point but the slow ans sight radius they give is godly. Around 2 shrooms can cover what you would've otherwise had to spend 75 gold to get. Usually when your playing Teemo you should have half the map shroomed at all times. This helps your whole team out by either letting them save gold instead of buying wards or slow enemies down when they hit them to save a teammate or help get a kill.
Mid game is really when shrooms get their best use as wards. During this phase ganks happen a lot and most people start to roam because they have lost their tower. This means having vision over river and key spots is vital to survivability. I personally like to ward the side of the lanes so that incoming gankers get slowed when i run away as they try to cut corners to keep up. If you know the enemy is gonna dive shroom behind tower. This may sound dumb but if you or a teammate dies the slow is enough for the enemy to bite the dust versus tower. But, the enemy does not get a exucuted you get a kill!
Late game is where pro shrooms get separated by the noobs. Most noobs will not be able to constantly find great places for shrooms and will not know how to use them during team fights. A obvious idea is to ward bushes. Even though this is common most people forget shrooms give sight and just go around them getting seen. Shroming the middle of lanes and corners is unusually though but if you know the enemy is gonna hit it shroom there. If your think you can during a team fight try to through a shroom in the middle of the enemy and beside your carries. The reasoning for this is it slows the enemy down hugely while also doing a lot of damage. Heres a counter tip. Shrooms do not give gold when killed which means if someone is using oracles to pick them off they are not getting gold so don't being over worried. Just note Rylias will make people stop in their tracks with shrooms but shrooms already give a effective enough slow and with Frozen Mallet you don't need blind dart slowing because your in auto attack range anyways to use it and why slow them less per auto with Rylias if your gonna be in range anyways.
This is your first item on your way to Haunting Guise which will give you hp, ap and flat magic pen. 20 ap at the start of the match is really nice and after you use ignite that is 30 ap without runes or masteries.
Not to much to say about it other than it lets you stay in lane a little longer. If you start with Ruby crystal instead you get 180 hp ahead of time and not 200 from a health pot. A key thing with Teemo early game is to buy 2 or 3 health potions every time you B. Being pretty based on DoT means that you'll find yourself taking a decent amount of damage.
If you feel that you will be taking a beating in lane you may want this. Though you'll have to rely on health regen mainly for sustain because you have no pots. Its mostly useful versus burst casters where they will be doing all their damage in one chunk and not really poking you.
Boots of speed
If your enemy has most of his damage coming from skill shots this is a great starting set. You'll have move speed to dodge the skill shot way better and 3 potions instead of 1 for when you do get poked. Some people may prefer this instead of the Amplifying Tome set.
The first core item you should complete. Having mostly ad pen runes means that by buying this you are counter balancing that and evening out your magic and attack penetration. The stats all around are great. Teemos auto attacks are already strong so some additional ap is never bad. Early health makes any level six top or mid hate you because versus other hybrids they are lacking in the survivability department this early. Finally magic penetration scales real well with our next two items.
Most champs buy now are starting or finishing boots. Other champions you are facing are reliant on skill shots or getting close to you. The move speed from boots 2 is really necessary on Teemo. You can win fights just because of how fast you move. Added 20 more penetration in the process is also a nice bonus.
Malady is one you first big items that really shines. Once you have this you should be dominating. Building hybrid means you should be auto attacking, this rewards you by giving you ap or your e, attack speed to attack more and great magic resistance shred. Not to mention the ap affects your auto spells also. After you buy this you'll damage will really start to show. Most characters that have built armor and magic resist will seem like they have none and any without it will seems like your doing true damage.
Late game Core Items
Most games end when you are building or have built Malady and rarely reach past that point. A decent amount of times you may find your self getting Deathcap. Other times you may get nearly to your last items. Then you have 75 minute games where alternative items are more effective. For this chapter I will explain your core Items if you make it past Malady.
Like I said before most games end before this point. But a decent majority do reach this item. Deathcap is a great item for this build because of its passive. While giving a nice steroid to your ap it also increases you ap by 15% percent! This is the only item we get that does not benefit more than one stat though. But, it is also the item that gives you the most damage.
By now the enemy has noticed your damage and focus you. This item is great for the fact that with a single shroom you get so much sustain. It also makes you ridiculously hard to kill because a shroom and auto attacks on the enemy heals most damage a carry can deal out. The active slow is sometimes not useful but if your chasing it definitely is because it is longer than your auto attacks. It is also great for the lifesteal and attack damage giving your hybrid side a little more something to be feared.
A thing to note is you should really get the revolver first. You are doing more magic damage than physical at this point so this is where you'll get the most regen. Once you have completed Gunblade though you'll benefit nearly as well from the life steal portion but not as great.
A major item to get as Teemo for your sixth item. You are squishy late game compared to nearly every enemy champion so the health is always welcomed. The fact that it now makes your autos slow and gives you attack damage is great. A common misconception is that your E is effective with Rylias but it only procs the damage over time slow and not the full slow. Your Q is probably the only thing that benefits decently to Rylias but if your in range for that your in range for autos most times. Being faster and slowing the enemy is great for kiting also.
So yea this just got recently nerfed. The big hit on the AD side will slightly hit your late game AD stats but should not mean you completely suck. While it seems the ability power side had a very little nerf other than spell vamp becoming unique. I wonder why (Thinks about Akali's passive). So really all you will see is a little less damage from the AD side and not much change to your AP side. This item is still great because for the fact that you would have to buy two separate items for vamp you can get those rolled into one slot and still buy useful items in that extra slot.
Late game Alternatives
So you have a full build and a good 2k gold in the bank rising. Your damage has seem to drop off though. This build was intended for a great mid to early late game and not really for this far into the game. So to be as effective there are a couple items I recommend that you replace with something that gives more beneficial stats at this point in the game.
So you'll notice most enemies have some sort of Magic resist. Either a banshees or magic resist per level glyphs or even both. Your penetration has dropped of substantially because of how little you get to auto you target to at this point. Replacing Haunting Guise with this item increases your damage by large quantities. Not only should you be penetration more magic resist you'll also be doing a lot more damage to proc spell vamp to make up for the lost health. Though it should be noted if they do not build or have any magic resist in any form just have fun with free kills.
As stated before you should be auto attacking before you burst someone a shorter amount of time. We also bought a void staff so flat reduction is not needed as much. Buying Nashor's Tooth increases every stat Malady gave us and adds CDR so we can cast more and place more shrooms, vital to late game success. So it is obvious that it should replace Malady this late in the game because we have the gold for it and it is now more effective with void staff.
When to pick Teemo?
Teemo is not one of those champions that you can auto lock and expect to win. He is great at filling the role of a ranged ad while also doing a decent amount of magic damage. You should either pick him when your team needs that kind of champ or have a team built around him. You should never first pick Teemo if you haven't planned ahead with your team in draft. Teemo is more of a "pick when needed" champion that is great for countering or fulfilling a teams need.
Here are 3 examples when to pick and not pick Temmo.
Example 1: Your team has a Support, tanky jungler, tank and soft ap. You need a champ to fulfill a role of ranged hard ad and maybe do some decent magic damage to compensate for the fact that your ap mid is more of a cc and not a great burster.Teemo here is a great pick because he fulfills all the roles. He is great at doing ad combined with ap to complement the fact that your jungler and ap mid are not the greatest at damage dealing.
Example 2: Your team has a support, ap jungle, ap mid and ap tank. You need to pick a strong ranged dps champ or a good attack damage champ here in the first place. Teemo is not a good pick because you rely heavily on your magic damage. If you were to pick him your team would not have any super strong attack damage carriy and you would inevitably lose.
Example 3: Your team has a support, jungle off tank, solo off tank and ap caster. This is a very hard decision. If in draft you have much easier decision because you can easily just go a counter pick solo top and see if you can get your solo to go bot. Then again your team is balanced in damage and Teemo would just add damage to both sides. But, your team has 2 off tanks who do not do as much as a hard carry late game so you may want to ad carry. Really it comes down to specific champions here.
During team fights you'll want to be suing your auto attacks as much as possible if you can, be using blinding dart on key targets and kiting.
To be able to auto attack you may want to try and utilize your passive. If not you should at least try not to chase and stay behind your tank. Teemo is very strong but like all carries that are ranged very squishy. This is added to the fact that you have no actual escape spells. Try not to be attacking the tank but do not risk your life just to kill one person. If you dive for a carry in a team fight you're usually killed before they die and do way less damage than if you were to focus their melee bruisers attack your team.
Being able to use blinding dart is critical for team fights. This go the same for shrooms but I described how to use them some what in their own Tips and Tricks sections basically just don't suicide bomb. If they have a fed champ then you should try blinding them or if they have anyone doing a lot of damage in auto attacks in general try to blind them. If neither of these are occurring feel free to use it for damage. The true trick to using blind dart is to use it not to early but not to late. If you blind them and they don't attack until its over then you pretty much wasted its damage negating ability.
Finally there is kiting another thing that separates noobs from pros. Most people are average a kiting which helps a lot. You have a spell that gives you passive move speed meaning that you should be slightly faster than everyone. USE THIS TO YOUR ADVANTAGE. Kiting results in you doing more damage than you take. Which means that you die a lot slower which causes you to do more damage overall. Simply run away and auto every now and again can bait the enemy into your team or they will realize and then you can follow them a very long distance because they have chased you onto your side of the map. Just note if you can't kite them effectively you probably could to better standing up and fighting. Though being Teemo they stand over you better. Oh god Veigar heard that joke RUN!
Teemo is an already good champion but does not suit one in particular role with this build. So if you need something dedicated towards a role like AD carry because you have to much magic Teemo will not fill that role strongly with this build. He is though great at adding great damaging to all roles if you already have a good composition already. So all in all he is a pick when needed champ.
You may notice there is not one singled out chapter for laning. Teemo is great at adapting so I do not know how to describe his laning phase. The play style of your enemy. lane and enemy champ all change how your should play. Although if you competent you should easily understand what to do. The only real thing to note is that your E does DoT after the initial hit so do not get cocky and think you are gonna easily burst an enemy champ. You are strong but need more than 1 second to do all your damage.
If any of you have suggestion for ideas to make the last couple of chapters less wall of text like please post would love the help this is my first true guide with the Searz format.
Updating with highlights to make it less a wall of text.
Fixed some common spelling errors and learned that it is Teemo with 2 e's not 2 m's (Temmo)
*How I never noticed for the past year is beyond me!*
Made some changes because of recent patches. Also figured out what my mastery build to recommend and is my favorite on Teemo.