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Recommended Items
Spells:
Flash
Ignite
Items
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
Introduction
Since this is my first Guide, I happily receive any suggestions from you guys
+ When E activated, one of the best farmers of the League
+ The blind can suprise enememies and turn the tides of battle
+ Excellent escapes (Shrooms, Move Quick)
+ Free Wards
+ Risk free kills. The poison can finish off an opponent while already escaping
Cons
- Extremely Squishy for a top champ. The runes and masteries cover up a little. But the fact remains that Teemo is squishy. Especially early game
- General Taunt
- Outranged by most ranged champions
- Can be countered by


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
I found out that the passive can be used for both aggresive as defensive means. At the start of the game, I often rush to the middle of the lane and wait till minions arrive. The enemy toplaner won't see u comming and u can land a free Q and basic attack..

Obscures an enemy's vision with a powerful venom, dealing damage to the target unit and causing all attacks to miss for the duration. Deals 80/125/170/215/260 (+0.8 AP) magic damage and causes the target to miss all of their attacks for 1.5/1.75/2/2.25/2.5seconds
Together with his E this is where the damage is gonna come from. Starting with 50 AP damage can scale up tot 120 HP at the start. Late game this one is like a little mini nuke. The reason I chose this one over his Toxic Shot is the range of the Q which is longer than his basic attack. This makes it more easy to poke and don't receive any damage yourself. The blind also comes in handy when facing enemy adc's and melee heavy champs that rely on basic attacks

Passive: Teemo's Movement Speed is increased by 10/14/18/22/26% unless he has been damaged by an enemy champion or turret in the last 5 seconds. Active: Teemo sprints, gaining twice his normal bonus for 3 seconds. This bonus is not lost when struck
This ability is what makes Teemo so annoying to most players. The movement speed bonus makes it really hard for enemy toplaners to respond to your harrasment. It also makes u dodge moves that give the enemy champ movement speed like Garen. Move Quick can also be used to catch up with champs that used the summoner spells flash and Ghost.

Teemo's basic attacks poison their target, dealing 10/20/30/40/50 (+0.3 AP) magical damage upon impact and 6/12/18/24/30 (+0.10 AP) magical damage each second for 4 seconds.
This is wat makes Teemo a really epic farmer. The damage is incredible and makes pokes even hurt harder. The poison also can secure kills after u already got out of combat. Combined with Ignite this can even kill champs with heavy Health Regeneration and Shields. The only disappointment is that the DoT does not stack.

Uses a stored mushroom to place a trap that detonates if an enemy steps on it, spreading poison to nearby enemies that slows movement speed by 30/40/50% and deals 200/325/450 (+0.8 AP) magic damage over 4 seconds. Traps last 10 minutes, Teemo can store a maximum of 3 traps on his at once.
Teemo's ultimate ability. These traps also known as Shrooms can really turn the tide of battle. Early game these shrooms are like free wards and when placed cleverly it prevents u from being ganked by the enemy jungler. Late game when Liandra's Torment is acquired these shrooms can devestate the entire enemy team.
Runes





Most of the time in top lane u face yourself with heavy AD bruisers like






This combined with



I chose these over scaling glyphs because I think Teemo is best in gaining a early game advantage. Together with the Masteries, Quints and


Most builds suggest [greater quintessence of movement speed] but I found that



For experienced players: the following combination is really nice to score a first blood:
When the enemy player is around 30% health. Jump in with Flash, followed by your Q, 1 basic attack and Ignite. Experienced players can do this in around 1 sec and won't leave any space for the enemy player left to react.
Starting with a



When both potions are used you should have at least gotten 1 kill and be around 1200 gold. Since we rush





At the next back the enemy toplaner should see that most of your damage comes from AP sources. They probably buy



Mid Game Items:




Late Game


The passive of






This is not going to be much fun. His




Don't try trading with him. You will lose 90% of the trades. Try to farm at a save distance and hope for some ganks

This matchup can go either ways. It all depends on how skilled u are in dodging his shots and who gets the first blood. The range on




A bit of the same as Jayce. The only thing u need to do is dodge his skill shots. His


Just play safe and try to harass him as much as possible
Easy Lanes

This should be an easy win. Your





Garen's evil twin. The only thing u need to be afraid of is his




This lane should be walk over in your favor. Tryndamere relies heavily on getting critical strikes with his basic attacks, which is easy to counter with



Laning Phase

1. I always start with a shroom at the far end of the bush. Why? Because it gives u more time to respond when the enemy jungler hits it. When placing the shroom at the beginning of the bush you have less to react and he already is in your lane.
2. When things are going well and u already farm like a boss u should be getting a lane advantage. Shrooms in these spost can block the enemy jungler from ganking and provide u with a free escape.
3. After a few times the jungler will know the entire river is flooded with your shrooms and will try to gank u from his own jungle. A good shroom can not only provide u with early detection but also isolate the toplaner from the jungle and secure kills
4. This is one really nasty place. After hitting your no. 1 place shroom the jungler will think its al over and try to still gank u most of the times. A well placed shroom in this spot can make him flee in terror or if nearby u can finish the job with a quick

Mid/late game

After the laning phase when u start more roaming around the map and teamfights occure more often, some key postitions need warding. Most of the time your support will take care of this. But with teemo u can provide some extra protecting and even scare the enemy team of.
- Baron should be warded after around 20 minutes. The picture shows 2 shrooms but 1 should be enough. We still have the little problem called cooldown
- The bush to the right. This is a high-traffic area and your shrooms will be hit for sure
- Entering the jungle. Assasin champs like


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