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Teemo Build Guide by Muffiinnn
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Ah Munna Eat Choo!
In this guide I will show you the best build that I have found for Teemo, and it is definitely different than most guides that I have seen for him. Do not discredit the guide though simply because it is different or because you see that I leave my health around 1769 at lvl 18. This build may require you to play Teemo somewhat different than you would regularly play him, but I can promise you it is completely worth it. Overall this build will have you chasing faster, hitting harder, and draining even the tankiest of foes. Quite literally I turn the "Swift Scout" into the "Hyper Carry"
Teemo is a legend among his yordle brothers and sisters in Bandle City. As far as yordles are concerned, there is something just slightly off about him. While Teemo enjoys the companionship of other yordles, he also insists on frequent solo missions in the ongoing defense of Bandle City. Despite his genuinely warm personality, something switches off inside Teemo's mind during combat so that the lives he must end while on patrol do not burden him. Even as a young recruit, the drill instructors and other trainees found it a little disconcerting that, while Teemo was normally charming and kind, he turned deadly serious and highly efficient the minute combat exercises began. Teemo's superiors quickly steered him toward the Scouts of the Mothership, which is one of Bandle City's most distinguished Special Forces unit alongside the Megling Commandos.
While most yordles do not handle solo scouting missions with a great deal of finesse, Teemo is remarkably efficient at them. His record of success in defending Bandle City from infiltrators easily makes him one of the most dangerous yordles alive, though you'd never know it by having a cup of honey mead with him at his favorite inn. Bandle City chose Teemo as their first champion for the League, and he has taken to it like a duck to water. His signature weapon - a blowgun - uses a rare ajunta poison he personally gathers from the jungles of ***ungu. To help cope with his lengthy periods of isolation, Teemo recently struck up a friendship with Tristana, a fellow League champion and fellow member of Bandle City's Special Forces. This connection is healthy for both yordles, though now Valoran's voracious media outlets circulate rumors that the friendship is turning into a romantic relationship. Regardless, Teemo is a crowd favorite in the League of Legends, and a pint-sized foe that many have come to fear.
"Teemo rides a thin line between chipper compatriot and unrepentant killer, but there's no one else I'd rather have as a friend." - Tristana
"Captain Teemo on duty."
"Hut two three four."
"I'll scout ahead!"
"On my way."
"That's gotta sting."
"Never underestimate the power of the Scout's code."
"Size doesn't mean everything."
Champion cost: 3150 ip -- 585 rp
Roles: Ranged, Carry(Not according to Riot), Pusher, Ganker
Amazing mushroom farm
Strong early game, fantastic mid game, and just gg late game
Good pushing abilities
Can shut down tanks
Strategic Mushrooms can change the pace of every team fight or 1v1
Mushrooms deal very good damage and slow
You get amazing skins, I get compliments EVERY game on my bunnie and astronaut Teemo =)
Quite squishy, but if you follow my guide you won't even notice
Oracles shut down your mushrooms, however this is very easily countered. If you see someone attacking your mushrooms, simply have your team focus them. One or 2 deaths later he wont bother wasting his 400 gold anymore.
Low health points
People like to focus the Teemo (Probably cause he is so cute)
Magic penetration is your friend. This is very important for making your damage deal nearly true damage.
9x Greater Seal of Alacrity
With 9 of these bad boys I can guarantee you 2.5 attack speed by the end of the game. (I get there nearly every game)
9x Greater Glyph of Warding
These are extremely important, especially early game. As a Teemo people expect you to be very squishy and will push you very hard in the first few minutes of the game. This will give you the survivability you need to get First Blood, and catch them offguard when you arent as squishy as they think you should be.
3x Greater Quintessence of Insight
Again, magic penetration makes your poison nearly true damage, and every one of your attacks deal poison.
You need to max your Toxic Shot (E) asap. Except for the first 3 levels in which you should get 1 of each of your skills, if you have the option to level it up, then you should. This is your bread and butter, and you will have people saying WHHHYYYY.
Your Blinding Dart (Q) is important but not for the damage, this is used for the blind that it gives, although late game it will help a lot with burst damage, and it has an increased range from your basic attack so its good for harrassing and chasing.
Your Move Quick (W) is also very important, which is why Teemo is so amazing, all of his skills work really well with him and can be used in many different situations. It's passive is great, and it's active even greater. I don't even know how many times I have escaped with less than 10HP simply because I an outrun nearly any foe. (Even giving Yi a run for his money when combined with blind.) Whenever you activate the ability you get double the passive bonusses for 3 seconds and they can not be lost upon attacks from enemies.
Your mushrooms (Noxious Trap)"R",are one of my favorite skills in the game. This skill is a complete game changer. It can turn the tides of any team fight, and stop gankers in their tracks. I can't even count the times on 2 hands that I have backed cause I was low HP and gotten a kill because of strategically placed mushrooms. (Whenever there is a teamfight I like to sneak behind the fight, lay a mushroom or 2, then sneak back through jungle to our side of the fight, when the other team gets pushed back or run away low HP, BOOM does the dynamite.) These are also amazing for running away, kiting enemies into your mushrooms is extremely effective way of getting away from a gank.
I always start with the vampiric scepter for 2 reasons. 1. I won't have to sell my beginner item later on in the game, I just use it to create my hextech. 2. Except for the health gain from doran's weapons, I dont notice them doing anything at all. The 12% lifesteal will keep you in lane much longer than the 100 health will.
The next item you will want is your boots. I always choose the Berzerkers for the attack speed early game. Attack speed + life steal = Good times. This is a lot of what this build is built around and a strong base is a great thing.
The next item I get is the Malady. This is an amazing items for many reasons, simply read the description! It gives 50 attack speed, 25 AP, AND it makes your PHYSICAL attacks do Magic damage AND reduces their magic resistance. This is another key item to make your poison do true nearly true damage. It decreases MR by 6, and can stack 4 times. Thats 24 MR that they are losing. And by now your attack speed should be around 1.5-1.7 which means you are already starting to see some major HP bar drainage.
This weapon... wow, it speaks for itself. It used to be one of my final late game weapons, mainly due to the price, but I have found it to be EXTREMELY effective mid game, against ANY opponent. the 60AD, 75AP is perfect for a bar dropping hybrid like Teemo. The 20 Life steal and 25 Spell vamp is just rediculous. People will ping you low and by the time their team gets to you your full again ready to fight. But wait as if all that wasn't enough, there's more! This weapon has an active that does a straight up 300 magic damage, slows, AND has a range of 700, 200 more than your basic attack. I would love to see someone try to get away after being hit by that nonsense. This is absolutely devastating early-mid game. combine this with your blind and add in poison. Its game over.
Next I go with Wit's End, which i think is a terribly underestimated item. Most Teemo's I go against I see build Nashor's Tooth and I just laugh to myself. This Item is full of extra on hit goodies. First off the 40 Attack speed should get your overall attack speed to around 2.1, which is spamtastic. 30 Magic resist along with your Runes, and masteries, and speed, make you nearly unkillable as long as you are not in the middle of a teamfight. (Stick tot he edges of teamfights and flash out and "W" if you get surrounded) As far as the on hit effects go this item makes all of your attacks do an additional 42 magic damage. This combined with the Malady means your BASIC PHYSICAL attacks do an ADDITIONAL 65 magic damage PER HIT. Remember you are hitting MORE THAN 2 TIMES PER SECOND. And just when you think that allthe goodies are done, it ALSO increases your magic resist by 5 per hit, which stacks 4 times. Thats 20 more MR! Again, as long as you stick to the edges of fights, you are nearly unkillable.
*After reviewing Comments on this weapon I decided to try out the Black Cleaver instead of Wits end, and was surprisingly happy with the results. The Black Cleaver will lower the defense of the opposing champion while Malady is lowering the Magic Resistance, a very good combo indeed. I'm not going to completely replace Wits end with the Black CLeaver due to it adding to the cost of an already expensive build, but I do suggest trying out the Black Cleaver instead if you think it to be a better alternative and are getting fed pretty well.
Now its time to add a little bit of damage to your already devastating attacks. This item is in preparation of your Rabadon, however this item can be switched out for a Void Staff if they are building a lot of Magic Resistance.
Next I get the recurve bow in preparation for your Madred's Bloodrazor, with its 40 Attack speed you should be around 2.3 - 2.4 attack speed. At this point you are already draining people so fast they will drop their keyboard and cry like Ammumu, the items you get after this are pretty much just a technicality, and very, very, mean.
Next it is time to finish up that Rabadon, which will make your poision eat away the flesh of your enemies right before your eyes. Depending on the enemy team, I may get Madred's Bloodrazors first here, if I want to eat tanks for dinner.
Last but DEFINITELY not least, the Bloodrazors, which add armor, 40 more attack speed and 30 damage. At this point your attack speed should be maxed out at 2.5. This item also has a great on-hit that deals 4% of the opponents HP in magic damage. This is your tank buster and can really be bought at any point during the build if you are facing a tanky team.
My items are really what separate me from most of the Teemo guides out there, because I achieve the max attack speed, and not only do that but end up with around 300+ AP and 150+ AD, as well as magic penetration. At this point you can take out turrets, baaron, champions, anything you want really. And if your team is on defense you can clear out an entire wave of minions and super minions in seconds. All around this item build will guarantee strong teamplay, as you can backdoor or teamfight with the best of them.
Teemo is surprisingly strong and very durable early game using this build. Get your poison first, which will net you last hits that you think you wont even get. It will also net you kills even after your opponenet has made it past his turret, no need to turret dive when your poison will suck the life out of them on its own. Level 2 grab your "Q" This is your harasser, this will keep your foe from dealing any damage to you, and even minions, stopping their farm. It also has a greater range that your regular basic attack so you can use it without getting close to your opponent. Once you harrass them enough to get their health around 50% you should be able to right click them to death, initiating with your blind. The great thing about blind is that it doesnt appear to stop them from attacking, so most of the time they will keep attacking you without doing any damage. Level 3 get your "W" now you can initiate with blind, start poisoning with your basic attack, and when they start running hit your "W" to keep up with them.
By mid game you no longer want to fight anyone alone, always have someone you are following closely behind. Preferable a tanky DPS or someone with CC. You never want to initiate team fights as you will be focused and killed pretty easily, which can frustrate you and cause you to play bad the rest of the game. Stay close behind your partner and let him initiate, when he does stay in the back and "Q" and poison the **** out of them watching their HP bar drop. If you get ganked simply flash out and hit "W" to get away easily. With your high attack speed you should get the majority of champion kills in teamfights, which is good, because a fed Teemo is a mean Teemo. Don't let your somewhat low AD scare you away from taking turrets, because with your high attack speed you can still do it, and do it well. Feel free to grab blue buff for the extra Mana regen, as your mushrooms will drain your AP pretty fast. Luckily you don't really need that much AP in fights because you will use your "Q" and then its mostly basic attacks. Practice your mushroom placement, because a well placed mushroom in brush or at the river entrances to mid, can be a game changer. Always remember to place mushrooms around baaron around lvl 16.
Your end game is exactly that, the end of the game for your foes. Teemo's end game is so strong, with his maxed out attack speed, very high movement speed, and high poison and contact damage, you are a force to be dealt with, and your opponenets will know it. Keep to the back of all teamfights still and never initiate. If you are ever walked up on in the jungle alone the best thing to do is to blind them and "W" out, adding in flash or ghost if necessary. Continue to place mushrooms everywhere you go, even in the middle of the maps, because minion farming is very important considering the high price of this build, but very achievable.
A fighting technique that I have found extremely effective is dropping a mushroom and stealthing in front of your turret, and when the opposing champion runs by (or through) you to take the turret you come out of stealth blinding them and poisoning. Well place mushrooms around the turret will keep them slowed and unable to escape netting you an easy kill + possibly turret aggro. This technique can be used at any point during the game. Even at lvl 1.