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Teemo Build Guide by Graydenn

Top ➥ The Scout's Code【Patch 7.24 Teemo Guide】

Top ➥ The Scout's Code【Patch 7.24 Teemo Guide】

Updated on December 26, 2017
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League of Legends Build Guide Author Graydenn Build Guide By Graydenn 32,805 Views 8 Comments
32,805 Views 8 Comments League of Legends Build Guide Author Graydenn Teemo Build Guide By Graydenn Updated on December 26, 2017
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Runes:

Sorcery
Summon Aery
The Ultimate Hat
Celerity
Scorch

Precision
Triumph
Coup de Grace

Spells:

LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
Synergies
Ideal Strong Ok Low None

If you think my guide is missing anything, drop a comment. I always read comments and I try to reply to every single one. Enjoy!





Hello, my name is Graydenn. Welcome to my quick little guide on everyone's favorite yordle. I'm a Teemo main and I've been playing him for a good while. Contrary to popular belief, he is not only played by evil people and is, in fact, extremely fun to play.

This guide will cover Teemo in general, what runes and spells you should use when playing Teemo, his abilities, and a couple other tips and tricks I can give you guys.

Big thanks to everyone who contributed to this guide. It was the my main inspiration to make a guide in the first place, and really helped me with basic coding.

Well, who is Teemo? Teemo is a ranged champion mainly dealing damage in the form of poison, somewhat like Twitch, but more powerful. I tend to play him aggressively but not enough to risk my life for a kill, as he can be very squishy early in the game. He has a very large range on his basic attack as well as Blinding Dart which makes him useful for laning against melee champions as all you have to do is sit in the middle of the creeps and Blinding Dart your opponent every time they come close. It works because Blinding Dart blinds melee champions, causing them to miss their basic attacks while effectively denying them CS. Teemo is extremely fun to play and has never really gotten boring for me. If you end up getting bored of him, you can just start playing him as a jungler, a mid, an ADC, or a support. Anyways, onto the guide!







Teemo gains invisibility if he stands still for over 1.5 seconds without acting or being acted upon. If he is in brush, he does not lose stealth even when moving. When Teemo breaks stealth, he gains attack speed for a bit. For me, this is really fun to use in the laning phase where you hide in the brush and wait until the opponent pushes so far you can come out behind them and grab a free kill.

Teemo shoots a dart at the enemy, which blinds them for a short duration. Blinding Dart is useful in every stage of the game. The best part about Blinding Dart is that it blinds the enemy. When an enemy is blinded, they miss all of their basic attacks for a short duration. This works well for early kills in the laning phase.

Teemo doubles his movement speed for three seconds. Teemo will also passively gain movement speed if not damaged by turrets or enemy champions for five seconds. I mainly use this to run to or from a team fight or an enemy.

Teemo's basic attacks deal bonus magic damage and poison his target. Poisoned targets suffer magic damage for a total of four seconds. If Teemo attacks them again, however, the poison refreshes and starts anew.

Teemo throws a mushroom trap on the ground, these traps last for five minutes and stealth after one second. If an enemy steps on the trap, it detonates, poisoning and slowing all nearby enemies and dealing magic damage to them over time for four seconds. Check out the Noxious Trap guide in a later section of the build for more information on these.









From the Sorcery path:
Take Summon Aery for the extra damage and shield on allies. Aery deals 20-60 adaptive damage based on level and shields allies for 30-80 again based on level. Aery lingers on the target for a total of two seconds, then returns back to you.

Take The Ultimate Hat to place down shrooms as quickly as possible to cover as many spots as you can. It reduces the cooldown on your ultimate by an initial 5% but is increased by 2% each time the ultimate is used.

Take Celerity for the extra MS and AP from bonus MS. Celerity gives 4% bonus movement speed. Additionally, you gain bonus adaptive damage equal to your bonus movement speed.

Take Scorch for a makeshift ignite with a lower cooldown. It sets champions on fire for 30-60 (based on level) bonus magic damage after one second.


From the Precision path:
Take Triumph for the extra health and gold for champion takedowns. You have to get your items as soon as possible! Champion takedowns restore 15% of your missing health and grant a bonus 25 gold.

Take Coup de Grace to secure the kill on enemies with high mobility before they have a chance to get away. Deals 10% bonus damage to enemies under 40% health and gives you bonus adaptive damage after a champion takedown.








Flash: Generally used in every build for almost every champion. Flash is used mainly to run or escape enemies in pursuits or to dash quickly through walls. With Teemo, I usually use flash to run away from enemies or pursue enemies in order to grab the kill.

Ignite: In my opinion, this spell is usually a viable option to pack on Teemo. If an enemy is going to get away with just a bit of health, ignite them just for that little extra bit of damage to finish them off. A great tool to secure more kills with Teemo.

Teleport: This spell is only useful if your lane opponent is going to be pressuring you into getting back to lane quickly or for late game if you need to get to something like baron nashor quickly. If you're against an easier opponent, use Ignite!







This is the chapter where I justify my item choices and prove to you I'm not as insane as Shaco, at least I hope.

I go with Sorcerer's Shoes because of the insane magic penetration along with the free movement speed to help you get around the map quicker.

I go with Lich Bane because of the great ability power, the cooldown reduction which helps with getting Noxious Traps and Blinding Darts out faster, the extra mana because I find I run out of mana sometimes on Teemo, and the extra movement speed just because.

I go with Liandry's Torment because of the insane ability power bonus and the extra health which helps late-game. It also gives magic penetration which when stacked with Sorcerer's Shoes gives insane magic penetration. It's passive is extremely useful when attacking enemy champions as it does loads of damage to anyone you hid for around three seconds.

I go with Nashor's Tooth for the insanely high attack speed which I can't really live without on Teemo. It also gives us a bunch of ability power and cool-down reduction. The passive stacked with Liandry's Torment deals a ton of extra magic damage with each hit.

I go with Void Staff because of the extra ability power and the insane passive which allows you to have even more "magic penetration" in the form of completely bypassing 40% of the opponent's magic resist.

I go with Rabadon's Deathcap for the insane amount of ability power along with it's passive which increases our ability power by another good amount. This is the final item because it nearly doubles our ability power once the passive activates and ensures we can do enough damage to shred late-game tanks.







I know everyone says Teemo is awful in team fights, but a lot of the time that simply isn't true. With a full build, he can shred tanks and make sure they can't get away with his poison and quick movement speed. Still though, early game you're best off staying back until your team can stun or otherwise impair the enemy team in some way. When that happens, go in and attack like you mean it. You could also try and flank the enemies to cut off escape routes and deal extra damage. Late game however, with a good build you can usually join the fray and shred enemies one by one with your team.

Keep in mind that Blinding Dart is your best friend in team fights. Late game it can do up to half or three quarters of a health bar with just one shot and has a low cooldown. I personally use it to secure kills on running champions more than in team fights.

Noxious Trap is also very useful in team fights for the extra damage over time along with the slow and extra vision of enemies. If your team is running from the enemy team, cover the path with Noxious Traps and watch them get shredded. Noxious Trap quickly turns team fights in your favor.

There's another option but it's a bit risky if your team needs you to be at the fight to win. You can hide in bushes along the enemies escape route, and grab the free kills on fleeing enemies with low health.








Shroom placement is very important, especially in the jungle. If you look at this picture taken from Sovereign Kitten's guide you'll get a pretty good idea of where to place them.



Basically, pretty much anywhere is a good spot for a shroom. In a bush, in the gaps between bushes, any intersections, entrances to the jungle, possible gank paths, and even points where you think the enemy champions might walk either to get around or for an escape route.






Thanks for reading my Teemo guide! I hope you learned something. If you have anything to say about the guide or any questions to ask me just drop a comment!

Good luck out there summoners!
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