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Runes:
Sorcery
Resolve
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Items
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
Threats & Synergies
Threats
Synergies
Extreme
Major
Even
Minor
Tiny
Show All
None
Low
Ok
Strong
Ideal
Extreme Threats
Ideal Synergies
Yasuo
You can't blind his Q poke and he can use his windwall effectively to block Q/Auto attacks. His passive shield also negates poke.
Synergies
Ideal
Strong
Ok
Low
None
Introduction
Teemo is an incredibly fun champion to play and has a hidden passive of tilting the enemy team. There are MANY builds Teemo can go - you just have to find the right one that fits your play style. In this guide I will be focusing on full AP/On hit, which will require you to poke and be a split push maniac.
- Can proc multiple times with a single auto attack because of your Toxic Shot.
- You do a lot of poking with your Blinding Dart with this build. This helps you build up your mana pool.
- Pairs well with your Move Quick
- the longer the game goes the stronger you get
- Makes the enemy do less damage if they decide to do a full engage on you.
- Heals back some of the health from the damage you took.
Remember - your shrooms don't automatically detonate if you throw one down right before an enemy walks on it. It takes one second before the trap is armed. If you're getting engaged on, put the shroom slightly behind you where you plan to run - by the time you get to it - that will be enough time for it to detonate if the enemy continues to run over it.
Shrooming in lane:
When pushing your lane, provide yourself a layer of extra defense in case the enemy starts to engage on you. Do this by putting shrooms behind you and out of the way of the minion wave.
The fantastic thing about Teemo's shrooms, outside of the massive damage you will deal with this build, is that they act as wards.
When you have your lane pushed in, take the opportunity to go deeper out of lane and put shrooms in the river and enemy jungle. Start by putting shrooms just outside of your lane and slowly build an outer perimeter to elsewhere on the map. If you find the enemy jungler is invading your jungle often - put shrooms around your jungle entrances to help your jungler out.
Shrooming in lane:
When pushing your lane, provide yourself a layer of extra defense in case the enemy starts to engage on you. Do this by putting shrooms behind you and out of the way of the minion wave.
The fantastic thing about Teemo's shrooms, outside of the massive damage you will deal with this build, is that they act as wards.
When you have your lane pushed in, take the opportunity to go deeper out of lane and put shrooms in the river and enemy jungle. Start by putting shrooms just outside of your lane and slowly build an outer perimeter to elsewhere on the map. If you find the enemy jungler is invading your jungle often - put shrooms around your jungle entrances to help your jungler out.
Q is AA reset.
Utilize top lane bush. You'll be taking a lot of minion aggro throughout the laning process with your poke. Make sure to pop into the top lane bush after attack the enemy to drop the minion aggro.
Be aware of objective timers. Set up shrooms prior to starting objectives.
The introduction of Vision Plants was a huge nerf to Teemo. When you're going into the enemy jungle to plant shrooms, always make sure to get rid of the enemy vision plant so they can't use it to spot your shrooms.
Don't Panic! When getting collapsed on it's instinct to run towards the safety of your turrets. Remember Teemo's passive and use it wisely.
In teamfights prioritize the one who does the most damage with auto attacks. Normally this is the ADC but isn't ALWAYS the case.
Your shrooms don't stack! The slow and DoT don't stack.
Utilize top lane bush. You'll be taking a lot of minion aggro throughout the laning process with your poke. Make sure to pop into the top lane bush after attack the enemy to drop the minion aggro.
Be aware of objective timers. Set up shrooms prior to starting objectives.
The introduction of Vision Plants was a huge nerf to Teemo. When you're going into the enemy jungle to plant shrooms, always make sure to get rid of the enemy vision plant so they can't use it to spot your shrooms.
Don't Panic! When getting collapsed on it's instinct to run towards the safety of your turrets. Remember Teemo's passive and use it wisely.
In teamfights prioritize the one who does the most damage with auto attacks. Normally this is the ADC but isn't ALWAYS the case.
Your shrooms don't stack! The slow and DoT don't stack.
Pre 6 Laning Phase:
- Start with your E to help secure last hits and poke the enemy laner.
- Utilize the top lane bushes to drop minion aggro when poking the enemy.
- Blind the enemy laner when they go in for last hits.
-
Utilize top lane bush while poking to drop minion aggros.
At level 6 place shrooms to stop ganks before setting up to fight top lane.
When pushed to turret poke while melees go in for last hits. careful of drawing aggro from turret - your poison stays on a while
- Start with your E to help secure last hits and poke the enemy laner.
- Utilize the top lane bushes to drop minion aggro when poking the enemy.
- Blind the enemy laner when they go in for last hits.
-
Utilize top lane bush while poking to drop minion aggros.
At level 6 place shrooms to stop ganks before setting up to fight top lane.
When pushed to turret poke while melees go in for last hits. careful of drawing aggro from turret - your poison stays on a while
Guerrilla Warfare Passive - If Teemo stands still and takes no actions for a short duration, he becomes Invisible indefinitely. If he's in brush, Teemo can enter and maintain his Invisibility while moving. After leaving Invisibility, Teemo gains the Element of Surprise, increasing his Attack Speed for 3 seconds.
Blinding Dart Q Ability - Obscures an enemy's vision with a powerful venom, dealing damage to the target unit and blinding it for the duration.
Deals 80/125/170/215/260 (+80% Ability Power) magic damage and blinds the target for 1.5/1.75/2/2.25/2.5 seconds.
Move Quick W Ability - Teemo scampers around, passively increasing his Movement Speed until he is struck by an enemy champion or turret. Teemo can sprint to gain bonus Movement Speed that isn't stopped by being struck for a short time.
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.
Toxic Shot E Ability- Each of Teemo's attacks will poison the target, dealing damage on impact and each second after for 4 seconds.
Teemo's basic attacks poison their target, dealing 10/20/30/40/50 (+30% Ability Power) magical damage upon impact and 6/12/18/24/30 (+10% Ability Power) magical damage each second for 4 seconds.
Noxious Trap R Ability- Teemo throws an explosive poisonous trap using one of the mushrooms stored in his pack. If an enemy steps on the trap, it will release a poisonous cloud, slowing enemies and damaging them over time. If Teemo throws a mushroom onto another mushroom it will bounce, gaining additional range.
Tosses a stored mushroom as a trap that detonates if an enemy steps on it, spreading poison to nearby enemies that slows Movement Speed by 30/40/50%, reveals them and deals 200/325/450 (+50% Ability Power) magic damage over 4 seconds. Traps last 5 minutes and take 1 second to arm and stealth. If a thrown trap lands on another trap, it will bounce up to 3/4/5 Teemos further before planting. Teemo forages for a mushroom every 30/25/20 seconds, but he is only big enough to carry 3 at once.
Blinding Dart Q Ability - Obscures an enemy's vision with a powerful venom, dealing damage to the target unit and blinding it for the duration.
Deals 80/125/170/215/260 (+80% Ability Power) magic damage and blinds the target for 1.5/1.75/2/2.25/2.5 seconds.
Move Quick W Ability - Teemo scampers around, passively increasing his Movement Speed until he is struck by an enemy champion or turret. Teemo can sprint to gain bonus Movement Speed that isn't stopped by being struck for a short time.
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.
Toxic Shot E Ability- Each of Teemo's attacks will poison the target, dealing damage on impact and each second after for 4 seconds.
Teemo's basic attacks poison their target, dealing 10/20/30/40/50 (+30% Ability Power) magical damage upon impact and 6/12/18/24/30 (+10% Ability Power) magical damage each second for 4 seconds.
Noxious Trap R Ability- Teemo throws an explosive poisonous trap using one of the mushrooms stored in his pack. If an enemy steps on the trap, it will release a poisonous cloud, slowing enemies and damaging them over time. If Teemo throws a mushroom onto another mushroom it will bounce, gaining additional range.
Tosses a stored mushroom as a trap that detonates if an enemy steps on it, spreading poison to nearby enemies that slows Movement Speed by 30/40/50%, reveals them and deals 200/325/450 (+50% Ability Power) magic damage over 4 seconds. Traps last 5 minutes and take 1 second to arm and stealth. If a thrown trap lands on another trap, it will bounce up to 3/4/5 Teemos further before planting. Teemo forages for a mushroom every 30/25/20 seconds, but he is only big enough to carry 3 at once.
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