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Teemo Build Guide by PonyBoy93

Ward-Teemo the All Seeing Yordle

Ward-Teemo the All Seeing Yordle

Updated on April 14, 2012
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League of Legends Build Guide Author PonyBoy93 Build Guide By PonyBoy93 4 5 7,899 Views 10 Comments
4 5 7,899 Views 10 Comments League of Legends Build Guide Author PonyBoy93 Teemo Build Guide By PonyBoy93 Updated on April 14, 2012
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Introduction

Teemo have made his way to many people’s hearts as the furry cute yordle he is. I personally love Teemo and I have tried several ways to play Teemo and I have found that this build best suits my playstyle. I hope this guide will help you out in the fields of justice!
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Why is Ward-Teemo viable?

Many of you might play Teemo as a AD-oriented DPS, AP or some kind of hybrid. Me, I play Teemo as a Ward. Why?
Well, both his Passive and R scales off Warding and your W allows fast repositioning. Also as a champion Teemo’s sight radius is far greater than that of a ward.
Having Teemo as a ward provides a bulky all free improved mobile ward throughout the entire game. This does not only save tons of gold for your team but also give one of your lanes additional experience.
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Pros / Cons

Pros:
Easy to play.
A keyboard is not required.
Free ward for your team throughout the entire game.
Superfun to play.
Not very item depended.
Going AFK will hardly be noticed.
Takes pressure off your support or even replaces him/her.
Extra experience for your team.
Suits people that doesn’t like violence.
Still better than Evelynn.

Cons:
Vulnerable during repositioning.
Will fall behind in gold and experience (not that you will need it).
Your will have little to contribute with in teamfights.
Gives more gold to the enemy than other wards when destroyed.
Oracles will hurt.
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Runes

Runes depend very much at what you intend to do. Most runes are optional since Ward-Teemo isn’t very rune depended. If you’re aiming for a tankier build then grab defensive runes, pick movement speed quintessences for mobility, cooldown reduction for more Noxious Trap (same goes with mana regen) or gold per 10 if you intend to actually buy something.
Here are some suggestions:

Quintessences:
Movementspeed.
Cooldown Reduction.
Gold per 10.
Any defensive depending on enemy team.

Marks:
Cooldown Reduction.
Mana regen.
Any defensive depending on enemy team.

Seals:
Gold per 10.
Cooldown Reduction.
Mana regen.
Any defensive depending on enemy team.

Glyphs:
Cooldown Reduction.
Mana regen.
Any defensive depending on enemy team.

I usually pick Movementspeed Quintessences, Gold per 10 seals, Flat Armor marks and Flat Magic Resist Glyphs.
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Masteries

I go for a 0-9-21 build focusing on gold and experience masteries in Utility as well as movement speed and improved wards (note this does not improve your sight radius even tho you’re a ward). I might pick up Summoner’s Resolve in defense if I’m running smite (se below).
If I am aiming towards a more tanky meatshield build or is aiming for maximum mobility then I will instead run a 0-21-9 build or even a 0-15-15 build. Focusing on movementspeed as well as stats that makes me tankier and/or utility stats such as gold per 10.
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Summoner Spells

For summoner abilities I recommend running Teleport and Revive. A ward that revives and replaces itself is just to good to pass down.
But still there are options.

Revive:
Great to get back to support your team after caught.

Teleport:
Instantly brings you back to your desired location (ward or mushroom etc) after dying or shopping. Also a great escape tool if used strategiously.

Ghost or Flash:
Provides you with great mobility and escape mechanisms when you need it. However you do already have a ghostlike ability and flash have seen some nerfs in cooldown and range recently.

Smite:
I know what you think. A ward can’t jungle! No, it can’t and it won’t but if positioned close to Lizard, Golem, Dragon or even Baron then you can steal it and then waddle away with your W, also casting smite now and then provied some extra gold and experience.

Clairvoyance:
Overall useful spell, if none in your team have this ability feel free to take it. Useful to scout and make your repositioning safer. And best of all, it does not break your stealth!

Ignite:
Some extra truedamage if you need it. But the finesse with this spell is that it does not break your stealth! You can cast it on enemies passing your position, however be careful not to give away your location. You are now the only ward in the game that can burn your enemies.
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Skills with Comments

Passive - Camouflage
If Teemo stand still and takes no actions for 3 seconds, he becomes stealthed indefinitely. After leaving stealth, Teemo gains the Element of Suprise, increasing his attack speed by 40% by 3 seconds.

This is the very core of your existence, this is what allows you to stand still as long as you want as a never expiring ward. Really awesome passive! It does also add some attack speed if canceled but nothing significant.


Q – Blinding Dart
Obscures an enemy's vision with a powerful venom, dealing damage to the target unit and causing all attacks to miss for the duration.

Fun to use on Lee Sin since he is blind and that blinding a blind person should be uneffective which it is not. However doing this just because it is fun as this text implies is as useless as this information you are now recieving. Otherwise, okey ability. Good to shut down enemy AD-carries.


W – Move Quick
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.

Awesome ability, allows you to move around quickly as you position yourself on the map. Great escape tool as well.


E – Toxic Shot
Each of Teemo's attacks will poison the target, dealing damage on impact and each second after for 4 seconds.

Useless.


R – Noxious Trap
Teemo places 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.

You could not have asked for a better ultimate. This ultimate creates mini-wards or mini-mes.
This allows you to effectively ward the map with long lasting wards that does damage and slow enemies that pass over them (destroys your ultimate in the process). This ultimate will most likely give you some extra gold and experience from champion kills and/or assists.
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Items

As a ward you´re not very item depended. However running defensive items will make you an effecive meatshield to either run around and eat damage or to strategiously place yourself so that you will take otherwise lethal skillshots for your team. Stacking movementspeed will improve you mobility and cooldown reduction along with mana or mana regen will significantly improve your Noxious Trap. Gold per 10 items will make up for your useless gold income. Aura items will help your allies and you will get a supportlike role in fights, possibly as a stealthed aura carrier.

If you run 0-9-21 or 0-15-15 start with: Boots and 2 Wards
If you run 0-21-9 start with: Boots and 1 Ward
Alternative (rush gold per 10): Regrowth Pendant and 1 Ward
Ruby Crystal

Defensive:
Force of Nature – Movement speed, Healthregen and Magic Resistance. Great Item if facing heavy AP.

Banshee’s Vail – Useful stats, awesome passive which allows you to take dangerous skillshots.

Raudin’s Omen – Cooldown Reduction (small), Armor, HP, HP regen, wonderful passive and activate that can save yourself or teammates.

Frozen Heart – Cooldown Reduction, Mana, Armor and a nice passive. Good versus AD.

Sunfire Cape – HP and Armor aswell as a nice passive that allows you to constantly damage nearby enemies, even in stealth! However be careful not to give away your position while wearing this item.

Aura Items:
Aegis of the Legion – If your tank or support does not take this item, then please do. Very cost effective and overall awesome item (AD, Armor and Magic Resistance as aura, HP for you aswell) .

Zeke’s Herald – Good to support your AD oriented champions in addition to give you some nice HP and cooldown reduction.

Soul Shroud – Awesome item for you! Nice HP boost, Mana regen (aura) and cooldown reduction (aura).

Locket of the Iron Solari – Good item. Provides armor, Health and HP regen (aura) aswell as a nice shield use.

Other:
Boots – Boots of Mobility

Gold per 10 – Philosopher’s Stone and Heart of Gold

Chalice of Harmony – This cheap item will take care of your mana problems aswell as adding some magic resistance.

Shurelya’s Reverie – One of the best items for you! HP, HP regen, Mana regen, cooldown reduction and an awesome activate that can help your team or allow you to run across the map faster.

Consumable:
Sight Wards – Ah, your silent colleagues. As Ward-Teemo you will help your team by placing wards. Make sure that you have them when your team needs them. Also if needed (against stealthed champions or other wards) use Vision Wards.

Oracles – A counter-warding ward? OP. Use if your enemy team is warding heavily or have a roaming twitch or evelynn. Be careful with your gold tho. You will lose this buff upon death.

Drink all the elixirs if you manage to fill your built. But make sure you keep atleast one slot open for wards.
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Playstyle

As Ward-Teemo you will want to support your team with auras and vision. You’re mainly a support, you could also take a more tanky role or a counterjungle role. The glory of this guide allows you to do a little of each.
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Early Game

If your team have a jungler:
Clairvoyance the enemy platform if you have clairvoyance (this will show you their items and with that perhaps strategies). Then you will want to be defensive and protect your jungler by positioning yourself where needed. Use your second clairvoyance to check the enemy Golem (or other camp depending on enemy jungler) if the enemy team does not have a jungler then use your clairvoyance to scout for attacks. Now this is also your moment of glory, if you’re 100% certain that the enemy is not planning an attack (they have been spotted defending or in lane) then offer yourself to firsthit for the jungler. You’re the only ward in the game capable of doing this and you should take advantage of it since it will make sure that the usual firsthitter doesn’t miss anything in lane.
After this you will either want to defend your jungler or counterjungle the enemy jungler by positioning yourself close to Lizard for example and attempt a steal/kill, try to work together with your jungler.

If your team does not have a jungler:
Start to clairvoyance the enemy platform if you have clairvoyance. Then try to scout for the enemy jungler and counterjungle him. If the enemy team does not have a jungler then well, the jungle is yours! Jungle if you want, gank, counter roamers, act ward or even lane.
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Mid Game

Dragon is now a main target and teamfights will start to take place near it. Another thing that should take place there is you. Stand at dragon, attempt steals and keep on making the enemy jungler’s life a hell. Make good use of your Noxious Trap and Wards.
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Late Game

Now you will most likely have some items and you will have a supportlike role in teamfights. Disable the enemy carry with your Blinding Dart. Support with your presence and stay close to the dragon and/or Baron (who is now a possible target). Make good use of your Noxious Trap and Wards.
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Strategies

The key to success while playing Ward-Teemo is “S” by default (stop action and hold position). Use it wisely so that you won’t break your stealth and attack nearby enemies.
A neat strategy you can use as Ward-Teemo is to pick smite and position yourself close to important objecives such as the Dragon and attempt a steal. This works well if positioned correctly, however be careful with enemy oracles.
As a ward you will have a lot of free-time. Do not spend this time doing nothing! Keep your eyes open! Having one person constanly scanning the mini-map will make sure that your team won’t miss a thing that is going on. Also, you´re playing against human beings, use this to your advantage! This is where it gets fun. Spend all your time standing still to constantly troll and be a real douche to your enemies. If they make something wrong then make them regret it, remind them all the time! Make them suffer! A good tip is to prepare a list of “Yo mama” jokes that you can throw at your enemies. If this doesn’t make them rage-quit which it actually often do (gives you a huge advantage) then it might get your team easy kills as the enemy tries to reply to your attacks while in lane.
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