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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
Pros / Cons
Hidden Passive Global Taunt (You're

Get kills early because of unexpected build. Pick up any kills like Karthus because of poison + diving ability.
Late pushing with mushrooms + own AD.
Multi mushroom map control
Incredible escape if you've been diligent with your mushroom field - to quote Get me Teemo over here...with a blowgun, "you have to drop mushrooms like they're hot"
Decent damage, while also being really difficult to kill off.
You can be an Easter Bunny
Your enemies think you're trolling
Cons:
Really weak early pusher, and susceptible to getting pushed back to turret/losing out farm because he doesn't do enough damage.
Not good if you're used to damage teemo. He won't be able to output as much damage as you like, and you need to get used to taking the heat off team mates in battle/chase.
Not as good vs very tanky teams, as it's straight damage you're dealing (one of the only Teemo builds NOT using a

Your allies think you're trolling. Until you get first blood, and stay 2 for 1.
Word of note: I'm currently 950-1050 ELO, this build might not apply very well at higher ELOs. This is also my first guide.
I solo queue occasionally, and as last pick, you get some interesting choices. To counter
Irelia, I decided to pick
Teemo (a champ I had yet to play successfully with any 'classic' builds).
My higher skill friends have talked about tank Teemo top, but none were online, and there were no builds on mobafire - so I made up my own. Then somehow carried 13-5-14. I've played more games since then on normal, and played with the build.
Runes and masteries started as my Mordekaiser AP tank ones, but were changed once I realised how well the build works. There might be better combos, and suggestions/debating is welcomed in the comment section.
The strategy is to last hit, hit the enemy when they're going in for last hits, and put down shrooms when you have them. I'm planning to include a special mushroom section to this guide when I have the time, so stay tuned.
And without further ado
I solo queue occasionally, and as last pick, you get some interesting choices. To counter


My higher skill friends have talked about tank Teemo top, but none were online, and there were no builds on mobafire - so I made up my own. Then somehow carried 13-5-14. I've played more games since then on normal, and played with the build.
Runes and masteries started as my Mordekaiser AP tank ones, but were changed once I realised how well the build works. There might be better combos, and suggestions/debating is welcomed in the comment section.
The strategy is to last hit, hit the enemy when they're going in for last hits, and put down shrooms when you have them. I'm planning to include a special mushroom section to this guide when I have the time, so stay tuned.
And without further ado
I roll with the generic
Flash (over the wall escape)
Ignite (stack deadly DOTs with your poison)
However there are merits to other spells too.
Ghost: Stack your W
Move Quick with this for the real rammus-type "Oh holy ****, he's coming" factor.
Exhaust: more of a team spell, I expect it to work better than the phage, but not as well as
Singed's flip
Fling. Single target more anti carry
Randuin's Omen Active. available from the start of the game. Good against Trynd/Sion(ignite works too), and chasing early. Shutting down carry late.
Spells less viable:
Heal: you have 3.5K Hp, what do you expect to do with a surprise 300?
Teleport: as much damage as you do, you're not likely going to be needed anywhere in a rush if you've been keeping an eye on the map. Special strategies excluded.
Revive: you could argue this gives your team more of a chance if you're dying late game, to protect your nexus, but I haven't seen a valid use of revive outside 3v3 or SivHD videos. Still it might be worth a try if you get bruiserfed enough.
Cleanse: With your health, you'll either be chain CCed and won't be able to get away, or you'll be CCed once and they won't be able to kill you. This won't really help anyone. If you're really that worried, go for a
Quicksilver Sash
Absolutely godawful:
Surge: just no. You don't need any of that
Promote
Smite: you're no jungler, and there are better ways to steal
dragon/
baron
Clairvoyance: even supports don't roll with it these days. Use your
Noxious Trap instead to keep map overview
Clarity: As long as you don't spam Q
Blinding Dart in lane, you don't need any more mana or mana regen.


However there are merits to other spells too.






Spells less viable:





Absolutely godawful:









camouflage For a while I thought "I know teemo's passive, it's invisibility", right? Well, almost.
It's a two part passive, the second being easily missed/forgotten when starting up teemo, and means the difference between pathetic starting stats - and something you can actually work with.
Ok, 2 seconds isn't a very long time, but a bonus 40% attack speed is not something to laugh at, and is most likely what would inspire the use of
Wit's End and
Malady, maybe even
Black Cleaver or
Sanguine Blade, as you can get those stacks up fairly quickly, then just keep them there.
If you look at the statistics, you have to stand still for 2 seconds (without being hit) to gain 2 seconds of 40% attack speed. That means you go from 4 seconds of 100% attack speed to 2 seconds of 0% and 2 seconds of 140%. That's a net loss of 2 seconds of 60% attack speed. Or 1 second of 120% attack speed. Very bad efficiency.
However if you've nothing better to do in 2 seconds (last hitting), there's nothing stopping you just sitting there in s mode waiting to go invisible. Not very good against skillshot champs, but very good for farming and poking. It could mean the difference between getting farmed enough and winning lane, and being so outharassed, that you can't do anything at all.
In my opinion, it's one of the hardest things to master on Teemo.
The range of
Blinding Dart is 680, outranging
Teemo's auto attack at 500. This makes it very tempting to spam, but at 70 mana, it's just under a third of teemo's base mana. Making it expensive, and impossible to sustain.
However, it does
A: Blind the opponent. Making them miss last hits, or stopping them doing a lot of damage to you if they've closed the gap.
B: Apply on-hit effects. Such as the
Phage/
Frozen Mallet proc, making it easier to chase down targets.
C: Do damage. Meaning you can harass/trade with it.
D: Reset your attack animation. Allowing you to effectively get a triple hit off with an autoattack before and after the Q. Good for laning against
Gangplank or
Vladimir.
Max second, as the damage/usability is inferior to E.
It's the inferior get away/chase skill to the damage of your other skills, but it's a good idea to reserve enough mana for a quick escape. Keep in mind that w also gives you a passive move speed bonus until you're hit by an enemy champ or turret, making it similar to
Mobility Boots or
Strut.
Also, depending on how worried you are about their jungler, or if you need to chase (
Gangplank,
Volibear,
Darius), you can choose when to pick it up.
Take 3rd/4th, max last.
Teemo's base attack is one of the weakest in game (a tiny bit more powerful than
Karthus, and the same as
Tristana, without the range). This skill will automatically add some magic damage to your base attack, and apply a ticking poison to whatever you hit.
You really need this ability to make Teemo viable at all, otherwise last hitting is nigh on impossible.
It'll also help your harass early as you keep doing damage to enemy champs after they've walked away from you.
Pick up first, Max first.
R
Noxious Trap should be maxed as soon as you get it. Place them as soon as you can (I cannot reiterate that enough with Teemo!) It gives you massive map control, escape, kills from fountain, chase if they're unlucky... etc etc etc.
You can also use it for clearing particularly large minion waves, or picking up extra gold while out of lane, if positioned right.
Always take ult when available.
It's a two part passive, the second being easily missed/forgotten when starting up teemo, and means the difference between pathetic starting stats - and something you can actually work with.
Ok, 2 seconds isn't a very long time, but a bonus 40% attack speed is not something to laugh at, and is most likely what would inspire the use of




If you look at the statistics, you have to stand still for 2 seconds (without being hit) to gain 2 seconds of 40% attack speed. That means you go from 4 seconds of 100% attack speed to 2 seconds of 0% and 2 seconds of 140%. That's a net loss of 2 seconds of 60% attack speed. Or 1 second of 120% attack speed. Very bad efficiency.
However if you've nothing better to do in 2 seconds (last hitting), there's nothing stopping you just sitting there in s mode waiting to go invisible. Not very good against skillshot champs, but very good for farming and poking. It could mean the difference between getting farmed enough and winning lane, and being so outharassed, that you can't do anything at all.
In my opinion, it's one of the hardest things to master on Teemo.



However, it does
A: Blind the opponent. Making them miss last hits, or stopping them doing a lot of damage to you if they've closed the gap.
B: Apply on-hit effects. Such as the


C: Do damage. Meaning you can harass/trade with it.
D: Reset your attack animation. Allowing you to effectively get a triple hit off with an autoattack before and after the Q. Good for laning against


Max second, as the damage/usability is inferior to E.



Also, depending on how worried you are about their jungler, or if you need to chase (



Take 3rd/4th, max last.



You really need this ability to make Teemo viable at all, otherwise last hitting is nigh on impossible.
It'll also help your harass early as you keep doing damage to enemy champs after they've walked away from you.
Pick up first, Max first.


You can also use it for clearing particularly large minion waves, or picking up extra gold while out of lane, if positioned right.
Always take ult when available.
Core Build
WWFrAtMogs
This popular combo will give you a tonne of health, decent damage, and teemo's famously annoying slow/chase. Non bruisers beware.
Starting items
Usually I'll go for


If I've done really well, I'll generally go straight for a

If I'm not doing great, I might instead go for the

If it's going really badly, I might even ignore health and go


After that, the general goal is to rush the frozen mallet as it gives AD and HP, for the true bruiser you need to be.


Other items/resistances are situational (you might want to get 1


Otherwise, go for the


If you haven't bought

Boots:




Armour:



Be careful about using Randuin's active. The range stated is 500, the same as teemo's auto attack range, but the carry may run out before you hit them (teemo only starts running when he wants to shoot again and can't), and the spell distance might be calculated from the centre of the model rather than the edge, so you might not hit.

MRes:


Damage:




Other:


Honorable mentions:



We're not building AP, so don't go for:




Classic/Fratmogs Teemo:
This is my normal build on teemo top right now, and if I win lane, I can quite happily go 2 for 1 while being incredibly tanky.
HealthMo:

HealthMo was initially thought up as the "tank teemo", but against most top champions, you don't need the health that quickly. It has since been relegated to it's own subcategory.
PokéMo:
AA - Q - AA, oh, there goes half his health.
After taking on a



Since the


UnexpectedMo:
What's that enemy mid/bot? You didn't want a Teemo in your lane? Too bad, have one anyway.
Synergising well with a full teleport team, or a normal meta, you can use


With the damage you pack along with full health, it should be worth it if you get fed.
As Teemo, you're actually better off on Purple team.
I know, I know, "I'm Top lane, it's easier for the jungler to come in behind me". Yes. That's true. Unless you've been diligent with your shrooms/wards.
As Purple team, you can actually place your ward further away, and still see the jungler (unless they have a really clever and sneaky lee sin) coming and back off in more than enough time - you also get to ward baron at the same time.

The blue team isn't all bad either. you can ward without risk to yourself. If you come in to your jungle, you can ward over a wall in to river near the 3 rocks.

Now, let's talk about
Noxious Trap
Practically every bush and entery way is a candidate for your little slowing wards. Not only do you see them, do damage with them, and slow your opponents, you also screw with their head. When they hit a shroom it's instantly "am I going to be jumped on", slowing down their progress, maybe even deterring them entirely from what they were going to do.

For now: Green is both teams shroom, Blue is blue team shroom (such as defending blue for your jungler/mid), and Purple is purple team shroom (more aggressive shroom warding).
*More info coming soon*
I know, I know, "I'm Top lane, it's easier for the jungler to come in behind me". Yes. That's true. Unless you've been diligent with your shrooms/wards.
As Purple team, you can actually place your ward further away, and still see the jungler (unless they have a really clever and sneaky lee sin) coming and back off in more than enough time - you also get to ward baron at the same time.

The blue team isn't all bad either. you can ward without risk to yourself. If you come in to your jungle, you can ward over a wall in to river near the 3 rocks.

Now, let's talk about

Practically every bush and entery way is a candidate for your little slowing wards. Not only do you see them, do damage with them, and slow your opponents, you also screw with their head. When they hit a shroom it's instantly "am I going to be jumped on", slowing down their progress, maybe even deterring them entirely from what they were going to do.

For now: Green is both teams shroom, Blue is blue team shroom (such as defending blue for your jungler/mid), and Purple is purple team shroom (more aggressive shroom warding).
*More info coming soon*
Strengths:
This is a build that's mainly meant to be played against a 'meta' team, and it has the potential to absolutely crush an AD carry heavy team.
As it has a lot of health, the build has the potential to soak up a lot of true damage. Thinking
Olaf,
Vayne,
Ahri,
Irelia,
Darius ... etc
As stated in the Pros: Kills, Zoning, Tanking Objectives, map control, and great escape/chase.
Weaknesses:
However it does have it's weakspots.
It would do particularly badly against an Tanky/AP heavy team
Galio, as the whole point of
Atma's Impaler is to resist Attack Damage while dealing out straight attack damage.
Another possible way of countering the build is for their AD carry to build
Madred's Bloodrazor for the %health magic damage on hit. Some players will be reluctant to do this however, as it's an expensive, and very situational item.
With the way your kills function, you stack badly with other "finishing" champs.
Karthus
Doesn't start well against strong early pushers (
Mordekaiser/
Yorick/classic mids) as his poison can't get through minions that quickly. This weakness goes away 5-10 mins in, after you can use shrooms to push, and they start being wary of tank teemo.
This is a build that's mainly meant to be played against a 'meta' team, and it has the potential to absolutely crush an AD carry heavy team.
As it has a lot of health, the build has the potential to soak up a lot of true damage. Thinking





As stated in the Pros: Kills, Zoning, Tanking Objectives, map control, and great escape/chase.
Weaknesses:
However it does have it's weakspots.
It would do particularly badly against an Tanky/AP heavy team


Another possible way of countering the build is for their AD carry to build

With the way your kills function, you stack badly with other "finishing" champs.

Doesn't start well against strong early pushers (


This build allows you to play your favourite little critter while still being able to:
Engage teamfights, then blind the opposing AD carry, making them useless for a short time.
Be the tank on the team if noone else has picked one.
Tank
Dragon/
Baron, and get people to fight if they're being slow.
Actually carry if you go more bruiser than tank. Even full tank you can still pick up kills with your poison and Atma's.
Final note:
Make sure you drop them mushrooms yo!
Engage teamfights, then blind the opposing AD carry, making them useless for a short time.
Be the tank on the team if noone else has picked one.
Tank


Actually carry if you go more bruiser than tank. Even full tank you can still pick up kills with your poison and Atma's.
Final note:
Make sure you drop them mushrooms yo!
Thank you to
Commercialized and Dendee for guide guidelines :3
All the other commenters for contributions
And please comment/rate, it would really help me out :)
Commercialized and Dendee for guide guidelines :3
All the other commenters for contributions
And please comment/rate, it would really help me out :)
Early Game:



Start with a


You can go for a

Remember to sight ward your river. You can even do it over the side if you're blue.
I go straight for



If you're doing badly, you can opt for a

Here's where it gets interesting (you can say nooby), instead of building a




That leaves people telling their AD carry to sort you out.
Mid Game:


People will start leaving lanes, and you want armour (

If they're not hurting much, you can go straight for the


If you got the


Late game:

Next you want to finish building the


From here, they should all be covering their lower regions at the sight of you - and you should be looking to build your last item (or the last two items if you didn't build a

I swear to God, it worked.
Stats with full stacks
(mobafire doesn't calculate them properly - like ignoring Atma's AD)
Health Health Regen Mana Mana Regen Armor Magic Resist Dodge Tenacity Movement Speed Gold Bonus |
|
4327 175 920 15 245 120 0 0 470 (521 with boost) 0 |
Attack Damage Attack Speed Crit Chance Crit Damage Ability Power Life Steal Spell Vamp Armor Penetration Magic Penetration Cooldown Reduction |
|
198 1.26 (in game) 18%S 0% 23 0% 0 0 9|10% 0% |
Note: this is with the original Mordekaiser Tank Mid Runes/Masteries
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