Teemo Build Guide

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Teemo advanced player guide

written by AnjouShin

Teemo Build

Starting items

  • OR
  • OR

Core Build

Late Game / Luxury Items

Situational Items

  • OR
  • OR
  • OR

Shopping List

  • #1 Buy
  • x 3
    #2 Buy
  • #3 Buy
  • #4 Buy
  • #5 Buy
  • #6 Buy
  • #7 Buy
  • #8 Buy
  • #9 Buy
  • #10 Buy
  • #11 Buy
  • #12 Buy

Skill Order

  • 1
  • 2
  • 3
  • 4
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18
  • Camouflage
  • Blinding Dart
  • Move Quick
  • Toxic Shot
  • Noxious Trap

Runes for Teemo


Masteries for Teemo



Table of Contents

  • Introduction

    The guide is up to date as of 2012-1-10.

    External Image

    Hi,
    I am AnjouShin. I play Teemo since late open beta and I have accumulated over 800 games with him by now.
    I have yet to grow tired of playing him.
    Please believe me that I know what I am talking about when I suggest something.
    Solo-Queue also proves to be hard at times so I recommend you play with at least one friend.
    Once you master him you know why AP Teemo is the way Teemo has to be played.
    You can find alternative builds (including the one Rainman uses) in a seperate section.
    Check the video section if you want to see some of Teemos unique skills.

    Have fun while trying my Teemo and never underestimate the power of the scout's code.
    (the Goblin Techies will be proud of you)


    here are some pictures of me

  • Abilities

    Camouflage
    This is a nice passive and helps you to hide from enemies or to initiate fights sometimes.
    It is by far not as useful as real stealth champion's since you can be knocked out of stealth by many things like knock-ups or blitz' pull.
    It can help you defending turrets by going stealth and opening an assault with blind dart and 2 toxic shots.

    Don't rely on it and think of it as little more than an extra.


    Blinding Dart
    This is your main damage nuke and a very good counter to DPS carries with the blind and the good scaling.
    Its also your main means of triggering your Lich Bane late game.
    It resets your autoattack timer which means that you can hit the enemy 3 times within a very short time span.
    (you can see it in the video on different occasions and its especially helpful in the dfg, dart, toxic shot/lich bane combo)


    Move Quick
    A very helpful skill that makes you stay alive and chase people with unmatched speed while being a passive. With basic boots you are almost as fast as a melee champion with improved boots. With improved boots you can outrun someone with improved boots and ghost. The active component adds some survivability and should not be underestimated.

    Your tertiary means of triggering your Lich Bane late game. (mainly during chases, use Move quick for what it was intended)


    Toxic Shot
    Early game this skill is used to make last hitting easier and to harass the enemy. It makes towerdiving hard and should not be applied when you want to suppress someone and get a few shots at the tower. Early-mid game it increases your DPS, especially in combination with [item_text=Malady]. Beware of Teemo's 500 unit range (same as Morgana's) which is the same range as the hard Direct Damage stuns and snares like Rune Prison or [spell_text=cryptic gaze]


    Noxious Trap
    Some people say this is the skill that makes AP Teemo viable. While it is a great mine that deals a lot of damage it still can be countered and you cannot use it teamfights like an instant damage nuke like so many others can because you have to get very close for that. Without the mushrooms Teemo is still 70-80% combat effective.
    Do not use mushrooms to farm minions except late game when you have to farm one huge creep wave.

    Your secondary means of triggering your Lich Bane late game.


  • Quick overview

    If you are impatient with the attention span of a fly or your game is about to start this is what you are looking for.

    Summoners Rift

    Pregame:
    9 x magic pen
    9 x HP/lvl
    9 x MR/lvl
    3 x flat AP or 3 x magic pen
    21/0/9 with Exhaust and Flash

    Ingame:
    Items:
    [item_icon=kage's lucky pick]Possible choice here:[item_icon=Malady](earlier if needed) From here on situational order: 

    Abilities at lvl 6:
    1-2x, 1x, 2-3x, 1x


    Crystal Scar  

    Pregame:
    9 x magic pen
    9 x armor/lvl or    9 x health/lvl
    9 x MR/lvl or    9 x CDR/lvl
    3 x Magic pen
    9/0/21 with Exhaust and Ghost

    Ingame:
    Items:
    Refinery/Drill
    [item_icon=malady] 
    Windmill
    [item_icon=malady]

    Abilities at lvl 4:
    1x, 1x, 2x 

  • Pros / Cons

    Pros:

    + easy to last hit during lane phase
    + very fast movement speed (highest average movement speed in the game)
    + good scout
    + good nukes
    + long blind (the only reliable blind in the game)
    + free reconnaissance mines
    + high resistance to junglers
    + easy last hitting minions in early game
    + high DPS mid game
    + high nuke potential late game
    + changes roles during the game according to the requirements of the game phases
    + great against most champions mid lane
    + great counterpick in top lane


    Cons:

    - low HP early and early-mid game
    - oracles elixir can counter him to a certain degree
    - the games might take a very long time (sometimes over 60 minutes) because the enemy is too afraid to go somewhere
    --> long sieges possible at the enemy inhibitor turrets
    - you get focused a lot
    - you cannot initiate well unless they hit a mushroom or you can pick off stragglers
    - every time you see a fail Teemo in your team you want to cry

  • Runes and Masteries

    There is no special trick or awesomeness in the runes and masteries you need.

    Summoners Rift  

    Runes:
    Greater Mark of Insight x 9 (magic pen) or Greater Mark of Alacrity
    Greater Seal of Vitality x 9 (hp/lvl)
    Greater Glyph of Shielding x 9 (MR/lvl)
    Greater Quintessence of Potency x 3 (flat AP) or Greater Quintessence of Insight x 3 (magic pen)

     
    magic pen vs ap is a matter of personal choice here. basically you trade mid-game dps for early game damage when you exchange magic pen quints for ap quints. it helps you fight people like Malzahar or Brand very effectively lvl 1-5.

    Crystal Scar

    Greater Mark of Insight 9 x magic pen
    Greater Seal of Defense 9 x armor/lvl or    9 x health/lvl
    Greater Glyph of Shielding 9 x MR/lvl or    9 x CDR/lvl
    Greater Quintessence of Insight 3 x Magic pen

    Masteries:

    a basic 21/0/9 mastery tree for Summoners Rift and Crystal Scar

    External Image 

  • Summoner Abilities

    My advice for Teemo's Summoner Abilities is:

    Exhaust and Flash and Ghost for Crystal Scar

    "Wait? Exhaust? Why? He has a blind already! Why would you need a damage reducing spell as well?"
    Exhaust is one of the most versatile Summoner spell in the game. It reduces the enemy damage and slows for 2.5 seconds.
    If you go for [mastery_text=summoner's wrath] it lowers the armor and magic resist by 10. (see also: Runes and Masteries).
     It can be used to reduce caster damage as well (Karthus, Nunu, towerdiving Vlads you get the idea)


    Flash is a pretty straightforward skill. It helps you to get away from our enemies as well as being a great repositioning tool during fights whatever their scale is. Should you get chased down you can Flash and Move Quick
    out of most situations. They can't stun you when you are out of range =)
    _______________________________________________________________________

    if you hate flash (or its being removed) you can go for
    Exhaust Ghost
    keep in mind that the Move Quick active is a little ghost for 4 seconds that should provide more survivability in combination with flash then ghost with the active.
    Don't use ghost and move quick at the same time but move quick first and then ghost. Otherwise you will get only 50% for both abilities due to a 50% reduction after hitting a certain movespeed value. If you use move quick first there is a good chance you can save your ghost or if you need ghost still you have ghost 4s longer than your enemy.
    _______________________________________________________________________

    another possible setup:
    Surge Flash
    You will miss the damage reduction of 35% against casters (which is mainly why you are going for it) but with Cleanse being able to get rid of exhaust it is a viable combat buff to outdamage your enemies over a longer period of time than only 2.5 s. high nukes will be a problem but most of them (e.g. [spell_text=summon tibbers], Nether Grasp, [spell_text=sigil of silence]) will outrange exhaust anyway and act as an initiator.
    This setup needs further testing!
    _______________________________________________________________________

    I do not advise going for:

    Ignite
    You have a DOT with your autoattack that hits harder, the heal reduction is missed at times (especially against some corporation employees and several barbarian kings) but there is always someone with ignite on your team to do the job.
    Know when to engage and how to kill and you will never need ignite to finish somebody off.
    "Get ignite for first blood!"
    Congratulations, you just gimped you for the entire game so you MIGHT get 100 gold extra.

    Teleport
    you move around the map fast enough with move quick. Teleport to mushrooms is overrated the cooldown is too long and it brings no utility or damage for teamfights. The benefits is brings are easily canceled out by the damage you deal to your own teamfight capabilities.

    Clarity
    with the runes and masteries you should have close to no mana problems. It is also a waste of a summoner spell after level 9 (or after you got your P-Stone see items).

    Clairvoyance
    good spell on certain characters but a bad choice on Teemo. Your mushrooms should provide enough vision to reveal incoming ganks. If they simply evade every single mushroom's LOS (line of sight) you are better of with a damage reduction/slow or a repositioning tool than a vision spell. Its better suited for support champions than on AP scout assassins.
    If the side lanes don't buy wards for only 37.5g per player it is not your fault should they overextend and be ganked.
    If you see they have a jungler/mia and your lanes are overextended tell them something like: "care top ww!" or "mid going top" etc.

    the other summoner spells should not even be considered.

  • Skilling Order

    The skilling order greatly depends on who you face.

    Fighting a mage or a high HP/high regen tank (cho'gath, mundo, garen, mordekaiser) go for Toxic Shot as your level 1 ability. (also if you go for a 2v1 or 2v2 lane)

    When fighting a DPS (or any sort of enemy Teemo) you need Blinding Dart as your first ability. This way you have a good nuke with a blind that might save you live should you fail and overextend too early.
    _______________________________________________________________________

    Upgrade both abilities roughly to the same degree. even if you don't need to blind veigar mid you can still be ganked so get a few points in your dart. If you level up blinding dart too fast you will run out of mana.

    At level 3 (especially if you don't have boots at lvl 1), 4 or 5 (only if you don't have to dodge and the enemy has no roamer/jungler) you get one point in Move Quick and upgrade it further after level 13 (once blind dart and toxic shot are at lvl 5)

    your level 6 should look like this (except for very few exceptions):

    2x Blinding Dart
    1x Move Quick
    2x Toxic Shot
    1x Noxious Trap

  • Items

    The right build is, as usual, the key to success or defeat.

    Summoners Rift:

    Regrowth Pendant and one Health Potion or Boots of Speed and 3x Health Potion
    are your first items. They make you stay in lane for a very long time. (sometimes up to 15 minutes and about 2500 gold).
    next items are (in that order usually)
    Philosopher's Stone
    Boots of Speed
    [item=kage's lucky pick] 
    Optional:[item=Malady] starting with Dagger
    Rod of Ages starting with Ruby Crystal
    Sorcerer's Shoes
    From here the order is variable:
    Deathfire Grasp
    Rabadon's Deathcap starting with Needlessly Large Rod
    Lich Bane
    sell Philosopher's Stone*
    sell [item=malady] if you have it
    Void Staff
    [item=Mercury's threads]

    (see also role rotation principle)

    *you can sell the Philosopher's Stone straight if you want but you can turn it into an [item_text=Eleisa's Miracle] and then sell it immediately to get an additional 10g which can help if you are waiting for a tiny bit of gold to buy the Needlessly Large Rod (thx to Magix for pointing that out).


    _______________________________________________________________________

    Crystal Scar:

    the most effective build i have found so far is this:
    NOTE: the items are quite interchangeable on Crystal Scar so you might want to get an early Lich Bane if your movement speed is too low or you need the extra nuke, an early Hextech Sweeper against a stealth heavy team or an early Rabadon's Deathcap if you cannot get very close.

    AP scout
    Prospector's Ring and Boots of Speed when going for the Windmill
    Blasting Wand and Amplifying Tome when going for the Refinery/Drill
    Sorcerer's Shoes
    [item=malady]
    Fiendish Codex
    Needlessly Large Rod
    Deathfire Grasp
    Rabadon's Deathcap
    Lich Bane
    Hextech Sweeper(cause of your poison and mushrooms increase the vision on it even more up to 9 seconds)

    Tanky Dps on-hit hybrid
    [item=prospector's blade]
    Boots of Speed
    Kitae's Bloodrazor
    Mercury's Treads
    [item=malady]
    Entropy
    Odyn's Veil
    Guardian Angel
    this build works but Teemo's autoattack range is just too low to be very effective

    Twisted Treeline:

  • Video section

    The Video showing some Unique Skills of Teemo with this build


    if the embedded vid isnt working try this link.

    here is a full game with my build divided into 2 parts (I have to admit that there is some weak last hitting early).
     

  • Role rotation principle

    Unlike other champions Teemo does not follow the same role during the game but follows different roles according to the requirements of the different phases of the game. A Tank tanks and provides CC, a bruiser provides soft taunt, a DPS attacks everything as long as possible etc.
    With the build described above you go through several roles suited for the characteristics of each phase.

    the game starts.
    - lane staying
    - farming
    - holding your lane
    - securing your lane
    - helping to gank enemy junglers

    --> farming teemo

    you buy Boots of Speed and a Health Potion as your first items.

    the game continues until you have 875-1650 gold. (7-13 minutes without kills).

    recall and buy
    Philosopher's Stone
    Vision Ward
    [item=kage's lucky pick]


    early-mid game starts.
    - quick ganks
    - short teamfights with 3-5 players
    - defending or killing dragon
    - pushing towers over a longer period of time
    - securing mid

    --> ganking teemo

    run back to the front. place more shrooms and start to gank people if necessary and/or possible.

    after you buy your [item_text=rof of ages]
    late mid-game starts
    - ganks
    - short teamfights with 4-7 players
    - defending or killing dragon
    - pushing towers over a shorter period of time
    - securing lanes if needed
    - creep wave management becomes important

    --> fighter Teemo

    now you are pretty much an allrounder but not too great at anything. good you brought
    Rush your . (about 20 minutes if you killed stuff and farmed well). Malady enables you to push towers effectively.

    early late-game starts.
    - teamfights with 6-10 players
    - MR and armor on tanks start to get over 175
    - creep wave management becomes very important
    - securing Baron Nashor
    - warding and shrooming the enemy jungle becomes incredibly dangerous

    --> fighting DPS Teemo

    You have 4 choices now: Rabadon's Deathcap(more raw damage - For the extra kick while not getting focused hard),
    Deathfire Grasp (good nuke and CDR - for high HP enemies that lack MR and for teamfights where you are not focused too much)
    Void Staff (MR Heavy enemies)
    or Lich Bane(Heavy Nuke on MR enemies, movement speed, tower pushing, Magic resist - for getting focused)
    You start to deal massive damage, Teemo Taunt (see video section) starts to be effective.
    Rabadon's Deathcap should be the 2nd of the 4 Items and should come as you play. Mushrooms start to hurt a lot.

    you continue with your one of your most deadly weapons:
    Deathfire Grasp
    late late-game starts.
    - Teamfights with 8-10 players
    - violent tower pushes
    - you get focused hard
    - securing Baron Nashor
    - longer teamfights
    - dps carries start to shine

    --> nuke and dps mage Teemo

    Your damage shifted massively from on-hit + base-AD to almost pure magic damage (the base damage is reduced by base armor of your enemies).
    Blind dart and toxic shot deal a LOT of damage.
    The Lich Bane and Void Staff comes as you play.


    end-game starts.
    - heavy focus
    - killing Baron Nashor
    - violent long teamfights
    - sieges at turrets and inhibitors

    --> heavy nuke Teemo
    (one of my enemies called me Drive-by-Teemo once which sums it up pretty well actually)
    Change your Sorcerer's Shoes for Mercury's Treads after.


    Quadruple-Potion and "I have 3k gold extra... why didn't we win already?" phase starts

  • Item and Build analysis

    Okay here are some items analyzed on how to use them and why you want them. Some items might be considered unfitting or simply bad items. Also the question on about CDR on Teemo and its uses is answered here (Nashor's Tooth).



    Philosopher's Stone
    Question:
    Are you mad? Why no Ruby Crystal... you have no HP!?! Why no [item_text=Meki Pendant]? Why no Doran's Ring?



    Deathfire Grasp and [item=Malady]
    Question:
    Do you use 4 shots with [item_text=malady] before you use your Deathfire Grasp or do you use the Deathfire straight without the MR reduction?

    Question:
    Deathfire Grasp Who to use it on?



    Rylai's Crystal Scepter vs. Rod of Ages
    Question:
    Which one is better?


    Nashor's Tooth and CDR
    Question:
    Why no Nashors? You need no CDR? You need no attackspeed? Are you a noob?


    Mejai's Soulstealer
    Question:
    WHY YOU NO LONGER USE SOULSTEALER?


    Hextech Gunblade
    Question:
    Why not? Spellvamp, slow, AD, AP, lifesteal?


    Guinsoo's Rageblade
    Question:
    Tons of AP, AD, AS for only 2235g... why not?

  • Hybrid, DPS, on-hit builds overview

    the following build is viable in high ELO play though its quite boring to use

    tanky-on-hit-dps-hybrid:
    (thats the one Rainman uses)


    Runes, Summoner abilites, Masteries:

    Greater Mark of Desolation x 9
    Greater Seal of Vitality x 9
    Greater Glyph of Warding x 9
    Greater Quintessence of Fortitude x 3 or Greater Quintessence of Potency  

    21/9/0
    with both 10% penetration masteries and veterans scars, no crit chance or damage


    Ignite Flash

    Items: (based on rainmans guide)

    Starting choices: 
    Doran's Blade (up to 3 of them) if you get early jungle pressure
    Boots of Speed and Health Potion against matchups that are likely to outplay you or that require mobility
    Cloth Armor and Health Potion against physical harass like GP or Panth

    Core:
    Wriggle's Lantern
    Phage  (if you get it early enough you can skip the Doran's Blades)
    Mercury's Treads

    Late game:
    Frozen Mallet
    [item=madred's bloodrazor]
    Guardian Angel



    Viable in high ELO play. quite boring to use unless you like to right click a lot. spells provide little more than utility, toxic shot and move quick leveled first since blind dart is only used for utility. mushrooms for supporting wards, slowing enemies and securing the lane. basically turns teemo in a hybrid damage tanky dps. used for split pushing and lane control. Victory through strategy and actively avoiding teamfights.

    I still have to run into any trouble facing a Teemo using this build against my Teemo =(


    the following builds are for fun. AD/AS Teemo is not viable. Hybrid is not great. AP is the way to go but if you are looking for quick fun in a practice game or if your team is really strong anyway you can try one of these:

    Hybrid:




    DPS(physical damage per second):

  • The Lane Matchups

    So you have come so far and now you are wondering: If the enemy picks Champion X should I pick Teemo to counter it? Now here is a list of Champions sorted into categories from Them countering Teemo to Teemo countering them.

     

     

     

    Immediate danger to your life, farm and late game: (from impossible to very hard)

    Xerath, Yorick, Rengar

    Hard to play against: (from very hard to hard)
    Malzahar, Ryze, AP Yi, Evelynn, Kassadin, Malphite, Wukong, Zilean, Soraka, Swain

    Tricky: (slight edge over you, from hard to not very hard)
    Orianna, Rumble, Morgana, Cassiopeia, Katarina, Warwick, Sion, Cho'Gath, Gankplank, Anivia, Diana, Urgot

    Balanced: (From not hard to not easy)
    Annie, Ahri, Akali, Brand, Nasus, Galio, Jax, Gragas, AP Kog'Maw, Nidalee, Zyra

    mediocre counter: (from not easy to easier)
    Lux, Jax, Mundo, Kennen, Riven, Irelia, Fiddlesticks, Hecarim, Kayle, AD Kog'Maw, LeBlanc, LeeSin, Maokai, Shyvana, Sona, Viktor

     

    Counter: (From easier to quite easy)

    Alistar, Amumu, Ashe, Caitlyn, Draven, Ezreal, Fiora, Garen, Graves, Heimerdinger, Janna, Jayce, Karma, Lulu, AD Yi, Miss Fortune, Mordekaiser, Nautilus, Nocturne, Olaf, Rammus, Renekton, Sejuani, Shaco, Shen, Sivir, Skarner, Talon, Taric, Teemo, Tristana, Trundle, Tryndamere, Varus, Vayne, Veigar, Ziggs

     

    Hard counters: (From very easy to a walk in the park)

    Twisted Fate, Jarvan IV, Darius, Singed, Poppy, Blitzcrank, Fizz, Leona, Renekton, Volibear, Xin Zhao, Twitch




    there is a list below with champions but its outdated, bad and of little use but I cant get myself to delete it

  • Dual Lane tactics

    So you have played a few games dominated mid over and over again and you want to do it again.
    You call "Teemo top" in champ select don't log in and wait for the 80s to be over. The Ashe switches to Darius in the last 2 seconds.
    The game starts.

    You buy your boots & H-potions and check if you really selected the right rune page. You run down top.

    1E37h4X0R(Darius): im top biatches!
    Boscogn(Teemo): i called top in champ select
    1E37h4X0R(Darius): lol teemo top
    1E37h4X0R(Darius): go home scrub! im a better dps than you
    1E37h4X0R(Darius): bro
    1E37h4X0R(Darius): bro
    1E37h4X0R(Darius): brO!
    Boscogn(Teemo): you didnt even buy any items
    1E37h4X0R(Darius): i need the gold for mah early bf sword
    IdrinkMilk(Nocturne): let Teemo top... he called it in champ select
    Boscogn(Teemo): yeh come on
    Boscogn(Teemo): dont be an idiot
    1E37h4X0R(Ashe): /ignore team
    1E37h4X0R(Ashe): bro

    there is no way you're going to get you lane from people like that. they rather go 2v1 than playing the game. Even if you have 3 friends with you supporting the awesome teemo... forget about it.
    If someone insists on your lane you might be able to convince them or take a different role (Top taken --> go mid and vice versa).


    so you end up in bottom lane. what do you do?

    Get Toxic Shot first. it deals half of your blind dart as damage and considering you need about 2 minion waves + 1 minion to reach lvl 2 you can deal a lot more dmg with it, farm better and conserve mana.


    Two stun combo enemies(and other heavy CC):

    the most prominent combo is Taric-Caitlyn here. Others are Blitzcrank or Alistar(not banned wtf?) with any AD etc.
    These is the most dangerous combo you can face in a 2v2 side lane (not to mention 2v1 top).
    You need to last hit only and you wont be able to do much (500 units range) till lvl 6 and you can place a mushroom in the bush to scout.
    Focus on leveling your Toxic Shot first and get move quick early.
    Sometimes you need to let them waste their stuns on you by running forward and the Move Quick back into your turret.
    The biggest problem of heavy CC is that it is extremely mana consuming especially early in the game.
    You need to shroom the bushes heavily. 3 per side bush and 1 in river bush should be enough(risk to be ganked very low cause you can't really leave the turret.)

    Watch out for Clarity and Ignite.

    Good thing is that if you last hit only can can keep up in exp and minion kills while making them overextended.


    Your Teammate Mr. Coward:

    This is frustrating but not that bad. He will towerhug and is too afraid to engage. He will start fighting once you reached lvl 6 and started to shroom a bit so he can be safe. Sometimes a "if you tank them I can kill Zilean" helps.
    Shroom balanced but place a few more shrooms near your turret. 2 per side bush and 2 for river bush and the area around it (risk to be ganked relatively low).

    Sure a shen with 1200 HP running from a 900 Hp Ezreal is weird to look at but at least he is not pushing like...


    Your Teammate Mr. Irrational:

    Those are the guys you hate. They run from a balanced fight just to jump back in once the battle is over. They will push like a mad idiot autoattacking everything they see without getting the last hits... sometimes with aoe spells.

    You need to stay in the bushes and simply last hit everything you can. When there is a short break during the fight try to tell your ally what to do and why to do it.

    They don't play bad because they want to play bad. They play bad because they don't know better.
    Try to go home early (once you got your Move Quick or about 800g) to buy the philo-stone and a vision ward (the green one for 75g) maybe even boots as well. Place the ward in the river next to your lane and prevent ganks in your overextended lane. Also tell your lane partner to buy a ward once he has to go home.
    Remember to be encouraging because criticism is just going to be ignored at times "Mundo feeds who he pleases!".

    Shrooming gank and escape paths is more important than shrooming the bushes. Only 1 per side bush but 2-4 in the river bush and the surrounding area (risk to be ganked high due to overextension).

    The shared lane (Experience):

    The gold you lose (from being denied) can set you back massively. You really need to focus on farming and ignore the enemy sometimes. If you miss a minion kill to shoot at the enemy a little you have to watch that you did enough damage for it to be worth it. Coordinate with your lane partner so that no experience and no gold is wasted by recalling at the same time (sometimes your jungler can come and take over for a bit).
    Due to your superior speed ganking mid is also an option to get gold and experience (or simply relieving mid so he/she can go shop and heal).
    If you manage to place some shrooms in other lanes chances are good that you get free assists/kills across the map cause if Teemo is bottom who expects a shroom at top.

    Still... don't use mushrooms to farm till they are at lvl 2.


    Your lane is shroomed but teamfights happen in mid?:

    Tell your solo carry to take over your lane as a solo. You and someone else from your team go mid and you start fortifying it. You can hold mid while your carry gets some more farm and exp while being relatively safe and he might be able to push your lane and kill the turret.

    Even if you have 10 shrooms at bot which are never going to explode doesn't mean they are wasted shrooms. They provided vision and an invisible zone of control so you could do your part in your lane.
    Map awareness is not only knowing where everybody is but also knowing that nobody is at a certain location.


    You died... what now?:

    So you are 2 levels behind and you are still squishy and cant do much. You are under a constant threat of being towerdived.

    What you need to do is focus on shrooming every passage an enemy can attack you. Even shroom behind your turret in the small bushes, nearby creep camps, enemy escape routes.

    You are now allowed to use shrooms on minions if you have a decent amount of shrooms near the turret (5-6). Not to kill them for gold but to kill them so the enemy cannot get too close. Call for someone stronger (like mid, jungler, one guy from the other side lane). carefully claim your lane with mushrooms.
    Watch for your mana bar (shrooms cost a lot of mana). There is nothing more frustrating than someone from your team ganking the enemy you run foward with move quick and you stand there without enough mana for blind dart.

    In towerdive situations use blind dart one one guy and exhaust on the other. It should give you a few seconds of tower dmg.

  • Farming and Jungleing

    It is easier to last hit with toxic shot so don't forget to level it up. Do not attack minions rapidly ever so you don't overextend thus preventing ganks from the enemy.

    Do not use mushrooms early to farm, ever. They are too valuable and cannot kill caster minions at level 1 leaving them with about 60 HP. Later (after lvl 11) they can be used to farm creep waves effectively (still wasted if you don't farm enough minions with one and do not let your shrooms be killed by minions before they can explode).


    You can get the blue buff but it's not necessary (unless you want to create a shroom protection field for your team before you go baron mid game without CDR). There are other allies that need it more than you do.
    Lizard is always welcome but not that important. You mainly get buffs by careless junglers that eat 2 mushrooms, retreat into another mushroom while you nuke them to death. The slow from redbuff is nice though.

    Teemo can jungle but he is a very bad jungler.

  • Working in the team

    You are not the first to enter the fight but you can act as a good bait at times.
    If you have a good initiator you can pick off the enemy carries easily. Move Quicks active also allows you to run into a fight and drop one quick mushroom under one of your allies. Most people do not have the overview to see whats going on and the mushroom will explode turning more than one teamfight to your favor.

    You can also create an escape route with one or two mushrooms and save your buddies from big bad autoattacks.

  • Summary

    If you play him well enough you can kill almost any enemy you face on the battlefield. You have good damage output without mushrooms and are a nightmare for enemy dps squishy carries. You have free wards that deal AOE damage and a blind that shows you why Teemo is one of the best anti-carries in the game.
    Take your time to practice.

    Have a nice game

    AnjouShin

  • Change Log

    I update this guide almost daily. Few sentences here and there. I will only list the major changes or changes each patch caused in this section.



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