Teemo Build Guide

  • Views: 219,369
  • Rating: 52% ( Great )
  • Last Updated v1.0.0.111

Blue's Exstensive Teemo Guide

written by BlueSquared

Teemo Build



Table of Contents

  • TL;DR Section

    Don't want to read my whole wall of text for some reason? Just need a build order or a few quick tips? Read no further! (Please, read further at your leisure!)

    Skill Order: Prioritize Poision (E) first, Grabbing Blind otherwise and your Mushroom Ult whenever available. Get a rank of move quick at level 4. Start with Poison (E) first.

    Build Order: Go AP. DPS Teemo is a poor choice unless team comp dictates that you need to go physical damage (i.e. you have 4 heavy magical damage teammates). Hybrid is much more useful than AD, but not as viable as straight AP. Teemo's skills scale with AP, and he has no real AD steroid skills to make him compare to good physical ranged characters.

    Start out with a Doran's Shield

    AP Nuker Build:
    1) Ionian Boots of Lucidity / Mercury's Treads / Boots of Swiftness
    2) Deathfire Grasp
    3) [item=Rylai's Scepter]
    4) Rabadon's Deathcap
    5) Lich Bane
    6) Banshee's Veil


    Grabbing some health early helps with Teemo's squishiness. Grabbing Phage (or at least the Ruby Crystal) after boots is a very good idea, even if you are building hybrid.

    Runes: Magic Penetration/Armor Penetration depending on DPS/AP builds (Red) Dodge/Flat Mana Regeneration depending on preference (Yellow) Cooldown Reduction/Flat Magic resist/Scaling AP depending on preference (Blue) Flap AP/Health (Quints).

    Other Notes and Tips: I like Ignite or Exhaust + Flash or Ghost. Be sure to spec into your respective summoner spell masteries. I generally go with a standard 9/0/21 utility build, although 21/0/9 offensive builds work fine as well. Don't build too much speed and don't neglect survivability. Berserker's Greaves are usually a poor choice. Don't get them on Teemo, because you need the unique benefits that boots can provide, and you can get some good cheap speed elsewhere (read [item_text=Malady]).

  • Updates

    14 Dec 2010 - My old updates section was lost, starting new one @ Patch v1.0.0.107
    - No direct changes to Teemo or Teemo's core items. Some minor edits.
    23 Dec 2010 - Typo
    4 Jan 2011 - Patch 1.0.0.108
    - No direct changes to Teemo or Teemo's core items. Handful of new AP items.
    - Removed Z-ring from guide mentions
    9 Jan 2011
    - Some minor formatting, typos
    25 Jan 2011
    - Some formatting, updates
    1 Feb 2011
    - Patch 1.0.0.110
    17 Feb 2011
    -Patch 1.0.0.111

  • Abilities

    Camouflage
    Camouflage
    o Fade time of 2 seconds
    o Being invulnerable prevents Teemo from Camouflaging. Specifically, Zhonya's Ring and Guardian Angel's effects will block Camouflage while they are active.
    o Recalling and Teleporting prevents Teemo from Camouflaging


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

    Spell Effect
    Deals 90 / 140 / 190 / 240 / 300 (+.8 per ability power) magic damage and causes the target to miss all of their attacks for 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds.

    Spell Stats:
    - 8 second cooldown
    - 70 / 80 / 90 / 100 / 110 Mana
    - Range 680 (a good bit outside of your auto-attack range)


    Blinding Dart will now cancel autoattacks in progress when the blind is applied


    Move Quick
    W: Teemo scampers around, increasing his movement speed until he is struck by an enemy.

    Spell Effect
    Passive - Now grants 10/15/20/25/30% increased movement speed until struck by a champion or turret
    Active - Teemo gains double his passive move speed for 4 seconds. This bonus is not lost on hit


    Spell Stats:
    - 6 second cooldown
    - 40 mana


    Toxic Shot
    E: Each of Teemo's attacks will poison the target, dealing damage each second for 4 seconds.

    Spell Effect
    Teemo's basic attacks poison their target for 6 / 12 / 18 / 24 / 30 (+0.15 per ability power) magical damage each second for 4 seconds. The first application of magic damage now occurs immediately upon hitting the target. The first application deals 9 / 18 / 27 / 36 / 45 (+0.15 per ability power) magic damage.


    Noxious Trap
    R: Uses a stored mushroom to place a trap which detonates if an enemy steps on it, spreading poison to nearby enemies which slows movement speed and does damage over time.

    Spell Effect
    Noxious Traps slow enemy movement speed by 30/40/50% and deal 250/475/700 (+1 per ability power) magic damage over 4 seconds in a small AoE.

    - Teemo now gains a "stored mushroom" charge every 30/26/22 seconds. Maximum three charges
    - Each cast requires and consumes a charge
    - Time to gain a charge is reduced by cooldown reduction effects
    - Time to gain next charge does not progress while you are at maximum charges
    - Teemo always has two charges stored upon reviving at base
    - Cooldown on placing a trap is 1 second
    - Traps last 10 minutes.


  • Builds

    Hybrid/AP Builds

    Triple-M Build
    Doran's Shield
    1) Boots of Swiftness / Mercury's Treads / Ionian Boots of Lucidity
    2) [item_text=Malady]
    get Phage
    3) [item_text=Madred's Bloodrazor]
    4) Frozen Mallet
    5) Filler (Gunblade for some lifesteal/vamp, or defensive-oriented items as needed)
    6) Filler

    Triple-M build (Malady, Madred's, Mallet): One of my wonky new builds that I like. Shreds stuff pretty well, needs a good bit of farm. On hit effects galore. Farming really starts rolling in with a Malady and shrooms. Can grab Phage first if needing the health first. Works on Teemo, fun, but not really his role. Other ranged can build this and be more useful.


    AP Speed Build:
    Doran's Shield
    1) Boots of Swiftness / Mercury's Treads / Ionian Boots of Lucidity
    get Phage
    2) [item_text=Malady]
    3) Deathfire Grasp
    4) Nashor's Tooth
    5) Frozen Mallet
    6) Filler

    A healthy heaping of attack speed, MR debuffing, and full CDR from items. I threw in Frozen Mallet here because you are focusing more on the auto attacks, and Mallet's time on target will be higher and more useful. Don't neglect the "hidden" burst in this build from Deathfire Grasp + Ignite + AP-augmented blind

    AP Nuker Build:
    Doran's Ring/Doran's Shield
    1) Ionian Boots of Lucidity / Mercury's Treads / Boots of Swiftness
    2) Deathfire Grasp
    3) [item_text=Rylai's Scepter]
    4) Rabadon's Deathcap
    5) Lich Bane
    6) Banshee's Veil

    My current favored build. Follows a more caster-minded direction, focused on a heavy Blinding Dart nuke and Mushroom, as well as a not neglectable DoT on his auto-attacks.


    Hybrid Build:
    Doran's Shield
    1) Boots of Swiftness / Mercury's Treads / Ionian Boots of Lucidity
    get Phage or Ruby Crystal here, then
    2) [item_text=Malady]
    3) Hextech Gunblade
    4) [item_text=Rylai's Scepter] / Frozen Mallet / Guinsoo's Rageblade
    5) [item_text=Rylai's Scepter] / Frozen Mallet / Guinsoo's Rageblade
    6) Defensive/Filler

    Since the first tick of Toxic Shot is applied on EVERY shot, more speed gives even more damage now. Powering up Teemo's Toxic Shot with AP and giving it some speed really helps shred more enemies. New Malady + Guinsoo's gives you a ton of AP and Speed with a good bit of cooldown reduction. Throwing in a Frozen Mallet or a Banshee's Veil will give you some more survivability. Gunblade/Malady gives Teemo quite a bit of speed, damage, AP and lifesteal/vamp. Rylai's (More magical) Mallet (more phys/AA) Guinsoo's (If already rolling other team, more destruction!) will round out this build.

    Damage Builds (ewwwww)

    Armor Pen Attack Damage:
    Doran's Shield
    1) Boots of Swiftness / Mercury's Treads
    grab Phage here, then
    2) The Black Cleaver
    3) [item_text=Stark's Fervor]
    4) Frozen Mallet
    5) Filler Item (I like [item_text=Madred's Bloodrazor] here)
    6) Filler item

    Meh... DPS/Carry build. Shred through people, nice dose of poison to finish the job. Black Cleaver + Stark's Fervor + high Attack Speed = shredding through your enemy's armor very quickly. With the suggested armor penetration runes, you will shred through squishy targets, and even scare the bulky ones that are not expecting Teemo to put out much damage.

    Situationally replace/omit the Stark's Fervor according to your team comp in order to Finish Cleaver/Madreds/Mallet. Works nicely if you don't have to carry the Starks.

    You can also do the standard Infinity Edge + like items Crit DPS build, but you don't really synergize with crit (or AD for that matter, really).

    You can insert whatever DPS build you prefer, but for most cases, you should be going AP/Hybrid. You are a subpar physical carry dps, and should only go that route if your team has no other.

  • Item Rationale

    Boots
    Yes- attack speed is a good choice on Teemo. Greaves, though, should only be taken if you DO NOT need the CC reduction and MR of Merc Treads or the Magic Penetration of Sorc Shoes. Get your attack speed elsewhere. Get more beneficial effects from your boots, whether it be the increased speed of Boots of Swiftness, or the CC reduction and magic resist of Mercury's Treads. Even Sorcerer's Shoes (for AP Teemo) or Ninja Tabi are better. I don't really like Boots of Mobility either, with their very limited applications.

    The reason Greaves are so looked down upon is many players make the mistake of grabbing them over other, more helpful boots. Also be aware that speed is much more useful when backed up by damage, which is why speed is not a great early game stat (you should be last hitting and harassing, not constantly attacking).

    New Malady

    For hybrid/AP Teemo, the new [item_text=Malady] is a great choice.

    1) Dagger + Dagger + Amplifying Tome + 550 gold = 1825 total cost
    2) Base stats changed to +50% attack speed, +25 ability power
    3) Unique Passive changed to: Your physical attacks shred your target doing 20 magic damage and reducing their magic resistance by 6. Magic resistance reduction stacks up to 4 times.

    Speed and AP synergizes with his Toxic Shot, even moreso now that they have adjusted it to do more magic damage on hit.

    Armor Pen Items

    Don't stack Last Whisper with a The Black Cleaver build. Changes to armor penetration make these two items not work very well with each other. Take one or the other, not both.


    Situational Item Choices/Filler Items
    A list of non-core items that are situational. Take them when applicable.


    Offensive
    Wit's End Attack speed, magic resist, replaces Stark's Fervor on caster-heavy enemy teams. Recently changed to do a flat 42 magic damage each hit, this is a sleeper item that may see increased use. Speed and Magic resist along with the new damage changes makes it a more appealing niche item.
    [item_text=Madred's Bloodrazor] Against the more and more popular all-chewy/tanky teams, this will help if inserted into your build.
    The Bloodthirster Pseudo-snowball effect when farmed (giving it a potential 100 Attack Damage and 25% lifesteal) Consider it when Stark's isn't too great of a choice (i.e. team comp, enemy team comp). Don't like lifesteal-based items with heavy CC flying around, though.

    Defensive
    Phage / Frozen Mallet is a core item in most of my builds.
    Banshee's Veil: Need some Magic Resist? Gives a large amount of health and mana as well. Great item BEFORE it's passive spell-blocking shield.

  • Summoner Spells, Runes, and Masteries

    Summoner Spells

    Be aware that in the most recent patch, 1.0.0.107, Flash no longer pops projectiles. That is, you cannot flash out of a turret shot, directed spell, or auto attack anymore. The shot will still follow you and still hit you, similar to other champions' blinking skills.

    Teleport/Flash: Flash is great for both offense and defensive purposes, and helps with your short range. Jumping over walls and (re)activating Move Quick can get you out of some sticky situations. Teleport allows for great mobility to mushrooms and towers. This helps you anti-push lanes by leaving mushrooms in faraway places removed from the main action.

    Exhaust/Ignite and Ghost/Flash. More debuffs and damage for Teemo, plus mobility for defense and offense. I like Flash but am wary of integrating it too deeply into my playstyle due to Riot's mentioning of its removal (although I have doubts about that, anyway; they've been dragging their feet for so long). Since the Cleanse nerf, I've found cleanse to be EXTREMELY situational AT BEST, and pretty much not worth taking in 90% of matches.

    xxx/Flash - Currently Flash is extremely useful at the least, if not imbalanced, being an excellent defensive AND offensive spell. Flash is a great tool for finishing, juking, saving allies with a blind, ect. This is not a flash guide, so I won't list all of the intricacies associated with the spell. Suggested for the newbies who get themselves into trouble more often than not, as the game has started to shift away from flash.

    Ignite/Exhaust - Very dangerous if heavy CC is present on other team. Augmented by your masteries, though, makes this combo extremely potent. Blind+Exhaust makes one-on-one fights nasty for most opponents, and the ignite packs a punch and brings additional utility. No escape aids here, though, which hurts squishy Teemo. Very situational.

    xxx/Teleport - With a hefty amount of mushrooms placed at strategic locations, controlling the map can lead to many gank opportunities. You can use teleport to teleport to a mushroom hidden in a bush for a silent ganking opportunity. In most cases, I do not find the added utility of teleport to be more useful than that of other combinations.



    Spells I don't like:
    Heal is a crutch that for MOST heroes (i.e. non-support/healing/randomness comps) isn't seen past summoner level 15.
    Rally is meh, more suited for tank/support champs, if considered at all.
    Fortify is meh as well, see above.
    Clarity should not be ever needed.
    Revive is never an option.

    Runes

    Standard runes for Hybrid/AP Teemo:
    Marks: 9x Greater Mark of Insight (Flat Magic Penetration)
    Seals: 9x Greater Seal of Replenishment (Mana Regen per level)
    Glyphs: 9x Greater Glyph of Potency (Flat AP) / 9x Greater Glyph of Focus (Flat Cooldown)

    Standard Runes for DPS Teemo
    Marks: 9x Greater Mark of Desolation (Flat Armor Penetration)
    Seals: 9x Greater Glyph of Replinishment (Mana Regen per level)
    Glyphs: 9x Greater Glyph of Focus (Flat cooldown) shielding

    Quintessences:
    In general, 3x Greater Quintessences of Fortitude (Flat Health) will do you fine.

    If you want to go more specialized, the following are good ideas (It is HIGHLY recommended to start with Doran's items to augment your health if doing so):

    3x Greater Quintessence of Force (Flat AP). This combined with the Hybrid/AP suggestions above will give you 24 AP from runes @ level 1, and a good deal of magic penetration and mana regen. This is what I primarily use.

    3x Greater Quintessence of Desolation (Flat Armor penetration): Stacked with Armor Pen Marks, this gives you a ton of ArP to shred people with phys damage.

    Masteries

    For Hybrid/AP I usually go 9/0/21. This includes:

    Utility
    1/1 Spatial Accuracy (Shortens Teleport spell delay and cooldown)
    3/3 Good Hands (10% less time spent dead; +6% health/mana regen from Perseverance is not as good)
    4/4 Awareness (+5% xp gain)
    2/2 Utility Mastery (30% longer neutral buff duration)
    3/3 Meditation (mana regen per second)
    3/3 Quickness (+3% movespeed)
    1/1 Blink of an Eye (Flash Spell cooldown reduction)
    3/3 Intelligence (6% cooldown reduction)
    1/1 Presence of the Master (15% cooldown reduction for summoner spells)

    Offense
    3/3 Archmage's Savvy (+0.6 AP/level)
    1/3 Deadliness (0.66% crit)
    4/4 Sorcery (3% cooldown reduction)
    1/1 Archaic Knowledge (15% magic penetration)

    3/3 Good Hands (10% less time spent dead) VERSUS 3/3 Perseverance (+6% health/mana regen):
    Take Good Hands. 6% increased regeneration is not much unless you have health/mana regen mechanics built into your character, which Teemo does not.

    For DPS Teemo, I usually go with a standard 21/0/9 build.

    Offense:
    3/3 Deadliness (Crit)
    1/1 Cripple (Exhaust mastery) unless not taking exhaust, in which case you should take 1/3 Archmage's Savvy
    4/4 Sorcery (3% cooldown reduction)
    2/4 Alacrity
    1/1 Archaic Knowledge (15% magic penetration)
    3/3 Sunder
    3/3 Brute Force
    3/3 Lethality
    1/1 Havoc

    Utility:
    3/3 Good Hands (10% less time spent dead)
    1/1 Haste if taking Ghost, otherwise 1/3 Perseverance
    4/4 Awareness
    1/2 Utility Mastery

  • Laning with Teemo

    Laning With Teemo

    Teemo's deceptive damage output can be the downfall of his enemies. Utilizing enemy hesitation is key.

    Teemo is a serviceable solo, but he is much stronger in a dual lane. I'll outline the pros and cons of both:

    Teemo is a very good asset to have in a side lane. Poison distribution (which I outline later in this guide) allows you to control the creep line. Poison also allows to to greatly harass enemy champions and hamper their farming. His poison in conjunction with exhaust and slows can allow for a quick early kill. His harassment utility can also keep enemy champions off of teammates that usually have difficulty farming (like Rammus)

    Duo Pros
    -Gank control via mushrooms in side brush
    -Creep line control
    -Harassment of enemy champions, protection of harassable allies
    -Early kills
    -Powerful lane presence

    Duo Cons
    -Lack of stun/slow could be problematic
    -Might draw unfavorable (unharassable) matchups
    -Squishy and slow (low base move speed, Move Quick is easily disabled by many champions)


    Soloing middle (or any lane, if a jungler is present) is within Teemo's ability. Teemo is an execllent harasser and farmer, and can keep certain carries suppressed during the laning/farming phase. You will SLAP people of average skill around, especially those who become timid after tanking a some damage. Skilled players will give you MUCH more trouble, as they are probably playing heroes better suited to solo and/or beat a solo Teeemo, and they KNOW it. Blinding dart gives you a bit of spike damage as well as survivability. Mushrooms can cut down on enemy zoning angles and slow hard pushes.

    Solo Pros
    -Creep line management
    -Lane/Gank control (mushroom anti-hero zones, ganks through side-brush mushroom-wards)
    -Harasser and farmer

    Solo Cons
    -No good escape mechanisms
    -A lot of solos are much better - higher mobility AND higher damage
    -Little burst damage versus higher spike of other common solos
    -Some solos just don't care about a harassing Teemo.


    Teemo doesn't need to be shoehorned into one role or the other. He is a capable solo and can carry a team (although there are much, much better carries), but his biggest role his that of a anti-carry shutdown and map control specialist.

  • Matchups

    Casters are dangerous. They can unload on you at an instant if you're not careful, and your blind/exhaust does not slow them down much at all. Take care and choose your harassment shots carefully. Some casters, Annie for example, can hang around looking not very threatening, hit level 6, flash, unload, and kill you in under 2 seconds. Make this mistake- you will not again. Teemo. Hates. Casters.

    Mobility/Blinkers are the bane of Teemo's existance. Akali, Xin Zhao, Kassadin are the prime suspects here. They have the ability to instantly get in your face and unload massive damage very quickly. Even blind won't save you in most cases. Position a mushroom near/at your feet to counter charges a bit.

    Disablers are tough on Teemo. This style of Teemo relies on quick strikes and getting a lot of shots on target in a short span. Teemo's range allows him to hang with disablers and harass them a bit, but expect to be harassed back.

    Healers are a pain, but do not pose much of a threat. They are nigh unharassable, but they don't pose much of a threat unless paired with an excellent pusher, since you have excellent control over the creep line yourself. Determine if you want to harass the healer or their lanemate, or not at all. You can make them burn heals and mana with harassment if you please, although most competent healers will be able to just shrug you poisons off.

    Tanks and melee are usually the easiest to play against. Harass them to no end and push them like mad. Be careful around them and know their abilities, but take advantage of your range and poison abilities. Make them pay for every last hit or attack they land with a poison dart of your own!

    Make your enemies pay for every shot they take at you. Make them take more damage than you in every exchange. Make them wary of you. Make them think twice about harassing you. Make them afraid of you.

  • Abilities Rundown

    Simply put, prioritize your poison (E) and upgrade your Mushroom whenever possible. Grab one rank of Move Quick (W) at level 4. I will usually take poison first, but starting with Blinding Dart can help in early jungle grabs or level 1 teamfights.

    Camouflage

    After standing still for 2 seconds, you will cloak. Simple enough. I don't think it meshes well with Teemo's playstyle, but because it is there, one should utilize it to its fullest.

    Scouting your enemies: Before the creep waves have started, carefully rush out to a strategic position and cloak. This is particularly useful when soloing mid, as you can cloak just off-center and get an auto-attack off on your opponent unopposed. This starts the game with them taking the first damage, as well as setting the tone for the matchup that you are not one to be messed with. You also can act as a ward for your team/lanemate.

    Some good zoning control can come from this early: Going invisible will deter enemies from wanting to get close, as the 40% attack speed buff will HURT early.

    In patch 1.0.0.97, the following changes to stealth were implemented:
    - Exhaust, Teleport, Flash, Heal, Clarity, Rally, Ignite, and Smite now remove stealth when used
    - Cleanse, Fortify, Clairvoyance, Ghost, and Revive can be used without breaking stealth

    Useful things than can be done without breaking stealth:
    -Placing Wards
    -Using potions/elixirs
    -Clairvoyance

    Things that WILL break your stealth/ reveal you include the following:
    -Oracle's Elixir
    -Flash
    -Dropping Mushrooms
    -AttackingAs mentioned before, the poison "first application" effect procs on the first hit, and every second afterward. This means that even with an attack speed of say, 2.0 (that's 2 attacks/second), you're not getting 2 attacks plus 2*(0.15*AP) every second from toxic shot's instant first application.
    -Moving
    -Vision Wards
    -Skillshots (like Blitzcrank's Grab, Mundo's Cleaver)
    -Twisted Fate's Ultimate

    Patch 1.0.0.103 made the following changes:
    1) Being invulnerable will now prevent Teemo from Camouflaging. Specifically, Zhonya's Ring and Guardian Angel's effects will block Camouflage while they are active.
    2) Recalling and Teleporting will now prevent Teemo from Camouflaging


    Blinding Dart

    Blinding Dart and Exhaust may seem redundant at first, but have great synergy when examined more closely.

    In one-on-one situations, you can Blind, attack, Exhaust when Blind wears off, and maybe blind again to finish the fight while taking negligible damage.

    In teamfights, you can shut down their carry using the same combo. Alternatively, you can hamper the efforts of two high-threat champions by using blind on one and exhaust on the other.

    Got a highly desirable target with a Banshee's Veil and casters on your team? Pop the veil with your Blinding Dart and let your Morgana's shackle hit!

    Blinding Dart is a good source of damage on AP/Hybrid Teemo. Use it wisely if your team really needs the blind on-demand, though.

    Against Master Yi, wait until AFTER he Alpha-Strikes, as getting hit with the dart while he is phased out will do nothing to him. If you fire and he manages to Alpha-Strike before it hits, you are in trouble.

    NOTE: Blinding Dart DOES NOT apply poison. You must get an auto-attack on target for it to apply.

    Move Quick

    New for patch 1.0.0.100:
    Move Quick - Ability Rework
    Passive - Now grants 10/15/20/25/30% increased movement speed until struck by a champion or turret
    Active - Teemo gains double his passive move speed for 4 seconds. This bonus is not lost on hit


    Toxic Shot

    One of the reasons I put a fair amount of attack speed on Teemo is that of the poison distribution strategy. Spreading poisons within each creep wave controls the progression of the lane. That is, you can push the creep line quickly by attacking each creep once in a rapid fashion, thus "spreading the poison," or you can refrain from poisoning any creeps and focus on solely last hitting creeps to reel in the creep line closer to your tower. It is much more desirable to be closer to your tower than farther out near easy brush ganks. Ideally, you should ONLY be last hitting and harassing; poison spreading is the strategy to use when pushing a lane or farming late.

    Weakening the entire creep line may spook the enemy into playing more defensively, allowing you to deny them xp and gold, as well as get a few shots into their collective backsides as they run when their creeps melt. Conversely, having a strong enemy creep line and only last hitting gives you more power to focus on champions and last hitting. Observe your opponent and choose your methods.

    WARNING: An active poison DOT (damage over time) effect on an enemy champion WILL draw tower aggro. Use caution when pushing enemy champions into their towers, as any poison-inducing shots you put into them will make their tower prioritize you over your own creeps.

    An active poison DOT can also steal neutral rune buffs (Golem, Lizard) from allies that you were trying to help. Lay off attacking the creep a little earlier than you would usually in order to not take the buff from a teammate.

  • MUSHROOMS

    Noxious Trap (MUSHROOMS!)

    MUSHROOMS! They are much, much more than simple "mines" that slow and DOT.

    NEW MUSHROOMS!
    * Teemo now gains a "stored mushroom" charge every 30/26/22 seconds. Maximum three charges
    * Each cast requires and consumes a charge
    * Time to gain a charge is reduced by cooldown reduction effects
    * Time to gain next charge does not progress while you are at maximum charges
    * Teemo always has two charges stored upon reviving at base
    * Cooldown on placing a trap reduced to 1 second from 20
    * Damage changed to 250/475/700 from 350/500/650

    The new 1.0.0.103 mushrooms remain essentially the same strategically, only now you can store up to THREE of them! This means that you can bank a few mushrooms to QUICKLY set up an area for a gank/teamfight/escape.



    You can place mushrooms in many different kinds of ways. I will narrow each kind of mushroom into a few categories:

    -Recon
    -Defense
    -Offense
    -Special
    -Laning

    Recon
    Recon mushrooms are like wards that explode. These function similar to, but are NOT wards. Their sight radius is tiny compared to them, but they can still give useful information. Recon shrooms are more akin to tripwires; when one goes off, something is there. Recon shrooms bring map awareness, whereas defensive shrooms (semantics, blah blah :P ) are defined differently in my book of a guide.

    There are a few key places that you should recon' shroom as often as possible: Dragon, along the river (ends, exit/entry points of jungle), neutral rune creeps, common jungle paths and Baron (once leveling catches up to the point of feasibility of doing Baron).

    Other good locations for recon shrooms are common gank pile bushes and high traffic areas.

    Although I do not expressly desire to have these mushrooms detonate, the detonation is still a bonus and can allow for a quick gank attempt, but usually the mere detonation of the shroom is enough to send the tripee back to safety.

    Defense
    What's the difference between recon and defensive shrooms? Good question... In reality, I define defensive shrooms as ones that I intend to have detonated. These are the mushrooms that most often cover escapes and deter/slow ganks for myself and teammates.


    Dropping mushrooms in side-brush is always needed to warn of ganks coming from other lanes. Be sure to shroom up brush you have pushed passed.

    Offensive
    Offensive mushrooms do a few key things: eliminate creep waves, hamper enemy movement in your lane, and create obstacles during teamfights. You can drop a 'shroom near the ranged creeps in the line and it will explode a second later, heavily damaging the creeps or outright killing them. (This also applies to neutral creep camps). Try dropping mushrooms in the path that opposing creeps will use when they are pushing a lane. This kind of mushrooming will stop/slow the advance of the lane whilst you deal with another lange (also great for mantaining some pressure when you need to fountain).

    Dropping mushrooms where creeps won't hit it is also a strong tactic. Dropping a mushroom in your lane also alters how mobile the enemies in your lane can be. If they see your mushroom, most likely they will try to avoid it (unless they want to purposely pop it and regenerate/lifesteal the health back). This creates a zone in which they will avoid, tightening your control of the lane. You can maneuver yourself and try to "sheepdog" them into it or force them to retreat because they are stuck between you, a mushroom, a hard place and their base. If your enemy does not see you drop the mushroom, you can "sheepdog" or lure them into it, setting up a gank, or just dropping some more damage on them.

    Don't be afraid to drop a mushroom during a teamfight. The extra damage and slow always helps, and it could possibly save a retreating ally or finish a running enemy after your unfortunate demise. There is a no more fitting "KHAAAAAAAAAAAN!" moment than dying to a mushroom that was dropped by a Teemo you had just killed.

    Try anticipating where an imminent team fight will happen. Block some escape routes with mushrooms beforehand. Another thing mushrooms can do is reak havoc with Guardian Angel and Zilean ults. Good players will instantly recognize the effect and seal off the reviving player's escape routes. Try to help box out the reviving-retreating player with a mushroom.

    Special

    Now, I bet you're wondering what else mushrooms could possibly used for after reading the previous few paragraphs! Wait, there's more! In all seriousness, there are a few more creative, but subtle tactics concerning mushrooms. I'll outline a few:

    Backdooring: Forgetting the ethical arguments of backdooring, Teemo + a champion that has teleport and can backdoor = win. Drop a mushroom waaaay behind enemy lines in a spot unlikely to be trampled upon, and watch your Master Yi teleport far behind the creep lines to grab a tower.

    Blocks: Mushrooms are the ultimate in personal defense. No kidding. Did you know that you could use a mushroom to block Blitzcrank's grab? How about Mundo's cleaver? Morgana's shackle? Ezreal's Q? You can! Quickly drop a mushroom and run behind it and watch as Morgana shackles your mushroom instead of you, allowing you to escape certain doom. Blocks are useful to give yourself some cover in open space; it is easier to dodge a skillshot than it is to see a skillshot coming and block it on the spot. I have also heard a RUMOR that Teemo can block Tristana's ultimate with a mushroom, but this is untested and unconfirmed. Be aware that Corporate Mundo's cleaver has a deceptive hitbox and sometimes appears to go through your mushroom- this happens mostly when he fires it a bit higher/above your mushroom due to the camera angle issue.

    Towers: Towers also prioritize mushrooms over you; drop a mushroom and commence getting the last few hits in on the tower before it focuses you. (Towers prioritize hitting mushrooms before creeps and champions not currently damaging other champions).

    Slows: Need to leave a lane, but the creep line is pushing too far? Throw out a good poision spread and drop a mushroom in the middle of the lane where creeps will path. It will severely damage the first few creeps as well as slow them, giving you time to heal, buy, and return. You can also use this technique while kiting creeps around a mushroom, thus leading the melee creeps around the mushroom, while pulling the ranged creeps into it.



    Laning

    Laning mushrooms aren't a specific category of mushrooms, but are an umbrella term for using all of the aforementioned strategies while laning. Imagine your lane as a box. You should have mushrooms at each corner, with the corners being either right on the corner of the lane exits or the ends of the brush (adjust for lane location). You should also have mushrooms in the shape of a T along your lane, with the top of the T being the line at which your creeps meet. You should have a mushroom at each side of the line/mosh pit of creeps so that your enemy has a hard time getting around them to you, limiting their movement. You should also have a couple of mushrooms in a line behind the creep pit along the path they travel. You can use this to help slow the push whilst out of the lane and for slowing aggressors chasing you.




    Tips on mushroom placement:
    The shortest path from Point A to Point B is a straight line, huh? In this game, champions always take the path of least resistance. That is,, champions will hug walls to shave fractions of a second off of their transit times automatically. Use this to your advantage! Place mushrooms along popular corners.

    Be unpredictable! Don't put your mushroom in the same spot over and over. Keep the enemy guessing! A good concept stemming from this comes from the scouting mushrooms I place at the sides of the river while soloing middle. I start by placing them in spots that take advantage of champion pathing. I then switch it up to place them in spots where they WON'T hit enemy champions. Why? It gives the apparent ganker a false sense of security. Last time they tried to gank you, a 'shroom blew up in their face, and the Teemo ran. This time, no explosion. "Great! The Teemo has no idea I'm here!" the ganker thinks as Teemo calls in his own gank.

    The two most important things to remember about 'shrooms: place often and be creative! If you don't know where to drop mushrooms, just drop it wherever you are. Most likely eight minutes down the road something will be bound to hit it! Be creative and unpredictable in your placement, and soon enemies will be afraid wherever they tread!

    Special note to remember: Mushhrooms use the AP you have at the moment of detonation, not when you drop them. (Works both ways- AP modification by items like Guinsoo's Rageblade will not result in a higher damage mushroom after the buff is no longer active. Conversely, mushrooms placed before getting another AP item will scale up to your current AP).

  • Meta-thoughts

    Teemo is a very fun to play hero. In the current "hardcore" setting of the competitive metagame, though, Teemo falls short. With the upcoming Season 1, many players will be looking to take only the best of the best. That is, the "what have you done for me recently" mentality gripping today's world is now becoming part of the League of Legends. What I'm poking at here at least, is the problem that is becoming more glaringly apparent: Teemo was one of the first heroes to be designed. He has not received a major rework like some other heroes (for example, Ryze). The way the game has developed, and the style of which the new champions adhere to, has left Teemo in a very undesirable state.

    Teemo is either a sub-par DPS hero, or a middling AP-hybrid nuisance.


    Teemo Pros:
    1) Great laning presence:Harassment, creep-line control, brush control, stealth+attack speed zone control. Teemo has a ton of zone control and zone-denial that is very strong early game.
    2) Decent first blood combo: Put him with other very strong early game (I'm thinking a Pantheon here)...someone who can unload a ton of damage but maybe can't quite finish the job. Teemo comes in with his poison and not-ignorable auto attack damage (augmented by "Element of Surprise" buff), plus a short blind to help with survivabilty.

    Teemo Cons:
    1)Abysmal teamfight presence: Cannot put out enough damage without sacrificing massive amounts survivabilty. Not enough teamfight utility. One blind takes one physical dps out for a few seconds. Very susceptible to being completely useless- One blind, one point-blank mushroom, and auto-attack until 1)You are carried through the teamfight win 2)Lose the teamfight and a)Escape because you weren't a high-value target or b)Die because they saw a squishy snack 3)Get instantly blasted without doing much.
    2) Others do it better: There are better ranged AD champions out there. There are MUCH better ranged AD carries out there. His AP/hybrid aspect is something not much explored, as there are better straight AP heroes, and other hybrids with more utility.


    Other champions in Teemo's class "do it better":

    Ashe: Long-range toggleable slow, higher damage, infinite range stun/initiate, great scouting
    Tristana: Huge range advantage, long-range jump (with the biggest slow in the game), attack speed buff (allowing for more damage and less speed items), a DoT, and a huge AoE knockback (yes it can hit bunched enemies)
    Twisted Fate: Same range as Teemo, a low cooldown slow, spammable stun attack, HUGE map control/mobility ultimate
    Nidalee: Low cost traps with high deploy range (no damage, but long reveal) Heal/Attack Speed buff, longer range, spear throw skillshot nuke, mobility passive. Forget about her ult and those advantages that come from it as well!
    Sivir: Long range powerful skillshot, bouncing auto-attacks, a spell shield, and huge team speed buff. Massive farm, push, and tower downing ability.
    Corki: True damage passive, Blind-utility AoE nuke, good escape/chase ability, cone armor-shredder and damage ability, and huge poke/long range damage output.



    Other thoughts:
    1) Stomps new players/noobs (especially with an experienced smurf).
    2) Has a HUGE low-skill side of the ELO spectrum following.
    3) Above normal map presence (I would hesitate to call it "map control.") That is, mushrooms are really useful, but don't do THAT much more than good players would know (with people mia, where they probably are, what they're doing, timers on jungle creeps, wards....). Clairvoyance, TF, Shen, Nidalee are all up there, and are mostly a lot more useful. (Note that I am a HUGE proponent of creative shroom use, so I'm not selling them short).


    Teemo is a GREAT champion to level up with and lean the ins and outs of the game. Fairly simple to use, while maintaining a at least a small amount of depth (still reading my book of a guide, eh?) ^_^ After "mastering" the game and outgrowing your newbiness, you'll find out that others bring much more to the table, and can still be fun to play.


    I feel that all of Teemo's strengths disappear after the first 10-12 minutes of play. Yes, I know the first half or so of play dictates the last half, but against good players that don't suffer needless deaths and where overextension is uncommon, Teemo hardly is a game-changer.


    Teemo's 1.0.0.103 changes have made him a bit more serviceable, but did not solve his aforementioned underlying problems. More Blinding Dart dps is a buff, even taking into account the mid/late game duration nerf. Toxic shot change is also positive, as more up-front damage will help Teemo, and will only slightly negatively effect rare situations in which the enemy escapes with negligible health (the tick is weaker, the up-front auto-attack + poision is stronger).






    Please, let me know if you think I'm being too harsh, or spot-on. I invite commentary and criticism, I only want to discuss and broadcast the best you can bring out of Teemo! ^_^

  • Closing Thoughts and Credits

    Congratulations for finishing this guide (I know I will never finish it...).