Teemo’s ultimate, or Noxious Trap (R), is generally the most commonly misused ability in Teemo’s kit.
So you might be asking yourself: how is an ability that is so straightforward and basic misused? There’s more to Shrooms than just vision and damage; having foresight of what direction the game is heading and playing to the advantage of that direction is often missed by a majority of players. This means that you must actively be thinking about the direction of the game and not going through the motions, which is an issue that most players struggle with. With foresight in mind, not ONE of your shrooms should be placed arbitrarily or , in other words, randomly/just cause you feel like dropping one. Like every other champion in League of Legends, you should be able to justify the use of your ultimate and be content in the situation you used it in; this is no different for Teemo, regardless if Noxious Trap (R) is on a low cooldown. If you have watched any high-elo Teemo players, you have likely noticed that each shroom placed down has a justifiable purpose.
With that said, how and where should you place your shrooms? Well depending on the situation and your build, it may vary.
There are three types of justifiable shroom placements: Pathing Shrooms, Vision Shrooms, and Combat Shrooms
Pathing Shrooms are shrooms that are placed in the most efficient pathing routes; it can be placed in the most common gank paths or where champions are highly likely to hit your shroom (Jungle entrances/exits). Notice, in the image above, that these shrooms are usually hugging walls; this is due to players simply clicking the minimap to navigate Summoner’s Rift. Think about where champions commonly path and place them there, which is typically against walls. They can be used to both slow down the enemy jungler from pathing top or simply point them out on the map. These are far and away most common use of shrooms. It’s important to take into account the type of jungler you’re playing against and use your own foresight to preemptively place shrooms around their common pathing routes. For example, you wouldn’t want to shroom the same way for a Kayn and Shyvana due to their mobility/pathing being very different. They can also be used in lane; they’re generally placed either around the minion wave or the walls of top lane.
They’re similar to Pathing Shrooms, but the main difference is they’re not meant to be stepped on; their main purpose is for vision, not damage. Although you can still use Pathing Shrooms if you’re building on-hit, you may want to consider placing more Vision Shrooms rather than Pathing Shrooms due to your shroom damage being minimal. They’re amazing when placed by camps, so every member on your team has vision of the jungler. Also, once the jungler finishes their camp you can see where they’re pathing to next and predict where they are on the map. Information is everything in League of Legends; you never know if your teammates would like to be aggressive, but are hesitant due to the location of the enemy jungler not being known. This allows your teammates to play more aggressive and have higher possibility of winning their lanes. However, it’s important to be cautious and not go for Vision Shrooms against junglers who may have kill pressure on you. When placing Shrooms in bushes, put them towards the wall or the place you believe they’re less likely to be stepped on. These are great for top lane bushes to spot out potential jungle ganks. When shrooming the river with Vision Shrooms, try to avoid the common path of the Scuttler.
The true mark of a high-elo Teemo Main is effectively using Combat Shrooms. A Combat Shroom is exactly that: a shroom used during combat. Combat Shrooms are either meant to be procced immediately or used to create space between you and the enemy laner in order to force them to either back off or take a bad trade. As mentioned before, they can be meant to procced immediately; for example, dropping a shroom nearby the enemy minion wave when trading will force them to take damage due to being in the vicinity of the shroom explosion. Try to have at least one shroom in safekeeping just in case you need to bust it out during a fight.
The Importance of Shrooms in Teamfights
It’s a common misconception that Teemo is a horrible teamfighter. Although he’s not the greatest teamfighter, with the help of his Shrooms, he’s not bad in any means. Zoning effectively with Shrooms allows you to force the enemy champions to either path/move ineffectively during a fight or simply proc the Shroom and damage the rest of their team. When throwing shrooms in the middle of teamfights, aim for where the enemy is either clustered or certain choke points if you’re fighting in the jungle. If an enemy is sieging, use their minion wave against them and throw your shrooms on to the minions so the enemy champions are also damaged when escorting their wave. Similar to Combat Shrooms, if you feel there’s going to be a teamfight/skirmish, save all your shrooms as they can drastically change the course of the fight and win you games.
Using Shrooms as a Form of Wave Clear
This has always been constant mental battle for me and a bad habit, but unless you absolutely have to hard push a wave, try to avoid using shrooms on a wave. It’s a waste of shrooms that could potentially save your life or give you other valuable information on the map. Yes, this alone can potentially cost you a games.
Last quick tip: Shroom damage over-time does NOT stack. Don’t be a rookie and keep your shrooms close together. Spread em!
With the current meta being focus around diving bot lane, it’s important for a top laner to show some sort of presence on the map. Teleport also allows Teemo to apply pressure and become a real split push threat while Baron is alive. With Teleport, your laning phase is less volatile if you happen to be losing lane. If you make a mistake and lose a 1v1, teleport helps you recover by teleporting back to lane and fixing/catching the wave. Overall, teleport allows you to be more flexible with laning assignments, it helps you be an effective splitpusher, make/match plays bot lane and have a healthier laning phase.
Tier 1.5: Ignite
With the recent buffs to Ignite in Patch 8.6, Ignite is finally a decent choice if you choose to double down on the oppressive Teemo playstyle. The reason Teleport is still better than Ignite is due to the flexibility Teleport brings throughout the game; splitting bot lane without Teleport is a game losing play if your team doesn’t play around your splitpush properly (most elos don’t.) However, splitting isn’t the only viable playstyle Teemo players have; If you enjoy taking the assassin route, then try playing with ignite a few game as it will only enhance your playstyle.
Tier Everything Else
Before Frozen Mallet was nerfed, Ghost was actually a “viable” secondary due to allowing you to chase targets more effectvely, but now it’s simply isn’t good. Every other spell summoner spell is not a viable choice on Teemo.
Overall, take Teleport if you choose to split and Ignite only if you choose to play like an assassin. This does NOT mean you cannot play an assassin playstyle with Teleport and vice versa. Play towards your needs as a player. When in doubt, take Teleport.
Generally speaking you will always want to max E -> Q -> W every single game if you’re playing AP Teemo and max E -> W -> Q when playing On-hit Teemo. You wouldn’t Q max second on On-hit Teemo because there isn’t AP that’s amplfying your Q damage. With On-Hit Teemo, it’s more beneficial to kite with W maxed second than get a minor uptick in damage with Q maxed second. However, there are a few matchups where Q or W max/adjustment can prove to be beneficial.
When playing versus Riven, you actually want to take two points into Q instead of taking your second point in E when you hit level four; the extra .25 seconds, in theory, allows you to cancel 2 auto-attacks when she does her basic Q – AA – Q – AA combo. After taking your second point into Q, you can continue to Max E. Depending on the elo, the second Q point might be pointless if the Riven player is bad. You can also even Q max versus Pantheon and try to outpoke him by taking Doran’s Ring for the Mana Regeneration, which allows you to stay competitive in Q trades. IcyPhoenix has a great guide on how to win the infamous Pantheon matchup if you would like to learn more. With that said, the Pantheon player can definitely go for the all in, so the Q max strategy is not foolproof. Generally speaking, you will want to max Q second.
There are a few matchups where dodging/kiting the enemy laner effectively can win you your lane; this is where a few early points into W can come in handy. I personally like to take two, and sometimes even three, points into W when laning against Sion and Darius because kiting and dodging spells is vital in these matchups. However, this is a just a “safety net” playstyle; you can absolutely still have a successful lane versus Darius and Sion without taking the extra early points into W.
My Personal Ability Sequence
I personally go max E -> W -> Q every game regardless if I’m playing AP or On-hit Teemo; I believe having the extra tempo and presence on the map is more valuable than a bit more damage on your Q. However, this is my personal preference and by no means is maxing W second objectively better than maxing Q second.
Starting items are fluid when it comes to Teemo. Starting items are matchup dependent and allow you to both play to your strengths and counter enemy laners.
Tier 1: Doran’s Shield and Doran’s Ring.
In general, Doran’s Ring and Shield are Teemo’s best starting items. For decent matchups that don’t involve a receiving ton of poke, I suggest grabbing yourself a Doran’s Ring. However, if you’re laning against champions that are poke heavy, I highly recommend taking Doran’s Shield as it will allow you to stay in lane for longer periods of time and eventually poke out the enemy laner. It’s important to take into account the trading patterns of the enemy laner when choosing your starting item; for champions that rely less on poking Teemo down and more on all-ins, Doran’s Ring is your best bet; not only will you have the health pool for the all-in, but it also allows you to effectively poke them out. However, for sustaining from poke, Doran’s Shield would be your best choice.
Some champions are listed twice due to both choices either being good or dependent on your playstyle/build (i.e. Comet Nasus).
Tier 2: Cull
If you’re feeling frisky, then consider taking Cull. Only opt into taking Cull for matchups where you would take Doran’s Ring. You never want to take Cull into punishing matchups that require you to take Doran’s Shield; a Cull start is about safely getting away greed, not getting away with feed.
Tier 3: Null-Magic Mantle and Boots
In very specific matchups it’s sometimes beneficial to start with Null-Magic Mantle or Boots. You can be greedy and start Null-Magic Mantle if you intend on rushing Wit’s End against an AP laner that doesn’t poke you (Nautilus, Maokai, Singed etc.) Starting Boots can also be an option versus Darius if you need to avoid getting pulled in, but it isn’t optimal.
Teemo is especially unique from every other champion in the game; Teemo has more choices in terms of items and build paths than any other champion in League of Legends. In this section I will divide and sort the best items on Teemo when playing both AP and On-hit styles.
Tier 1 AP
Hextech Gunblade: Since the update of Hextech Gunblade back in Patch 5.22, Hextech Gunblade has allowed Teemo to have amazing sustain along with burst in one item. Gunblade also works as indirect tankiness; if you can heal 400hp in a 1v1, then you essentially had 400 extra HP that fight. If you can do without the sustain, then pick up an alternative. Void Staff: Magic Penetration is Teemo’s bread and butter, so it’s no surprise to see Void Staff make an appearance here. Void Staff allows Teemo to hit like a truck. However, Void Staff is not a must have unless the enemy team has heavily stack Magic Resist. Nashor’s Tooth: An item that deals magic on-hit damage along with 20% CDR is Teemo’s wet dream. This item in objectively good on Teemo for obvious reasons. Liandry’s Torment: Another staple in Teemo’s AP loadout; this item is a must have when playing AP Teemo as it enhance s Teemo’s Shrooms. Morellonomicon: With the recent addition of Magic Penetration and health in Morellonomicon, it kicks Deathcap to the curb and forces its way to becoming a Tier 1 item. Why? Magic Penetration on Teemo is far more valuiable than having flat AP.
Tier 1 On-Hit
Frozen Mallet: Gives Teemo a healthpool to work with while allowing him to stick on targets easier. You can’t ask for more in an item. Wit’s End: Wit’s End is great because it’s cheap and synergizes well with Teemo’s kit. It’s hard to find greater item value for 2400 gold as it gives you a quick and early item spike vs AP champions. Guinsoo’s Rageblade: Guinsoo’s Rageblade allows Teemo to become a legitimate threat by ignoring resists the enemy team has built. It’s great for split pushing, dueling, and works amazingly well with Teemo’s overall kit. Runnan’s Hurricane: Runnan’s Hurricane is definitely up for debate when it comes to true Tier 1 items. Runnan’s not only allows you to become a poor man’s Kog’Maw, but it enables you to have insane tempo on the map while applying intense pressure in a split push situation. Tempo is invaluable and allows you to control the flow of the game. However, it get quite difficult to manipulate the game once you get to Diamond 5.
Sorcerer’s Boots: Not a must have item on AP Teemo, but if you can afford to get Sorcerer’s boots, then definitely pick them up. Teemo abuses Magic Penetration too well. However, it is a bit greedy when compared to its defensive alternatives. Ninja Tabi: My personal choice 90% of games. Even with recent nerfs, Ninja Tabi are too cost-efficient to pass up. Mercury’s Treads: If you’re against high amounts of CC or 4 AP champions, then Mercury’s Treads are your best friend. Boots of Swiftness: Definitely a niche choice, especially if you enjoy being annoying and splitpushing; it is viable, but the passive of the alternatives are simply superior.
Secondary Viable AP Items
Lich Bane: Has it’s place versus squishier comps or if you’re looking to play an assassin playstyle. Rabadon’s Deathcap: Although Deathcap is core for traditional AP Champions, Magic Penetration is more valuable than getting more AP. It’s a great last item, but not a core item. Zhonya’s Hourglass: It’s a viable “get out of jail free card” if you choose to go AP Teemo and are against assassins. I’d personally rather have a health item against an assassin as it is consistently more reliable and flat stats don’t have cooldowns. Banshee’s Veil: A great item against AP heavy team comps; highly recommended versus heavy AP comps. Rod of Ages: A debatable Teemo Item. I would only build RoA if you plan on going Grasp of the Undying Teemo. Luden’s Echo: A viable last item if you need to cap to 40% cooldown reduction. Every other Tier 1 AP item is more valuable than Luden’s, so build this as a 4th/5th/6th item if you are in need of cooldown reduction. Spellbinder: A new item that definitely needs some testing. In theory, it’s an amazing assassin item that also gives movement speed; it’s everything Teemo wants. Will update in the future.
Phantom Dancer: A dueler’s wet dream. If you need to beat Fiora at her own splitpush game, consider going the Grasp of the Undying build and rushing Phantom Dancer. Enjoy auto-winning lane. Blade of the Ruined King: Although it is an amazing on-hit item, I don’t believe it is core. There are definitely games where BoRK isn’t needed. Core on-hit items either provide utility or are amazingly cost efficient. BoRK is simply a great damage item that does…. damage? Nashor’s Tooth: I would only build Nashor’s Tooth if you already have Guinsoo’s Rageblade as they synergize very well together. Hextech Gunblade: Hextech Gunblade is viable once you have both Rageblade and Gunblade. I suggest staying away until then as it’s okay decent in this build till then. Mecurial Scimitar: If you’re against hard crowd control and need to deal consistent DPS in order to win fights, then Merc Scim should be in your inventory sooner rather than later.
Viable Tank Items
Frozen Heart: When running the Grasp of the Undying build , Frozen Heart allows you to reach 40% cooldown reduction while being able to face tank heavy attack damage. If you need 40% cooldown reduction versus an AP heavy team, take Nashor’s Tooth and Frozen Heart out of the grasp build and replace them with Bashee’s Veil and Spirit Visage. Spirit Visage: A viable, decent magic resist item. If enhanced healing doesn’t come in handy, consider taking Abyssal Mask or Adaptive Helm Abyssal Mask: A decent magic resist item versus AP champions that like to get a bit too close (Fuck you, Akali) Adaptive Helm: Comes in handy versus AP DPS champions. However, Teemo is weak against AP DPS champions unless you can get your burst off. It’s probably bad. Randuin’s Omen: A great choice against crit-based AD team comps (kindred, yasuo, caitlyn etc.), but I personally enjoy Frozen Heart’s CDR a bit more, especially if you already have a health pool from other AP items. Zz’Rot Portal: A very niche item that is especially good if you plan on split pushing and delaying the game; yes, delaying the game by split pushing with Runnan’s and Zz’rot is a legit strategy that works in high elo.
Shurelya’s Reverie: An amazing cost efficent AP item. Needs more testing and statistics. Will adjust in the future. Dead Man’s Plate: Another niche armor item; I understand the logic behind bulding Dead Man’s Plate, but the stats and movement speed do not justify the cost. You move quick enough with W. Deadman’s is simply overkill. Warmog’s Armor: With the rework of AP items, there isn’t really a need for excessive health. It’s a nice health item, but Spirit Visage or Randuins are far superior tank items. Gaurdian’s Angel: A decent armour item if you’re playing with an On-Hit build and happen to be playing against a lot of AD champions; clearly very situational.
Before we dive into the in-game portion of the guide, I’d like cover the pregame; specifically Runes and Summoner Spells.
With Teemo being the most unique and versatile champion in League of Legends when it comes to builds, I believe it’s important to go over every Keystone and Rune so Teemo enthusiasts all over can get some quality insight. I also didn’t want this to be just like every other guide and just say what to take; I’m going to tell you why and when you should take certain runes as Teemo isn’t a “Set and Forget” champion.
Press the Attack (Tier 3)
Press the Attack, without a doubt, has its place in certain match-ups; this is a rune that should be taken when all-ins are inevitable in the match-up or when up against a meaty tank (fuck you Mundo). PTA can also be abused against champions like Maokai, Riven, Illaoi and Camille due to extended trades being rather common in these matchups. If you’re unable to consistently proc PTA, then don’t bother taking this rune.
Lethal Tempo (Tier 4)
Not complete garbage, but not the worst. It’s simply not worth using Lethal Tempo unless you plan on going a full on-hit build that features Rageblade, BoRK, Wit’s End, etc., which really doesn’t shine until late-game. I don’t believe it’s worth it to sacrifice Teemo’s opressiveness in the early-game just to, MAYBE, shine in the late-game. I take it back; it’s garbage.
Fleet Footwork (Tier 3)
Just like PTA, Fleet has it’s place in certain match-ups that focus on kiting or dodging spells. A few of the key match-ups are Darius, Sion and Nasus where kiting and dodging spells make or break the lane. Aside from those match-ups, It’s a solid middle ground between sustain and poking, but I’d rather choose one end of the spectrum (Grasp or Aery).
Conqueror (Tier 4)
It feels okay based of the precision tree granting attack-speed, but not great. It’s just… meh. I’d rather take PTA or Fleet.
Best of Row One: Triumph
Triumph can literally win you games by coming in clutch during close fights. Overheal is also nice for this row, but the shield is nearly negligible until mid/late-game. Honorable Mention: Overheal
Best of Row Two: Alacrity
Alacrity is arguably the best rune all of the rows. With attack speed being an extremely efficient stat on Teemo, it’s hard to argue any other rune for this row.
Best of Row Three: Coup de Grace
Coup De Grace is the standard choice when picking deciding what to pick for row three. Cut down is okay versus tanks, but Coup De Grace is useful against all champions rather than just tanks.
Comet (Tier 4)
Comet feels pretty bad and Aery simply outshines it. The only time where Comet beats Aery is by procing Comet through a Shroom, but why sacrifice constant Aery poke for something so inconsistent and unreliable.
Aery (Tier 1)
Aery is one of Teemo’s Core Keystones with the other being Grasp of the Undying (See Full Article on Grasp). Aery is far and away the most consistent option for enhancing Teemo’s already oppressive playstyle in lane. The ability to double-proc Aery by catching the last tick of poison is just the cherry on top. The damage from Aery stacks up very quickly due to it being quite easy to proc consistently. Although Aery is preferred in the majority of matchups, there are times where it can be extremely feast of famine making lanes extremely volatile, which is where Grasp comes into play. Overall, simply perfect for Teemo.
Phase Rush (Tier 4)
The ONLY time to take this rune is versus champions like Nasus or Darius to counter slows, but other than that it’s trash.
Best of Row One: The Ultimate Hat
With the recent nerf of to Manaflow Band, The Ultimate Hat is far and away the best rune for this row. Manaflow band is still a decent choice, but having the ability to fully stack The Ultimate Hat by level seven is simply too good to pass up. Honorable Mention: Manaflow Band
Best of Row Two: Transcendence
If you plan to be as oppressive as possible, then Absolute Focus is the best rune in this section. However, do not take this rune into a losing lane as it’s essentially pointless since you won’t be above 70% hp that often. If you don’t plan on being above 70% for the majority of the lane, just take Transcendence as it will give you more value throughout the game. Celerity is a pretty niche rune. Although I personally wouldn’t run Celerity, I could see a player’s logic for wanting to take it, especially for matchups where movement speed is vital (i.e. Darius). Honorable Mention: Absolute Focus/Celerity
Best of Row Three: Scorch
Once again, when going over this row you need to take into account your play style. If you’re going for the most harass in lane, then take scorch. If not, Gathering Storm is your next best bet. Also, if you happen to be playing Teemo Jungle and happen to run the sorcery tree, then consider taking Waterwalking as it will give you more mobility and impact on the map. Honorable Mention: Gathering Storm
Electrocute (Tier 2)
Electrocute feels great when going for a bursty AP build. It’s important to use your passive effectively when running Electrocute; otherwise it’s difficult to make the most of the rune. Unless you plan to truly play into Teemo’s theme of being a sneaky assassin, you’re better off going with Aery.
Predator (Tier 5)
This Keystone is meant for champions with a low amount of mobility or who are able to effectively abuse the movement speed boost with their kit. Don’t bother.
Dark Harvest (Tier 4)
To put it simply, why take Dark Harvest when you can go Electrocute? Although it’s weaker late game, I don’t believe it’s worth it to sacrifice your early and mid-game for a more bursty late-game as late-game is never guaranteed.
Best of Row One: Taste of Blood
With Runes Reforged, Taste of Blood replaced Feast and is extremely valuable in lane when it comes to sustain. However, if you’re going for the highest output of damage then go with Cheap Shot. In my opinion, the extra damage from Cheap Shot isn’t worth it. Honorable Mention: Cheap Shot
Best of Row Two: Zombie Ward
Zombie Ward can single-handedly spot out ganks making your overall laning phase safer. Every other option isn’t necessarily viable.
Best of Row Three: Ravenous Hunter
Ravenous Hunter is absolutely insane on Teemo. Ravenous Hunter allows Teemo to heal off his auto-attacks due to the on-hit damage from Toxic Shot (E) and the damage over time for your poison. This rune is a must when using the Domination tree.
Grasp of the Undying (Tier 1)
Grasp of the Undying is currently underrated when it comes to viable Keystones for Teemo (See Full Article). The reason Grasp is so great on Teemo is that it allows Teemo to win difficult matchups he would once lose. Grasp allows him to be just oppressive as Aery does, but sacrifices great sorcery runes for survivablity.
Aftershock (Tier 5)
If you plan on sitting next to blasting cones all day in order to proc Aftershock, considering seeing your doctor.
Gaurdian (Tier 5)
Best of Row One: Bone Plating
Bone Plating is simply too good against burst damage. Demolish is nice on paper, but you have to consider how often you’ll be able to proc Demolish and compare it to Bone Plating.
Best of Row Two: Conditioning
Conditioning is the route to go if you actually plan on building a true tank item. Even without a true tank item, Conditioning feels great. If you’re playing the sustain game (i.e. versus Gangplank/Comet Camille), then I’d recommend taking second wind. However, you can win the sustain game without Second Wind; it just makes it easier. Chrysalis is also an intriguing rune, but I have yet to test it. On paper, Conditioning is too good to pass up. Honorable Mention: Second Wind
Best of Row Three: Overgrowth
With the new Grasp of the Undying build and the AP item rework, you end up with a large health pool based on items alone. Overgrowth just enhances it.
Unsealed Spellbook (Tier 4)
I’d like to say that it has it’s place in matchps, but it simply doesn’t. The reason Unsealed Spellbook is viable for champions like Vladamir is due to nothing else being a particularly great choice and Stopwatch making hourglass cheaper. Although it gives you the flexibility to abuse ignite, Aery is still the more consistent option for snowballing lanes.
Glacial Augment (Tier 4)
It’s an interesting rune, but there’s a reason it’s such a niche keystone; because it’s bad and needs major buffs before becoming viable.
Kleptomancy (Tier 4)
If this was pre-nerf Klepto, then it would probably be Tier 3. However, with it heavily relying on RNG and it being difficult to proc at times, it’s too inconsistent to abuse.
Best of Row One: Magical Footwear
Due to Teemo rarely needing to build hourglass, Magical Footwear is a great choice, especially with the movement speed boost.
Best of Row Two: N/A
This row is extremely situational and low impact. Future’s Market being “fill,” Minion Dematerializer being versus tanks that would build Banner of Command, and Biscuit Delivery for difficult lanes.
Best of Row Three: Cosmic Insight
Cosmic Insight will always hold value throughout the game, whereas Time Warp Tonic is only great when having potions ticking.
Aery – Domination: Tier 1
It’s no surprise that Aery is one of Teemo’s core keystones as it enhances Teemo’s oppressive laning phase. This rune set-up should be taken when Teemo is able to abuse the lane without much counterplay. It provides for poke, mild-sustain and the ability to to provide massive vision with your Shrooms due to The Ultimate Hat. It’s a common misconception that this is a “set and forget” rune page; this page should not be taken when trying to win a poke/sustain war that has high volatility (i.e. Gangplank). However, depending on the elo you’re currently playing in, I doubt enemy top laners know the weaknesses to this set-up.
Grasp of the Undying – Domination: Tier 1
It’s no secret that I have been a huge advocate for running Grasp of the Undying with a semi-tradition item build on Teemo (Full Article). Although it doesn’t match Aery in terms of poke, this build allows Teemo to win matchups he would once lose. It also makes what was once difficult matchups brain-dead easy (i.e. Gangplank, Comet Nasus, Comet Camille, Fiora, Riven, Singed, etc.) It also tricks enemy players into think they can actually kill you as most players don’t know how tanky this build makes you. However, this build is also not a “set and forget” rune page; for example, if you’re laning against Dr. Mundo, you will not win lane with this build due to not being able to abuse the early laning phase in order to win lane. This is a scenario where you double-down on poke and take Aery.
These builds all have their role in certain matchups and play styles. If you’re going for a bursty build, consider taking Electrocute as it will enhance your mischievous playstyle. Fleet Footwork also comes in handy where mobility is highlighted; for matchups like Darius, depending on the elo, you cannot afford to get pulled in. This is where Fleet Footwork comes into play as it will give you a short spurt of movement speed to run circles around Darius. However, you could still take Aery/Grasp. For huge, meaty tanks you can consider taking Press the Attack if you plan on going for a more on-hit build. However, if you still plan on build AP versus a tank, just run Aery.
Hope you enjoyed and stay tuned for Chapter Two – Summoner Spells and Ability Sequences
Hello everyone! My name is MrBrightside; I’m a high-elo Teemo main who peaked high Diamond 1 and Top Four Teemo World back in Season Seven. I started maining Teemo back in Season Four and after thousands of games and hours playing the most notorious champion in League of Legends, I believe I’m fit to spill the beans on everything Teemo. Literally. Everything.
This will be the most comprehensive and in-depth guide ever written on the art of mastering Teemo. The Teemo Bible will be updated every patch and I will make sure it is stays as up-to-date as possible. Since this is will be constantly evolving through every patch, this guide will always be a work in progress and always revised. Although this guide will be focused on playing Teemo in the Top Lane, Teemo Mid, Jungle, ADC and Support will eventually Chapters.
This guide will focus on the core fundamentals along with the ins and outs of Teemo. We will go over the following:
Runes, Builds, every rune and how it relates to Teemo, Types of Shrooms, Shroom map coverage, how to effectively use Shrooms, every match-up versus every rune, how lanes are expected to play out, transitioning from laning phase to mid-game, transitioning from mid-game to late-game, winning every lane, when to get vision, utilizing Teemo’s passive, the best bans for every elo and patch, pros and cons to every build, SKINtimidation, going over every single item in the game and how Teemo uses them, ganking, avoiding ganks, in-depth guidelines on levels, ability sequences, top lane guidelines, lane positioning, how to play teamfights, positioning in teamfights, when to splitpush, when to build items in certain situations, my peronal opinion builds, looking at Teemo objectively and subjectively, theorycrafting aaaaaaaand so much more.
I hope you enjoy reading The Teemo Bible as much as I enjoy writing it. Cheers.