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-   -   [Guide] Teemo in Twisted Treeline. (http://forums.na.leagueoflegends.com/board/showthread.php?t=152949)

Alyzar 07-02-2010 09:28 AM

[Guide] Teemo in Twisted Treeline.
7/25/2010: Updated Masteries

Disclaimer: Expect grammatical errors and sentences that don't make sense. Feel free to respond if something confuses you.

In Summoner's rift, Teemo is commonly used as a more utility oriented hero due to the fact that he doesn't excel in big team fights. When the 5v5s really begin to break out, it's no secret that Teemo players have a tendency to remain situational and fall a bit short. That being said, Teemo is one of the best characters to have on a TT team for many reasons if you properly utilize his skills.


Map Control: TT is different from summoner's rift in many ways, although one of the most noticeable ways is the fact that in all ELOs, wards are the norm in TT, where as they are a great deal more sparse in SR due to the wideness of it in general. The narrowness of TT causes Teemo's mushrooms to be a great deal more effective in terms of escaping, cutting off escape routes, or general locale-related knowledge. Well placed mushrooms can make it very difficult for the opposing team to enter the jungle or chase you down.

Speed: In this guide, I try to utilize speed as much as possible. As Teemo in TT, you'll more often then not find yourself outrunning nearly every opponent through a mix of slows, quintessences, and your buff. Teemo excels at juking through the reed filled twists. Even an opponent with an oracle will be unable to stop the blast of your mushroom as he attempts to chase you through the small patch of grass.

Amazing damage potential: Your stealth buff + A lizard buff + Poison damage is grounds for a very easy kill. The surprise damage that Teemo is capable of in TT, early game in particular is very surprising to both you and your teammates. Your teammates will be in awe and your enemies will target you, which is exactly what a well played Teemo wants. Often in a team fight I find that they will attempt to chase me even through farms of shrooms while I ghost in conjunction with my movement buff.

You will wreck Warwick and Tryndamere players: This is more of a situational perk, although I feel the need to mention it. In my ELO, I see plenty of Warwicks and Tryns. Needless to say, you'll be carrying blind shot and ignite and you will shut them down very hard.

Survivability: If you've read my other guide, you'll know I am a fan of this. My version of Teemo is great at surviving. You'll go games where you always manage to get away and this has a tendency of driving the enemy crazy.

Team fights are now something you excel in: In SR, Teemo is a noted to be very good in skirmishes. Now that skirmishes have turned into actual team fights, you have the upper hand in the aspect that all of your skills are that much more useful.

It's as if Teemo was made for TT: You'll feel as if your skills synergize more then they do in SR. You'll find yourself using your passive stealth quite frequently and having much better results then you would in SR.


You're still Teemo: Persistent slows will still mess you up. You're still squishy, especially for TT. Luckily, this guide does a bit to counteract that.

Lack of subtlety: Players will be more aware of your existence in general, and as a result they will prepare for you after they see what you are capable of.

As you can see, every strength that Teemo has in SR is boosted a great deal in TT.


I run Ignite and Ghost. Ignite works extremely well at all points of the game for the bonus damage. You can often pull off solo ganks at early game even without the lizard due to how much faster you are in general because of ghost and the definite superiority in terms of Teemo's early damage output.

Ghost is extremely versatile and allows for persistent chasing / running away. It has a great deal of synergy with the rest of his speed.


Preferred Build

Dodge Build - This build has been proven to be effective with the use of dodge runes and Ninja Tabi.

Items / The Game:


At level 1, you have two choices for the first team fight.

The first, more preferred choice, is your poison. You won't pack the punch to a single target as well, but I believe it to be worth it for the versatility that the poison has. In that first team fight, you'll more then likely change targets at random due to how quickly the tables turn. Because of this, the poison works very well in spreading the damage out so you can quickly get the upper hand, as well as the synergy between it and your ignite.

The second, more specialized choice is Blinding Shot. I can see your team asking for this if you truly want to shut their Warwick (Or some other melee champ down) and they already have enough sustained DPS for that fight, although you will often find yourself lacking if you have to change targets.

Past that, I follow a Poison > Blinding Shot > Move Quick, although, of course, taking your ult whenever you can and getting a move quick at level 4/5


I follow a core item build that I feel is mandatory for the success of Teemo in Twisted Treeline. Luckily, this build only consists of two items and you'll be able to truly customize Teemo to your likings past that. That said, these two items are...

Frozen Mallet (http://leagueoflegends.wikia.com/wiki/Frozen_Mallet)
Boots of Swiftness (http://leagueoflegends.wikia.com/wik...s_of_Swiftness)

These two items on conjunction is truly what makes Teemo thrive. You're working with speed that is superior to most other characters and now boasting a chain slow on top of your shrooms. This allows for Teemo to bait and chase very effectively. It addresses many of his faults whilst straightening what he is already good at.

You'll start with a Longsword and an HP pot. Some people might enjoy the idea of a Ruby Crystal but I rarely find myself worrying about survivability. Find a safe although relatively close spot to camp in stealth and as the fight starts, target the squishiest of their team and unload. You'll smile at how quickly he does down and hopefully you'll score a first blood. Hopefully in the next 4-10 minutes you'll have the 900 gold needed in order to build your Phage.

After you get the Phage, obviously you'd begin building your Boots of Swiftness, although don't let the lack of boots stop you from ganks. Upon getting your Frozen Mallet, the core item build is done and you can go in a number of directions.

What items do you use / justify?

My personal favorite choice after I finish my Frozen Mallet is going with "Youmuu's Ghostblade" (http://leagueoflegends.wikia.com/wik...27s_Ghostblade), which is another great item that plays on Teemo's strengths without gimping his damage.

Other items I can see being used.

Hextech Gunblade (http://leagueoflegends.wikia.com/wiki/Hextech_Gunblade) An under appreciated item that caters to Teemos seeking a bit more shroom damage and / or some burst damage in a fight.

Deathfire Grasp (http://leagueoflegends.wikia.com/wiki/Deathfire_Grasp) I've yet to test this out although I can see the viability in it.

Sword of the Divine (http://leagueoflegends.wikia.com/wik..._of_the_Divine) A situational item used for shutting down Jax.

Stark's Fervor (http://leagueoflegends.wikia.com/wiki/Stark%27s_Fervor) Not the worst of choices, although I believe it's effectiveness suffers a bit in TT.

Last Whisper (http://leagueoflegends.wikia.com/wiki/Last_Whisper) I've seen some TT Teemos use this, although in my opinion you are better off with the ghostblade.

Zeal (http://leagueoflegends.wikia.com/wiki/Zeal) This item has a good deal of synergy with Teemo and with the ghostblade when stacked and eventually (If time allows) turned into Phantom Dancers.(http://leagueoflegends.wikia.com/wiki/Phantom_Dancer) If you intend to go the zeal route, I would invest in the dodge masteries.

Nashor's Tooth (http://leagueoflegends.wikia.com/wiki/Nashor%27s_Tooth) Another great multipurpose item.

Guinsoo's Rageblade (http://leagueoflegends.wikia.com/wik...%27s_Rageblade) A more damage oriented Nashor's tooth.


The only thing I feel essential (Not necessary for TT Teemo play, though) are movement quintessences. Everything else is preferential. I've found TT Teemo runes to be more about play style and less about number crunching and optimization.

zubey 07-02-2010 11:31 AM

Ever try rushing Nashor's Tooth? I find it really helps me fill the lanes and brush with shrooms. (I agree with your choice on Frozen Mallet -- I usually get that after boots, though)

Alyzar 07-02-2010 12:10 PM

I had actually meant to put Nashor's in the Other items section. Thanks for reminding me.

Alyzar 07-02-2010 01:39 PM


TechFinch 07-03-2010 11:28 AM

Nice guide. Useful stuff.

Alyzar 07-04-2010 12:58 PM

Thanks Tech.

Sharkpower 07-04-2010 01:03 PM

Nice guide, but how do you feel about Guinsoo's?

Alyzar 07-04-2010 01:47 PM

Love it on Kennen, never used it for Teemo.

Let's crunch some numbers.

Basic stats are...

+35 Attack Damage
+45 Ability power.

With Basic Stats alone, AP wise, you are looking at these bonuses.

+36 Damage on your Blinding Shot
+6.75 Poison Damage
+36 Damage on your Shrooms

Fully upgraded, AP wise...
36 Base AP + 38 = 74 Bonus Damage on Blinding Shot (And shrooms assuming they step on it when you have the full charge? Or is it the amount of AP when placed? I'm not sure.)
13.95 Poison Damage.

Attack Speed Wise, fully upgraded, you're looking at +32%.

I like it. It's like the damage version of Nashor's tooth. Adding it in.

MustardOnTheBeat 07-04-2010 02:43 PM

Teemo guide for any map.

1. Pray to whatever entity you believe in that your team doesn't queue dodge when they see Teemo.

2. Once in game, try your hardest not to be a feeder, although given Teemo's lack of health, DPS, escapability, and overall usefulness, this is close to an impossibility.

3. Find a new hero.

Alyzar 07-04-2010 03:15 PM


Originally Posted by Ruthuin (Hozzászólás 1826730)
Teemo guide for any map.

1. Pray to whatever entity you believe in that your team doesn't queue dodge when they see Teemo.

2. Once in game, try your hardest not to be a feeder, although given Teemo's lack of health, DPS, escapability, and overall usefulness, this is close to an impossibility.

3. Find a new hero.

This coming from a level 25 with wins closer to 100 then 200. Yep. Well, I added you. If you want, we can play a round of TT and I can show you how it works.

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