A quick fore-note, this is not a small guide, this is a very large and comprehensive guide to the Ability power Teemo the way I play him as well as comparable choices and options for the ability power Teemo, the writing style itself was because I felt itíd be more fun to write than a plain guide. This guide also assumes the player knows basics about the game etc.
The scoutís handbook, a comprehensive guide to captaining the Bantam City Scouts;
Champion guide to Captain Teemo, the Swift Scout; 1st Edition: Ability Power
Written by JayceJa
Chapter one; a Prelude to a Champion:
Reading this handbook, you have decided to take up the honorable role as the captain of the Bantam City Scouts; herein this chapter is a quick summary of the capabilities and responsibilities of this prestigious role, and the role that the captain will play in the combat of the league of legends at the institute of war.
Like all scouts, the captain of the Bantam City Scouts is no exception. The swift scout is extremely versatile and able to adapt to many different situations, having several roles to play in the combat of the institute of war, the captain can become a carrying force in an allied team, a vicious and speedy assassin, or a supporting player, setting up traps throughout the field, however regardless of the role you wish to play as the swift scout, the captain will always be a pestilent force for opposition teams.
The swift scout is also a sort of oddity, from a glance it would seem that it would be powerful built with physical damage, however as this edition will focus on revealing, the swift scout plays extremely powerfully as an ability power champion
The swift scout draws on his abilities for his versatility, he is able to blind and shut down enemy physical champions, move with great quickness to aid in chasing, ganking, and setting up traps behind enemy lines, the captain also poisons his darts, giving him one of the very few means of transforming ability power into sustained damage. And as a member of the bantam scouts, he is greatly capable in the act of booby traps, the famous Bantam trap is able to severely damage and slow many enemies at a time with great execution.
With the explanation of these abilities comes chapter two.
Chapter two part one; Skills of the Captain:
As the captain of the Bantam Scouts, the swift scout has access to 5 special abilities, which will be listed here.
*******http://www.leagueoflegends.com/images/champions/icons/abilities/ability_5_23.jpg********Innate passive; Trailblazer:
Trailblazer is the ability for the swift scout to leave a trail wherever he treads, granting him vision of the area he has been. The trail of the swift scout also grants allies of the Captain enhanced quickness while traveling in the path.
Lasts 6/8/10/12/14/16 seconds
ok, the first version of this massive guide is done, but its kinda a wall of text, because i havnt got much pictures yet, is there anywhere i can get pictures of summoner abilities or masteries, if not i will screenshot them along with placements for bantam traps etc. at some point
oh, for the pictures, is there some way to extract icons and pictures from the game data?
Great guide, Teemo is an excellent support hero and when I do premades, I get asked to play teemo way more than other carries. You touch on all the points a teemo should know, and I'd like to add a little more to them:
Trap placement: Study your lane opponent's movement. Some like to abuse the bushes, some like to be off on the side near the forest. Use your traps to set up ganks by placing them on their routine positions. They will learn after triggering 1 trap but having those traps there still deny your opponent of terrain. This forces them into a narrow route which you can exploit with the help of teammates. Imagine keeping your opponent out of the forest by placing traps at the entrance and out of the bushes. They will be vulnerable to a quick strike from heroes like ryze/rammus who can come throuogh the forest/river undetected.
Also, trap DoTs don't stack but don't be afraid to put them relatively close to each other in high traffic areas. In forests, the closer you are to a base, the more traps you should lay. This is because team fights often happen in these areas and what you may lose inefficiency, you will make up for in frequency.
Save traps for terrain denial, don't use them to kill creeps unless there is a big wave or if it's somehow crucial. You can last hit creeps for money, traps should play an active role by denying forests and making your opponents paranoid about taking ramps into rivers or indirect routes to any destination.
Speed: I found boost to be an excellent tool for escape, possibly as good as flash for purely defensive use. As teemo, you will almost always have the advantage of knowing where your enemy is and you can quickly jump into a forest to lose your enemies. This means you will rarely be caught off guard so flash is not entirely needed as a defensive spell. So boost, with it's short cd become that much more attractive by letting you use your speed to get out of harm's way. A boost followed by swiftness is enough to lose most enemies who come at you from the front.
Also, try to be near allies during team fights. You will give them your speed boost and you can use boost to get out of debilitating spells. Especially be near allies trying to flee since your speed boost become even more important and you can be close enough to give support by placing a trap or blinding and enemy.
Don't be afraid to enter a shoot out with ashe or trist in a 1v1 situation. Blind them and get a few licks in. Then run away into a trap. The blind shot cd is short enough for you to dance 1v1 against ashe or trist effectively. And you are fast enough to disengage an unfavorable encounter if you want, especially with boost.
Teemo should be the eyes of your team. Your traps should warn your team of possible pushes or of possible stranglers. If you get clairvoyance, you will expound on this advantage even more.
Again, thanks for the great guide jayceja.
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