[AP Teemo] The Battle for MiddleLane.

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insi9nia

Junior Member

01-18-2010

http://leaguecraft.com/strategies/gu...or+MiddleLane.

Teemo, The Swift Scout As far as yordles are concerned, there is something slightly wrong with Teemo. While he enjoys - and in fact needs - the level of community inherent to all yordles, Teemo feels it so strongly that he ventures out on his own to destroy the enemies of Bantam City. There is something that switches off in Teemo, so that the lives he ends do not burden him. It seemed only logical to send him to fight in the League of Legends as the Champion of Bantam City. He has taken to the League like a duck to water, seeking out the foes of the yordles and extinguishing them with the rare ajunta poison he personally gathers from the jungles of Kumungu. However, the limited company of his own kind wears on Teemo, and cracks are beginning to show in his innocent and chipper facade.

Teemo is a little package that moves fast and strikes true. As a scout, he blazes trails to his enemies that make it easier for his allies to follow. He can, despite his small size, move at blinding speed, using the terrain to his advantage. His mastery of ajunta poison also gives him a distinctly potent weapon. Prepared one way, his wicked little darts cause blindness in his foes; prepared another, they cause a slow, lingering death. Teemo also prepares traps for those tracking him, which unleashes a poison that slows and harms enemies.

Though he is known as the Swift Scout, it is clear that Teemo is actually something else - the unrepentant assassin of Bantam City.

  • 1. Note
    This guide is specified and dictated to those who want to maintain middle lane dominance.
    Most of the common sense stuff and tips & tricks can be found in Friend's Teemo guide, which is basically the most awesome guide ever for DPS Teemo. Im assuming you arent just starting out and have a basic knowledge of how Teemo works and sufficient map presence (ie: calling MIAs and placing shrooms at strategic scouting points like river ends and Baron/Dragon.)Screenshots will be added later on in the day on Shroom placings on map.

  • 2. Masteries + Runes
    21/0/9 or 9/0/21

    Usually I run with
    8% cd reduction on Blue + 1 Quint and Crit on the rest for 21/0/9 or
    6% cd reduction on Blue + Quints, Mpen on Reds and Mana Regen on Yellows for 9/0/21


  • 4. Skilling Order
    Blinding Dart
    Toxic Shot
    Blinding Dart
    Move Quick
    Blinding Dart
    Shroom
    Blinding Dart
    Move Quick

    Max out Dart and Shrooms, then Move Quick to rank 2.

    (The rest is dependant on lane opponents. Do they harass more or are they letting you farm? If its the former, then go Toxic Shot, otherwise get Move Quick to rank 4 first then Toxic Shot.)

  • 5. Summoner Abilities
    Personally i stick with Flash and Heal for lane longevity, with decent last hitting and juking, you shouldnt even need to return to base unless you need to buy.

  • 6. Summary
    Start off with Meki Pendant+ 2 Health Potion, buy quick and head to middle lane. Stand right in the middle of the lane where the creep clash usually happens and stand still to stealth. Once the creeps start clashing and their hero comes in to engage, Blinding Dart him just before he last hits and auto attack him once or twice before running off behind you line of creeps. Remember to play as defensively as you can after that.
    You only harass when the opponent is either melee, or is in range for a Dart.Sometimes just Dart him so he cant last hit. Dont waste more than 3 Darts at rank 1 unless hes really aggressive. the damage output is negligible until rank 3.DO NOT RUSH HIM UNLESS ITS A KILL.
    You may have 2 hp pots and Heal, but that doesnt mean going all out. Try staying at about 60% hp to avoid a gank since you have no Shrooms to safeguard you from the other lanes.
    IF ITS A STEALTHER, TOWER HUG AND LAST HIT. Note the opponent's items as well, if he has a HP regen item, dont bother harassing until hes almost OOM, if hes got just pots or lifesteal, go for it. you'll outlast him. Harass incessantly only when you get Rank 3 Dart to push him back so you can Shroom your side without him detecting your shroom location.
    (Check out Unique Skills section on Mind games.) GET A WARD ON YOUR FIRST TRIP BACK IF YOUR OPPONENT IS A STEALTHER! DO NOT RISK DYING AS YOUR ABSENCE WILL MEAN SUBSTANTIAL MOMENTUM AND DOMINANCE LOST IN THE MIDDLE LANE.
  • Note: When vsing another Teemo in mid, determine if hes AP or DPS by his items, if hes DPS just keep Blinding Dart him to harass, you have more regen than him. Just dont get too low where he can combo you to death. AP Teemos are another story altogether, just play defensively and farm, and Dart him when he gets near and retreat. Get a ward asap to counter his shrooms and have a teammate push him back to tower so you can Shroom you side quicker than he can. Shroom domination = win.

    You can probably farm until level 7 or 8 and come back to get Boots of Swiftness.
    Remember to have at least 3 to 6 Shrooms along the path of creeps each side to maintain lane superiority in your absence.

    Head to the Golem and lay a shroom in front of him, then move back into the bush and
    Dart him. Keep Darting each time the CD is up and rush back to mid to fill up the
    gaps between your current Shrooms.

    Just stay in lane and last hit, at times try to draw your opponent into your
    shrooms by Darting and retreating behind one. Pay attention to the other lanes, and tower hug if anyone is missing from the other lanes. At this point of time, you should have at least 8 shrooms on one side and maybe 4-5 on the other (on the shore, not in the water). Always put one at each corner of the river entry point as enemies love to cut around those corners. Once you have your river entry sides covered, you can plant a shroom in the middle of the raging battle of creeps to earn some easy cash. Also, head to
    the enemies' Golem to try steal his buff as well. Keep this rotation of buff going if you can, the CD reduction and mana regen helps alot, you can even Dart creeps for last hitting. (Always keep Move Quick up if you're not engaging an enemy.)

    Port back once you have around 2k+ gold to grab a Mejai's Soulstealer and a Blasting Wand, to start your Rod of Ages. You should be level 12 at this time. (You can go back to grab your Soulstealer earlier at lvl 10 or 11, but make sure that your Shrooms are sufficient enough to deter a major push on your tower.) At this point of time, the opposing team would have wanna try zerg middle lane as our tower is still at high or full hp, which will earn you massive kills/assists with the numerous shrooms strategically planted along the riverbank. Make sure you get at least 1 other teammate to help you push them back if they dont die or decide to push despite low hp, although most of the time they'll
    back off after the massive pingponging of exploding Shrooms (at this point you could rush in and Dart one of them for a kill.)

    Keep this up, always remember to keep the 2 sides of the middle path shroomed up as your teammates gather up to push mid in their absence, to avoid any backstabbing. If they have a stealth, dump a ward in the middle of the lane.

    After their tower goes down, start mining along the sides of their middle path and the immediate jungle paths to the sides. This will prevent any backstabbing or ambushing heros coming from either sides. At this point you should have your Rod of Ages and another Blasting Wand up, bringing your ap to about 200+ to 300 depending on Mejai's Soulstealer. Finish up your Fiendish Codex from Meki Pendant if you havent.

    Your opponents wont make it past the first tower if you diligently kept the riverbank Shroomed, and always run behind the opponents via jungle paths and mine their retreat path, alongside so you wont get them set off by their creeps. You could earn quite alot of kills from this. Every 4 steps they will end up getting blown up by a shroom so they will be pretty reluctant to push as a group. Your team should be more than sufficient
    to engage them without you, and you can come in to pick off low hp heroes trying to retreat. Port back to complete your Zhonya's Ring.

    Now you should be at least 16 to 18, you can ignore the middle riverbank and start mining elsewhere more profitable, especially in the jungle bushes and paths. If your teammates aren't feeding or tards, the opposition should be locked up in their base by now from the continued pushes from mid. With a full Mejai's Soulstealer and your items, you should be at close to 500+ap at this point. Thats a whopping 1.2k dmg per shroom, and 800dmg Darts, with 108dmg ticks on your Toxic Shots.
    At this point when they're in base, you can run around juking them with
    your Darts or just help push the other lanes. Just DONT DIE, because you need your Mejai's Soulstealer stacks and if the other team is half decent and not that outleveled, a wipe means GG for you. 1 push might end it for your team.

  • 7. Working in the team
    You'll be more on your own in the middle lane unless they ask for you to help out in clashes or need a blind on a physical carry. You'll hardly die, so make sure you buy Oracle or Wards, as you'll be engaging from outside the clash. Put your passive to good use, you can stealth in and area and pick off retreating players or just blind the Twitch/Ashe whos naively picking off players from outside the clash. Also, drop your shrooms behind the enemy lines before you come in to assist. Move Quick at rank 4 + Boots of Swiftness make you extremely hard to catch.

  • 8. Unique Skills
    Passive Stealth. Be innovative.
    When soloing mid, when your opponent is playing defensively just wait till your creeps are on his tower's side, stand in the middle then press B to begin the porting animation, then cancel it by clicking just at his feet before the teleport goes off. The opponent might think you went back to base and push out towards your tower. Just Blinding Shot him from behind, auto attack and laugh as he desperately tries to weave his way back to his side in between the creeps.

    Also i always get the first shot on my opponent by buying my stuff fast and heading to mid and stay stealthed right smack in the middle. Once the opponent crosses the middle threshold, just Blinding shot him + 1 or 2 auto attacks before running behind your own creeps.

  • 9. Farming
    LAST HIT LAST HIT LAST HIT.
    If you have shrooms to spare, drop one in the middle of creeps (make sure you can hit the ranged ones as well.)
    Always grab the Golem buff if you can, You drop your Shroom cd to 12secs with Fiendish Codex + Runes/Mastery with it, not to mention unlimited mana.


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keftes

Recruiter

01-18-2010

What do you do when someone gets wards at level 6 and destroys all your mushrooms midlane?

P.S What do you think mercury treads do to an AP teemo?


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insi9nia

Junior Member

01-18-2010

Hi, re-editted. You get a ward to counter his ward. Shrooms must always stay alive.
Mercurys are fine, but I personally prefer Swiftness. That way i dont really need to max
out Move Quick (rank 3 is good enough). Its preference basically.


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keftes

Recruiter

01-18-2010

Mercury's treads reduce your mushrooms effectiveness alot and an early ward (oracles later) makes you unable to kite on mushrooms and thus harass. Your 1.2k mushrooms is countered by any stealth detection items and cleanse (if in brush).

By the time you can do 800dmg with blinding shot a physical teemo would probably do that much damage with autoshots.

Just curious as to why someone would play AP instead of physical when mushrooms are so easilly negated.


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Mightykev

Junior Member

01-18-2010

AP Teemo never work unless they change things...I have tried both builds the physical build is way better. Shrooms only good at recon/slow. Late game only way you can kill is physical. I usually pop about 20-30 shrooms by mid to late game, my enemy usually have tons HP reg or leech that poison will wear off before killing them. physical+ slow is the way to go for teemo.


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JohnCataldo

Senior Member

01-18-2010

AP is fine if you can force a fast win. Most heroes who can go AP or physical have a better early/midgame as AP and a better late game as physical.

AP is largely linear. You get +100 damage for +100 AP (or whatever your ratio is). This is relatively cheap early on.

Physical bonuses multiply together for a stronger late game. Get +50 damage, +50% attack speed, +50% critical chance, and you do a lot more than if you only had one stat to pump.

There's also better item options for ignoring armor vs. magic resist. The magic penetration items are not bad, but they aren't very flexible or cheap for the most part. Depending on your enemies you might get Last Whisper, Black Cleaver, or Bloodrazor to get through massed armor (or mass health!). AP Teemo can really only get Void Staff as a powerful AP pen item. (Abyssal isn't great since it affects near Teemo, and AP Teemo wants powerful mushrooms all over the map. There are a few other items, but Boots of Sorcery are the only other likely item, in addition to the magic pen Mastery.)


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Leohan

Senior Member

01-18-2010

I think AP Teemo is viable in lower ELO games, as most newcomers do not know how to handle playing against him. However, in mid-high ELO games, I think he's pretty useless in comparison to a DPS Teemo. Just my 2-cents.

But not a bad guide for an AP Teemo tho.


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insi9nia

Junior Member

01-18-2010

This is, infact, a guide written for solo queueing in mind and is quite viable.
And i wont really wanna write a guide for high ELO players anyway, they already
know what they're doing =x


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EIometer

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Senior Member

01-18-2010

I play AP teemo exclusively and own a 2:1 ratio win:loss with him.

AP Teemo scales extremely bad as a carry, but if you have a solid team around you your shrooms can determine a fight/game.

I routinely outplay AS teemos who think they can kill me just because they shoot faster. Blinding Dart negates that advantage and leads to some very nasty surprises when your poison outdamages their poison, your dart outdamages their dart, and your shrooms outdamage their shrooms.

The key to play AP teemo is a good sense of the movements of your opponents, shroom placement, and team play.

If your opponent grabs an oracles elixer, then you place your shrooms in bushes - exclusively. It should get to the point where your opponent EXPECTS shrooms to be in a bush. This eliminates the opposing team from useful brush ganking and so on.


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MrSARS

Senior Member

01-19-2010

Friends guide is really outdated. I cannot stress this enough AP is not good in high ELO games it is vastly underpowered compared to DPS teemo. Anyone with cleanse can counter your shrooms and ranged with oracle can just see them and kill it. Higher ELO will also anticipate where shrooms in grass are planted and avoid them. with a 90 gold item shrooms early game are useless. I have never seen a good AP teemo in high ELO games and until I do I will continue to use DPS. I play with top 500 ELO players a lot so I know what the **** I am talking about. and DPS Teemo is NOT a carry he is an anti-carry.