Teemo The Swift Scout

- Top/Mid
- 1350
- 585
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Camouflage
- If Teemo stands still and takes no action for 2 seconds, he becomes stealthed. Moving or taking actions will break Teemo out of stealth and will boost his attack speed by 40% for 3 seconds.
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Blinding Dart
- Active: Teemo shoots a venom-coated dart at the target enemy, dealing magic damage and blinding them for a few seconds, causing all their autoattacks to miss for its duration. Cooldown: 8 seconds Range: 580 Cost: 70/80/90/100/110 mana Magic Damage: 80/125/170/215/260 (+0.8 per ability power) Blind Duration: 1.5/1.75/2/2.25/2.5 seconds
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Move Quick
- Passive: Grants increased movement speed until struck by a champion or turret. This bonus is restored 5 seconds after last being struck by a champion or turret. Active:For 3 seconds, Teemo gains double his passive movement speed and will not lose it regardless of whether he is hit or not. The passive is restored after the duration of the active. Cost: 40 mana Cooldown: 17 seconds Passive Movement Speed: 10/14/18/22/26 % Active Movement Speed: 20 / 28 / 36 / 44 / 52%
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Toxic Shot
- (Active): Teemo deals extra magic damage with his autoattacks. Additionally, his attacks will poison the target, dealing magic damage each second for 4 seconds. This poison will not stack but the duration will be refreshed with every subsequent attack. Magic Damage on Hit: 10/20/30/40/50 (+0.3 per ability power) Magic Damage per Second: 6/12/18/24/30 (+0.1 per ability power) Total Magic Damage over time: 24 / 48 / 72 / 96 / 120 (+0.4 per ability power) Total damage for one hit: 34 / 68 / 78 / 112 / 136 / 170 (+0.7 per ability power)
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Noxious Trap
- Active: Teemo places a trap which stealths and arms after 1 second. The traps grant vision around a very small radius while armed. If an enemy steps on the trap, it will detonate, poisoning all nearby enemies. The poison slows enemies and deals damage to them every second. This poison will not stack but the duration will be refreshed with every subsequent detonation. Mushrooms have 100 health and can be destroyed by autoattacks if they are visible, but they are immune to spell damage.The traps last 10 minutes. Teemo will store one every several seconds, the charge time is affected by cooldown reduction, and Teemo can have a maximum of three traps stocked up. Each cast uses one trap. Range: 230 Cooldown: 1 second Activation Radius: 120 (estimate) Explosion Radius: 200 (estimate) Sight Radius: 212.5 (estimate) Cost: 75/100/125 mana Magic Damage per Second: 50 / 81.25 / 112.5 (+0.2 per ability power) Total Magic Damage: 200 / 325 / 450 (+0.8 per ability power) Charge Receive Time: 35/31/27 seconds Slow: 30/40/50 %
Health Points | 383 |
---|---|
Mana | 200 |
Damage | 44.5 |
Attack Range | 500 |
Armor | 14 |
IP Cost | 1350 |
Health Regen | 4.65 |
Mana Regen | 6.45 |
Attack Speed | 0.69 |
Movement Speed | 330 |
Magic Resistance | 30 |
1 lvl |
Item builds
Start items
Health Potion
x3Limited to 5 at one time. Click to Consume: Restores 150 Health over 15 seconds.
Boots of Speed
Limited to 1. UNIQUE Passive - Enhanced Movement: +25 Movement Speed (Unique Passives with the same name don't stack.)
Core items
Forbidden Idol
+50% Base Mana Regen (+round(0.5*stats[BaseManaRegenRate]*5) Mana per 5 seconds) UNIQUE Passive: +10% Cooldown Reduction
Phage
+200 Health +15 Attack Damage UNIQUE Passive - Rage: Basic attacks grant 20 Movement Speed for 2 seconds. Kills grant 60 Movement Speed instead. This Movement Speed bonus is halved for ranged champions. (Unique Passives with the same name don't stack.)
Berserker's Greaves
+30% Attack Speed UNIQUE Passive - Enhanced Movement: +45 Movement Speed
Endgame items
Blade of the Ruined King
+25 Attack Damage +40% Attack Speed +10% Life Steal UNIQUE Passive: Basic attacks deal 6% of the target's current Health in bonus physical damage (max 60 vs. monsters and minions) on hit. Life Steal applies to this damage. UNIQUE Active: Deals 10% of target champion's maximum Health (min. 100) as physical damage, heals for the same amount, and steals 25% of the target's Movement Speed for 3 seconds (90 second cooldown). Unique: Deal 10% of target champion's maximum health (min 100) as physical damage, get healed for the same amount while slowing the target by 25% for 3 seconds and gaining 25% movement speed for the same duration. (90 second cooldown). (550 range)
Frozen Mallet
+650 Health +40 Attack Damage UNIQUE Passive - Icy: Basic attacks slow the target's Movement Speed for 1.5 seconds on hit (40% slow for melee attacks, 30% slow for ranged attacks).
Nashor's Tooth
+50% Attack Speed +80 Ability Power UNIQUE Passive: +20% Cooldown Reduction UNIQUE Passive: Basic attacks deal 15 (+15% of Ability Power) bonus magic damage on hit.
Runaan's Hurricane (Ranged Only)
+40% Attack Speed +30% Critical Strike Chance +5% Movement Speed UNIQUE Passive - Wind's Fury: When basic attacking, bolts are fired at up to 2 enemies near the target, each dealing (25% of Attack Damage) physical damage. Bolts can critically strike and apply on hit effects. UNIQUE Passive: Basic attacks deal an additional 15 physical damage on hit.
The Bloodthirster
+75 Attack Damage UNIQUE Passive: +20% Life Steal UNIQUE Passive: Your basic attacks can now overheal you. Excess life is stored as a shield that can block 50-350 damage, based on champion level. This shield decays slowly if you haven't dealt or taken damage in the last 25 seconds.
Full Build 1
Enchantment: Furor
Limited to 1 of each enchantment type. Enchants boots to have Furor bonus. UNIQUE Passive - Furor: Upon dealing damage with a single target spell or attack (on hit), grants +12% Movement Speed that decays over 2 seconds. (Unique Passives with the same name don't stack.)
Nashor's Tooth
+50% Attack Speed +80 Ability Power UNIQUE Passive: +20% Cooldown Reduction UNIQUE Passive: Basic attacks deal 15 (+15% of Ability Power) bonus magic damage on hit.
Runaan's Hurricane (Ranged Only)
+40% Attack Speed +30% Critical Strike Chance +5% Movement Speed UNIQUE Passive - Wind's Fury: When basic attacking, bolts are fired at up to 2 enemies near the target, each dealing (25% of Attack Damage) physical damage. Bolts can critically strike and apply on hit effects. UNIQUE Passive: Basic attacks deal an additional 15 physical damage on hit.
The Bloodthirster
+75 Attack Damage UNIQUE Passive: +20% Life Steal UNIQUE Passive: Your basic attacks can now overheal you. Excess life is stored as a shield that can block 50-350 damage, based on champion level. This shield decays slowly if you haven't dealt or taken damage in the last 25 seconds.
Forbidden Idol
+50% Base Mana Regen (+round(0.5*stats[BaseManaRegenRate]*5) Mana per 5 seconds) UNIQUE Passive: +10% Cooldown Reduction
Frozen Mallet
+650 Health +40 Attack Damage UNIQUE Passive - Icy: Basic attacks slow the target's Movement Speed for 1.5 seconds on hit (40% slow for melee attacks, 30% slow for ranged attacks).
Berserker's Greaves
+30% Attack Speed UNIQUE Passive - Enhanced Movement: +45 Movement Speed
Full Build 2
Enchantment: Furor
Limited to 1 of each enchantment type. Enchants boots to have Furor bonus. UNIQUE Passive - Furor: Upon dealing damage with a single target spell or attack (on hit), grants +12% Movement Speed that decays over 2 seconds. (Unique Passives with the same name don't stack.)
Nashor's Tooth
+50% Attack Speed +80 Ability Power UNIQUE Passive: +20% Cooldown Reduction UNIQUE Passive: Basic attacks deal 15 (+15% of Ability Power) bonus magic damage on hit.
Forbidden Idol
+50% Base Mana Regen (+round(0.5*stats[BaseManaRegenRate]*5) Mana per 5 seconds) UNIQUE Passive: +10% Cooldown Reduction
Warmog's Armor
+850 Health +200% Base Health Regen UNIQUE Passive: Grants Warmog's Heart if you have at least 3000 maximum Health. Warmog's Heart: Restores 15% of maximum Health every 5 seconds if damage hasn't been taken within 8 seconds.
Blade of the Ruined King
+25 Attack Damage +40% Attack Speed +10% Life Steal UNIQUE Passive: Basic attacks deal 6% of the target's current Health in bonus physical damage (max 60 vs. monsters and minions) on hit. Life Steal applies to this damage. UNIQUE Active: Deals 10% of target champion's maximum Health (min. 100) as physical damage, heals for the same amount, and steals 25% of the target's Movement Speed for 3 seconds (90 second cooldown). Unique: Deal 10% of target champion's maximum health (min 100) as physical damage, get healed for the same amount while slowing the target by 25% for 3 seconds and gaining 25% movement speed for the same duration. (90 second cooldown). (550 range)
Frozen Mallet
+650 Health +40 Attack Damage UNIQUE Passive - Icy: Basic attacks slow the target's Movement Speed for 1.5 seconds on hit (40% slow for melee attacks, 30% slow for ranged attacks).
Berserker's Greaves
+30% Attack Speed UNIQUE Passive - Enhanced Movement: +45 Movement Speed
Why should you go with this?
I find it very nice to play with these builds depending on the enemy team. It often works out very well, trust me. If you get that early phage + berserker's greaves, you will own your lane vs a melee. By the time you get your malady you are shredding the enemy team one by one. The combo of BOTRK/Bloodthirster + Frozen Mallet is insane, the ability of kiting and dealing tons of dmg at the same time is out of this world. Later on with the Runaan's... The enemy team is done.
Skillorder
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | |
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Q ![]() |
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W ![]() |
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E ![]() |
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R ![]() |
Playstyle
I like to prioritize Toxic Shot (E), because it gives you alot of poke early on. The 1 point on blinding dart on LvL 1 is just incase your opponent tries to do some nasty stuff early on. Play aggressive early on, you do have great "poke and run" style with the Boots of speed + Move Quick. Make your opponent suffer. As you reach LvL 6 the real fun begins. Shroom the place, make it your jungle of mushrooms, place them tactically to prevent ganks or to gank. Try having the river and lanebushes shroomed. Some shrooms at your tower can be a nasty surprise if the enemy team is trying to towerdive you. Remember, you are teemo. DO NOT TRY TO BE THE TANK, UR A YORDLE GODDAMN IT.
Summoner spells
Spells
Ignite
Flash
Secondary
Ignite
Ghost
Thrid
Flash
Barrier
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Summoners
I really recommend going Ignite+Flash just because the flash will come in handy when the enemy team is going for you. You are playing Teemo, so remember that you are extremely squishy! Ignite+Ghost gives you that sick amount of movement speed with Move Quick (W)+ Ghost. I still don't recommend using this because I think it's nice to be able to flash over walls etc. Ignite is crazy combined with all of the DOTS from Teemo. Barrier+Flash is my third choise, but that's just if you know that your opponent has a great burst potential.
Runes
Glymph
x4
Greater Glyph of Potency
+1.19 ability power
x5
Greater Glyph of Warding
+1.34 magic resist
Mark
x9
Greater Mark of Insight
+0.95 magic penetration
Seal
x9
Greater Seal of Resilience
+1.41 armor
Quintessence
x3
Greater Quintessence of Potency
+4.95 ability power
- +4.76 ability power
- +6.7 magic resist
- +8.55 magic penetration
- +12.69 armor
- +14.85 ability power
Runes
I think these runes speak for themselves. AP, MPEN - For the Toxic shot, Blinding dart, Noxious trap Armor - You are playing Top. You will face AD champs alot, both in-lane and from jungle. Magic Resistance - Good to have if you face an AP top-laner or jungler.
Masteries
0/1
4/4
0/4
0/2
4/4
4/4
0/1
3/3
1/1
1/1
0/2
0/2
0/3
1/1
0/1
0/3
2/4
1/1
OFFENSE:
21
0/1
0/3
4/4
0/2
2/3
2/3
0/2
0/2
0/2
1/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
DEFENSE:
9
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1
UTILITY:
0
Masteries
This is my main mastery page for top Teemo. I go for the Armor penetration and magic penetration because teemo has great advantages from both. The defensive points are a must for top lane, otherwise you will get shit on.
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Teemo Top Domination
(flexmaister)
May 09, 2013 (u) 39 8 votes 4 comments -
Eric Olmedo presents the Right Way to play Teemo
(EricOlmedo)
May 14, 2013 (u) 2 2 votes 1 comments -
Teemo is on duty to win top
(pretendent)
May 27, 2013 (u) 2 0 votes 0 comments -
Teemo: 1 shot, 1 kill
(NieAemilius)
May 09, 2013 (u) 1 5 votes 0 comments -
The AP HYBRID Toplane
(losemymind)
October 23, 2013 (u) 1 0 votes 0 comments -
DoZo's AP Teemo (Works on EVERY Lane)
(DoZo)
September 28, 2013 (u) 1 0 votes 0 comments -
That's why everyone hates Teemo...
(fabio-b-ciani)
June 24, 2013 (u) 1 2 votes 0 comments -
Captain Teemo on duty
(NeymarJunior11)
June 02, 2013 (u) 1 1 votes 0 comments -
Beastin solo top with Teemo
(Bexo)
July 20, 2013 (u) 0 0 votes 0 comments -
Shroom Kingdome Top Lane
(Fraolds)
July 31, 2013 (u) 0 0 votes 0 comments
Update the guide, Malady was removed.
BTW, good guide
Update the guide, Malady was removed.
BTW, good guide
Update the guide, Malady was removed.
BTW, good guide
Update the guide, Malady was removed.
BTW, good guide
Update the guide, Malady was removed.
BTW, good guide
Update the guide, Malady was removed.
BTW, good guide
Yes, I will. Thx for reminding :)
Yes, I will. Thx for reminding :)
Yes, I will. Thx for reminding :)
Yes, I will. Thx for reminding :)
Yes, I will. Thx for reminding :)
Yes, I will. Thx for reminding :)
Update the guide, preseason changes for Season 4.
Update the guide, preseason changes for Season 4.
Update the guide, preseason changes for Season 4.
Update the guide, preseason changes for Season 4.
Update the guide, preseason changes for Season 4.
Update the guide, preseason changes for Season 4.
please update it again? ^^
please update it again? ^^
please update it again? ^^
please update it again? ^^
please update it again? ^^
please update it again? ^^