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
Limited 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.)
5 to 10 Minutes in
Stinger
+50% Attack Speed UNIQUE Passive: +10% Cooldown Reduction
Fiendish Codex
+25 Ability Power UNIQUE Passive: +10% Cooldown Reduction
Core items
Rylai's Crystal Scepter
+400 Health +100 Ability Power UNIQUE Passive: Damaging spells and abilities apply a Movement Speed reduction to enemies based on the spell type: Single Target: 40% reduction for 1.5 seconds. Area of Effect: 40% reduction for 1 seconds. Damage over Time or Multi-hit: 20% reduction for 1 seconds. Summoned Minions: 20% reduction for 1 seconds. (If a spell fits in more than one category, it uses the weakest slow value.)
Sorcerer's Shoes
+15 Magic Penetration UNIQUE Passive - Enhanced Movement: +45 Movement Speed (Magic Penetration: Magic damage is increased by ignoring an amount of the target's Magic Resist equal to Magic Penetration.) (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.
Endgame items
Rabadon's Deathcap
+120 Ability Power Unique: +35% ability power
Liandry's Torment
+80 Ability Power +300 Health UNIQUE Passive - Eyes of Pain: +15 Magic Penetration. UNIQUE Passive: Spells burn enemies for 3 seconds, dealing bonus magic damage equal to 2% of their current Health per second. Burn damage is doubled against movement-impaired units.
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.
Maximum Poison Damage
The thing about this build is that allows you to dominate through pokes. Once you've reached lvl 3 on your E, you can pretty much relax and concentrate both on mobility and vision. You start off with 4 potions to maximize your durability either on TOP lane or MID (On bot, I'd recommend you'd go APC so no need to worry about it much) The first thing you should buy is the FIENDISH CODEX to rush poison damage and Cooldown reduction. Only after you finish building NASHOR'S TOOTH, you should improve your boots to SORCERER'S SHOES to keep adding to poison damage, both from your Auto Attack and the Exploding Mushrooms. The final step on the Core Item set, is RYLAI'S since it's mostly about utility. A Blinding Dart that not only Blinds, but SLOWS, is a decisive extra to have both in engaging or disengaging from fights. LIANDRY'S TORMENT and RABADON'S CAP are obviously to make sure your shroom victims take a lasting souvenir everytime they go whenever you don't want them to (or EXACTLY where you do) RUNAAN'S HURRICANE is probably the one thing to build before the previous two items, since it's going to help you farm like a bastard, and push lanes... forcing the enemy team away from big teamfights. REMEMBER: You're a SCOUT. Your thing is Guerrilla Warfare.
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 ![]() |
Escaping is for the weak.
This Teemo is designed to be a nightmare for whoever decides to come in a melee fight. You start off with Blinding Dart specially for defensive purposes. But on lvl 2 you should start with a more aggressive stance, poking with Auto Attack (Toxic Shot), but always keeping distance. Combine a single AA with your Q to poke and walk away... constantly. This will make your opponent burn through his or her potions and allow you to put the fear of God in their hearts. Now shrooms. Mushrooms are your main weapon in this build. Make good use of them! Vision is the key. - If you're on TOP lane, your first shroom is the Anti-Gank Shroom: At the far off corner of the river bush, allowing you to have vision of incomming ganks. - On MID, of course you should shroom both sides of the river. But also prevemptive shrooms spread in the middle! Don't be afraid to dance through them. Kite and you shall conquer. - On BOT, it's pretty much the same than in TOP lane, also relieving your support to spend so much money on wards, allowing him or her to concentrate in keeping you alive. But special attention on the bottom bushes, since there's going to be A LOT of traffic through them. A shroom on each end of both bushes (4 shrooms total) will make you their worst nightmare (HINT: Remember that Shrooms can be targeted by Teleport! So this makes a TOP Laner or a Jungler with TP, to be able to gank BOT in no time) Only after lvl 7 you concentrate on Move Quick, and you're mainly going to use it to reach your turret from Base, and even to chase victims.
Summoner spells
Spells
Ignite
Flash
Quick in, Quick out.
It's quite simple, actually. You poke them until they're at mid-low health and then: FLASH, Q, AA, IGNITE, AA. Then you can use your W to run off and simply wait for the Announcer to say you're at the lead.
Runes
Glymph
x9
Greater Glyph of Potency
+1.19 ability power
Mark
x9
Greater Mark of Insight
+0.95 magic penetration
Seal
x9
Greater Seal of Potency
+0.59 ability power
Quintessence
x3
Greater Quintessence of Insight
+2.18 magic penetration
- +10.71 ability power
- +8.55 magic penetration
- +5.31 ability power
- +6.54 magic penetration
Waiting for lvl 18 is for the Patient
What you want is to represent a consistent menace NOW, right from lvl 1, you should be able to wreak havoc with Blinding Shot and start off intimidating with your Toxic Shot at lvl 2. By the time you reach lvl 18, you should have been able to collect some relevant AP items, so no sweat! Utility will win you fights moreover than raw power!
Masteries
1/1
4/4
0/4
0/2
0/4
4/4
0/1
3/3
0/1
1/1
0/2
0/2
3/3
1/1
0/1
0/3
4/4
1/1
OFFENSE:
22
0/1
0/3
0/4
0/2
0/3
0/3
0/2
0/2
0/2
0/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
DEFENSE:
0
1/1
3/3
1/3
0/1
0/1
3/3
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:
8
Nothing to explain here.
We focus on Ignite and Flash, so there We rely on AP and Attack Speed, so there Oh, and mobility!
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Teemo Top Domination
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May 09, 2013 (u) 39 8 votes 4 comments -
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May 14, 2013 (u) 2 2 votes 1 comments -
Teemo is on duty to win top
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May 27, 2013 (u) 2 0 votes 0 comments -
Teemo: 1 shot, 1 kill
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May 09, 2013 (u) 1 5 votes 0 comments -
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October 23, 2013 (u) 1 0 votes 0 comments -
DoZo's AP Teemo (Works on EVERY Lane)
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September 28, 2013 (u) 1 0 votes 0 comments -
That's why everyone hates Teemo...
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June 24, 2013 (u) 1 2 votes 0 comments -
Captain Teemo on duty
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June 02, 2013 (u) 1 1 votes 0 comments -
Beastin solo top with Teemo
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July 20, 2013 (u) 0 0 votes 0 comments -
Shroom Kingdome Top Lane
(Fraolds)
July 31, 2013 (u) 0 0 votes 0 comments
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