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Recommended Items
Spells:
Teleport
Flash
Items
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
Introduction
Greetings and Salutations!
This is my MobaFire guide for the Swift Scout,

Considering this is my first serious guide, I would appreciate all feedback from the readers, good or bad. I would also appreciate if you would refrain from down-voting if you haven't attempted my build. If you have tried it, and consider it a waste of time and a terrible build, then by all means voice your opinion. I would also request that if you have any suggestions or if you see any mistakes you inform me. Thank you, have a nice read.
Now, without further ado, AP Teemo in all his glory. :D
Many people play Teemo as a bruiser in top lane. Although this is a viable way to play him, I believe AP Teemo to be the dominant force. Now don't get me wrong, I am in no way trashing bruiser Teemo. In fact, I sometimes play him as a bruiser and get fantastic results from it. I just prefer the AP route from experience.
My biggest problem and really the only problem with bruiser Teemo is that his late game damage just isn't enough to keep up. AP on the other hand, does not have this problem. Remember, to keep your team in the game, you have to either do a good amount of damage, have CC, or be a great tank. Bruiser Teemo just doesn't fulfill any of these roles well enough. Other than
Blinding Dart and the occasional
Noxious Trap, you won't be a huge help in team fights. Other bruisers such as
Jarvan IV,
Jax, and
Darius bring much more to a team fight.
My biggest problem and really the only problem with bruiser Teemo is that his late game damage just isn't enough to keep up. AP on the other hand, does not have this problem. Remember, to keep your team in the game, you have to either do a good amount of damage, have CC, or be a great tank. Bruiser Teemo just doesn't fulfill any of these roles well enough. Other than





PROS
CONS
- Cripples AD carries with
Blinding Dart.
- No drastic need for wards while in lane due to
Noxious Trap.
- Very high mobility and escape potential with
Move Quick and
Noxious Trap.
- camouflage allows for great ambushes in the bushes, especially when coupled with
Noxious Trap
- When camouflage is up, Teemo gains 40% AS for 3 seconds.
- Nuke damage with
Blinding Dart and
Noxious Trap.
- Yordle Lord and has a romance flustering with
Tristana.
CONS
- Very squishy early game.
- If the enemy has a stun, and your
Flash is down, you are more than likely dead.
- Very susceptible to ganks pre-6.
- High mana costs.
- Not as tanky as bruiser Teemo.
- Global taunt.
Runes, runes, and more runes. Marks, seals, glyphs, and quints. When it comes to runes please, please, please DO NOT use Tier 1 or Tier 2 runes. ONLY use Tier 3 runes. I cannot stress this enough. This may come across as common knowledge for most, but some people insist on wasting IP on lesser runes to receive a measly little stat increase that, in my opinion, won't help at all. Remember: Greater Runes > Lesser Runes.
Greater Mark of Attack Damage
Autos are very strong with
Toxic Shot, this enhances your strengths and helps with last hitting.
Greater Seal of Scaling Health
You'll be able to live through late game damage. Until you get
Zhonya's Hourglass, you'll be a squishy target.
Greater Glyph of Magic Resist
These help with your squishy start and make sure champions like
Veigar and
Ahri don't insta-kill you.
Greater Quintessence of Attack Speed
Your early game auto attacks while maxing
Toxic Shot are very strong. This helps you dish out more damage while synergizing well with
Hextech Gunblade and
Nashor's Tooth.

Autos are very strong with


You'll be able to live through late game damage. Until you get


These help with your squishy start and make sure champions like



Your early game auto attacks while maxing



Most Viable Summoner Spells









Less Than Viable Summoner Spells







Destructive Decisions When Picked Summoner Spells












Starting Build
Doran's Ring
A good mix of stats for your AP needs. You don't need to go
Corrupting Potion because you'll be mostly auto attacking with the occasional
Blinding Dart.
Health Potion
Who doesn't get pots going into lane?
Early Build
Hextech Revolver
Synergizes extremely well with
Thunderlord's Decree
as the passive activates when an auto attack hits. This means
Thunderlord's Decree
will proc from two autos.
Bilgewater Cutlass
When coupled with
Move Quick and
Noxious Trap it makes chasing down kills all the easier. Also provides a bit of sustain to help with laning.
Boots of Speed
When coupled with
Move Quick and
Noxious Trap ganks shouldn't be a problem.
Hextech Gunblade
The burst from its active is very strong, as well as the slow. You shouldn't have a problem killing enemies who are out of position. At the very least, you can burn their
Flash or
Ghost.
Mid Game
Liandry's Torment
Just like
Haunting Guise, your health and AP are increased. Also gives a fantastic unique passive that chunks away health. If grouped with the DoTs of
Toxic Shot and
Noxious Trap, 1v1's won't be a problem.
Sorcerer's Shoes
Increases MS and magic penetration to increase damage.
Nashor's Tooth
Synergy with
Toxic Shot is insane as your auto attack damage increases dramatically. The frequency of your attacks also increases.
Nashor's Tooth was made for
Teemo.
Late Game
Rabadon's Deathcap
With this massive steroid, your damage has increasing dramatically, especially the
Blinding Dart nuke.
Zhonya's Hourglass
You'll be able to completely avoid large bursts and potentially live with your life. This is a must.
Runaan's Hurricane
If you make it to late game, replace your
Sorcerer's Shoes with this. Your poison will applying to multiple people and as a result, your damage will increase overall.

A good mix of stats for your AP needs. You don't need to go



Who doesn't get pots going into lane?
Early Build

Synergizes extremely well with



When coupled with



When coupled with



The burst from its active is very strong, as well as the slow. You shouldn't have a problem killing enemies who are out of position. At the very least, you can burn their


Mid Game

Just like




Increases MS and magic penetration to increase damage.

Synergy with



Late Game

With this massive steroid, your damage has increasing dramatically, especially the


You'll be able to completely avoid large bursts and potentially live with your life. This is a must.

If you make it to late game, replace your


You won't get the magic penetration that you receive with


The enemies will have built up some MR at this point, with



Your auto attack,



If you're happy with your current damage output or you want to live longer in teamfights, grab one. The passive is great for avoiding nasty bursts and escaping with your life. If it feels right, get it.
Laning and All Its Glory
Farming: I can't stress enough how simple and easy farming is with



Harassing: If you play your cards right, you can zone enemy champs with ease. Whenever you're not at risk of missing any CS, hit the enemy with an auto attack or two. If you're high on mana harass with a

Team Fights
Focusing: When it comes to team fights, you need to focus either the enemy AD carry or AP carry. I highly suggest hitting the AD carry with

Positioning: While you want to be near the enemy team to do damage, you don't want to be too close where they can easily focus you. Try to find that sweet spot where your friendly tank can protect you while you inflict massive damage upon the enemy team.

Pre-6 Difficulty-Medium
Post-6 Difficulty-Hard
As cute and innocent as








Pre-6 Difficulty-Very Easy
Post-6 Difficulty-Easy
One would think that






Pre-6 Difficulty-Medium
Post-6 Difficutly-Hard
Cute and cuddly you, versus, void walking







Pre-6 Difficulty-Very Easy
Post-6 Difficulty-Medium






Pre-6 Difficulty-Hard
Post-6 Difficulty-Very Hard
Oh,








Pre-6 Difficulty-Easy
Post-6 Difficulty-Medium
I have seen many









Pre-6 Difficulty-Easy
Post-6 Difficulty-Medium








Pre-6 Difficulty-Very Easy
Post-6 Difficulty-Very Easy
Most AP mids are afraid of








Pre-6 Difficulty-Easy
Post-6 Difficulty-Hard
When it comes to






Pre-6 Difficulty-Very Easy
Post-6 Difficulty-Easy

















What a journey its been. One with frustration, triumph, and possibly carpal tunnel. Nonetheless, the journey is not over. There will be patches that I must update for. New champs that need to be researched.I'm sure there are things I'm forgetting.
If anyone has any questions feel free to DM me or comment on the guide. If there are any errors or changes you think I should correct or update please inform me.
Thank you, have a nice day. :D
If anyone has any questions feel free to DM me or comment on the guide. If there are any errors or changes you think I should correct or update please inform me.
Thank you, have a nice day. :D
9/12/12-Created guide. Added Introduction and Guide History.
9/13/12-Added Why Not Bruiser, PROS/CONS, and Masteries.
9/14/12-Added Runes and Special Thanks.
9/15/12-Began vigorously testing lane match ups.
10/29/12-Broke the extreme hiatus.
10/30/12-Published
11/1/12-Altered normal item build, and added Alternative Items.
11/3/12-Improved normal item build. Changed around alternative items.
11/22/12-Updated matchups. Revamped entire item section for better damage output.
12/11/13-After neglecting guide for a year, began work on revision.
9/13/12-Added Why Not Bruiser, PROS/CONS, and Masteries.
9/14/12-Added Runes and Special Thanks.
9/15/12-Began vigorously testing lane match ups.
10/29/12-Broke the extreme hiatus.
10/30/12-Published
11/1/12-Altered normal item build, and added Alternative Items.
11/3/12-Improved normal item build. Changed around alternative items.
11/22/12-Updated matchups. Revamped entire item section for better damage output.
12/11/13-After neglecting guide for a year, began work on revision.
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