IntroductionI know what you are thinking, who in the hell would ever play support Teemo? The fact that Riot even defines him as a support is a joke by most player standards, and with the current way ranked play is handled that is completely true. I think the theory on the part of Riot when they made Teemo was that he was “supportive” in that he could poke and bait fights as well as offer a lot of awareness with his mushrooms, but was never intended to be a primary damage dealer; as opposed to what most players think of currently as a support (champions with sustain/steroids/shields etc.).
In my experience most Teemo players are either completely worthless, or surprisingly deadly when played in his traditional rolls. Support Teemo is best played in a lane with a friend running a ranged carry who knows what you are going to play. Your job is to harass with Q and E, try and bait fights and flee with W and shroom every choke point you can get near.
You will not chase, you will not farm heavily, you will not split push, and you will not be a primary damage dealer. You will likely cause the opposing bottom lane to rage, provide great zoning and help control team fights; and that my friend is a good thing.
CV vision is still very useful for tracking the enemy jungler, quick checking baron/dragon, or just checking that bush before your team decides to tromp on through. Flash is just too useful for that quick over the wall escape when you get caught out of position.
Is extra mana nice? Yes. Is it worth a summoner spell? No, you get more utility elsewhere.
You could take this in place of Flash since it is a great anti CC option, but I like the flexibility of Flash more.
You are not chasing or initiating with this build, so this is not for you.
Another alternate to Flash. Nice because you can use it to both get out before you get dunked on or to get the the fight that is about to open up.
If you really do not want to CV I would take heal. Between early and mid game it can potentially turn around a team fight.
This is another instance of you are not on the offense so it is not the best option.
Worthless in Summoner's Rift.
You are not jungling so why would you take this?
Awesome if you are on the offense, useless otherwise.
If you do not care about having an escape (Flash) Teleport is great for getting around. However, once again, since you will not be split pushing and generally will not have the hitting power to save a tower, it may not be as practical.
Runes9 Armor Marks
9 Mana Regen Seals
9 Magic Resist Glyphs
2 Gold per 10 Quints
1 health Quint
The idea here is to be able to take more early game hits while still allowing you to use your abilities a little more freely and still get that ever so useful extra gold to help supplement your low farm. I personally like flat Regen Seals and MR Glyphs, but you could very easily exchange those for scaling runes.
Depending on your choice of opening items and how durable you want to be a couple of swaps are possible. For a more powerful poke you could switch the Marks for Magic Penetration and the Magic Resist Glyphs for Ability Power runes (flat or scaling, your choice). If the Marks are switched out for anything else I would suggest getting armor Seals just for more resistance to auto attacks. As far as quints are concerned, the Health could be switched out for a third Gold per 10 or a Movement Speed option. It would be best to try the base runes set I have presented here and then try moving things around to match your preferred play style.
MasteriesThis 0/9/21 is reasonably typical for a support role. I take the 9 in defense because it never hurts to be more durable, especially in the early game when you might put yourself at risk while poking.
Utility wise here is the breakdown of what and why:
Summoner's Insight: Running the support standard of CV and Flash there is no reason to not take this. Even after the nerf CV is very useful and Flash is still a strong escape.
Expanded Mind and Meditation: More mana and regen = more Q harass and mana to drop mushrooms whenever they are up.
Swiftness: Since you will be harassing and baiting more movement speed is always a good thing.
Scout: While mushrooms do act as a ward, nothing beats the scope of vision granted by a real ward and you will be dropping plenty of both.
Greed: Since you will have low farm this will help supplement that combined with gold per items and your quints.
Wealth: That extra 20 gold lets you buy one more item out of spawn. I did not bother with a second point because you would not use it immediately and I would rather have the movement speed boost.
Intelligence: Lower cooldowns = more mushrooms.
Mastermind: Why wouldn't you want to use your summoner spells more often?
Item BuildsStarting Items:
You have two routes here to pick from, one with more mobility, and one that allow a bit more ability spam and vision wards.
plus a mix of and in your preferred quantities
First trip back:
and extra as gold allows.
or as the match up requires, , and of course both and as necessary. Between wards and mushrooms the map should constantly be lit up like a Christmas tree.
Beyond the Core:
A lot of what you buy will depend entirely on how much gold you have and team composition.
If possible a next good buy would be a to eventually be built into a Locket of the Iron Solari (no image was available at the time of writing). You could even get the heard before your Aegis just to beef up and to get more long term benefits of the gold per.
Obviously the will be built into a for all the benefits and useful active.
With only two slots open I would look at any of the following as best benefits your team.
(Now known as Zeke's Herald) For a more AD centric team.
For a more AP centric team.
For general utility and more CDR.
Typically I would only get one of the above items and then either keep my 6th slot open for wards or for a general benefit item get a to build into a . This may sound really weird given how Teemo is being used more as an aura/ward/mushroom bot than anything else, but the extra health is always a good thing and the slow effect only benefits the rest of your team in a group chase situation.
If Teemo stands still and takes no actions for 3 seconds, he becomes stealthed indefinitely. After leaving stealth, Teemo gains the Element of Surprise, increasing his attack speed by 40% for 3 seconds.
Have a feeling you are bout to get stomped on? Find a corner and stand there. Odds are in your favor that no one will randomly fire off an aoe and find you. IF this were an offensive guide I would say this is a great ability to try and surprise gank someone, but in the support role its best use is just hiding in plain sight for escape, or possibly setting up a gank for a teammate.
Q: Blinding Dart
Deals 80 / 125 / 170 / 215 / 260 (+80% of ability power) magic damage and causes the target to miss all of their attacks for 1.5 / 2 / 2.5 / 3 / 3.5 seconds.
Cost 70 / 80 / 90 / 100 / 110mana
This is your early-mid game harass. Nothing will piss off a bottom lane carry more than missing last hits because of your blind and the damage early game is nothing to laugh at. One of the main reasons you see a bit more mana regen in the runes and masteries is to allow more use of this skill.
W: Move Quick
Passive: Teemo's movement speed is increased by 10 / 15 / 20 / 25 / 30% until he is struck by an enemy champion or turret. Active: Teemo gains double his passive move speed for 4 seconds, this bonus is not lost on hit.
This is your escape/bait skill. The cooldown is horrible so do not use it unless you need it.
E: Toxic Shot
Teemo's basic attacks poison their target, dealing 8 / 14 / 21 / 28 / 35 (+14% of ability power) magical damage upon impact and again each second for 4 seconds.
Generally when you play Teemo you max this first, and rightfully so. The damage over time is great and if you had some attack speed boosts you could really dole out the damage to softer targets. For the sake of the poke, however, I prefer Q being the priority skill.
R: Noxious Trap
Places a trap which detonates if an enemy steps on it, poisoning nearby enemies. Poisoned enemies take 200/400/600 (+80% of ability power) magic damage and have their movement speed slowed by 30 / 40 / 50% for 4 seconds. Traps last 10 minutes.
/ 100 / 125mana
Put them everywhere high traffic. The middle of lanes, bushes where you expect issues, ramps, near neutral monster camps, anywhere you think champions will tread. Since you will not be stacking AP the damage output will be low, but the slow and warning afford by these mushrooms will save you and your teammates more often than you may realize.
Early GameHonestly if you are even trying support Teemo you should know pretty well how to handle the phases of the game, so I am going to just bring up some bullet points to keep in mind.
-Live in the bushes and poke whenever you can.
-Do not extend past mid lane unless river is warded, preferably with a regular ward instead of a mushroom since it provides greater vision and a ganker may not walk over your mushroom.
-Your job is to aggravate the opposing carry and make them rage, hopefully making a stupid decision that helps your carry land a kill.
Mid GameMid game, for the purposes of this guild, will refer to game play after the first tower is down and soem roaming begins to happen.
-Since you are going to have auras try and run with a team mate at most times. Besides being safer for you, it also benefits the rest of your team more.
-Ward and plant mushrooms everywhere, but try to stick with the previous rule of not wandering off alone to do so unless you have vision of the enemy team.
Late GameAt this point I assume several towers are down and you have an established set of items. Both points brought up in the Mid Game section continue to apply here. Your job is awareness and passively buffing your teammates.
Team FightsYou are pretty squishy so when a team fight breaks out you want to position yourself on the outskirts just auto-attacking any non-rank champions who are closest while saving your Q for the enemy AD carries. If you do have a Phage or Frozen Mallet make sure to watch for anyone opponents trying to run out because your slow may help your team secure another kill. If you know a team fight is coming make sure to cover your teams routes of possible retreat with mushrooms.
I have mentioned in passing that one of your jobs is to bait. I know it is a well known joke that Teemo has a "global taunt" in that other players just want to chase him and kill him. I have no idea why, but from personal experience it tends to be true. I think it is just because he even looks like he should be an easy kill, regardless of how he is built or how fast he is running away. The only time you do not want to constantly be running with team mates to boost them is if you are trying to bait the enemy into a trap. All you need to to is let the enemy see you (and if you have enough mushrooms and wards down you should have an easy time finding one or two of them separated from the rest) and let them give chase. Save your W for if they are closing too fast or just before you lure them into where your teammates are hiding.
Final CommentsOkay, in case by this point anyone did not already figure it out (especially looking at my account name), this build is not to be taken seriously. Teemo CAN be played this way, but I doubt many people would want to do so. However, the idea behind this build and any future ones I may write is the fact that many players often try some really odd builds, ad I think it helps to have more reference for non-standard build ideas than to just ride by the sear of your pants and look like a complete failure of a player to everyone else in a game.
Upvote or downvote, I do not care. However I would love to see some constructive commentary on this idea and advice for players considering such a role. It will be very obvious, when reading the comments, those people who post without reading the entire guide and I will be more than happy to sit here and laugh at them.