
Teemo is a marksman and mage champion in League Classic. Find the recommended setup with full item build, summoner spells, ability priority, masteries, runes, and community builds.
Teemo Builds
Teemo Top
Starting Items


Full Build






- Summoner Spells


- Ability Priority
Toxic Shot (E) ›
Move Quick (W) ›
Blinding Dart (Q)
- Runes
- 9×
Mark of Magic Penetration9×
Seal of Armor9×
Glyph of Magic Resist3×
Quintessence of Ability Power - Masteries



Offense: 21



Defense: 0


Utility: 9
Community Teemo Builds
Teemo in League Classic
Champion Bio
League players used to see things a lot differently. Quite literally, as vision and map control made invisibility and traps a nightmare for wandering newbies. Satan—er, the original 40 Teemo—took full advantage, constructing a mushroom minefield he could hide in for minutes on end. And then he'd laugh at you. Buy 20 Oracle's Elixirs or FF@20, anyone?
What Changed in Classic
- Noxious Trap's (R) don't bounce
Teemo Abilities
Camouflage
PASSIVE: If Teemo stands still and takes no actions for a short duration, he becomes Invisible indefinitely. After leaving Invisibility, Teemo gains the Element of Surprise, increasing his Attack Speed for a few seconds.
Blinding Dart
ACTIVE: Deals 80 / 125 / 170 / 215 / 260 (+70% AP) magic damage and Blinds the target for 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds.
Move Quick
Passive: Teemo's Movement Speed is increased by 10 / 14 / 18 / 22 / 26% unless he has been damaged by an enemy champion or turret in the last 5 seconds.
Active: Teemo sprints, gaining 20 / 28 / 36 / 44 / 52% Movement Speed for 3 seconds. This bonus is not lost when struck.
Toxic Shot
ACTIVE: Teemo's basic attacks poison their target, dealing 10 / 20 / 30 / 40 / 50 (+30% AP) magic damage upon impact and 6 / 12 / 18 / 24 / 30 (+10% AP) magic damage each second for 4 seconds.
Noxious Trap
ACTIVE: Uses a stored mushroom to place a trap that detonates if an enemy steps on it, spreading poison to nearby enemies that Slows by 30 / 40 / 50% and deals 200 / 325 / 450 (+50% AP) magic damage over 4 seconds.
This Ability has 3 charges (35 / 31 / 27 second refresh).
