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On December 13 2010 22:19 Odds wrote:Show nested quote +On December 13 2010 00:49 oberon wrote: You'll probably hit harder with GRB than Nashor's, and for less money. Nashor's is for the CDR (for shrooms) and mana regen (For SHROOMS!) as much as the attack damage. If you are going to play Teemo, once again, might as well actually capitalize on the thing that makes him the goddamn Teemo.
Well, GRB also gives you AP, it just gives you more attack damage. Different points on the same spectrum, I suppose, but I find that, when the feces hits the blower (i.e. teamfights/hard pushes) Teemo is a DPS and needs to be able to fulfill that role.
Malady builds are good. I just think this one is probably better in most situations.
Again, I think malady is a fine second big item, but your first has to be something that does magic damage, or it's a huge waste of money.
Also, spell vamp on shrooms helps turn you into an insane backdoor/pushbot. Second only to TF and Sivir imo
Panth is as good as TF, and Shen is better than Sivir. Nidalee is also around the Teemo/Sivir level, I think.
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malady -> wit's end has been my favorite teemo build... when wit's end doesn't make sense I end up just feeding :p.
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mbr + malady is all you really need for dps items, anything more is really a waste of money but going this route just feels like any ranged carry (except with magic and not physical damage).
GRB -> Malady -> HGB is a solid core that keeps your damage relevant throughout the entire game while still allowing you to build defensive enough to not die immediately in fights.
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People who say playing Teemo as an AD carry is strictly inferior are right in a way, since none of Teemo's stats scale with typical carry items - with the exception of Toxic Shot.
Toxic Shot provides a very noticable 'AD' increase packed with a DoT, not to mention it's also magic damage. To put things into perspective, Teemo deals 165 poison damage per hit at Level 9 (max Toxic Shot). If you're able to spread your hits, you should be able to average a bonus of at least 75 per hit. No other 'carry' comes with a stronger steroid, except arguably MF's Impure Shots. Coupled with his high base attack speed, Teemo makes a fierce candidate for an 'AD' carry. He's still pretty meh, however, right until he gets Malady, which basically makes him a mix-damage carry that also reduces enemy MR. Pretty niche imo.
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I find that DFG and HGB work really well on Teemo. Great for bringing back games. I think it's recorded on 5hit's stream somewhere.
hehehe.
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I play a very unique teemo that maximizes attack speed and on hit effects. Each auto attack should bring 4-5 numbers over the target's head and you do a LOT more damage that it seems like you should. The skill leveling and runes are basically the same as the OP. For summoners I always get Flash, then vary the second. Masteries are flexible, but you definitely want the 15% magic pen.
Items: Core: Boots of swiftness, Malady, Sword of the Divine Against tanky ops: Maldred's bloodrazer Against squishy: Black Cleaver or Rageblade If you need better chasing power: Frozen Mallet And and item to be less squishy (frozen heart, randuin's, banshee's, guardian angel)
Start with boots and health pot x3. Focus on last hitting creeps and don't poke unless it's completely safe for you or you're lvl 3+ (hurray on hit poison) Also remember with teemo's animations, you can pull of an auto attack and a Q at virtually the same time to score a couple hundred damage (over time) with a single poke. Rush a malady, and go B to get it as soon as you can. (Malady teemo farms like a boss with simple auto attacks) From here, try to do AA-Q-AA for your pokes. After malady, grab a SotD, and try to incorporate your 100 damage bonus into your pokes. I almost always follow up with a bloodrazer because the team generally relies on me to shred the enemy tank in a team fight.
At this point, attack speed is around 2.2, and each hit lowers magic resist, and does a total damage of 20+E impact damage+4% of their max health+100 every forth+AD.
Also, if you hit the point where your items slots are full but you still have a ton of cash (which isn't too uncommon because teemo farms like a boss), I like to transition to AD/AS penetrating Teemo with stark's, SotD, Cleaver x 2, or Cleaver + bloodthirster and tanky item.
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On December 14 2010 03:49 DarthThienAn wrote: I find that DFG and HGB work really well on Teemo. Great for bringing back games. I think it's recorded on 5hit's stream somewhere.
hehehe. HEY YOU! THATS MY BUILD!
I used that build forever, but happy someone else has concluded wisdom with it (:
Please do get add some ignite to it, add some sour Nashors and finish the conclusion with rageblade.
And bash noobies (;
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On December 14 2010 02:46 nyxnyxnyx wrote: People who say playing Teemo as an AD carry is strictly inferior are right in a way, since none of Teemo's stats scale with typical carry items - with the exception of Toxic Shot.
Toxic Shot provides a very noticable 'AD' increase packed with a DoT, not to mention it's also magic damage. To put things into perspective, Teemo deals 165 poison damage per hit at Level 9 (max Toxic Shot). If you're able to spread your hits, you should be able to average a bonus of at least 75 per hit. No other 'carry' comes with a stronger steroid, except arguably MF's Impure Shots. Coupled with his high base attack speed, Teemo makes a fierce candidate for an 'AD' carry. He's still pretty meh, however, right until he gets Malady, which basically makes him a mix-damage carry that also reduces enemy MR. Pretty niche imo.
MUNDO BEST STEROID SKILL +40 damage/hit level 1 imba
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Now working with Ghost+Ignite HP quints mpen reds mp5/level yellows, blues 0/9/21 (SoS obviously) Start mana crystal + pots Catalyst Shoes -> immediately sorcs Malady BV Stinger Phage Maybe finish Nashor's
seems most reliable so far, unfortunately i keep running into Eves so I have to finish BV early =/
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On December 26 2010 13:03 nyxnyxnyx wrote: Mundo is also melee x_x MUNDO BE WHAT HE PLEASES
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On December 26 2010 19:41 Odds wrote: Now working with Ghost+Ignite HP quints mpen reds mp5/level yellows, blues 0/9/21 (SoS obviously) Start mana crystal + pots Catalyst Shoes -> immediately sorcs Malady BV Stinger Phage Maybe finish Nashor's
seems most reliable so far, unfortunately i keep running into Eves so I have to finish BV early =/
I run just yellow mp5/lvl and do just fine in terms of mana. This ofc leaves me 9 blue slots to run MR. I also run 21 def (like I said, I don't need the 5 mp5 that Utility provides). Also I start with Doran's Blade/Shield. All that together = a lot less problems with bursty types like Eve, giving you the survivability needed for your DoTs to kick in.
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On December 26 2010 21:01 nyxnyxnyx wrote:Show nested quote +On December 26 2010 19:41 Odds wrote: Now working with Ghost+Ignite HP quints mpen reds mp5/level yellows, blues 0/9/21 (SoS obviously) Start mana crystal + pots Catalyst Shoes -> immediately sorcs Malady BV Stinger Phage Maybe finish Nashor's
seems most reliable so far, unfortunately i keep running into Eves so I have to finish BV early =/ I run just yellow mp5/lvl and do just fine in terms of mana. This ofc leaves me 9 blue slots to run MR. I also run 21 def (like I said, I don't need the 5 mp5 that Utility provides). Also I start with Doran's Blade/Shield. All that together = a lot less problems with bursty types like Eve, giving you the survivability needed for your DoTs to kick in. Yeah, I've been waffling between whether I should use Mr/level blues or mana regen- I still have different experiences just about every game.
I had been starting Doran's Blade/shield (and not getting catalyst, obviously), but I feel that Cata is far too great a boon to Teemo's early game to waste, and I would consider BV core on him due to its immense synergy with his W. Still experimenting, I certainly don't think your build is invalid.
EDIT: come to think of it, I guess I should probably use the MR blues if I'm getting Cata anyway
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Okay, after talking and playing some games with locodoco, new vastly superior build:
HP quints mpen reds manaregen/18 yellow magic resist flat blues
9/21/0 masteries (magic pen, SoS, skip stupid dodge)
Start Doran's Ring Get shoes, 2x more doran's rings Malady Sorc boots Stinger Phage Finish Nashor's Tooth Bloodrazor
skills: QEQWQ R > Q > E > W
Cata is great but teemo is too item dependent for his damage
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Loco is a good player but taking his word on Teemo builds is a little stretching it.
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On December 28 2010 12:47 nyxnyxnyx wrote: Loco is a good player but taking his word on Teemo builds is a little stretching it. The only thing I 'took his word' for was the rings, which do work extremely well with the rest of the build. Most of it is simply me changing my mind.
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Teemo Move Quick - Ability Rework Passive - Now grants 10/15/20/25/30% increased movement speed until struck by a champion or turret Active - Teemo gains double his passive move speed for 4 seconds. This bonus is not lost on hit
HUGEEEEEEEEE
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teemo has been more than viable since forever idk why riot is stacking buffs on him,one day some1's gonna show the community the viability of teemo than he becomes fotm than teemo gonna get put in a worse spot that he was before :S
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On December 29 2010 03:55 Odds wrote:Show nested quote +On December 28 2010 12:47 nyxnyxnyx wrote: Loco is a good player but taking his word on Teemo builds is a little stretching it. The only thing I 'took his word' for was the rings, which do work extremely well with the rest of the build. Most of it is simply me changing my mind.
do u think ring first will still be ok with the dorans change?
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