2012-04-01, 04:58 PM
Berzerk Wrote:If you build AP you have to rely on the fact that you need to mushroom EVERYTHING. Absolutely everything. It's your only job, because that's your main source of damage. And at the point where you shrooms start doing tons of damage, it's already at a point in the game where the outcome can change on a dime. Lets say you have all the map control and you lose a teamfight and everything switches. It's going to be hard for Teemo to leave the base and shroom up things without wards, which is what the shrooms act as primarily so it seems counter productive to buy wards to ward. Not to mention, an AP Teemo isn't very useful in a teamfight. Yeah his poison will hurt, but he's not going to be a large source of damage. With attack speed Teemo (Malady, Wit's, Madred's, Warmogs) at least you can get in the correct positioning and rape them while they're not looking then run away.
In teamfights I try to aggro 2+ enemies away (while surviving thanks to shrooms and w) to make it a 4v3 in my team's favour. If they don't take the bait I can have their carry blinded for 2.5 sec on a 4.8s cooldown, which is really significant.
If you can predict where teamfights will happen, you can have a huge advantage if your teamates know how to use your shrooms. Later on shrooms can deal up to 1k unadjusted damage in an aoe with a gigantic slow, which is huge in teamfights. If your team is losing and tries to flee, its easy to get away (unless theres olaf/irelia involved) and you can even do a singed thing where the enemies don't realize how much damage they are taking and you can turn around and kill them off. If you are winning the fight, your enemies have a difficult time fleeing because they have to avoid places your mushrooms could be, and if they hit a shroom they pretty much die anyway.
Also, his burst is pretty high (.8 on his q, .14 on his e, plus lich bane if it gets late) so he can kill squishier characters easily. If you can cause enough disruption in their jungle you can make the enemy avoid teamfighting all together or force them to travel in groups if you camp their jungle. If they travel in groups your shrooms do more work and you can either coordinate a teamfight when the enemy is low or you can wait it out and push other lanes, grab drag, etc.
The only problem I have is teamfighting in the middle of the map. There it is very difficult to aggro enemies into your shrooms (since there are like, 8 spots the enemies can go) and it is difficult to prevent teamfights. As long as you can stay away from there you should do well.
Just remember ap teemo requires a lot of planning and strategizing, rather than just moving someone around.
Edit: I don't think teemo is a horrible on-hit character. I prefer to play kog maw as an on-hit character because of his superior range and the fact that his w does more than teemo's e in my opinion (100 ap is 14 damage for teemo and 1% damage for kog, which can be from 14 to 35), and kog gets passive attack speed. I don't think AS teemo is bad, I think hes more fun and more powerful (assuming your team has a clue) as ap.
Edit 2: Your shrooms deal tons of damage around 20 min in (SOURCE: 3:26 of my montage)


