By building items that apply on hit effects, specifically extra damage (either directly or through other means; Malady does both).

He builds Malady because his E applies instant magic damage and poison… it’s essentially a passive AD steroid for him and it’s never less than a pain in the ass because you don’t realize that you’ve just been shredded of 24 MR and have about 120 more damage to go before the poison wears out.

I know why he builds Malady, and that is what I mean by “going on hit”. In addition to synergizing with his E, Malady synergizes with both Madred’s and Wit’s End. Teemo with all 3 of those items and a level 5 e is going to do like 170+ magic damage per hit before adjustments.

Also, don’t discout the blind because so many other people do. Teemo can put out all that damage and shut down your auto attacks for part of it. Hilarious.

“Hilarious” is what I thought when I went two straight games with him at like 12/2/12.

The Rain Man rushes Madred’s but I’m not sure that’s the right thing to do before getting Frozen Mallet. His ability to keep doing poison damage while kiting someone and keeping their MR debuffed is pretty awesome. Wriggles > Malady and then Frozen Mallet is a lot of DPS while remaining survivable, since he’s a fairly weak teamfighter.

FWIW I was seeing Tree Eskimo do builds similar to this some time ago and I’ve found them effective. I was doing Wriggles and usually malady and then it depended. On physical heavy lanes I toyed with item #3 being a second red razor as well as phage (which I usually get 4th if not 3rd). I’ve done Wriggles, Phage, Wit’s End and had success with that as well. I think Wriggles and FM are really good on him because they contribute to the “I’m more dangerous than I look” Teemo kit (Wit’s End does too, to a degree, but I seem to find myself against ranged AD and people like Garen more often than not).

Before they reduced the impact of health quints/the defensive mastery that gave hp you could do a teemo with 768 level 1 hp (with a doran’s shield). Got that from Tree Eskimo as well. Really effective.

I’m surprised you don’t know what on-hit builds are Pogo, it’s a pretty commonly used term in LoL. On-hit Teemo and Kog’Maw are the ones that most use it i think.

Teemo is so hilarious, I don’t know why I never bought him before this. Screw Madred’s, I had the most fun going Philostone before Malady and Nashor’s Tooth. The proper use of Teemo is MUSHROOMS EVERYWHERE!

What’s that? You want to gank mid? MUSHROOM! You want to walk through the river? MUSHROOM! You want to go anywhere in lane outside of the main creep path? MUSHROOM!

Oh noes! Three of you managed to kill me at my tower! Wait, what’s that? MUSHROOM TRIPLE KILL!

God I hate you.

CDR and mana for MORE MUSHROOMS! Everyone on the enemy team hates you!

There’s no reason to run out of mana, he doesn’t spam anything.

And the reason people get Malady as the only source of AP is because the AP scaling on his E is actually really bad, and it’s no use getting AP for Q (good ratio on that, admittedly) because it’s used once in a 1v1 duel or maybe twice in a larger skirmish. So it’s much more effective to shred their MR and get that attack speed… which Nashor’s does have so it’s not bad.

The point is to spam MUSHROOMS. He doesn’t have a big mana pool and mushrooms get up to 125 mana. At max CDR you get a mushroom every 16 seconds or so, which you should throw down somewhere as soon as you can. His mushrooms also have a .8 AP ratio just like his dart for more hilarious poison death even while you’re not around if you get some AP.

So say you drop a mushroom, then level up or recall and buy some AP. does the mushroom do damage based on your AP when it was placed, or your AP when it triggers?

Triggers. All upgrades/effects that do damage check for how much damage they should do before they tick off. It’s the only thing that makes sense, otherwise, say you use Swain’s E (DoT) on someone that is being attacked by an ally with Malady, each tick of the damage is going to check the properties of the the caster and the victim for how much damage it should do.

Both Heimer’s turrets and Teemo’s shrooms have their stats determined at the time of placement. Gaining AP after placing them will only affect new ones.

I refuse to believe you on general principle.

That is how it works for turrets, you can see that old ones will be a different color and have less health and damage after you level up. I dunno about mushrooms because there’s no visible difference.

They fixed that a while ago iirc.

Fixed what how?

Mushrooms.

Thank you for your utter lack of useful information.

Mushrooms are now working as intended. They may have been working incorrectly in the past. Seems clear enough. Wait, what was the question?

You are bad and you should feel bad.