Talk:Teemo/@comment-26459891-20150603004804/@comment-5955640-20150603010730

Teemo is usually positioned in top lane and just about every other top laner scales better into late game.

Teemo only gets as far as his opponents let him. If they are tanky they will suffer under him but again late game they'll be infinitely more useful. Melee carries and assassins however will outright lose their early and mid game to Teemo if they don't buy a fair amount of sustain and a hexdrinker. Actually any magic resistance and life steal wins the lane for you. Teemo will continue to be annoying but he gets progressively less powerful the more you carry on.

He has the DPS like an ADC because well. He is a Marksman. The term carry was removed from the game and replaced with marksman which Azir and Teemo have despite being AP.

Which brings up another problem. Teemo is a squishy AP marksman that doesn't have team fight potential. A below average attack range (the average is 550) and isn't tanky like Urgot or really safe like Quinn as a top lane marksman.

His ult makes it hard to gank his lane but post laning phase it will be quite difficult to put your shrooms in places where the enemy will step on them during a fight. For a team comp it's too much AP already. The support is probably AP and tanky AD midlaners don't quite work as well as AD assassins or just AP mages and either choice makes the entire team too squishy which is horrible in this meta.

Just generally speaking there's too little in Teemos kit to actually be useful but just enough to be annoying. That works now and again but it's nothing you can depend on.