Talk:Teemo/@comment-143.205.129.65-20120503114814/@comment-130.206.138.233-20120503132323

The problem with building on-hit teemo is that the damage it dumps on the opponents does not scale into late-game as opposed to the damage done by AP teemo or AD teemo.

AD teemo has no 'natural' sinergy with his kit outside of his blind for dueling, but building crit makes it so the damage scales.

AP teemo is not as simple as people try to make it look like, it's not just the blinding dart + shrooms, he can also build lich bane, DFG, etc. Also, for people claiming that oracle's kills AP teemo they are not entirely right, you still have bushes to plant your shrooms and you can still use them to swarm a jungle path preparing a teamfight.

The thing is that with both those builds you end up getting resist penetration by a percentage whereas on the on-hit build you don't. On-hit does not make your skills hit any harder apart from malady, and on such a build getting penetration is pointless.

It all depends on what you are facing at the moment and what your team needs, but on-hit teemos should try to win the game on mid-game or else splitpush, because they deal no damage late-game when everyone has their resists up.

Sorry for the long read, hope this helps.