Tankmo
Is Teemo better as a tank or better as ap? [zombie-brand-mindblown]
Is Teemo better as a tank or better as ap? [zombie-brand-mindblown]
Idk once had tankmo buil a frickin sunfire. How an invisible rat can burn you is beyond me.
Tankmo Top
He is better as a ban.
While I don't play Teemo, the ones I see do well tend to favour a tanky on-hit build. I'd probably recommend something along the lines of:

AP-Tank Healing Hybrid is what gets me the most success.

(depends on enemy team, I focus Swifties but too much CC can be death)
(You have to be able to counter the ADC's Life Steal, Blind only lasts so long, good way to counter tanks and supports too)
(personally not built that often, but it's still great)
Sometimes, -sometimes-, I've had to mix in some on-hit, especially when there's a Bruiser or two on the other team or when I'm one of the better options for split-pushing/tower taking.
(this tends to pop up in the main build a bit, that CDR and cheap build path is a godsend)
In addition, I run Spell Vamp Runes and Masteries. I've seen entire teams tilt an easily won game because they can't wrap their heads around a Teemo that doesn't fall apart when you look at him, one that has in combat sustain. And he needs it. Tankmo doesn't have the built in defenses to properly tank. No shield or Armor/Resist boost, no Damage reduction. His passive regen isn't anything to write home about. So he either has to dive head first into Warmog+Aegis and go a generic tank-regen build and hope it works, OR go for the in-combat sustain if he wants to be bulky.
With that said, I'm a player that always holds bias for sustain. As well, this Build is only used in ARAM/Rotating Game Mode.
Since he's useless either way you might as well go semi-tanky so that you don't explode instantly, yet still get some AP so that you are a threat.

It depends on the situation. I play_ bruiser_ Teemo in most cases. It is a lot safer than full AP, you can play more aggressive, you can duel other bruisers or even tank champions, you reach your power spikes faster. The only problem is falling off super late game when the enemy ADC finds your base damage and on-hits nothing, and tanks can just ignore you and dive your carries. You will still be useful, but you might want to adjust your play style to be more team oriented, like staying with your carries. You can play AP Teemo if the enemy doesn't have anything that can shut you down too easy. Like if they have a J4 who can just ult you and make sure you die then you will be useless, but if they are some squishies, bruisers, or kiteable tanks you can do fine. AP Teemo offers a lot of objective control with mushrooms, and also makes it so people are whittled down before fights via shrooms. You also have a better team fight with AP Teemo because your shrooms deal relevant damage. A good strategy is to attack tanks or out of position carries, and then bounce shrooms on each other to hit their whole team. Using bouncing shrooms to affect a whole team is another reason why I focus on heavy AP and pen when playing AP, instead of attack speed and on-hits. I have two builds below, both are examples that you can play around with depending on the situation.
Bruiser:
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AP:
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