Teemo Build Guide by Sovereign Kitten
[9.16]|THE DETAILED GUIDE TO TEEMO| SUP/TOP/JNG (Coaching)By Sovereign Kitten | Updated on August 17, 2019
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Choose Champion Build:
SUPPORTMO (CLICK 1-4)
TOP LANE (CLICK 1-10)
JUNGLE (CLICK 1-3)
Runes: DANK HARVEST
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order The Standard
Threats & Synergies
The main reason Blitz is considered an extreme threat to Teemo is, mostly due to the fact that he has the ability to disrupt your bush harass and CC you. Blitzcranks (Q) Rocket Grab will pull the first enemy hit to him, stunning them for 0.5 seconds while also dealing magic damage. Blitzcranks (E) Power Fist which is often used in combo with his (Q) causes his next basic attack within 5 seconds to deal 100% AD Attack damage bonus physical damage and knock up his target for 1 second. The easiest way to deal with this issue, is to simply learn to body block with minions, and kite away from the initial (Q). Blitzcrank can be easily dealt with after he activates his (W) Overdrive. Overdrive puts himself into overdrive, gaining Attack bonus attack speed for 5 seconds and bonus movement speed that decays to 10% after 2.5 seconds. When Overdrive ends, Blitzcrank is slowed by 30% for 1.5 seconds. This is the best time to try and catch him out, when he is slowed. In most cases he will only use this ability when he is getting a gank from his Jungler or planning to try and grab one of you to kill.
He is kind of like Blitzcrank, but is slightly easier to deal with due to the hook being much more pronounced and delayed. You can use this time to side-step or use a minion as a meat shield. Same idea when it comes to bushes; don't utilize them as your primary source of harassment. If he decides to face check the bush suddenly, it means there is going to be a 3v2 from their Jungle shortly. So run! His passive will allow him to pick up souls from fallen enemies, stacking ability power. The more souls he has the more powerful his (E) Flay will be, dealing extra magic damage per auto attack. The damage is equal to the number of souls he has collected plus 100 / 125 / 150 / 175 / 200% of attack damage, based on length of time since last attack. He is an engage support, what he mostly will try to do is hook you or your ADC with a (Q) Death Sentence toss out his (W) Dark Passage and pull himself towards you or your ADC. His ally will then grab his thrown out lantern and be pulled to your location as well. Following up with a chain of his (E) Flay which will CC you backward,(so you can not utilize stealth) and of course his ultimate (R) The Box which will slow you for 99% of your movement speed for 2 seconds. This will create an opening in that side of the box (5 sides) for your ADC to escape or your team to avoid. You will want to focus on the ADC in this case. Thresh is a peel champion with a lot of CC so you want to tough through it and collapse upon his ADC.
The only real threat from Braum is that he is very tanky, an can block all projectiles heading towards his ADC with his (E) Unbreakable. Which negates the first projectile and reduces any further damage by 30-40%. However, his passive, which allows him to apply stacks of Concussive Blows will allow him or anybody on his team to stun you once fully stacked. This is the thing that you have to watch out for. If Braum lands his (Q) Winter's Bite you will be slowed for 70% for 2 seconds of decay. But in this instance you will need to get away, using the bushes to avoid any further stacks. If he lands this and activates the stun it is most often going to end with you dead. The same can be applies to your ADC. This ability can be blocked by using minions. So please keep this in mind. Overall Braum is a very easy match for Teemo.
Bard is a stun support champion. You would be best keeping your distance from your ADC, minions and walls. Bard will spend a majority of his time roaming and searching for his chimes passive Traveler's Call. Doing so will gather him up to 80% movement speed, and for each meep stack of 5, he will deal 40 (+ 15 ap per 5 chimes collected) scaling with 30% AP. Bard's (Q) Cosmic Binding is what makes laning against him a little bit annoying. If you play against the wall he can land a stun if you mistakenly step outside the corner of a bush. You can also get stunned by being too close to your ADC or minions. The plan here is to play a little safe until he misses it or goes all in with his ADC, you would want to focus the ADC in this case, giving your ADC enough time to retaliate and take less damage from them by your (Q) Blinding Dart. Bard's (W) Caretaker's Shrine will let him an his ADC heal by setting up little shrines of HP that stay and build up power over 10 seconds until either an enemy destroys it, or they step upon it. Bard's (E) he simply travels through his portal and everyone can follow him, but don't do this when he has is team around. You will be stunned. Bard's (R) is an AOE zhonya, it can an will reveal you, however, you won't be target-able until after the zhonya's effect wears off.
Really really annoying but pretty easy to avoid her Q (Howling Gale) since it will show you a small tornado effect upon activation underneath her. It will stay like this and build up power over 3 seconds (Unless released early). Its range, speed, damage, and knock up duration increase for each second it is left charging. You will want to just run out of the bush or side step it in the lane if she charges it in the bush. That being said, keep the bushes warded so she can not freely use this cheese. However the slow + speed + shield + healing from her other abilities and the CC is very painful to deal with. The upside is she is very easy to poke, but hard to all in. Her shield will counter your attacks, so open with an auto then Q so the damage from your Q will do more damage rather than the shield absorbing it. Since you are going to be maxing your Q against the enemy ADC. You can also opt to go with an auto-auto-Q combo.
Leona is a really solid support for pretty much every ADC. Her passive “sunlight” marks enemies hit with Sunlight for 1.5 seconds. Any damage dealt by allies (other than herself) consumes Sunlight, dealing 25 − 144 (based on level) bonus magic damage. Shield of Daybreak her (Q) stuns the targeted champion for 1 second. Teemo can blind this if timed correctly, since it is an empowered auto attack. This will also reset her auto attack allowing her to Auto-Q-Auto a vision ward as soon as it is placed on top of her in a bush. So try not to waste a vision trinket if she has priority over the other bush. Zenith Blade her (E) allows her to engage onto you or your ADC usually she will go for your ADC. This is the time when you should be ready with your Q to blind her combo which is W-E into Q(stun) since you can blind it. You want to stand back from the bush she is trying to contest. You will not be caught out of stealth if she lanes any of her abilities. She can dash to you with her E, and land her R(Solar Flare) which still stuns you, but does not reveal you. You should focus all of your efforts to kill her ADC since she is a good tank at mitigation, and peel. So long as you know your ADC is safe. You shouldn't have to blind her Q stun, use it on the ADC.
Vayne is a very basic champion, an even more basic champion than Draven. Her entire kit is about pinning down a target and auto attacking them to death. It is at no surprise that we max our (Q) to negate a very large portion of her damage output. But it is also important to never stand against a wall or structure. Her passive Night Hunter grants her 30-90(in her ult) towards visible champions. So if she has a support with a slow. You're going to have a very bad time. Her (Q) Tumble grants her a dash forward dealing extra damage with her next ability and resets her auto attack timer. Her (W) Silver Bolts allows for a stacking effect of 3 times, if she lands the 4th shot you will take true damage. Her (E) Condemn will knock a target back or if against a structure will knock them into it, stunning them for 1.5 seconds. This is where Teemo shines. If you happen to be alone with the Vayne and she goes all in on you, with everything she has and you get your (Q) off as she comes out of stealth and pushes you against the wall, you will go stealth while she aimlessly misses. However, keep in mind a good Vayne will purchase QSS effectively making this strategy obsolete. Just wait until her ultimate is over and then kill her. Her (R) will grant her bonus attack damage, and triples the bonus movement speed from 30-90 towards visible enemies. Additionally it grants her (Q) the ability to go stealth for 1 second if she gets kills while in her (R) the duration is increased by 4.
Ashe is not really much of a threat to Teemo, however, the poke from Volley her (W) is very annoying, especially when you just want to safely harass her from the edge of your bush. A good way to deal with this, is to simply go back and forth from each end of the bush to avoid it, then go in for the poke after it misses. You shouldn't spend too much time in their controlled bush. She will just keep hitting you with the volley and you should really just rely on the minion waves to protect you, since they do not pierce targets. Once she hits level 6, she now has engage and disengage it is depending on how far away she has hit you with Enchanted Crystal Arrow her (R) the stun can last 1 − 3.5 seconds (based on distance traveled). Overall she is a very simple champion with no mobility, just a slow and a stun which is possible to avoid, by side stepping.
Zyra has a lot to offer her team more specifically her Jungle and ADC. She is what we classify as a damage support. She is relatively squishy. But what she lacks in defenses she makes up for with CC and damage output. She can spawn plants if she hits her seeds with Deadly Spines her (Q) or Grasping Roots her (E) which will last for 8 seconds or until killed. They pack quite a punch especially if she purchases crystal scepter. This will apply constant slows to you through her plants auto attacks. If she is level 6 she can cast Stranglethorns her (R) which is a large AOE. After 2 seconds, the vines snap upward, knocking up all enemies caught in the thicket for 1 second. Plants hit by the thicket are enraged, restoring 50% of their current health, increasing their maximum health by 50%, and resetting their duration for the full duration of the thicket. You can step on her bulbs that get thrown out into the bushes. However there is her E(Rampant Growth) which can reveal you if you step on them. It can be hard to figure out which one is which, but ideally the ones in the bush will tend to be Rampant Growth and the ones flying around randomly are the passive. They have a very small indicator for each of her skins to tell you which are which. The long story short is treat them all like they are going to reveal you. She is weak so long as you avoid that CC from Grasping Roots her (E) allowing you to get in some good pokes before retreating back to your bush.
Taric is a pretty strong all in champion for his team, he offers stuns, shields, armor, heals and invulnerability. Taric's passive Bravado allows him to refresh the cool-down of his basic abilities by 1 second if he hits his next two basic attacks within 4 seconds, for a total of 2 second refresh. Simply blind him if at all possible and use the bush to go stealth if viable, otherwise run. Taric's (Q) and (W) support his ally he is linked to and himself with healing and armor when activated. Pretty simple. Taric's (E) is his straight lined stun. He projects a beam of starlight towards the target location, erupting after a 1 second delay and stunning anyone hit for 1.25 seconds. While he is linked to his ally, they both gain their own line of starlight which can be used well to make many patterns to hit an stun someone. Be aware of this. Avoid it and play around their lack of CC thereafter. Taric's (R) is a delayed 2 second channel grants him and any nearby team mates full invulnerability from all damage for 2.5 seconds. It makes going all in with champions that need a few seconds to get their burst off difficult, try and play around the channel or wait for it to be on cool-down for any planned all ins. Overall the support laning phase is pretty straight forward, so long as you play around the (E) stun you will out poke them, so long as you do not allow them to simply heal back up.
Jinx is all about wave clear and kiting from range. She can switch through her two weapons. POW-POW and FISHBONES. Which can be a tell tale sign on what bonuses she is gaining and losing. Her (Q) Switcheroo! Allows her to switch between weapons, each doing something different. POW-POW grants her bonus attack speed. Stacking up to 3. Maximum 30-130 based on level. FISHBONES loses 25% of her attack speed and her basic attacks cost mana, but they gain bonus range, bonus damage and hit all targets around her main target. (I do believe if she targets a minion the splash damage can not be blinded.) You must be careful when she gets a kill on a champion, turret, decoy or inhibitor. She will be granted 175% movement for 6 seconds of decay. Her (W) Zap! is an ability she will often cast out into the bushes to damage, slow and reveal you. (However, I have not tested yet if they can see you) so try and avoid being hit. Her (E) Flame Chompers should be avoided, as they will root you if you stand on any of the 3 dropped. This can hit 3 champions at once if they are stupid enough to chase her through tri-bushes, or where they have no vision. Her (R) Super Mega Death Rocket! is a global ult that will send out a rocket in the target direction that will explode if it hits a target. She will usually target low HP champions while they are running to recall so please be aware of this, especially for your team mates. Ping them when you notice the ultimate. Overall she is very squishy and can easily dealt with if you avoid the CC and (W).
Unlike most other ADC champions Miss Fortune is mostly a champion that revolves around bouncing her (Q) Double Up an her passive Love Tap. Her passive deals 50-100% more damage to a target that has been hit with a mark. The problem here is people just love setting up (Q) bounces for her. Stay away from minions (behind them) the second she lands a (Q) on this minion, the effect "Double Up" and will bounce off and deal damage to you or anything behind the minion in question. Thus dealing a guaranteed critical strike if the first target was killed. If you did not know most Miss Fortune players will take Dark Harvest for good reason. This one (Q) combo ability can 100-20% you in seconds if she gets fed. So keep your distance and only poke when you see an opportunity to strike when her (Q) is down. Her other abilities are mostly just zoning abilities. Do not stand in her (E) or (R) especially because they do hurt if combo'd together well. Since (E) Make It Rain slows you. While (R) is a wide spread cone AoE (Just like Jhin) that will constantly fire projectiles down the path until cancelled.
Sona doesn't really offer much in the offensive side of things. She has 3 basic roles. Her (Q) Hymn of Valor which will damage any visible target in her vision granting bonus damage on their next autos. Her (W) Aria of Perseverance which heals and shields. Her (E) Song of Celerity will boost their movement speed for 3 seconds. This is something most do not know. Her Passive Power Chord will empower her next basic auto attack for an additional effect based on the last ability cast. (Q) Bonus AP. (W) Reduces enemy damage. (E) Slows the target by 40%. Her (R) is just the standard AoE stun in a straight line. Easily predictable and avoidable once she hit's level 6.
Kog'maw isn't really played much in the competitive scene since the other ADC's tend to be overall a better choice in general. I have really yet to see one be played at all this entire season 9, however, he is pretty difficult for Teemo especially with a Lulu support. The reason for this is due to his ability to reveal you with his (R) Living Artillery which also deals quite a lot of damage. Along with Lulu making his (W) Bio-Arcane Barrage absolutely devastating if you do not have your Q leveled up high enough to take less damage. He isn't that much of a threat once he is blinded, but you still need to move around to avoid his skill shots.
Lulu is a very easy champion to deal with, as she has a very low health pool early game and also doesn't really deal a lot of damage. She is a support, support. She does well to increase the amount of damage her ADC can do (especially that of a Kog'maw) Her passive allows her to attack you once while also being assisted by a little faerie that fires a barrage of 3 bolts to her target. These bolts can be avoided if you use minions to block them as they are not piercing projectiles. If Lulu casts her (E) Help, Pix! upon a target, they acquire this passive, while she loses out on it. Keep in mind the passive being blocked by minions is still in effect. Her (Q) Glitterlance is a very heavy slow, that she and her passive will cast out. Slowing an enemy target for 70% an then 80% decaying over 2 seconds. This isn't the biggest issue, however, it is that if you get hit by both bolts you will be slowed again which will refresh the slow for up to 4 seconds of slow. Be sure you try and avoid this ability as it doesn't have that much of a range. Her (W) Whimsy is what makes fighting her as literally anyone extremely annoying. If she casts this ability on herself or allies, they gain bonus movement and attack speed. But, if they cast it upon an enemy champion it will cast the ability to Polymorph them. This prevents you from dealing damage or casting any ability in general for 1.25-2.25 seconds. While also reducing movement speed by 60. This ability is usually used on your carry or all in burst champions. Making them useless and wasting their abilities and ultimates. Her (R) Wild Growth makes an all in engage pretty terrifying to pull off, because Lulu enlarges the target allied champion knocking up all enemy champions within the units range of 150 units. Increasing their health and slowing nearby enemies.
Try to avoid an E - Q or Q - E combo. Her Starcall (Q) will slow you if you are caught in the circle, also healing her. Paired with Equinox (E) rooting you if you’re still in the circle while silencing you when it is placed down on you. Nobody wants to be either of those things, much less one directly after the other, so be wary going forward. The good and bad thing about her is her heal. If she’s a good support she will heal her ADC when they get low, making them more of a hassle to deal with later on. Subsequently, it uses her health to heal them, making it easier to take her down so focus on her first instead of the ADC. Please remember the ability of her Q, she gives health with W but gains health if she lands her Q. Build Morellonomicon to deal with the heals before they become too strong. You can politely ask your ADC to build Executioners Calling to solve the issue early game. Do not rely too heavily on them to do so, nobody ever builds Executioner's early game.
Nami has everything an ADC needs: Sustain, Damage, Movement Speed, CC, and Team Fight CC. It's frustrating, and it doesn't matter if she is squishy or not. She will deny your ability to force them out of lane. Take note that she can not reveal you with her CC except her ULT. Also be aware that her passive will give her allies bonus movement speed if any of her abilities pass through them. The biggest issue is she can heal, as she is also doing damage.
Kaisa can be a problem if you try to utilize the bushes, and she ends up landing her Void Seeker, her (W). This along with her Icathian Rain, her (Q) make blinding most of her damage with his Q rather difficult. Since she can in most cases not even have to auto attack you, to deal damage. This is normally why having a CC ADC like Jhin comes in handy. It is much more effective than trying to poke them out with normal means. He is a champion that plays similar to Kha'Zix being that she evolves her own abilities. Granting her stealth, shield and refunds to her Living Weapon her upgraded (E).
Brand is an all around reason for us to not sit in the bush all game. He is an AP mage that is played to support with massive damage. He has 2 abilities that are skill shots, and 2 that are target reliant. The run down is his passive ability BLAZE which is used correctly with his abilities, allows him to stun you, deal 25% more damage to you and slow you. He can also cause a chain reaction if he kills a minion or a champion after having applied Conflagration for the killing blow after utilizing blaze.
Alistar is a very heavy support. His main role in to engage with his passive and his ultimate. Alistar's (Q) Pulverize will knockup an enemy champion for 1 second. This ability can an will reveal Teemo in the bushes if he lands it. So be aware of this especially if he face checks the bush he knows you are in. This will often times result in a 3v2 bot. His (W) Headbutt will push an enemy away if he is on top of them stunning them for 1 second. Often used to push you back into their team to deal with you. His (E) Trample will case him to deal AoE damage around his character for 5 seconds. If you take the full duration of this ability you will be stunned on his next auto attack. However, this ability does not stop Teemo from going stealth. If you manage to be in the bushes while being chased you can stop short of the edge and path back to the other side to avoid his (Q) knock-up reveal. Along with the stun. This will then allow you to re position an get assistance from your minions and ADC to run to the tower for safety. His (R) Unbreakable Will is what makes his such a good Team fighting champion. He becomes a really heavy tank that negates 55-75% incoming damage and breaks out of CC upon cast for 7 seconds. In this instance you would want to focus your attention of anyone but Alistar for 7 seconds. The Rengar, the Kha'zix, the champions who go in after a tank has engaged.
Lux is a support AP mage, that deals a truck load of damage to you if you allow her to unleash her full combo. Illumination is her (Passive) which marks her target with light energy for 6 seconds. Her basic attacks and Final Spark consume the mark, dealing 20 − 190 (based on level) (+ 20% AP) If you try to chase her down at low HP and she gets 2 auto attacks off on you while she has 0 mana, and ludens she can burst you with the passive. So be careful! Light Binding is her (Q) which will pierce through 2 units, while also rooting them for 2 seconds. This is a skill shot so it is avoidable by standing behind 2 minions or simply by side stepping. Final Spark is her (R) she shoots a global laser beam which can deal a large sum of damage with full AP and Ludens and Dark Harvest. Late game it will go on a 15 second cool down if she gets a kill on them within 1.75 seconds of using the ability. So be very careful on facing her after that. It's not on a long cool down anymore. Besides all of this she is still a relatively squishy champion to face off against. So long as you avoid the root, you are golden.
What can be said about Rakan? The straight to the point thing is, he isn't really that much of a threat. He does yes, have gap close, shields, healing and the ability to charm people with his ultimate. Rakan's (W) Grand Entrance is what he will use to engage you constantly followed up with the use of his ultimate. Keep in mind, he himself can not reveal you in the bush unless you are hiding at the very edge of the bush where he can charm you out of the bush entirely. So you have no need to fear him engaging the bushes. However, you do have to fear the fact that he can constantly poke and harass you with his (Q) Gleaming Quill which if struck, will heal him and his allies if they stand inside of the ring around his character. The easiest solution to Rakan is simply waiting out the (Q) and (W) following up with a (E)(Q)(E) combo. He will shield most of the damage, but this is really all you can do. They usually always go in alone and get out traded by Teemo. So use that mistake to punish him.
Ezreal tends to be absolutely useless in the early game, regardless of which side he is on, be it your ADC or their ADC. He will always build Klepto and spam his (Q) Mystic Shot into the bushes, which is annoying for you since it's your safe place. If he lands a (Q) it will be lowered in CDR and be capable of spamming it again, and again the more he lands the more he spams. If he lands constantly he will gather up attack speed from his passive Rising Spell Force (up to 50%) for 6 seconds. Ezreal's (W) Essence Flux, send's out an skill shot orb that if detonated by an auto attack or ability, an will refund that mana cost and grant him mana, dealing extra damage. Ezreal's (E) Arcane Shift, is a small blink that allows him to dodge and get some distance from a threat, if he uses this into an enemy it will also send out a locked on (Q) that will prioritize his (W'd) target. Ezreal's (R) sends out a mystic wave that is global, he usually will use this to try and clear out a wave, but most seem to forget the damage was nerfed by 50% against minions a few patches back. It can also be used to snipe a low HP champion from across the map or steal an objective.
Caitlyn is a very long range ADC. Her entire kit revolves around trapping and clapping from a distance. Her (W) Yordle Snap Trap is something you have to be very cautious about upon entering bushes that have not been warded. They tend to place them at the entrances to the bushes from the side in sets of 2. If you happen to step on one while she is pretty far away, you will notice an icon below you. This means she will now be capable of attacking you are a range of 1300 (Which is 700 more range than Teemo). Try to keep these bushes warded before even attempting to enter, because being locked down is one of Teemo's biggest weaknesses. Really there isn't much else, literally her entire kit is range. (Q) sends out a piercing projectile. (E) is a knock-back slow which they tend to use to either slow you, or to propel themselves towards you. While her (R) is a lock on projectile that will fly out in an attempt to kill a low HP fleeing target. Please for the love of your team. Block this with your body if your in the position of being capable of saving their life.
Fiddlesticks may be squishy but his entire kit keeps him high on health and denies you any possible engage on him or his ADC. If Fiddlesticks stands still or is in a channel for any of his abilities, he will gain bonus movement speed for 1.5 seconds. Fiddlesticks (Q) Terrify will prevent you from getting close or prevent you from running away. This ability slows you by 90%. Fiddlesticks (W) Drain is what makes fighting him difficult, he can manage his health easily by channeling upon a minion up to 100% HP, if he levels it up higher early game. Fiddlesticks (E) Dark Wind sends a crow to the target enemy that bounces to nearby enemies up to 5 times, it doesn't matter if you are sitting in the bush or invisible. It will prioritize you and deal damage along with sending out a comet, which is what most Fiddlesticks players take as their main rune. Fiddlesticks (R) Fiddlesticks blinks to the target location with a murder of crows flying wildly around him for 5 seconds dealing magic damage in a large radius, usually done over walls and objectives while utilizing zhonya's to stay safe as his team mates come in to clean up. The long story short is, he will deny all attempts to kill him and keep himself high on HP. You will need to wait til his (Q) has been used before making an all in.
Zilean is like the life support of his teams carries and offers free levels based on his passive, as well as skill shot stuns which can be utilized on either himself or his team mates or enemies/minions. Zilean's passive Time in a Bottle When the amount stored is enough to level up an allied champion and Zilean has been out of combat for the last 10 seconds, he can right-click the target ally to initiate a 1 second channel, allowing them to level up. A successful channel levels up the target and grants Zilean the stored amount as experience of his own. Zilean's (Q) Time Bomb throws a ticking time bomb to the target location that detonates after 3 seconds, it can be cast twice and detonates immediately if another one attaches itself to the same unit, briefly stunning all affected enemies. Zilean's (W) Rewind reduces Time Bomb's and Time Warp's Cooldown cooldowns by 10 seconds each. Zilean's (E) Time Warp bends time around the target champion, slowing enemies for 2.5 seconds or granting allies bonus movement speed for the same duration. Zilean's (R) Chronoshift places a protective time rune on the target ally champion or himself, lasting for 5 seconds. If the target takes fatal damage during that time, they are put in stasis for 3 seconds and then revived, regaining a set amount of health. You will want to back off attacking that champion in most cases if they are at 5%, otherwise they will revive and most likely take you all out.
Pyke has been a pretty well rounded support over the last few seasons. He, however, recently received a nerf to his (E) which has gutted his ability to be useful in solo lanes and to non-champions. Pyke's passive Gift of the Drowned Ones makes Pyke's maximum health incapable of increasing,except through growth (per level), instead he gains 1 bonus attack damage per 14 bonus health. This is why you see Pyke players building really tanking and still doing a shit ton of damage. Pyke's (Q) Bone Skewer is a channeling ability in which Pyke wind's up his harpoon slowing him by 20% an increasing it's range up to 700 units. Upon release if the harpoon hit's an enemy champion they will be pulled up to a total of 550 units and combo'd into his (E) Phantom Undertow, leaving behind a drowned phantom. After 1 second, the phantom returns to Pyke stunning the champions inside for 1.25 seconds and dealing physical damage. Pyke's (W) Ghostwater Dive enters camouflage and gains bonus movement speed that decays over 5 seconds. Enemies are notified if Pyke is within X-units of them. When Pyke is unseen by enemies, he rapidly consumes his Grey Health to heal for the same amount. He doesn't need to be in this ability to heal. Hiding in the bush can also heal. Pyke's (R) Death from Below strikes in an X-shaped area, executing enemy champions below 250 − 550 health. If Pyke executes an enemy champion, he will gain an additional use of his ultimate, also granting the last ally champion who assisted in the kill 300 gold. Refreshing and granting more of he continues to execute champions. The play-style you will be wanting to work with, when facing the Pyke is simply, dodge the (Q) harpoons, do not get yourself caught out, when you see his icon of stealth, they are preparing for an all in. Side step his ultimate, it isn't a target ability, it is a skill-shot.
Draven is actually one of the more simple minded champions. Killing him very early on in the game or even later in the game shuts down his passive League of Draven. Basically after catching and axe, killing minions, or turrets he will gain adoration stacks. When he finally kills an enemy champion he will gain bonus income based on how many stacks he has gotten. Which can add up to a very large sum 25 + (2 × stacks). However if you happen to kill him, he will lose 75% of his adoration which will really tilt them off the face of the earth, especially if they had been stacking for some time. (400+ stacks) He is a 100% auto attack reliant champion, so maxing our (Q) is very essential in this match up. He doesn't have much else in his kit aside from movement speed, his CC from his (E) Stand Aside which can yes, reveal you in stealth, followed by his global ult (R) Whirling Death which while hurl two blades to the target location, before stopping and returning dealing damage both ways. That is something you will need to avoid both ways, as they do trace back to Draven in an angle which he can control by moving around. Please keep in mind, Draven can deal a truck load of damage, it is very important to understand the usefulness of Ninja Tabi in this matchup. If you fall victim to him being fed.
The problem with Lucian is his a very high mobility champion and can get very quick attacks off before disengaging. This can be difficult to deal with since by the time you get your (Q) Blinding Dart off in most cases, he will have already hit you 2-3 times. Lucian's passive Lightslinger allows him to auto attack twice after using an ability. If Lucian's primary target is killed before the second shot can go off, he automatically shoots another enemy. This is what is a problem because if Teemo doesn't get the jump on him with a Q, he will be capable of getting a massive amount of damage off on our little scout. Lucian's (Q) Piercing Light fires a laser in the direction of the target enemy, dealing physical damage to all enemies in the path. Lucian's (W) Ardent Blaze fires a shot that explodes in a cross pattern upon hitting, also marking them for 6 seconds. If the enemy is damaged while being marked Lucian sight and movement speed towards his target. Lucian's (E) Relentless Pursuit allows him to dash forward, resets Lucian's basic attack timer. The cool-down is reduced by 1 second for each Lightslinger shot landed, doubled to 2 seconds against enemy champions. Making him highly mobile. Finally Lucian's (R) The Culling shoots a long burst of shots in the target direction for 3 seconds. While using The Culling he can only use his (E) or prematurely cancel his (R) to return to normal. It is best to utilize the bushes and try to get your (Q) start otherwise the trades will be pretty even.
Sivir is a very hard champion to deal with while playing Teemo support. The main reason behind this, is simply due to the fact that she has the ability Spell Shield which is her (E). This ability will counter a single ability from a champion, in this case... Teemo will never be able to blind her if the player knows how to wait, instead of mashing (E) the second they engage or get engaged by you. She will constantly shove the lanes, in most cases making it a very difficult lane if they end up hard shoving to your tower all game. This eliminates one of Teemos strengths. Bush harass. All things considered, if you bait out her (E) by throwing down a shroom (with the default skin) most will think you are going to be trying to blind her. Sivir + Morgana is unwinnable.
Morgana is the bane of playing Teemo support, especially when mixed with a ADC sivir. This matchup is straight up, not winnable for you or your ADC. Morgana has everything detrimental to how Teemo support is played. Her (Q) Dark Binding will root you for 2-3 seconds based on level. This makes getting caught out a death sentence. Her (W) Tormented Shadow is her combo with her (Q) dealing magic damage over time as you are rooted within it. Finally here (E) Black Shield and her (R) Soul Shackles are the biggest issues. Her (E) will render your (Q) effect useless. While shielding the magic damage. You will not be able to blind the ADC while this skill is off cooldown, making trades go more into their favor. Her (R) makes your stealth a very bad idea, she does not need to know you are around her. While she is not near a champion the ability is grey, when she is standing next to you, the ability lights up. This indicates an enemy is nearby even if you are invisible. Once activated you are pulled from stealth and killed. This champion should always be banned when you play support, trust me. You do not want to play a Sivir/Morgana matchup you will be absolutely useless. If you do by chance happen upon a matchup like this, taking Hail of Blades is a good choice. Since it doesn't rely on Q damage, just auto attacks which are not spell shielded.
Corki can become a pain in your side if he decides to utilize his (Q) Phosphorus Bomb to reveal you in the bushes. He has pretty good damage out put and ranged distance to catch you out as you flee or go in for the poke. It is best to try and catch him out after he has used his (R) Missile Barrage but he also has a gap close and (W) Special Delivery which can knock you out of stealth if he decides to use it on the bush you're hiding in... (But why would you be waiting when he has it!?) The sound of sirens can be heard when he has grabbed his Hextech Munitions from base, this will be your indicator to not be using the bushes. He can be difficult but he is rather squishy.
The problem with Neeko is even as a ADC/SUPPORT she deals a fuck ton of damage, especially the root Q combo which constantly bursts you for AP damage if you stay inside it. Then there is the decoy, and the ultimate which gives her some shields as she runs in. You just need to dodge the root. But outside of that she is a pain to deal with. If she gets 3 autos off she does a lot of damage just like the way Press The Attack works.
Yuumi doesn't really offer much of anything for her ADC, she is very basic in her role. However she can be a night mare to pretty much everyone on the enemy team. Constantly roaming and attaching herself to very tanky champions like Mundo, Vlad, Garen, Sej making them extremely hard to kill without Morellonomicon and also giving them an all in engage lock-down due to her (R) Final Chapter. This abilities works on her own and inside of champions. This ability will send out a volley of mini Sona ultimate's that will root any target in place for effectively 1.75 seconds if they get struck by 3. It is absolutely imperative that you build Morellonomicon as your first item. Else you will regret this decision not to later in the game. The only other ability in her kit that is annoying to deal with is her (Q) Prowling Projectile which is a very controllable projectile that can move very fluidly in circles before hitting a target, slowing them which allows for an engage. Her (W) You and Me! let's her freely hop in an out of champions with 0 cool down. Her (E) Zoomies heals and boosts her or if she is inside a champion applies these boosts to them.
Jhin has been since the start of Season 8 one of the BEST ADCs to lane with. He has range, he has damage and he has CC. A good Jhin Teemo combo is unstoppable with Deadly Flourish.
A little off meta but this Duo bot lane is pretty hecking strong when played into the right enemies and played well by the duo. Great for engaging onto a matchup like Caitlyn x Janna.
Very long range, great synergy with her traps and your shrooms, especially if the enemies are not AP and just melee tanks like Braum / Leona, allowing you to harass with little effort from the bushes standing around the traps.
It really all depends on this little guy. A TYLER 1 Draven is the best thing you could ask for. A passive Draven who is going for Adoration stacks is very bad, he's supposed to be AGGRO; he is one of the best for that. His synergy is amazing when played right, horrible when played passively.
I would say the same as Draven, if the are not utilizing switcharoo, it's going to be a cluster fuck of a bad duo. Along with utilizing good Chompers. Be it to help you escape of catch someone off guard/escaping.
Very good range poke and an overall good ADC however, if they are not as stated before being aggressive and looking for poke opportunities you're not really going to get much accomplished.
Nothing really special about Vayne until the mid/late game, she doesn't really dominate the laning phase early on and gets out poked by pretty much everyone else unless she has a good CC support. Outside of the laning phase shes pretty godlike when played right.
Having no escape or mobility and being as basic as a auto attacking champion can be, it's safe to say she isn't the best to work with as a Teemo Support. The laning phase can be annoying, Late game stuns is about all shes useful for if shes not being one shot.
Very strong ADC in the sense of having everything she needs. Gap Close, Mobility, Range, Burst. The laning phase can go either way depending on the matchup. It's better to try and give her the kills, due to it being very hard for the enemies to stop her from snowballing.
Double poison sounds great but it's pretty lackluster, you both stealth and have the element of surprise but are very prone to hard CC and getting caught out.
A decent synergy, range, harass, CC, Immunity. It's a good thing for an ADC to have these while you dish out the DoT and pressure.
Who's my evil little overlord~? You are<3! If he lands his combo you both win lane pretty much. He can play ADC or SUPPORT so vice versa to you.
Burn combos well with your poison, the stun is great aswell... He can play ADC or SUPPORT so vice versa to you.
The worst ADC period. Ezreal has no synergy with really any support. He has a very poor early game 90% of the time they can not land a single skill. If you were to ask any support, do they like Ezreal the most response would be "I feel like he does nothing, and I can do nothing for him." This is quite true due to his passive/aggressive nature. He will yes become a monster late game if he gets to this point, but the early to mid game, is quite horrendous. There are yes, some very good Ezreal players, however, in most every scenario they will do nothing but feed and or farm from tower, preventing you for really doing anything but wait.