Teemo Build Guide by Sovereign Kitten
[9.23] The Guide to Teemo! (BUGS) Don't use AERY & DHBy Sovereign Kitten | Updated on November 21, 2019
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Choose Champion Build:
SUPPORTMO (CLICK 1-4)
TOP LANE (CLICK 1-10)
JUNGLE (CLICK 1-3)
Runes: DANK HARVEST
+1-10% CDR (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+1-10% CDR (lvls 1-18)
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+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%. Which basically means, if an Ezreal ult or Teemo (Q) is being sent out to their ADC he can simply negate them by shielding. 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.
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.
Vayne is one of the most basic ADC's to play against you counter her completely and can utilize your (Q) when she uses her (E) to push and stun you against a wall to go into stealth. Simply max your (Q) and you will be fine, unless you get caught out by their support. Then bye bye Teemo. That isn't to say she is weak by any means if you miss your (Q) or she inevitably purchased QSS you are screwed.
Jhin has a lot going for him, he has his own traps which allow him to set ambushes with his (E) which will allow him to set up a snare with his (W) at this point you would be picked off by his support. The same combo can be applied to his (Q) and (E) which his grenade can dance off enemy minions and find their way to you, even in stealth. Jhin can deal tremendous damage to enemy champions while also building up a lot of speed with his 4th shot, always save your (Q) for when he is about to hit the 4th auto attack, usually do it before it loads into the chamber as it will land before your (Q) activates.
You can blind her auto attacks but you can not prevent her feathers from landing behind you, which can then be used to snare you if she recalls them. If you try to burst her, remember she has a invulnerable (R) which can be used to prevent a final hit from landing if you thought the kill was secured and backed off. Besides having a lot of range and invulnerability she is a relatively easy champion to deal with so long as you play well into her.
A stinki rat. The problem with twitch is his (W) he can simply throw it into the bushes and reveal your location (white shadow from DoT"Damage over time") to his support, in which if the support is a Thresh or Blitzcrank can be very annoying to deal with as you will be forced to back off. Besides this, he is very easy to blind so max your (Q) and protect your ADC from ambushes he may try to use with his (Q)
As attractive and lovely as she may be, our love is not meant to be in this scenario. Tristana has gap/escape, lane control and damage along with her (R) which pushed and deals a load of damage when coupled with her (E) on full charge. You can blind her yes, but the second the (Q) duration is over, there is nothing stopping her from (W) leaping to your location, dealing damage and then killing you with the support of her laner. Do not try anything too risky with his fellow marine.
Varus is more of a long ranged sniper if you will. He will spend most of his time charging up his (Q) and sending it flying through minions and into the bush in attempts to deal with you that way, while also slowing you with his (E) his ultimate can be simply side stepped or flash but if you are near an ally that has been snared or your ally is near you this snare can spread and infect them as-well so be cautious.
Pretty hard to deal with his harass when he enters a bush and stomps followed by a (Q) simply play more towards the minions and back off when he gets a little too close for comfort in the bushes as the second you get hooked and chain CC'd is the second you lose the lane. Focus more so on the enemy ADC as he is there to peel you off or catch you out for his ADC.
Now Karma, she is a real pain to deal with, more so than in the top lane, because the second she is ganked by her JNG, is the second she will immediately rush you or your ADC and immobilize you. Immobilization or any forms of CC that can not be side stepped or avoided in anyway are the most difficult things to deal with while playing Teemo. Try to get your ADC to not permanently shove waves to crash under their towers, unless they are playing hard shove champions. Then you are out of luck, keep the bushes warded and try not to get caught.
Kalista is more about (AA) and abilities while passively kiting. You can blind her (AA) well but she can keep up with you, while also preventing your stealth with (Q) or pushing you completely out of stealth with her (R) which sends her ally into an invulnerable state before sending them flying in any direction of their choosing. Whilst she isn't blinded, her (AA)'s will attach spears along with her (Q)'s to her enemies allowing her to (E) dealing massive damage and usually finishing you off. I would suggest keeping your Distance from her.
Currently as it stands, Senna is pretty over-powered for what she is suppose to do, This is to be expected from new champions that get released, just like what happened with Pyke. Senna can play either ADC or Support and deals an unfair amount of CC, Mobility and Ranged damage. Her snare stun can be body blocked by minions, so that's a good thing, however, do not stand near low HP minions! If she killed a minion with her stun it will go off immediately with no duration. Her ultimate can be side stepped. It's the very center of the radius that damages you, the rest of the ult heals allies.
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.
Draven is a pretty solid ADC to support, so long as he is positioning well and not simply eating hooks and CC. He has mobility, CC and damage to pretty much dominate, however, if all he is doing is playing passively in lane and not utilizing Teemo's early game harass, it's pretty much over.
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.
Lucian is the type of ADC who is great at getting in and getting out with a quick poke and then back to CSing. He isn't great when it comes to getting out of harms way, as his only escape is a small dash. This makes him a "Ok" synergy as he does have damage, but it would be better for Teemo to be supporting someone like Draven in this case, as he has both CC, Mobility and Damage.
Runes: AERY (CORE)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+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)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+15-90 HP (lvls 1-18)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order NORMAL
Threats & Synergies
Gnar may be a fellow Yordle but that doesn't mean we can go easy on him. Aery is a decent choice and so is Electrocute, avoiding his abilities and denying most of his stacking would be a wise choice. If he is about to transform (Glowing red with a wind sound effect) back off let him, and once he is about to change back, then go in for the aggressive poking. You don't wanna be hard engaged into a wall. Some Teemo players have problems with this little guy often. It's a simple match-up of knowledge, he has two forms and different things to know for each. Mini-Gnar's (Q) will toss out his boomerang which can hit you twice, once on the way in and once of the way back. If you are hit by any of these his rage stacks will grow faster. Mega-Gnar's (Q) will toss out a large boulder, that can be blocked by minions applying a slow to everyone near the impact zone. Mini-Gnar's (W) every third auto attack to a champion within 3.5 seconds will deal bonus damage, while increasing movement speed. Mega-Gnar's (W) will slam the ground beneath him in a straight line, damaging and stunning all targets within for 1.25 seconds. Mini-Gnar's (E) will allow him to leap to a certain distance, if he leaps on a unit or champion he will bounce even further while slowing said champion by 80% for 0.5 seconds. Making it slightly hard to lock him down. Mega-Gnar's (E) is the same as Mini-Gnar's (E) in which he will leap to a target location dealing damage, however, he will not bounce. While Gnar is in his mini form and is about to transform he can use this ability to bounce off an enemy champion or minion to get further into the opposing teams cluster immediately activating his (R) for a very hard engage into a wall. Mini-Gnar's (R) increased movement speed of his (W) Mega-Gnar's (R) once activated inside an enemy group, will shove them back 590 units, slowing them for 45%. However, if they end up hitting a structure or wall, they will take 50% extra damage and become stunned for 1.25 seconds to 1.75 seconds.
Olaf is one of those "I'm gonna run you down" kind of champions. If at all possible it would be wise for you to keep yourself on the opposite side of your minions that he is facing as he is going to try and line up an axe throw into the minions to hit both them and you, followed up by a ult in attempts to run you down. If you see a Olaf with Ignite and Ghost. You can be sure as hell you are going to lose that matchup if all you do is shove. Keep the minions under your tower at all costs, because once you push all he has to do is land one (Q) and you are as good as dead. If your minions are about to crash into his tower but he is preventing it, but freezing then ask your Jungler to reset the wave by forcing it to crash and not freeze, if they are near. It is practically useless to max Q, Olaf has the ability to strike through the blinds. I would highly suggest maxing W first to give you more mobility. The same could be said with your R, the slows and blinds will not work whilst he is in his ult. Building Armguard is a good choice as usual.
Riven is one of those 50/50 match ups. There will be times you will face a garbage Riven and others when you will face a "Riven God" so keep this in mind. I would recommend Grasp build to deal with her if you are not sure of yourself. Since she is extremely easy to stack off of, along with heal and negate damage. Her combos usually are to dash to you with her (Q) for the knock-up (W) stun combo all you have to do is have your (Q) ready for when the knock-up is just at the point of impact. Blinding her in this crucial moment will negate 70% of her all in burst from her empowered auto attacks (Passive) before she dashes away. This is the moment when you trade with her, as she is backing off. I would highly recommend maxing your (Q) first after you have 2 points in (E) as this will increase the duration of your blind allowing for much easier mitigation of damage.
You don't really see many Wukong's in the current seasons of League. Wukong is an all in engage champion, that plays around his (W) Decoy. Which allows him to briefly go into stealth, which can be traced due to Teemo's (E) poison. Some people may have a hard time, whilst others will have a an easy time. The main thing you need to know is he isn't that difficult to deal with. Armguard will give you the needed defenses to mitigate most of the incoming damage. Your (Q) will stop his empowered auto attacks, and your poison will trace where he is running away to. Especially if he tries to fake a Decoy by standing still. Most everyone who plays against Wukong tend to play Electrocute. A very standard build while facing such an ape. Taste of blood with a Doran's Shield start is a good combo.
Vladimir, is a sustain and heavy AP damaging champion. The early game tends to go pretty well for us, since he doesn't deal much damage at all. You will want to watch his bar closely, Back off if he has an empowered (Q) the indicator is a full red bar. So he's forced to use it on minions. It does more damage and heals more. Forcing him to use (W) drains his HP and also puts his only escape on CD. Bait it out first before ganking, otherwise you will just waste both your time and your Jungler's time. Once he reaches level (9) he will start to deal tremendous amounts of damage from his (Q) think of it as his power spike. By this point if you have not yet gotten any kills on him or many items, you should really play it safer. Build Grievous Wounds items. This is a must! If you don't you will almost always lose. Please remember this. Doran's Shield, Taste of Blood and Electrocute are very good for this match up.
Teemo used to counter this stupid dog, but as times changed and runes became more adaptable for all champions most of the champions that Teemo countered became pseudo-counters. Phase Rush is the best for countering him. 100% and actually making you capable of a 1v1 with him late game. The downside to this is, you will have no damage compared to other runes. You will not burst people, you will not poke people constantly, you simply will kite and survive. You need to deny him as many cannon minion stacks as humanly possible. You are there to deny him stacks and to deny him the ability to be of any use mid-late game. Swifties are a better alternative to Sorc shoes. This will prevent 25% of the 95% wither. Once he surpasses level 6, our ability to poke him and trade well against him becomes much harder to do. This is why he is considered a pseudo-counter, the same can be said for literally every single top lane matchup.
Very rarely will you see a Jarvan IV playing in the TOP lane, as he performs much better in the Jungle, than anything else. His main source of damage is his (E) Demacian Standard which throws down a banner that has quite the reach, following up with a combo from his (Q) Dragon Strike, which if it connects with his banner, will allow him to dash through you, knocking you up. Teemo does not do will with gap close engage. The usualy strategy here is as always, start with an armguard, keep yourself well warded and utilize the bushes more than usual, especially past level 6. You don't want to get (R)'d on while being ganked, without flash. He is very squishy unless he decides to go tanky, I would personally suggest Electrocute.
With the change to Pantheon (9.16) he is no longer one of the major or extreme matchups for Teemo. The reason behind why he was such a pain to deal with in the past, was due to his innate passive ability to gain a shield multiple times negating a very large portion of Teemo because our poison would not apply when he jumped to us with his (W) stun. He would then (Q) (W) (E) Auto and grant himself another shield, which we would not be able to damage through because by this time we would be at 40% HP because of the burst damage. The Pantheon rework has made him more of a skill shot reliant champion. Pantheon's Innate passive is no longer a shield, we can now poke him out repetitively without fear of a double shield. He, however, has a increase in damage based on attacking 5 times. Pantheon's (Q) is now a lunge on a 6 second cooldown, kind of like like Xin Xao or a channeling ability which will toss his spear a distance putting it on cooldown for 10 seconds. Pantheon's (W) is unchanged, he can still stun and gap close. Pantheon's (E) is now his old passive and old (E) combined. He get's a shield and throws out a volley of spear pokes. This is the only time he is invulnerable. Pantheon's (R) is the same as it was before, however, now we have more time to react, as his spear will be the first thing to land, followed by a delayed AoE pushing you take less damage if you get hit by the sides of the AoE. He will be granted full passive upon landing.
Stay behind your minions to avoid his hook, but constantly harass him you should be getting FB on this guy easily every time, he is not played TOP much at all anymore, due to his main role being a support. You should keep your distance from him, around (E) kiting distance, because of his other abilities, that can knock you up, and slow you.
Swain is one of those champions that you know, gets a rework, is played so much and then is heavily nerfed and forgotten about in most cases. Swain doesn't see much action in the TOP lane anymore, however, if you do find yourself facing one, here are some tips. Watch out from his (E) side step it constantly or else you will be pulled towards him, and he will often engage you fully once he is past level 6. Building Morellonomicon is a must, he sustains for a hell of a lot of HP while he is inside his ultimate. Some people prefer Grasp and some Electrocute. Grasp is a very good rune that will pretty much save you even if you manage to get pulled, but overall Electrocute will be your best option.
If you are having a very hard time dealing with Fiora, it is plain and simple. I know you do not want to hear somebody lecture you about how stupid you are. But let me put it quite frankly. If you're marked by an easy Vital spot (Her Passive) you can walk out of range and back in to generate a different Vital which may spawn behind you, however, she can do this too. Hug walls or terrain to impede Fiora from hitting Vitals. This is especially key when she (R)'s you. Why are you running into the middle of the lane? Please learn to simply impede here ability to deal and heal a lot of damage. You should never use your (Q) until she has expended her (W) Bait out her (W) first before trying to even consider bursting her, you will lose your (Q) and your (Ignite). Watch out for her lvls 2-4, which is when Fiora will start to trade more frequently. By lvl 3 she’ll have access to all spells and a good (W) parry can turn the trades into her favor. Fiora is a scaling duelist that spikes hardest at 2 items, Hydra and Black Cleaver or Trinity. She only gets stronger as the game goes with Sterak's and Deaths Dance. So do not complain if you go 7/0 and she suddenly comes back in the late game. You are both late game champions. Did you forget about sustain champions? She is no exception. She is countered very hard by Morellonomicon.
Yasuo is easily dealt with by rushing Ninja Tabi. This will reduce the damage of his (Q) and his auto attacks. We do not often build Ninja Tabi because of how much better Sorc Shoes are in general matches. But for Yasuo it is a big exception. Armguard will make it even harder for him to fully chunk you down later on, especially once it is fully stacked and traded in for Zhonya's. If he uses (E) on minions early game to play aggressively, he'll end up pushing the wave. He's squishy so it's a good idea to call a gank early with your jungler. The best time to gank a Yasuo is once he's extended and with no minions behind him to dash to. Yasuo's Passive gives him a shield for 1 second if his flow bar is full. Try procing it first by poking him and only then trading with him once it's down. Nothing sucks more than seeing a 1% HP Yasuo survive because your next (Q) or (E) was negated. He spikes hard with just 2 items. First item spike is when he finishes his Zeal item (usually Phantom Dancer). Then with Infinity Edge will allow a good Yasuo to take over the game. Incredibly mobile champion that is adept at chasing down opponents in lanes, as he can use minion waves to close the gap. Fighting him out of lane is a better alternative, than running towards your minions and towers.
A good Darius player will take Conqueror or Phase Rush and Ghost, I normally take Ghost in this matchup due to the more leaned towards build they choose which is Flash & Ghost that they tend to take even with Conq as their primary. If he spins to heal off you, run towards him otherwise you give him a hem stack and take more damage from the blade. It is pretty crucial to actually be faster than him early game since his base movement is 340 whilst Teemo has 330. Boots into a maxed W after the first few levels will benefit you much more than a maxed (Q) or (E). Playing a split pushing PTA build is much more effective than other other builds. Because you can fully rely on your (E) an (W) max as opposed to (Q) max secondary. Juking out his (E) is what you need to practice on, if he misses you can fully kite him down, if he connects with you, he will often activate his ghost, which you will have to also do and try and run you down. This is why we take it.
What is there to say about Irelia... She is very strong against squishy range champions and very weak to strong melee fighters. So this doesn't bode well for Teemo in the late run. Her Passive adds a ton of damage. You can see when it's fully stacked if her blades glow. Back off and don't trade, too much. The first part of (W) is a damage reduction channel, try to save burst till after the effect is over, otherwise you deal as you might guess less damage. Her (E) lets her throw out 2 swords. Once both are out, they fly towards each other (in a line) and if you're in the path, you get stunned. This is the one thing you need to avoid every single time, you will lose all trades and fights if you get stunned. Her (R) forms a spade shape perimeter around you. Walking through it slows you. You can flash or dodge her (R), and usually that'll make or break the fight. Her default trade combo (E) (stun you) + (Q) + (Q) hurts and doesn't have any counter play! So beware, the long story short is. If you get hit by her (E) you will lose every time. At lvl 6, she spikes as she can now use (R) and (E) to mark you and get resets for (Q). Moving out of (R) slows so she forces enemies to stay inside the perimeter or flash out. Electrocute is the go to rune, just be sure not to use the full combo while she is channeling. Please be sure to realize she is a auto attack reliant champion most of the time, so putting some extra points into your (Q) will help a lot. She will also come back into the game or become an even bigger threat once she acquires Trinity and Tiamat, these items alone set her up for scaling.
Technically one of the easiest matchups for Teemo. However, as with any other TOP laner, the outcome can go into his favor. Never under any circumstance should you ever allow him to stay on top of you, and never under any circumstance should you ever use your (Q) as POKE. You need it for when he dives ontop of you with his (E) Rushing Morellonomicon makes him incapable of diving you under turret without dying due to his inability to heal. Ninja Tabis help if you are having problems with him chunking you, also starting (Q) prevents his level 1 (E) bush cheese. I would recommend Electrocute or Aery as Dark Harvest is very hard to stack against champions who do nothing but mass sustain. You can still run that rune if you wish, but don't complain when you are not getting 1 stack ever minute and a half.
Renekton is an overall decent champion, with quite a few abilities to help close the gap on enemy champions and lock them down and burst. He also has some decent sustain and the ability to increase his HP when low for a final stand. Renekton's (Q) will heal him if he uses it on enemies or minions, often used on minions to clear out casters and freeze waves under his tower. Renekton's (W) will empower his auto attack to swipe twice dealing damage and stunning the enemy champion hit for 0.75 seconds. This ability is countered by Teemo's (Q), however, they can counter the (Q) by simply dashing towards you after a few moments of waiting for the (Q) to subside. Renekton's (E) is his gap close ability. If he hits a target one the first activation, he can use it once more to dash further. Often times the combo will follow up with a (W) to stun you as he finishes his first (E) Renektons (R) will cause him to gain more fury, for his abilities an grow in size gaining extra HP while dealing magic damage around his character model. Often times Teemo players choose Aery or Electrocute or Dark Harvest, all three are really decent but it all comes down to personal preference.
Akali has seen a couple reworks and balance changes, but all things set aside she is still a pain in the ass to deal with, mostly due to the fact that she still has a hard hitting combo and gap close mobility while running away from you, along with her smoke bomb stealth. Her Passive: Assassin's Mark is a mouthful but the short explanation is if she attacks you, a 500 unit ring is spawned around you for 4 seconds granting her Movement while running away from you and when she runs out of the ring, she regains movement towards you, increasing basic attack range and damage against you. Her (Q) Five Point Strike will throw out kunai that ironically have a very low range and can constantly be avoided by a very small unit but once she gets Gunblade and a stack of Ravenous Hunter, this will heal her for a very large amount. You can bait it out by running towards her and abruptly turning back. Her (W) Twilight Shroud restores 80 energy and throws a smoke bomb that expands over the next 5 seconds into a ring, this ring grants her invisibility and movement speed until she uses and ability or steps out or gets pulled out. It is wise to keep your distance from her while this ability is activated or up because of the following combo's she is capable of dishing out with very little time for retaliation for Teemo. Her (E) Shuriken Flip is her gap close and escape ability. She does a backflip which can be used against a wall to escape, however, if the Shurikan hits a minion or enemy champion she can reactivate it to dash towards said target regardless of distance dealing damage and setting her up for a smoke bomb combo. Using your tower as a safe guard would be wise in this situation. Her (R) Perfect Execution allows her to dash to a target location stunning enemies hit for 0.5 seconds dealing physical damage. This ability can be reactivated dealing 0%-200% extra magic damage based on missing HP of the target. She can no longer go perma stealth under towers, so that is basically the counter-play, playing around your tower and waiting until she has expended her only form of counter play to ganks. Try not to extend and fight, instead let her shove or freeze the lane. I would suggest if you absolutely suck in this match up to try building Electro with Spirits Visage into Hextech Gunblade, you will be useless to your team mates early game but you should be capable of getting kills off of her or just going even, because she won't be capable of dealing damage. You have to realize she is a sustaining and extended fighting assassin. She will take very little damage and constantly heal back any she does take while in her smoke bomb.
Kled builds courage by damaging enemies with (Q) and autos, killing minions, and hitting structures and epic monsters. When dismounting, Kled enters stasis briefly allowing him to ignore incoming damage and CC. It can also drop turret aggro. His (Q) Beartrap will go through minions so hiding behind them is useless you are better off side stepping, to avoid it. Kled's (W)'s last auto does bonus physical damage based on a target's max HP. It's his (W)'s passive that allows him to hit 4 auto attacks with 150% bonus attack speed. Blinding this is pretty crucial. Kled's (R) can be avoided by Teemo simply by going stealth. If you suddenly hear him using it and you are in the middle of the Jungle or lane and don't know where he is coming from, simply going into passive stealth will cause Kled to roll by and run slower towards you if you run the way he came. Kled is very vulnerable when he dismounts as he loses most of his HP and access to mobility spells (E) and (R). If Kled remounts outside of base, Skaarl gains Frayed Nerves, meaning a dismounted Kled will not be able to build courage for a brief period of time. Use this opportunity to poke him out some more when you can. Electrocute is good, the same with Dark Harvest, get him dismounted and start stacking, most people choose Aery and Electro.
His passive: Relentless Assault allows him to stack attack speed up to 8 times, Stacks fall off one at a time every 0.25 seconds after not attacking for 2.5 seconds. His (Q) Leap Strike dashes to the target, unit or ward if the target is an enemy he deals damage. His (W) Empower causes his next basic auto attack or Leap Strike within 10 seconds deals bonus magic damage and grant him increased range on one basic auto attack if used on that instead. His (E) Counter Strike counters all basic auto attacks targeted towards him, also reducing all AoE damage by 25% at the end of the counter strike he will stun all nearby enemies for 1 second while increasing his damage based on how many auto attacks he has dodged up to a bonus of 100% extra damage. So do NOT auto attack him while he is in this state. His (R) Grandmaster's Might grants him bonus magic damage on every third basic auto attack, while activated this ability increases his armor and magic resistance for 8 seconds. Jax can become a monster if you don't play your cards right. You do in a sense counter him completely, but a way he counters you for immediate damage is through his (Q) Leap Strike right into his (W) Empower which in most cases, you won't have enough time to blind and counter. Allowing him to stun you if he decided to go (E)-(Q)-(W), which you can counter do to maxing blind. However, if he by chance (Q)-(W)-(E)'s it tends to be harder since, you have just used your blind and taken the Empower strike, now he can run you down if you get caught in the stun, in the center of the lane. Even if he doesn't use his stun on you, he has just out traded you by running away with (E). Keeping yourself shroomed up and kiting him around them is your best choice of action. If he is good, purchase ninja if he is garbage just buy your normal damaging build, sorc boots and all.
Aatrox passive: Deathbringer Stance periodically empowers his next basic attack gaining bonus range and dealing 5%-12% based on level damage to the target's maximum health. Aatrox (Q) The Darkin Blade. Aatrox swings his greatsword in the target direction, striking enemies in a line. The Darkin Blade can then be reactivated twice within 4 seconds, with each cast refreshing the timer. The second cast strikes enemies in a cone and the third in the target area below him. This is the ability that screws over a lot of Teemo players simply because they do not realize what they are suppose to be doing, Aatrox can combo this ability with his (E) to hit you in a multitude of ways. A good way to remember is to tell yourself (straight, cone, AoE) and to (side step, walk back, walk back) you have to avoid the prime area of each strike or risk taking massive damage (tip, tip, center). Aatrox (W) Infernal Chains causes a chain to be sent out to target direction, if it hits a enemy minion it is blocked and wasted, however, if it strikes a enemy champion or large monster it will activate. Once activated against said target they will be chained to that area and pulled back within 1.5 seconds. You must side step this ability, do not run away or towards Aatrox, the only way to avoid the pull is straight to the side of the chain. His next combo will be at the site of impact followed by 3 (Q) strikes. Aatrox (E) Umbral Dash grant's him passive healing when striking enemy champions. Activated simply lets him dash forward while resetting his basic attack. Aatrox (R) World Ender has seen multiple changes over the updates now it simple grants him bonys movement and fears nearby enemies. While increasing his size, attack damage and self healing. It will no long revive him, in any way shape or form. So go nuts! Aatrox can be a pain in the ass, he relies on his (Q) dash combo. It may take a while to reliably play against it. Just remember, he will usually use it to engage the first (Q) with his (E) dash combo. He no longer can revive due to the patch of (9.14). However, if it gets a kill the duration of the ultimate will be extended. So you don't have to worry much about being tower dove. Because you will often come out the victor or go one for one.
Yorick's passive: Shepherd of Souls allows Yorick to raise a Grave for every enemy champion and 12th / 6th / 2nd (based on level) non-champion enemy that dies near him, as well as for every enemy he kills with his (Q) Last Rites. There can only exist 4 Graves at the same time, with the furthest ones being replaced by the newest. Yorick can use the second (Q) Awakening to raise a Mist Walker from a Grave. Yorick's (Q) Last Rites let's him summon graves on each an every successful minion kill, this can be blinded by Teemo but isn't exactly a effective thing to do since it has such a low cool down. Once he has 3 or 4 graves nearby Yorick can recast his (Q) which is now Awakening which will summon 3-4 mist walkers. If an enemy is hit with Yorick's (E) they will immediately jump to the target and deal damage to them until killed or out of sight. Yorick's (W) Dark Procession after a 1 second delay will summon a wall of spirits that last 4 seconds and acts as an impassable terrain often to catch his target or prevent them from running through the jungle entrances or tri-bushes. Turrets will immediately destroy it, and enemy champions need to hit it (X) amount of times based on level to destroy it. It is easy to avoid this ability by investing in (W) Move Quick early game with a boots first item start. Yorick's (E) Mourning Mist hurls a globule of Black Mist that splashes across an off-centered area. Affected enemy champions and monsters are slowed by 30% for 2 seconds, and marked for 4 seconds, during which Yorick gains 20% bonus movement speed when moving towards them, along with his Mist Walkers jumping towards said marked target. Swift boots and an investment into (W) Move Quick helps with avoiding this skill shot massively. Yorick's (R) Eulogy of the Isles summons the Maiden of the Mist along with Mist Walkers, which remain on the battlefield until she or Yorick dies. This ability single handedly allows him to split push and team fight at the same time while she takes tower after tower if it is not matched or prevented. This is what makes him such a late game threat. I would consider Yorick to be not a hard counter, but an extremely difficult champion to play against because of his hyper carry win condition, bent on 1v9ing the very second you leave your lane or when your Team forgets top exists. It's quite easy for a Yorick to get level 18 and one clap towers, or send his (R) Maiden to push a side lane while he 5/5's with his team. In short he is a very hard counter if you are incapable of dodging. I highly suggest going a more split-pushing build with movement speed, which would be a PTA build with Nashor, Wit's, Hurricane, Liandries, Boots and Rab to deal with his splitting.
Jayce has for a very long time, been a strong counter to Teemo. Jayce has a very mechanical play-style advantage against Teemo. He has the ability to strike from a distance with his CANNON STANCE and in melee range with his HAMMER STANCE. Jayce's (Q) [MELEE]To the Skies! Dashes towards his target, dealing damage and slowing them. While his [RANGE] Shock Blast fires an orb of electricity that detonates upon hitting an enemy or reaching the end of its path. If it is fired through his (E) Acceleration Gate the orb gains area of effect, range and damage are increase by 40% along with projectile speed by 30%. This can be blocked by minions, but stay a few feet away otherwise you will take damage. Jayce's (W) his [RANGE] is really the only thing you should worry about. Save your blind for when he activates it because he will gain 300% Attack Speed for his next 3 auto attacks. Usually followed by a swap to [MELEE] and an all in his Hammer Stance (Q) Jayce's (E) grants him in [MELEE] Hammer Stance, Thundering Blow. This is what gets a lot of Teemo players. This ability will knock you away from him. The good combo Jayce players will go for is. [RANGE] while gaining distance towards you. Swap to [MELEE] and run towards your tower, to get behind you. He will then knock you back into the lane. Preventing you from running, essentially forcing you to fight him to the death. It is highly recommended to rush Armguard and play a Electrocute build. This will prevent you from dying or dying too much, in the early game. There is absolutely no shame in losing out on CS in exchange for your life and ability to safely farm under your tower.
Anvia is a very difficult champion to deal with just because of how the champion operates. I won't go into much detail mostly just due to the fact that she isn't a chosen top laner ever, it's mostly done when someone playing into Teemo just hates you and wants try do everything to piss you off. Which she can do well if they know how to play her. She has much larger range with her (E) than Teemo does with his (Q) and (E), if Anivia lands her (Q) stun her (E) will deal double damage, she will also deal double damage if she has damaged you with her fully formed (R). When walling you off with (W), she will force your champ to auto path around closest edge of the wall, which allows her to setup combos with her (Q). Make sure to issue another command to avoid that. She may completely block you off completely making it pointless to move and simply flashing would be better. Pre-6 Anivia has a pretty weak laning phase and most champs can push her in under turret. Very susceptible to ganks as she’s immobile. Wait for (Q) to be used first before initiating the gank. During early lvls, Anivia's passive actually reduces her resistances (when in egg form), making her easier to kill.
The changes to Wit's End make this matchup a little more difficult to play against. Heimerdinger is a lane bully. He will force the lane to be shoved to your tower for the entire game. If you get no ganks, you will lose your tower quite quickly. A small portion of Teemo players do not realize you can blind his Turrets an take them out with 2 autos while taking no damage. You should always focus on the turret more than him. The more turrets he has to put out, the less mana he will have overall, allowing you to make some plays or have a turret free lane for when he gets ganked. Otherwise, you will just let him mana regen to full. This opens up some opportunities to go in for an all in burst fight or a possible gank where he has no ability to use his skills to stop you or your Jungler. He is a very squishy champion, but deals a ton of damage if you refuse to side step and avoid the rockets and bombs he chucks out to you. Electrocute is a good choice. It gives you the ability to go more sustain while also being a burst rune which will take him out quickly. Remember you can blind his Turrets, including his (R) Turret.
There really isn't much to say about Gangplank, he is a pretty straight forward champion. Gangplank's passive: Trial by Fire periodically empowers his next basic attack to burn the target, dealing bonus true damage over 2.5 seconds, only through his basic attacks not his abilities. If he hits a Powder Keg it will reset this passive granting him movement speed allowing him to do it again. Gangplank's (Q) Parrrley will apply on-hit effects, if it kills a target he will plunder a little bit of gold and silver serpents to upgrade his ultimate. Gangplank's (W) Remove Scurvy consumes a large quantity of citrus fruit removing all crowd control affecting him and healing himself. Teemo's (Q) is removable. Gangplank's (E) Powder Keg passive: Gangplank periodically stocks a Powder Keg, up to a maximum of 3. ACTIVE: Gangplank places a Powder Keg at the target location for 25 seconds, which connects to other nearby Powder Kegs that overlap explosion radius Gangplank and his enemies can attack the Powder Keg with basic attacks, dealing 1 damage per hit. Gangplank may also shoot the barrel with Parrrley. If Gangplank scores the killing blow, it explodes, also triggering a chain reaction that explodes nearby connected kegs. If killed by an enemy, the keg is safely dismantled. Teemo can simply time his auto attacks really easy early game to stop him from setting off the barrels, however, later into the game the timer becomes faster making it slightly harder to land the finishing auto. Each barrel ignores 40% armor and deals a massive amount of damage one IE is acquired. Gangplank's (R) Cannon Barrage signals his ship off-shore to fire upon the target area for 8 seconds, calling down 12 waves of cannonballs in clusters of 3 every 2 seconds. Gangplank can purchase upgrades for his ship in the store at the cost of 500. The barrage grants allies 30% bonus movement speed while they are inside the area and slows all enemies inside by 60% down to 30%. Playing around his early game inability to shoot his barrels is a good strategy for Teemo. Electrocute is often chosen to face off against him, however, other runes work as well. I would recommend building Ludens or Morello early game just due to the damage output.
Depending on the Sylas and his runes this fight can go either way. Sylas with Aftershock is 100% reliant on landing his (E): Abscond which allows him to dash forward in the target location gaining a magic shield for 2 seconds resetting his basic attack, while also allowing him to cast the ability again (E) Abduct which will send his chains to the target location, stunning the first enemy hit and activate his massive resistances. It's simple, you either side step or use minions to avoid the ability and you will out trade him. Otherwise, you will lose each an every time. If he chooses Electrocute, you will both trade evenly but he will still win all trades if he lands the stun. Be careful. Grasp and Electrocute are often a good choice against Sylas if you want to kill him or survive his combo's if you are incapable of dodging. If he ends up stealing your ultimate 99% of the time he's just going to throw it on top of you because he is an idiot and doesn't utilize the three shrooms that he gets from you to use as a vision or kite harass. But due to being a Teemo main or Teemo player even if he places a shroom down you should have a visual mental note as to where it was placed so you can easily avoid it.
Sion can revive from his Passive. Sion will often charge his (Q) in a bush level 1 to cheese you, so stay near the river in the laning phase. Sion isn't really a threat he just has a lot of HP, he builds tanky and makes pretty much all attempts to kill him pointless since he will always rush Adaptive Helm. I would highly recommend playing PTA with cut down as your primary rune. Ghost will also be very useful in this situation. Maxing your (E) and (W) first, starting boots is also an option to avoid his skill shots and (Q) charges. The reason for PTA is due to the tank item Adaptive Helmet which he will 100% rush into, unless he is playing full assassin (Duskblade) in which Haunting Guide and PTA alone will counter.
Morellonomicon rushed, that is the number one rule. He will spend the entirety of the early game tossing out his (Q) cleavers to CS. When his body language changes and he starts coming towards you, back off. It is often going to end with his Jungler or Mid lane coming to kill you. You can body block cleavers that are being used to take out canons since you should be zoning him hard. If you let him land cleavers freely upon yourself, you are just going to get yourself run down and killed. He is really tanky and has a lot of movement speed along with massive sustain. The short and simple solution is play Electrocute, be aggressive and use minions to block cleavers and body block cannon minions.
This fight can go one of two ways. You allow her to freely farm and become level 11 / 16 without harassing her passive... OR... you shut her down hard. If you do not already know how Kayle rework works it works as such... Levels 1-6 she is absolutely the most weak champion to go up against. It's like fighting an ADC Vayne or Draven. Do NOT let her farm, do NOT let her auto a minion. She can slow you (if you don't side step it) and hit you with one E up until level 6. Once she hits level 6, she now has to auto a minion or champion 5 times to gain mid-range AOE. Treat this like any other stacking passive like rageblade. Once she stops attacking she becomes the useless level 1-6 again. Once she hits level 11, she no longer is melee/mid range. She still has to hit a minion/champion 5 times to get her large range aoe. If you are stupid enough to go into late game, good luck stopping her. She becomes permanently ascended no longer needing to stack her passive.
People don't necessarily play Neeko top anymore these days, since she is more suited as a support or mid laner. She is practically every Teemo, but better. Better range, better stealth, better team fight, better burst. One of the main problems with Neeko is her ability to deal a ton of damage at a very long range with her (W), stun with her (E) and deal tremendous damage over time with her (Q) much longer than Teemo's ability to auto. Neeko's (Q) Blooming Burst throws out a seed, If the seed kills an enemy unit or damages a champion or large monster, it will bloom again meaning if you have been rooted with her (E) you will be incapable of escaping from the damage. Neeko's (W) Passive: Shapesplitter Basic attacks on-hit grant Neeko a stack of Shapesplitter, up to a maximum of two. At 2 stacks, Neeko's next basic attack is turned into a Projectile non-projectile, dealing bonus magic damage and granting her bonus movement speed for 1 second, consuming the stacks. Active: ACTIVE: Neeko becomes invisible for 0.5 seconds, sending a temporary clone of her Inherent Glamour current form sprinting in the target direction for 3 seconds and up to 900 units away. The clone is Playful untargetable for the first 0.5 seconds. You can use the clone to get dark harvest stacks. Both Neeko and the clone gain bonus movement speed for 3 seconds. Which is horrible to go up against because they often will take PTA which deals even more damage. Neeko's (E) Tangle-Barbs slings a magical spiral in a target direction, dealing magic damage and Root icon rooting enemies it passes through. If Tangle-Barbs hits at least one enemy, it grows in size and speed, and the root duration is increased. A death sentence for the swift scout if you do not side step. Any rune really can be played against her, she is just one of those champions you have to constantly be avoiding skillshots otherwise you are as good as dead.
Ryze is what we would call an all around counter to the swift scout. He has a never ending pool of mana, his range is 600, he has movement speed (Phase Rush) he has CC with his Rune Prison his (W) and a constant rotation with his Overload his (Q) and his other abilities. Along with having a shield to protect himself from any auto attacks you throw at him. It is a very bad idea to even think about fighting him alone in your lane. He has everything he needs to win every trade. Your best choice of action would be to max your Q and just let him shove. Teemo has a max range of 580 with his Q. So building around his Q is really the only way to deal any significant damage to Ryze. Waiting for Jungle assistance is a good choice. Try to farm and push the wave out as best you can to not be perma shoved.
The simple solution to his matchup is to learn how to sidestep his new (E) Death's Grasp. It is very pronounced and with a pretty big delay, simply sidestep as soon as you see the green appear. (R) Realm of Death is what has most people riled up. The ultimate steals any champion he chooses and sends them to the death realm for a 1v1 for 7 seconds. If he kills them he gains their stats until they return to the game from respawn. This skill can be QSS'd and avoided by timing a perfect stopwatch, but in most cases you won't have either. However, I would insist you purchase at least the QSS. If you are pulled into the realm while with your team, a little red and blue balls of energy will be visible while running around. Try to stay with the blue orb while you are waiting for your Team mate to come out otherwise they will be in the middle of his team when they come back to the summoners rift. With the changes to CONQ, he has also become one of those extremely hard to deal with champions. Not that he ever has had a easy time fighting him.
Kennen is quite a rough matchup in most cases. He has much greater movement speed and burst than Teemo does. The real thing you have to do is be aggressive. He loses out a lot by having to tower farm, the same could be said about Teemo. He has stun, and a very long range on his (Q) Thundering Shuriken. I would try to utilize your minions as much as possible to block his (Q) as once he lands it he can walk up for a free proc of his (W) Electrical Surge, which works around his passive. Any rune works, so long as you play against him well. The same can be said for any other champions. If you know what they do, and how they are played, you can use this to your advantage. Building correctly is also a good factor in winning or losing. Mercury's Treads is a good choice, if you are being out traded. It will reduce the duration of his (E) stun.
Lissandra tends to be a okay matchup for Teemo so long as you are playing around her abilities. She has CC, gap close, healing and splash damage through minions. Her passive Iceborn Subjugation is a real threat in team fights, if she does get a kill you may want to back off, if you stay in the danger zone, you will most likely be killed and reanimated to do the same to your team. The main concern of Lissandra is the fact that she has pretty decent range with her (Q) Ice Shard which if lands on a minion/champion will slow them before shattering and spreading AoE behind them. This will not apply the slow from the initial landing of her (Q) but will still deal a moderate amount of damage. So keep yourself positioned around your minions, not directly in or behind them. The rest of her abilities are self explanatory, (W) CC, (E) gap close, (R) Healing & Invulnerability or more CC and damage to enemy champions.
Tahm can be quite the problem to deal with due to his passive. An Acquired Taste which after hitting a target and stacking up to 3 times, will allow him to swallow you. You have to understand that he can also gain additional effects from these 3 stacks with his other abilities. Allowing him to stun and kite you down with very little effort. I personally recommend building PTA allowing you to deal with his tank side and also the ability to out kite him with ghost. He becomes a real threat late in the game due to his tank-on-hit nature with wit's end, tanks should not be capable of dealing a shit ton of damage while also being impossible to kill. Thanks RIOT. Remember he is full AP do not build armor against him, that would be a mistake, since all of his abilities deal %health as AP. You can take other runes, but you really should take it into consideration of whether you want to shut him out of the early and mid game, or deal with him never an hope your team can take him out. Use minions to block his tongue lash, never stay near him when he paths towards you, back off because he will win these trades if you let him touch you. Void staff is a must.
The changes to Garen has made fighting against him a extreme threat. Riot pretty much increased everything for him, damage, speed, the inability for us to (Q) his (Q) silence, or stop him from using the skill entirely (He will keep hitting Q until it lands even if blinded) It would be extremely wise for you to ban this champion every game. It's broken and not very effective of a counter for Teemo to deal with.
Volibear is more of a flash cheese champion. He doesn't really win the lane on his skills alone. Stay away from his tower, if you are shoved in, roam around help your team. If you end up staying under his tower, you will be flashed on, flipped and killed due to the tower in most all cases. Because of his (E) Majestic Roar which will fear you. This ability is also considered a knock-back so you can not rely on Teemo's stealth to save you in a gank while in a bush. It will reveal you. You want to keep your distance and movement speed up, due to his play-style of being a mobile champion. Any rune can be utilized against him, but be wary of his all in cheese regardless as to what you decide.
People tend to have a lot of trouble dealing with Cho'gath, however, it comes down to what you know about the champion. A Glacial Cho'Gath will be the worst thing you could ever fight, while a Grasp Cho'Gath is pretty simple once your Liandries is built. You need to keep yourself kiting and dodging skillshots. His passive Carnivore heals him everytime he kills anything or destroys a tower. He is a sustain champion, so Grievous Wounds is absolutely necessary. His (Q) Rupture will knock you up, allowing him to just calmly walk up and devour you. His (W) silences you, so have your escape shrooms placed down previously, otherwise you will delay your escape trying to set down a shroom. His (E) Vorpal Spikes is like Lissandra's ability, it sends out spikes behind the enemy hit, slowing them for 1.5 seconds and damaging them. You never want to be behind a minion when he is using his empowered auto-attacks through (E). If you do, he just gets free (Q) hits and devours you. If you can manage to keep yourself dodging all of his skill shots and abilities you shouldn't ever have a problem with him, my go to choice for rune would be PTA but that is due to my love for melting tanks. I would suggest whatever you feel comfortable with.
Depending on if he takes Comet or not, this matchup can go either way. Comet is a huge damage spike for dealing with Teemo. Where as something like Grasp does nothing but lose him the lane. Nothing much to explain here besides the fact that he is going to keep tossing out his (Q) Seismic Shard which will slow you, allowing for the comet to strike you, dealing some impressive damage. Rune wise, it is personal preference, you can take him out pretty easily if you take Aery and Scorch to match his burn and poke with Taste of Blood and Ravenous, however any rune is good due to personal preference. You would lose the late game scaling if you did take scorch, however. If he goes full AP just build some MR, otherwise you're going to lose.
I have been seeing a lot more Shaco top while smurfing in low Elo. This champion is quite the nuisance, you should honestly focus more so on csing and buying control wards and using oracles constantly. You should never chase him mainly because he will try to lure you into an Illuminati trap. He will have placed 2 of his boxes down, and lure you to chase, only to box you out into the trap bouncing you from each box perma fearing you as he kills you. They can either go full AP or full AD you should build to what they are going into. Nashors Tooth as a first item is good, helps you clear out his traps and also focus on your CS. So long as you are taking out his traps, and constantly focusing on CS you should be capable of winning this lane without problems.
Shen has been for a very long time, in the spectrum of very easy match-ups for Teemo. He is very susceptible to the poke, along with having no real counter play aside from his (W) Spirit's Refuge but not stopping the damage from shrooms or darts. However, this doesn't mean he can be taken for a easy win, he does have a combo which is very hard to compete against if you let him set it up. He will often try and (E) Shadow Dash you which is his one and only form of CC against you, allowing him to set up another combo into his (Q) Twilight Assault which gains him bonus damage and range, while also slowing you, right into his (W) which prevents us from dealing auto attack damage to him. If you keep yourself out of this combo, by constantly zoning him, and utilizing wave control, you shouldn't have any problems with him. Void staff is a must especially for the late game, most will go tank with wit's end, do not misjudge this build, it is terrifying.
Camille isn't really played as often as she was this season than she was in previous seasons. Camille is a high mobility fighter. It is very hard to out-run her, or flat out escape her, because she has everything she needs to kite, slow and lock you down. There really is not much to add about her matchup into Teemo. Comet will be annoying to deal with, because of her (W) Tactical Sweep which is basically a whole lot of damage if she lands the other ring ability, because it will slow you by 80% for 2 seconds allowing comet to strike you down. You can play plenty of builds against her, some prefer electrocute, others grasp. I myself prefer what I feel is right for the Elo I am in. High usually Grasp, low usually Electrocute.
The real problem with playing against an Illaoi is due to her passive which allows her to spawn Tentacles passively on nearby impassible terrain. Simply try your best to prevent her from setting them up in the first place, just as if she was a Heimer with his turrets. You can flash her ultimate or zhonya's the AOE, if she hits nothing she will not spawn her ultimate.
The champion itself is not the biggest threat, the main threat with playing against a champion like Rengar is mostly due to his range, and being that his entire kit is primarily about bursting champions with abilities and not spamming his passive (leap) auto attacks. He will spend his entire laning phase sitting in the bush, he will swiftly reset his passive multiple times by jumping in and out of the bushes to reach level 2 relatively quickly, this sets you at a disadvantage, because now you are level 1, he has his passive and his burst/slow and can easily take you on. Simply play it safe and let him shove all game, there is nothing you can do to 1v1 in the early levels, survive, build a little bit defensively if needed.
Patch 9.23 has shown us the terror and possibilities of Conqueror. Singed is no exception, you must at all costs win this lane and shut him out of the game completely in the early stages, once he has Hextech Gunblade and Spirits Visage, there will be little that you can do to him. The amount of sustain he can acquire by simply running into a 1v5 is absurd. Not to mention his ability to cause havoc with Rylai's Crystal Scepter, along with all the other items, making him impossible to chase, and impossible to deal with as a prime target. Morellonomicon is an absolute must if he has chosen to run Conqueror. You have been warned.
Rumble has had a vendetta out for Teemo ever since Tristana laid eyes upon him, don't let this rivalry end with the lose of our beloved Tristana! Rumble can be dealt with in a number of ways, but ultimately you want to not be near him when he is using his flame thrower, and do not be on top of him when he is overheating. He will deal increased auto attack damage whilst overheated, however, will be incapable of using abilities in this frame. Using minions to body block his (E) is also useful.
You can blind his (E) phase dive auto. You should never be inside of his (W) Parallel Convergence otherwise expect to be stunned for 2.25 seconds. Ultimately you want to just keep moving, blinding only when he is about to dive you with (E) his character will make a notable halt and pull back which is an indicator that he has used his (W) in your general location or in general so be prepared to move as you are most likely going to be seeing a gank from the enemy JNG/MID. Do not waste ignites and flashes if he is level 6, he will simply reverse time and either kill you or get away.
You have the better blind. You should make sure you are always behind minions so as to never be blinded by her hawk. The second she comes in with a (E) vault you should blind her immediately and prepare to enter a trade but back off after 1-2 seconds (based on your blind duration) as to not get hit by the final PTA stack and have more damage dealt to you, if you are fighting an Electrocute Quinn, however, it would be much better to simply continue the trade. Once she hits level 6, you will notice she isn't in your lane as much, she will from then on become a huge asset to her team mates, and most likely will become rather fed. You can do nothing but warn your allies. You can not be revealed by her (W) Heightened Senses use this to your advantage.
Ornn is a pretty nasty champion to deal with when he has all of his abilities. He is always going to be building pure tank as that is what he works well with. I would highly suggest playing a more PTA kiting play-style with Flash and Ghost. He may be tanky but he does not really have any form of escape if he misses any of his abilities, including his ultimate. Slow, Stun if you get hit by any of them it is pretty much all over for you.
You won't ever really see a serious increase of Lee Sin players in the Top side of all places but do not let this off-role pick fool you, he can easily destroy you simply by landing one (Q) followed up with a gap-close and burst into a (R) which would render your (Q) useless if you used it too soon. Worry not, however, as again it is rarely ever seen.
This fight can go either way, but ultimately she is going to win pretty much all trades, all fights and have lane priority due to have better wave clear and better movement speed, along with the shields and immobilization. The longer the game goes on, the more of a pain in the ass she becomes to deal with.
Urgot can be a pain to deal with, if you don't know how to kite or juke out your opponents. Simply put, if you can not juke out his (Q) you will always have a bad time, never stand still constantly be moving around in a zig-zag pattern. If he lands this ability you are in a world of hurt as he will most likely follow up with a (E) Disdain flip and a (W) which at max level becomes an indefinite ability that toggles. This is what is the biggest problem because once he has Frozen Mallet and Black Cleaver, there is nothing stopping him from attaching himself to you permanently if you get caught. HOWEVER, you can blind his (W) which is your one and only way to escape this permanent slow but you still need to avoid the next (Q) or it is all over. Keep your distance, move, kite and (Q) his (W) and you will be fine.
This champion becomes EXTREME once she hits level 16. You must do everything in your power to halt her leveling and gold income in the early game. She is relatively useless from level 1-11, her win condition requires her to last enough to reach late game where she will be unstoppable by you or anyone else. Her passive is what causes this, levels 1, 6, 11, and 16, Kayle ascends into a new form, gaining additional bonuses. These bonuses basically means she doesn't have to auto attack minions or champions to get those bonuses level 16 she will just pop you an everyone else.
Pretty straight forward champion, kite and stay away from walls or be stunned an be burst to oblivion. She is a tank but also deals a lot of damage in a pinch. Basically just keep away from walls when you are kiting her around and if she flashes to position herself facing a wall, flash to be pushed the opposite way.
Teemo has no ideal synergy with anyone, asides from Cassiopeia. He is a top laner that is meant to be focused. He wants to be 3v1'd he wants dragons, he wants to dominate lane. He wants to control the whole map with his shrooms and become the prime target of flamers and rage quitters.
Cassiopeia is really the only champion in which Teemo synergies well with, since she feeds off his easy to hit auto attack DoT to spam her (E).
Runes: DARK HARVEST
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Threats & Synergies
He's iffy. Some games they are good some games they are not, avoid the cleaver, and kite him around. Morellonomicon is a must for him so BUILD IT.
Very difficult to deal with if you are not on top of her when she tries to gank your team. It's common for people to ignore your advice and simply not use control wards, dropping wards on her camps will give you an idea as to where she is, because of the nature of her stealth. It's simple, know where she is by using shrooms or wards and make sure your Team knows, building a banshee will prevent the charm.
This is a hard ban for us, Kha'six will deny every single attempt at being a decent jungler. He has everything he needs to deny your camps, deny your roaming and burst because of his ultimate which allows him to go stealth.
Hes not so much of a treat, more so he is very annoying to deal with if allowed to counter jungle. You can stop his passive by hitting him before he can use his pacify smite.
A "good" camille will spend 90% of their time ganking especially after first clear. If they go anything but PTA you will come out in that 1v1, but if they go PTA it's an even matchup that you may most likely lose.
He has died down a lot since Season 7 and 8. Those nasty predator one shots no longer exist really, but hes pretty good because he can gank so often and has a relatively fast clear rate. Ward often and try to match the ganks.
Wit's end makes her pretty much non existent when she is behind or even ahead.
This little guy is your best friend make sure to give him a big hug... SYKE this loser can cry all he wants! If he goes FULL AP, i would highly suggest building Wit's End and Banshees Veil, if he goes full tank you can usually 1v1 and deal with him, but Wit's End regardless of Tank/AP is a must.
Post level 6 he is pretty easy to deal with you will mostly come out on top, but once this fella hits 6, you need to start grouping and taking care of your tea, it's very hard to 1v1 a jarvan when he ults you and gets backup.
Absolutely a monster, and not worth facing, he has utilities, he has movement, hes an overall asshole who will constantly be invading you and ganking much more effectively than you ever can. Electro to match his one shot is the better option any extended fights with him will just allow him access to his ultimate.
He has pretty fast clear, gap close, CC and disengage. It's hard to combat that in a team fight cause he will most likely just kick your booty into oblivion (his team) A 1v1 fight against Lee will mostly come out with you being the winner so long as you follow the basic principle of E E E - Q combo to duel him until he gets his combo off first since he is a burst champion, so you could go Electrocute to match him but PTA is too good to pass up.
You counter him entirely, however if he builds QSS then you can just say goodbye cause in most cases nobody is ever going to save their CC for after his Alpha. Depends on if hes smart, otherwise easy win.
Main reason he is so high, is because he is a monster if you let him invade and do nothing to stop him. Sweepers and Control wards are your friend. Keep your back against a wall preferably if you ever do have to 1v1 him, because he deals extra damage through back stabs.
If he goes Tank, build Wit's and Damage, perhaps even Gunblade to heal more. If he goes full AP, you're going to need more MR and try and group never 1v1.
You counter him entirely. Very easy to blind his low HP passive healing on hit. He can smell you.
Different things to say, she is a monster when played right, especially in the hands of a OTP. Shes got the clear, the mobility the range and the burst. Wit's End by default is for any AP matchup. Learn to dodge those spears, or it's lights out.
Save your blind for his passive stun, don't use it too early or too late. If you are in the situation where you are going to die, try praying to satan by standing still and blinding him. Don't move, Don't attack. You will stealth.
Not really a threat, the only thing that's difficult is when you're in that team fight focusing him down only to have him heal back up to 50% because of his passive.
Hard CC, gap close, range splash from minions. Shes very hard to deal with when fed or just in general. You do not want her focusing you down in a team fight but unfortunately she most likely will. Try and stay with your TOP / SUPPORT more so to deal with her.
BROLAF IS IN THE HOUSE! Uh.. I mean... LEAVE NOTHING BEHIND... RAAAAH. He hit's you with axe, you die. Pretty straight forward, you can not blind his ultimate so don't even bother.
You pretty much counter him, but if he plays well and gets fed or just invades you correctly and gets you behind you're not gonna have a fun time.
You may both be rats, but you're the alpha here. He always goes for a level 2 MID or TOP gank. So be on top of that.
Avoid those skill shots or at least try to slow down the freezing passive stacks. She has a lot of CC and likes to play Tanky.
She's a huge dragon, you're a tiny defenseless cute yordle. She also breathes fire. Run! You won't win against her mid - late game so don't even try unless you have played perfectly and are ahead. She dominates with speed and burst.
Ow... Regardless if you win early, his scaling due to your Team mates incapability to buy something like Zhonya or QSS MR makes this a race to finish early. Most games never finish early unless all lanes win or someone hard carries you to 15 minutes.
Qiyana has been released to the live servers, and with that a whole new champion to learn how to play against. Qiyana's playstyle revolves around elements and refreshing the cool-downs of her skills, after doing a specific skill combo. Her (Q) Edge of Ixtal, will add an effect depending on which element she is currently imbued with. RIVER: Roots for X seconds, then slows by 20% for 1 second. WALL: Enemies below 50% of maximum health take 60% bonus damage. BRUSH: The blade raises a grass trail behind for 3.5 seconds, granting invisibility and 20% bonus movement speed until she attacks or exits. Here (Q) will reset when she draws in a new element. Her (W) Terrashape acts as her shift between elements, she has to be in the River, Bush, or dashing over a Wall to imbue/switch. Doing this gives her specific effects for her other abilities, while also granting her out of combat movement speed, attack speed and bonus magic damage. Her (E) jsut deals damage and dashed forward a fixed distance. That is basically it. Her (R) Supreme Display of Talent is basically a Gnar ultimate in the river that will push back and stun anyone against the terrain as a massive AOE envelopes the entirety of the wall. I will update as I play more against her. If played perfectly it can be pretty difficult for Teemo sicne she has everything. Stealth, Gap, CC.
You allow her to spam her E because of Poison.
Multiple CC which allows for easy ganks.
Multiple CC which allows for good ganks.
CC level 6.
High burst, and CC
You can go stealth and he can ult you without being seen. Also has CC
CC if he lands it, but agaisnt not reliable.
CC has multiple CC.
Double poison, right? RIGHT?!
CC and Shield.
Sheild + Movement Boost allowing for better ganks and chases if used onto you.
It's a pleasure to meet you! I'm more than an internet personality, I'm a friend.
Many may know me from my REDDIT handle u/SovereignKitten on the subreddit r/Teemotalk.
I tend to be highly active here in discussions on all things Teemo.
I am also an Officer of the GodM0 NA club! We are looking for active Teemos!
If you have any further questions still left to answer about this guide or Teemo, please do not hesitate to contact me with the contact information below.
I started this guide 3 years ago, and I am proud to present you with constant updated daily information that I hope improves your overall success with this fun and joyful champion! ^^
+ Amazing ability to poke and harass.
+ He is cute.
+ Girls/Guys will constantly date you.
+ He is swift (Kinda).
+ Has Good ward coverage.
+ Is a good decent split-pusher.
+ A perfect ADC counter.
+ Can build into literally anything
+ Good at learning mechanic.
+ Good at learning how to kite.
+ Good at learning to CS properly.
- Very susceptible to CC.
- Offers nothing for CC.
- A Poor team-fighter until late.
- Hard ganked and focused a lot.
- Hard flamed by teammates.
- Not for sensitive minds.
- Can be very stressful.
- Hard to Master.
- Item and knowledge reliant.
- Very hard to carry 1v5.
- Can bring out the worst in you.
- Nobody likes Teemo.
It may be hard to carry as a 1v5, but the accomplishment of doing so with proper warding, shrooming, and utilization of passive, is no less than bittersweet, knowing you single handedly won with skill alone.
Being TOXIC applies the same results as any other champion, regardless of how mindless and brain-dead those champions may be, face rolling their keyboard in a sea of saliva and Cheetos dust, while breaking their (E) or (R) keys in the process. Where is the fun in this? Where is the skill? What skills do they have?
The results will always be the same, being TOXIC is negative and will cost you the game, ignore it. Focus on yourself. This is a CON all champions and all players in League face on a daily basis. Do not fall victim.
If you're feeling like you are making zero progress with this guide.
If you're having major problems improving with Teemo while following this guide.
Why not stop by and ask about some coaching sessions?
I do not require payment, or any compensation. However, tips are always appreciated.
I just want others to find their way with Teemo and to improve as a result.
Unfortunately players either refuse to, or they often make up excuses like...
"It's always my Team."
"I am better than everyone in this game. I should be higher ELO."
"I have better KDA/CS/Stats than a Challenger Teemo! Shut up!"
Please do not fall into this kind of mindset, you either stop pretending and get better, or keep thinking like the self centered person you are, who probably ends up initiating the toxicity and ultimately trolling your teammates by taking RED or BLUE out of spite of never being ganked.
If you have been struggling for a while, maybe you've been hard-stuck Gold/Platinum or you just can't get out of Iron 4 (Why would you wanna leave?) I am willing to sit down with you, in my free time to speak with you on a one-one level and understand what you are struggling with, check your replays, watch an entire game perhaps play a game or two with.
It really annoys me, seeing people claim Teemo can only be played (One) way, and that everything other than (Aery) is not viable. I would like to stem this misconception.
You may message me through the contact links above, if you ever think you're ready.
READ THE NOTES! THEY OFFER SO MUCH MORE INFORMATION!
Please don't feel restricted to just following my guide to 100% perfection.
It's a guide that gets you in the mindset of what is to be expected of you when you play as Teemo.
It's a guide that gets you in the mindset of what to build in general.
It's a guide that gets you in the mindset of where to go, what to do, in general.
IT'S A GUIDE!
This guide alone will yes, guide you in the right direction, be it with how to counter a champion, or survive a very hard match-up, however, this does not mean it is fool proof. You have to learn for yourself unfortunately.
Teemo is not a champion that you can simply pick up, put on a rune and build items and hard-stomp anyone that gets in your way, he actually unlike other champions, requires the knowledge of the game as a whole.
This could be knowledge of Champion match-ups, what objectives do for you and your team, minion control and how controlling a minion wave can severely cripple the opposing team, especially around objectives, to kiting and knowing your strengths and weaknesses before charging head on into a 1v5 spamming your Mastery 2 Teemo.
Hopefully this information has been useful to you as a reader and as an aspiring Teemo main, but if it hasn't been enough, please click the spoiler below, so I can fully scold you for thinking you would otherwise not do the things I am about to "not" accuse you of doing, whilst playing Teemo on the Summoners Rift.
They never try and control the minion waves entirely to their own favor.
This basically means they are losing out of the following.
This video goes into better detail. I would suggest checking it out!
We all need to keep up with practice!
Many other champions have abilities that allow for fast wave-clearing, but Teemo has nothing until he hits 6.
We rely solely on the knowledge of what waves size is going to do to our own waves and vice versa.
How many minions do we have to kill? How many casters? How many melee?
Knowing when to clear out caster minions for a slow push, or leave them be to thin out our own, from when to kill all melee minions to commence a slow-fast push, to killing them all to force a double wave siege.
We have to know what we are doing in the laning phase, whilst trying hard to not get caught out, or to miss any CS as it the biggest and most important foundation of League of Legends 101.
Minions near an enemy tower will reduce it's resist drastically, while 0 will raise it drastically.
Do you really want to know?
CLICK EACH IMAGE FOR A TUTORIAL ON KITING
The reason that we do this pathing is so we hit level 3 as soon as we gank MID after we smite the Raptor Camp, we are temporarily soaking up one or two minions, which allows us to get ahead or go even with the enemy JNG in terms of levels. Once we finish the gank we look to take our BLUE and GROMP followed by another gank either TOP side or MID side, before finally fighting for the Scuttle Crab secure, finishing off with the smaller raptors in the RAPTOR camp, followed by KRUGS before basing.
YOU MUST FIGHT FOR DRAGONS!
Each team will have 4 slots for their acquired Dragons. You need to slay 4 for the Dragon Soul!
The first three Dragons will be completely random, every single game, no game will be the same.
Once you slay the final Dragon (The Third) the following Dragons afterwards will always be THAT dragon.
If one team acquires 4 of their dragons they will acquire the soul, which if they do, the enemy team will no longer be able to acquire any dragons, since Elder Dragon will be the only Dragon to spawn from that point forward.
YOU CAN STILL FIGHT FOR 4 DRAGONS NEVER GIVE UP A DRAGON!
The Infernal Drake creates new pathways through buff camps and burns away their bushes. In addition, the dragon pit itself becomes the Infernal Drake’s molten domain, crumbling the walls and opening it up more.
Infernal Might: Gain a percentage increase of Attack Damage and Ability Power.
Infernal Dragon Soul
Every 3 seconds, your next attack or damaging spell creates a small AoE explosion, dealing adaptive damage that scales with bonus attack damage, ability power, and bonus health.
The Ocean Drake causes existing brush to expand, fresh patches of brush to grow around the dragon pit, and the environment to flood with pools of water. In addition, Honeyfruit plants sprout up in each jungle quadrant.
Oceanic Will: Regenerate a percentage of missing health every second.
Ocean Dragon Soul
Dealing any damage triggers strong health and mana regeneration for 3 seconds.
Damage to minions provides less regeneration.
The Cloud Drake spawns air currents flowing through the jungle and dragon pit, speeding up champions in the vicinity by 10%. This will be a great increase for Teemo's (W) active and passive.
Cloudbringer’s Grace: Gain cooldown reduction for your Ultimate ability.
Cloud Dragon Soul
Hitting enemies with abilities or attacks lowers the cooldowns of your base abilities.
The Mountain Drake causes rocks to erupt from the earth, throughout the jungle and especially at the mouth of the dragon pit.
Mountainous Vigor: Gain a percentage increase of Armor and Magic Resistance.
Mountain Dragon Soul
After not taking damage for 5 seconds, gain a shield that lasts until destroyed.
The shield’s magnitude scales with bonus attack damage, ability power, and bonus health.
ELDER IS MORE IMPORTANT THAN BARON!
Executing anyone that falls below a certain threshold regardless as to how tanky they are is absolutely absurd. This can turn the tide in a losing game or close out games quickly when you're ahead.
Since the runes have had time to settle down, questions have constantly been made in which runes are the best runes, for Teemo JUNGLE and why. Honestly it's personal preference.
Electrocute Dark Harvest Hail of Blades Fleet Footwork Phase Rush and Press the Attack can all be used, however, we more or less will take Dark Harvest and Press the Attack since they are the more favored runes to choose, due to their damage output and resourcefulness.
The problem is you will be up against Dark Harvest or Electrocute Junglers a large majority of the time, which puts you in a very bad position because you DON'T DEAL DAMAGE with those runes early game, however, a few runes do like Press the Attack and Electrocute.
If you would like a better explanation of how Teemo works in the Jungle I suggest speaking with him!
He's got a great personality and is very friendly! Give him a look-at!
Which Rune is the "BEST" rune to play with?
There isn't any "better" or "best" rune to choose from. It is all based on personal preference. Some people really like playing one form, as opposed to others who prefer another. The runes listed above are considered the only runes Teemo can utilize well to climb efficiently. However, other runes can be played to some degree. Try to stick with these regardless, unless you feel like trying something new. A good example of this would be, Electrocute and Grasp of the Undying one is for bursting, the other is to survive burst. Both can still build straight into damage, but one is more beneficial with that, where the other can still burst, but while staying alive with little risk of being burst in return. Regardless of what your friends or "coaches" tell you, Teemo is extremely versatile and can play pretty much anything, and isn't restricted to sticking with one single rune. There are plenty of Diamond, Master and Challenger Teemo players who rune more than one rune with relatively good success.
Certain Teemo players can stomp anyone regardless of which runes they choose, but others, especially new players, may have a very hard time with someone like etc. This is where switching their runes around can become extremely resourceful.
Teemo is not restricted to playing one specific way. He isn't there is nothing in his KIT forcing or restricting him from going straight AD or TANK. It's not as effective as AP in the long run, since he does scale massively with AP, but it is still an option.
If you would like, I have compiled a spreadsheet which effectively notes all possible match-ups and their responding most effective runes to their most ineffective runes. This will allow you to build on the fly a proper rune for every situation, if you prefer building towards others and not your current match-up. So why not give it a try if you need help?
This document is very large, please do not scroll immediately, wait for it to load and slowly scroll.
Direct Link to the PDF if you can not get the document to load.
Grasp of the Undying is a defensive, sustain oriented rune which allows you survive/stay in your lane.
It will prevent the enemy from getting any kill pressure on you, so long as you constantly utilize the rune.
The rune and it's subs are designed to help mitigate and heal most damage taken, and raising your HP steadily.
Think about it like this, if the champion can burst and disengage this rune is usually great for those situations.
This rune is usually a good choice against many champions, but not everyone. Some champions you just need the damage or the poke, which this rune does not provide. Champions like are the type of champions you should never play into, due to the fact that his range and stun out-range your ability to CS or really poke at all.
Summon Aery is an offensive rune in which you can relentlessly poke out your opponent while also focusing on CS, your (E) Toxic Shot compliments this rune greatly, as the damage over time will allow you to reset her, sending her flying in the enemies face once more, however, without drawing the aggro of minions nearby. Keep in mind that this is most effective when you run towards the enemy, as you have to meet her half way in order to take full control over this advantage. Simple things like the enemy hiding in a bush, make this useful.
This allows you to constantly poke them simply by utilizing her ability to fly out and strike. You by default grab the Manaflow Band and late game scaling rune Gathering Storm with Absolute Focus due to the nature of this build. You gain either more sustain with the handy Taste of Blood secondary rune or true damage with the Cheap Shot rune to give yourself more of an edge against champions who have no ability to get in close to trade or to take less damage and heal back in an even trade if you decide on the first option.
Press the Attack is the best rune period for countering top lane tanks or playing as a split-push Teemo.
We used to use Fleet Footwork as our main split-push build, but with the nerfs and changes it ultimately made Press the Attack a very strong rune for Teemo. It is impossible to justify choosing any of the other precision runes at this current moment in time. However, with the changes to Conqueror from the PBE not making it to live, we pretty much do not get to see old-school fervor builds ever becoming viable again.
I would also like to mention that it really does matter what type of champion you take this rune into, it will not be good against champions you can not kite, that being champions with a lot of gap close and burst. So please keep this rune for the purpose of kiting champions and melting tanks, that don't often build Thornmail
||Conqueror despite dealing less overall damage than something like Press the Attack this rune offers something no other rune can. The old school fervor stacks. This basically means the more we auto attack an enemy, the more damage we scale up with on-hit effects. This used to be the bread and butter of what made Teemo so strong and such a pain in the *** to deal with. You deal true damage and heal while melting tanks, that's basically all it is. I can not recommend this build as a serious option for climbing. It is very easily countered and very poorly optimized for range champions since its release. However, it may be one of Teemo's (CORE) rune choices once season 10 rolls around, due to it being much more effective for ranged champions, allowing us to have the full 8 seconds, as opposed to the current 3. I suggest you stick to Press the Attack.|
||Electrocute is strictly a bursting rune that is based around slightly poking people down with a Blinding Dart and Toxic Shot combo while you focus on CSing. Once you get them down below 40% HP you can start planning your Toxic Shot + Blinding Dart + Toxic Shot + Ignite combo and go for the kill. This specific rune build works well against plenty of top laners including some tanks. It is also very well suited when going up against champions that are either very squishy or champions that are all about burst, which allows you to match them in lane. It works wonders against any players not building MR late game as you will be able to one shot anyone not building MR. Similar to Dark Harvest but without the 30+ stacks to do so.|
||Dark Harvest is strictly a soul stacking rune build that requires you to consistently lower your enemy laner to 50% with little to no effort. Once you get them down below 50% it is pretty important to keep them that way in the early game to continue stacking your souls for the mid to late game. Your goal isn't really to kill them constantly, because compared to Electrocute your kill potential is late game and mid game, not early game. This specific rune build, as I said before, is a mid and late game scaling rune that allows you to deal some terrifying back to back bursts if you are capable of getting kills or assists, especially with a full build that compliments your Blinding Dart and Noxious Trap. You should never play passively with this rune, you should be aiming for at least 1 soul stack every 1-2 minutes to be decently powerful around minute 30.|
Glacial Augment while not a primary rune for most Teemo players, it can be quite a change of pace from any of the other runes, but mostly this rune is used in very very few match-ups. In-fact I would go as far to say you should never take this rune, unless you are going into a Darius top lane, it basically renders his ability to catch you, even if he catches you useless, because of the double 40%-60% slow. Darius players are 90% of the time going to be running with the summoner Ghost and are very fast when he has Black Cleaver.
He can Ghost and land his (E) but so long as you hit him with one auto attack, and avoid his (Q) 90% slow from the edge of his blade. You will never have to fear him, and of course you also become a huge asset to your team late game with the additional ability to catch out people with the support item Twin Shadows.
Give it a try if you are sick of dealing with good Darius players ^^
The following maps visible on each side of the screen will give you a rough idea as to where all around the map is good for either (Damage) or (Vision). You basically need a basic understanding of what the term Auto-Pathing is. The most commonly traveled paths through the jungle will be the most common places to utilize shrooms as a way to catch people out for kills. That also being said, the least traveled locations will mostly be used for vision, for up to 5 minutes.
The following maps visible on each side of the screen will give you a rough idea as to where you should be utilizing your (R) in the laning phase to both protect yourself, and possibly catch out an enemy trying to run away, or set up a gank from the fog of war.
The following maps visible on each side of the screen are great examples as how to and how not to effectively increase/decrease your value as a team player through vision alone simply by utilizing your Noxious Trap be sure to not make this mistake!
The following maps visible on each side of the screen are great examples of how to properly utilize your Noxious Trap specifically for the laning phase and not for your allies.
While this is great, it has also been hit pretty hard in the through indirect nerfs.
Items, changes to how he interacted with those said items like Frost Queen's Claim
He is still played pretty regularly as a support both in Low Elo and in Challenger.
That being said the champion that Teemo supports well for are as follows.
Whilst Teemo is considered a horrible (everything), there are certain match-ups you will just never be able to take on without feeding, trading one-for-one, or staying stuck under tower, if you do not respect them properly.
That being said, the worst possible match-ups to go up against are the main support champions.
They should always be wary of you being in the bush/lane even if you are never there.
This allows you to roam giving your bot lane a perm-freeze allowing him to stay safe.
Champions like Thresh/Blitz can render you pretty useless at full potential, since the bush is your only strength.
Sona/Soraka/Nami/Yuumi can render your damage useless since they can both heal and hurt you as much as you hurt them. This is a huge downside as you cannot heal as much as they can, nor can you do both damage and healing as efficiently, since we are not a healing support. We are there to deal damage.
Out of all the skins I played this one the most and this was the most clunky out of them all in my opinion I was canceling a lot of my auto attacks on a regular basis possibly because I always misjudged the animation but even then it did feel clunky... The reason more people began to notice is due to On-hit a very AS reliant build, made up for the skins clunky style, which most people today do not.
You can spam your (B) recall and spam your (Right Click) to the enemy, and wiggle your *** at them, he is also very cute and has many cute chroma skins. Overally the skin plays pretty smoothly, and has an annoying buzzing sound and honey-splashing sound effect.
My personal fav Teemo skin by far not because of the skin itself but merely because of the animation and how smooth it is, to the point where you never cancel autos, again this is all down to personal preference you can play any Teemo skin and be great at it, but if you have trouble with canceling auto attacks it comes down to skins and your experience with the animations if this makes sense.
It's just a skin that makes the enemy default keybind all of they keys to "Ask for Assistance" globally known as the Teemo skin that has the highest global taunt. (Basically it's super cute, and annoying to die to someone who hops around in a pink chroma, spamming laugh)
TEEMO ITEM LIST (COPY PASTE to your Items Import in League)