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🍄Complete Teemo guide by Dixon 📜 12.14 ✅
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Runes: Grasp of the Undying
+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)
Threats & Synergies
Cassiopeia has a powerful level 2 all in with her Noxious Blast(Q) and Twin Fang(E) spam. Make sure you hit level 2 at the same time which is the first wave followed by 1 melee minion on the second wave to reduce her ability to kill you. Cassiopeia has mana issues in the early game. If she is low on mana, it could be a good time to fight her as her damage output will be heavily reduced as she relies heavily on mana to trade. She is an immobile mage with no escapes. Let her push the wave and then call for assistance from your Jungler to shut her down.
Olaf is incredibly strong in the early game: especially at level 1. Avoid fighting him at all costs as he will beat you if he’s able to land multiple Q’s. If Olaf throws his Q and it’s close to you, try your best to zone him away from the thrown axes so he is unable to pick them up. Keep the minion wave closer to your side of the map to reduce his ability to all-in you and chase you down.
Be cautious around the minion wave as Yasuo will often use his Sweeping Blade(E) to dash through the minion wave to get on to you. Stand outside and away from the minion wave at all times. Try to keep the minion wave closer to your side of the map early on. This will reduce his ability to play aggressive and look for an all-in. Good times to use CC abilities or to trade with Yasuo is when he is overextended after using his E. You could use his poor positioning to go for a favourable trade to get him low.
Tryndamere will look to split push during the mid-game and he’ll rarely join team fights. You can use the numbers advantage to force objectives or look for favourable fights to gain an advantage. If Tryndamere is split pushing in the bottom side in the mid-game, avoid sending lots of people to stop him when Baron’s up. It will take you some time to kill him even if you commit 5 champions to kill him which could give his team lots of time to take the Baron. Try to fight when Tryndamere doesn’t have his Ultimate up. This will make it incredibly difficult for him to dish out lots of damage in a team fight.
Trading against Heimerdinger can be extremely tedious, yet it can be done. Taking down his Turrets(Q) will be the main focus in order to poke or trade with him. Once Heimerdinger reaches level 6, his kill pressure and strength increase dramatically. Keep this in mind and beware of his empowered abilities.
Try to shut down Gangplank early with the help of your Jungler. Gangplank will eventually outscale you in the progress of the game, so putting him behind will make it harder for him to take over the map. Don't engage with melee trades when Gangplanks Passive is up. It will help him win trades, so wait for him to use it on a minion before looking to fight. Wait for Gangplank to blow up his Barrels Powder Keg(E) before looking to fight. If he has one placed in a nearby bush or has one under him, wait for it to blow before looking to fight.
Use the minion wave to block Aatrox from landing his Infernal Chains(W) and going for the all-in. Always ensure that there is at least one minion between you and him at all times. Both his The Darkin Blade(Q) and Umbral Dash(E) have rather long cooldowns in the early game. If he uses them, try to abuse the cooldowns and trade with him while they’re down. Aatrox benefits from bursty trades with his Q. Try and keep your distance at all times and be prepared to sacrifice a little bit of CS, so he doesn’t burst you down.
As soon as Mordekaiser activates his Indestructible(W), disengage as he will block the damage you deal to him if you continue to fight him. Mordekaiser is quite immobile. If you keep the minion wave closer to your side of the map, you will force him to overextend for farm. You can then capitalise on this and get assistance from your Jungler. Once Mordekaiser hits level 6, his kill pressure in lane grows. Keep this in mind and be wary with your positioning when low as he may try and catch you out with his Ultimate Realm of Death(R).
Pay close attention to Yorick’s Graves. If he has 3 or more, he can spawn them into Ghouls. Avoid fighting him when there are a few laying around. Yorick struggles in the early game. Keeping the minion wave closer to your side of the map in the early game will make it harder for him to get farm and carry in the late game. If you’re ever caught in his Dark Procession(W), auto-attack the walls as quickly as you can. Avoid fighting him inside of it and be prepared to Flash if you’re low.
Rumble is very immobile and prone to all-ins. Try to freeze the wave closer to your side of the map. This will force him to overextend for farm, which can allow you to all-in him, deny him from farm or even set up your Jungler for an easy takedown. Rumble is rather squishy early and suffers heavily when his Flamespitter(Q) is on cooldown as he will lack damage. Looking to fight after he uses his Q will make trading easier for you. Don’t underestimate Rumble’s damage in a trade. If you get hit by multiple Electro Harpoon(E)’s and stand in his Q for too long, he will dish out a lot of damage.
Sion has a deceptively powerful laning phase for a tank. So be careful of his Decimating Smash(Q) poke. Try dodging it by moving left or right instead of walking backwards. Post 6, Sion has good gank set up and can escape ganks quite easily. His kill pressure also increases, so be mindful of his level 6 power spike. Extended trades do not work in Sion’s favour. If you can bait out an ability, you could look to trade and abuse his cooldowns to get him low.
Avoid extended trades with Sett early. He has a lot of physical damage and will win most auto-attack trades. Keep this in mind when trading with him. At level 6, Sett’s Ultimate The Show Stopper(R) is pretty strong. Do not overextend or stay on low health in the lane as he can easily kill you or set up his Jungler. Keeping the minion wave closer to your side of the map early on will reduce Sett’s ability to get kills and win lane. If you’re not very strong in the early game, default to keeping the wave on your side of the map.
Renekton is an early game dominant champion. Expect him to play aggressive and go for kills. Whenever Renekton is above 50 Fury, his next ability will be empowered. Stay at max distance so he cannot get an empowered Ruthless Predator(W) or Cull the Meek(Q) off on you. Avoid fighting when he has tons of Fury too. Do not underestimate Renekton range with his Dash Slice and Dice(E). He can use it on the minion wave to close the gap and trade with you.
Whenever Viktor’s Gravity Field(W) is down, he is defenceless and easy to kill. Before looking for the all-in, bait out his W.When Viktor has completed his first upgrade, which is usually his Death Ray(E), make sure you’re always outside of the minion wave so he is unable to push and poke you at the same time. Extended auto attack trades work against Viktor in lane.
Try and keep the minion wave closer to your side of the map early. Doing so will make his all-in less effective. Post 6, try to interrupt or somehow force Akshan to top his Ultimate Comeuppance. This will increase your survivability and it will be put on a short cooldown. Keep in mind that early armor will be very beneficial in this matchup. Akshan is an AD champion, so picking up early armor will protect you from some of his damage.
Jayce is going to use his range advantage to poke down champions. Be prepared to sacrifice some CS for XP when necessary. While he does have tons of poke, he does have high mana costs. If you can, try and look to fight when he is low on mana as he can’t do much of a combo when he’s low. Make sure you’re always behind the minion wave so the minions block his Q damage. Do not stand directly behind them as his Q is AOE.
Avoid trading with Irelia when she has her Passive stacked as she will out trade you. Keep an eye on the little bar under her health.When trading with Irelia, keep an eye on low health minions in your lane. Irelia may use her Bladesurge(Q) on the minion to escape the trade or run you down after a skirmish. Irelia benefits from extended trades. Try and avoid going for extended trades with her as she will always win them.
Vladimir’s Sanguine Pool(W) has an incredibly long cooldown during the laning phase. Find a way to bait it out and then look to play aggressive while it’s on cooldown. Whenever Vladimir has his empowered Transfusion(Q) available, play safer or walk backwards so he is forced to use his Transfusion(Q) on the minion wave rather than you.
Don't fight with Urgot at level 1 as he will have all his shotgun knees ready and he can quickly bring your life to zero if he can proc them all. Try to dodge Urgot’s Corrosive Charge(Q) and Disdain(E) in the laning phase. They both have long cooldowns and you should trade with him when they’re down for a better chance of coming out ahead. Try to stay over 25% health at all times. This will increase your chances of winning lane and surviving. If you’re lower than this, he can just use his E, auto once and then finish you off with his Ultimate.
Test of Spirit(E) is essential when it comes to trading. Dodging this ability is the key as it will reduce her trading power. Ensure that you’re always stood behind at least 1 minion. Do not stand inside the minion wave though as Illaoi can use her Tentacle Smash(Q) to push the wave and poke you at the same time if you stand in it. Try and freeze the wave closer to your side of the map. Illaoi is weak early on and will try to freeze the wave and then zone you away from minions when she is stronger. By keeping the wave closer, you’ll limit her ability to farm and scale.
At level 1, Rengar may try to cheese you to get an early health lead. You can reduce his all-in potential by waiting for him to show before walking forward. Keep the minion wave closer to your side of the map so Rengar cannot jump out of the bushes and trade with you. Furthermore, stick towards the bottom side of the lane at all times to make it harder for him to jump on you. Once Rengar hits level 6 and unlocks his Ultimate Thrill of the Hunt(R), he may look for the all-in. Alternatively, if he is unable to kill you, he may push the wave and try to roam with his Ultimate. If he leaves lane post 6, make sure you ping that he’s gone to reduce the chances of him getting a successful Ultimate off.
Darius is one of the best duelers in the game, so don’t overstay your welcome. Do not go for extended trades with him as he will always come out ahead. Darius will look to reposition when using his Decimate(Q). Try and stay in the inner ring so it doesn’t deal much damage. Darius is relatively immobile and weak when he is getting attacked by multiple champions. Let him push, poke him down and then request a Jungle gank for a guaranteed kill.
Yone is incredibly mobile in lane, but if he uses his Soul Unbound(E), you can abuse the cooldown (after he’s returned) to play aggressive and poke him down. This will make it harder for him to survive a trade or trade back with you. Avoid chasing too far when Yone uses his Soul Unbound(E) as he will always return to his original spot. Try and stay far back though so he is unable to get onto you by his E+Q very easily.
Gnar can easily escape ganks with his E. Try and bait this ability out before your Jungler arrives in your lane to reduce his chances of escaping. Do not commit to using your Ignite or any burst spells if Gnar is about to change forms as Mega Gnar gives him extra health that will allow him to survive. As he is a ranged champion, it’s important that you do not let him poke you down and harass you with basic attacks. Be prepared to sacrifice some CS for XP if you’re low.
Riven is an early game dominant champion who can take over the lane through short trades. Try not to trade with her unless you can match her trading potential. Riven will often play hyper-aggressive and try to outplay you with her Broken Wings(Q). If possible, try to bait out her main abilities and then re-engage when she has cooldowns. This is your best bet when laning against a Riven. Keep the minion wave frozen near your Tower. If you are playing close to your Tower, her all-in potential is limited as the Tower will protect you and she will not be able to look for frequent trades.
Constantly adapt your positioning in lane so Ornn is unable to knock you up with his Searing Charge(E). Stand away from walls and his Pillar Volcanic Rupture(Q) so he is unable to CC. Refrain from using any major CC abilities on Ornn when his Bellows Breath(W) is off cooldown as he can use it to dodge or escape CC. Once Ornn hits level 6, his kill pressure in lane will increase and he may start getting ganks from his Jungler. Get vision in the river so you can spot the Jungler early.
As Kennen is a ranged champion, when playing as a melee champion, don’t let him poke you down with his Thundering Shuriken(Q) or basic attacks. Be prepared to sacrifice some CS for XP. Kennen has a versatile build path. Keep an eye on which build he is going for and build items to counter it accordingly. Extended trades will benefit Kennen. Try to fight him when he’s low on energy or has no stacks to stun you with.
You can reduce Sejuani’s ability to get successful ganks of by warding her jungle entrances or placing wards in the river. If you know where she is, she will be unable to get good ganks off. Sejuani has good Drake control in the early game. Ensure that you take the bottom side scuttle crab and keep the Drake warded at all times so she is unable to sneak it away from your team. Once Sejuani hits level 6 and unlocks her Ultimate, she will be looking to gank as often as she can. You could delay this power spike by invading her in the early game or stealing away her camps when she is spotted on the other side of the map.
Dr. Mundo can farm really easily under his tower. Try to not have the lane pushed against him because it actually benefits him. Instead, keep the wave even or closer to your side of the map so you can receive ganks. If Dr. Mundo is behind, he will start farming with his Infected Bonesaw(Q). Do not get in the way of them unless he is trying to secure a Cannon Minion. Dr. Mundo is rather immobile and can easily be killed when locked down. Request assistance from your Jungler to execute him when he is low.
Akali has a powerful early game with her Five Point Strike(Q) and Passive. She will look to harass you whenever you go for CS. Avoid letting her get free harass on you by keeping your distance and staying at max range at all times. If she does use her Five Point Strike(Q) and it hits, do not walk forward for some time. Akali has no built-in sustain and she has poor base stats. She is also melee. Use this to your advantage to trade with her early on and harassing her whenever she goes for CS. A good time to trade with her is when she has used/missed her Five Point Strike(Q). Akali’s Twilight Shroud(W) is important for trading and her survivability, but it has a long cooldown. Trade and harass her whenever it's down.
Look for extended trades whenever possible. Gragas relies heavily on his abilities to deal damage, but if they’re on cooldown he cannot really do anything except for auto-attack. Go for extended trades when one of his abilities are down. Gragas can tease an engage when his Body Slam(E) is up. Try and stand behind or near minions at all times. However, do not stand too close to them since the ability does have an AOE and if you’re close to them, you’ll be hit by his E. If Gragas uses his Drunken Rage(W), it’s because he wants to do something such as setting up his Jungler or going for a trade. Play safer for a short period of time whenever he uses his W.
Fiora's Passive can make a huge difference when trading with her. If you’re unhappy with the area marked, walking back a certain distance will reset the position. Playing around Fiora's Riposte(W) is a focal point of the lane. Try baiting it out before you all in her to prevent her from neglecting your CC. Keeping the minion wave closer to your side of the map will make it very hard for her to chase you down and kill you in lane. If you push and she freezes, you will be very vulnerable to ganks and all-ins from Fiora.
Once Pantheon hits level 6, communicate with your team whenever Pantheon recalls or leaves lane as he may use his Ultimate Grand Starfall(R) to roam and help another lane. It’s not uncommon for Pantheon to recall and run bot with his Ultimate. Take care in the early game as Pantheon will try to skirmish frequently and go for kills. Keep this in mind and be prepared to sacrifice some CS for XP if you’re weak in the early game. Avoid trading with Pantheon when his Passive has lots of stacks as he will deal lots of damage in a trade. The best time to fight him is when he has no stacks and an ability on cooldown.
Keep in mind that Kled will try to play super aggressive in the early game to get a kill. Stay at max distance and avoid overextending. When duelling Kled, keep an eye on his secondary bar. If it’s almost full, he will mount during the skirmish and he’ll be able to kill you. Avoid going for extended duels when he is about to remount. Try and keep the minion wave closer to your side of the map early. Doing so will make his all-in less effective. Neither will he be able to chase you down with his Ultimate(R) once you walk up to farm.
Constantly keep an eye on your champions position as well as his. If you keep your eye off the ball for 1 second, Cho’Gath may end up hitting you with his Rupture(Q) or Feral Scream(W). Cho’Gath has a lot of sustain thanks to his Passive which restores health. Look to trade frequently or he will out sustain any damage you deal to him. Cho’Gath will get lots of sustain through his Passive and the items he buys.
Swain’s early game is rather weak. If you’re playing as an early game champion, try to get an early advantage to reduce his scaling. His Root Nevermove(E) will only trigger on the first enemies he hits on its return. Stand near your Caster Minions and walk forwards when he throws it out so the minions get CC’d and not you. At level 6, his kill pressure and survivability increases. Unless you have the advantage, disengage as soon as he activates his Ultimate Demonic Ascension(R).
Nasus doesn’t want to fight in the early game. Instead, he wants to focus on farming and stacking his Siphoning Strike(Q). Try to fight him when he is focused on stacking as he may focus on the farm rather than fighting you, which will allow you to gain a health advantage. Do not push Nasus under his turret as it allows him to farm safely. Instead, freeze the lane towards your side of the map so he has to overextend for farm. Once Nasus has some levels behind him and has multiple points in his Wither(W), he will have good gank set up. You’ll need to play safer if the wave is closer to his side of the map during this time so you don’t die from ganks.
Shyvana will look for aggressive plays and aggressive trades early. Keep this in mind. Avoid pushing the wave constantly. Shyvana has great all-in and chase potential. Keeping the wave closer to your side of the map will reduce her chances of running you down the lane. If you see that Shyvana has her Ultimate Dragon's Descent(R), avoid over-committing to all-ins as she could just escape. For instance, don’t Flash for her unless her Ultimate is down.
Ensure you’re always behind a minion so it is harder for him to land his Tongue Lash(Q). If he is able to land his Q, he may look for a fight. As soon as Tahm Kench activates his Grey Health Thick Skin(E), disengage from the fight as it will offer him protection and you may be unable to kill him through the bonus health. Tahm Kench is quite immobile. If you can, try to keep the minion wave closer to your side of the map. This will force him to overextend for farm, which can allow you to chase him down, or set up your Jungler to kill him.
Post 6, fighting Lillia alone could be difficult as she can use her Ultimate Lilting Lullaby(R) to protect herself or turn around the exchange. Avoid committing to fights unless you are certain you can kill her quickly. Keeping the wave closer to your side of the map early will force her to overextend for the farm which you can abuse to all-in her or set up your Jungler. Look out for Lillia’s build. She has a very versatile build path and will build lots of different items. Keep this in mind and buy items that counter her build.
Look to fight her when she doesn’t have many Q’s stacks as her ability to trade back with you will be reduced. Her damage output will be lower when she has no stacks. Good times to look for fights are when she has used her Hallowed Mist(W). When she activates her W, she will gain bonus defensive stats. If you can bait it out, or disengage when her W is active, you will find it easier killing her when it is on cooldown. Extended trades work in her favour.
To make it hard for Sylas to land his E on you, always make sure you’re behind at least 1 minion so he cannot land the CC on you. Look for extended trades after Sylas has wasted an ability. This will make it harder for him to out trade you in a skirmish. Look out for his Passive though and try to wait for the stacks to disappear before committing to a trade. Sylas has really good map pressure and can roam with ease. If he has left lane and started roaming, communicate with your team and push him in to deny him gold and XP.
Aim to trade when Jax has used his Counter Strike(E) as it will block basic attacks. It has a long cooldown, so make sure you exploit his weakness. Jax has no build-in sustain and is melee. If you have the range advantage, try to poke and harass him as much as possible to prevent him from looking for the all-in. This will also force him to burn through his potions quickly. After level 6, every third auto will deal extra magic damage. Do not commit to extended trades with him, especially if he’s been able to stack his auto attacks on minions beforehand.
Do not try to execute Wukong if he still has his Warrior Trickster(W) available. This is because you may waste your execution on him and he will survive. Keep this in mind when trading too. Wukong wins a lot of auto attack battles, so don’t go for extended trades with him unless you can kill him. If Wukong has left lane after level 6, tell your team as soon as he leaves. He might be trying to use his Ultimate Cyclone(R) in a different lane too help his allies.
Malphite is weak in the early game. Try and trade and play aggressively to delay his power spike and his ability to scale. Once he has an item, you have to be more cautious when trading, but up until then, he can be heavily abused. The shield from Malphites Passive offers more security in lane. Try to poke and harass him as often as possible so he is unable to get the shield and protect himself. Once level 6, Malphite may start to receive ganks as his Ultimate Unstoppable Force(R) is a great engage tool. Avoid playing recklessly and always keep an eye on the minimap especially if you’re pushed up in lane.
Quinn is an early game bully and will try to harass and poke you as often as she can. Try and stay outside of her auto-attack range and be prepared to sacrifice some CS for XP so you don’t fall behind. Once Quinn hits level 6, her kill pressure in a trade doesn’t exactly increase as her Ultimate Behind Enemy Lines(R) is a utility tool. However, her ability to roam does. If she leaves lane, ping your teammates so they know that she is missing. Keeping the minion wave closer to your side of the map in the early game will allow you to get gold and XP without fear of Quinn zoning you away and denying you farm. Post 6, you shouldn’t be freezing as it will give Quinn an opportunity to roam.
Make sure you’re never near a wall otherwise Poppy will be able to use her Heroic Charge(E) and push you into it. Whenever Poppy throws her Buckler and it lands near you, try to step on it. However, do not over commit to destroying it as she may use your positioning to play aggressive. Post 6 it’s going to be difficult for you to kill Poppy as she will probably use her Ultimate to knock you away. Keep this in mind and hold on to any CC abilities until she starts the channel.
Deny Garen’s Passive by auto-attacking him whenever possible. This will reduce his sustain in lane and make killing him easier. Garen’s Judgment(E) deals extra damage to lone targets. You can mitigate the damage by fighting beside your minions. They will also start focusing him if he auto-attacks you. Try and stay at max distance at all times against Garen. This will reduce his all-in potential. Additionally, by standing at the maximum distance possible, he will have to waste his Decisive Strike(Q) to get in range of you to trade. You can capitalise on this and look to trade with him while it’s on cooldown.
Volibear is a very strong laner. Expect him to play aggressive in attempts to get an early lead over you. Once Volibear is level 6, avoid staying in lane when low as he can use his Ultimate Stormbringer(R) aggressively and catch you out. If you are forced to recall, do not recall under tower as his Ultimate Stormbringer(R) can stop towers dealing damage. Stay at max range at all times and retreat briefly if he activates his Thundering Smash(Q). Staying at max range when you’re not looking to trade will make laning against him much easier.
Keep the wave closer to your side of the map early to reduce Warwick’s chances of running you down and killing you. Investing in healing reduction can do a lot in this matchup. Warwick has a lot of sustain and will be buying items that increase his healing. At level 6, Warwick will look for aggressive plays. If he cannot use his Ultimate Infinite Duress(R) in your lane, he will rotate somewhere else and use it there instead.
Kayle is at her weakest in the early game. Try to abuse her weakness by playing aggressive and getting kills. Putting her behind in the early game will reduce her ability to carry later on in the game. Keeping the minion wave closer to your side of the map will force Kayle to overextend for farm. Once she walks up and tries to last hit, you could play aggressive and try to all-in her. Once Kayle hits level 6 and unlocks her Ultimate Divine Judgment(R), she will also become ranged and she’ll find it easier to last hit. She will be able to also poke you down and trade more effectively. You’ll need to be more strategic when trying to fight her from now on.
Try and stand in the middle of the lane at all times. This will make it harder for her to land her Hookshot(E) in a trade. Don’t get close to the walls as this will give her the opening to engage. Camille uses her Hookshot(E) in lane, she will be vulnerable while it’s on cooldown as it’s her main way of disengaging from ganks. Bait out her Hookshot(E) prior to your Jungler arriving in your lane to reduce her chances of survival.
Shen’s early game is quite strong. Expect him to play aggressively and try to burst you down. Staying at max distance when your abilities are on cooldown will make it harder for him to kill you.Playing around Shen’s taunt Shadow Dash(E) will make the laning phase much easier for you. If you can bait this ability out, you have a period of time where you can play aggressive and force him to lose lots of health. Post 6, if he uses his Ultimate(R) to assist another lane, try to cancel it with a CC ability. If you can’t cancel the ability, ping and push the minion wave into his tower as quickly as you can.
As Vayne is a ranged champion, when playing as a melee champion, be prepared to sacrifice CS for XP and health. Don’t let her kill you in the early game as you’ll make her late game even stronger. If Vayne ever uses her Tumble(Q), use the cooldown to play aggressive and try to kill her. She is rather vulnerable when her Q is down. Keep the minion wave closer to your side of the map in the early game. This will reduce her chances of zoning you away from the minion wave. It will also make her susceptible to ganks.
Singed will often look to proxy the first wave between the two towers setting up huge early pressure leading to gold and experience leads. Singed can’t fight both you and the minions simultaneously, so escort your minions as they walk to lane to force him to walk back to lane. If Singed is able to proxy farm you, just let the enemy minions hit your Tower and focus on farming what you can. Do not lose tons of health trying to tank the minion wave. Do not chase Singed. Chasing Singed is a bad idea as his Poison Trail(Q) deals a lot of damage if you’re in it for too long.
Champion Build Guide
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- A good champion in one-on-one battles, especially against carries or a champion who specializes mainly in auto attacks.
- Excellent Blinding Dart skill that can blind enemies.
- Passive increase in auto attack damage due to Toxic Shot.
- Mobile champion.
- A great ultimate that allows you to mine the entire map, slow down enemies and do very good damage.
- No instant escape skills. Vulnerable to ganks early in the game.
- Requires constant strategic decisions, especially for placing mushrooms.
- Very dependent on items.
- You need to learn to play carefully and not take damage from skills.
- Reduced attack range.
- Small amount of HP.
This is one of the key skills of Teemo, which allows you to almost completely disarm the enemy carry or any other champion who specializes in auto attacks. Teemo imposes a debuff on the enemy and he always starts to miss. This feature allows Teemo to be very effective in the top solo lane and against many strong champions, especially against auto attackers.
Teemo can quickly move between lanes, catch enemies or run away from them. Here it is only worth noting that the passive bonus will work constantly, the main thing is not to receive damage. If you want to escape, then the skill must be activated, so it will no longer be knocked down by an enemy attack.
anyone who stood on the line against Teemo knows what this poison is and how much it complicates life. This skill is passive and grants Teemo additional damage with each attack. With each shot the poison deals good periodic damage. The effect of the poison does not stack, but only refreshes with each new hit. Nevertheless, the poison lasts for a long time and Teemo's periodic attacks do good damage in total.
Teemo's mushrooms have several positive aspects at once. They do very good magic damage. Secondly, they slow down the target well. They can also be used as a ward. A mushroom gives a very small field of view, but you can always see when the enemy has stepped into the trap. Traps are good to use even during combat. Of course they do not work immediately, but during the explosion, all enemies will receive good periodic magic damage and will be slowed down. Mushrooms last 5 minutes and you can teleport to them like to wards. Increasing the level of the ult allows you to set mushrooms much further, which is very useful when you don't want to take risks and once again run into the bush to place another mushroom.
Riftmaker's passive true damage helps take down durable enemies as well as giving slight burst against fragile enemies with the increased damage. Since omnivamp applies to true damage, this means it also provides an exceptional amount of healing. These are very useful for battle mages. Constantly dealing damage to enemy champions is required in order to maintain combat and activate Riftmaker's passive. Persistent damage such as Ignite will help to keep the passive powered up throughout the duration of the fight.
is most effectively used against abilities that have a downtime before they can affect full damage to the target like Chum the Waters, Unleashed Power, Death Mark, Life Form Disintegration Ray, Death Lotus etc.
buy this item if you want to cut enemy's healings, life steal and vampirism. Together wiith Liandry's Anguish the Grievous Wounds time can be extended for an additional 4 seconds.
makes a good couple with Liandry's Anguish. This is a perfect item for champions with AOE abilities and works also well against champions who buy ot stack a lot of HP during a game.
is a powerful item for pure ability power casters, and is also very effective on burst assassins and hybrid champions that take advantage of Lich Bane for additional burst. This item provides tons of pure ability power, but it shouldn't be bought early on since its passive gives you more profit when you already have some ability power.
is made to help magical champions to destroy their targets really quickly by ignoring almost half of enemy's magic resistance. This item works well against both tanks and squishy targets.
is a great item for most AP champions with burst type of damage, especially if the enemy team has a lot of champions with shields.
is often most useful on auto-attack reliant, mixed damage dealers who deal both magic damage and physical damage in order to deal more damage against champions with high armor by dealing additional magic damage. The item is also highly useful on frequent auto-attackers against champions with high magic damage, since it give its owner a good amount of magic resistance while not sacrificing an item slot solely for a defensive item.
is a good choice for those mages who have low mobility, but desperately need it.
is a strong item against magic damage but is most valued for its ability to prevent crowd control or counter poke damage. As such it is highly recommended to build Banshee's Veil when you are being focused by crowd control effects, or when the enemy has initiation or pulling abilities like Enchanted Crystal Arrow and Rocket Grab. Combined with Zhonya's Hourglass, Banshee's Veil will make you very resilient to both magic and physical damage.
are most commonly purchased by auto-attack based champions, who can make the most of the attack speed and forgo other more defensive boots options due to their backline playstle.
is a very good item for ability power-based champions, as it allows you to ignore 18 points of your enemy's magic resistance. Sorcerer's Shoes are less efficient against enemies with high magic resistance. However, they synergize well with other magic penetration items, percentage items such as Void Staff in particular. It is possible to sell these boots at late-game once you have Void Staff, as the extra magic penetration is arguably negligible.
The rune is great and useful for your champion. You can deal additional damage to enemies, restore health to your champion and permanently increase your maximum Health Points at the same time! This rune is especially good in extended fights when you can use it multiple times during the battle.
This rune gives you opportunity to destroy enemy towers faster. You can use the rune to get more gold early on from enemy tower platings after you killed the enemy or if he left the lane to restore his HP or to roam to another lane. So this runes gives your champion some additional tower pressure at all stages of the game.
This rune can be a good choice against teams or champions with lots of burst damage like Renekton, Riven or Rengar. However, it doesn't scale as good into the late game as Conditioning or Second Wind. This rune is better option for squishy champions so they would be better protected from a threat to be one shot by some enemy combo.
This rune will give you 200+ additional HP in the late game which can be a matter of life and death for your champion sometimes. This rune is also an indirect protection against assassins and other champions with strong burst damage. Thanks to the rune, you can survive their combo and be able to respond somehow by using abilities, summoners spells or active items.
This rune allows both to deal some damage to enemy champions and good if you want to constantly poke your oponent. And it also gives access to other runes in Sorcery rune tree which are very useful for this champion.
The rune allows your champion to not run out of mana very fast. You have to remember that this rune needs to be stacked 10 times firstly to give you +250 mana and mana regeneration. And there is a small cooldown between the moment when the rune can be stacked once, so in most cases it's better to not spam abilities when the rune is on the cooldown or you will run out of mana quite fast. The rune is helpful for those players who love to spam their abilities and feel strong lack of mana.
This rune gives some amount of additional AD or AP so you would have higher damage, but only when your champion is above 70% HP. Take the rune if you know you will be able to keep your health high enough to get this bonus.
The rune is a good option if you want to poke your enemy out of the lane and deal extra damage early on.
That rune is very good since it gives you a great boost on your burst damage that can makes the difference between a running 50hp opponent and a sweet boost of 300 gold in your pocket.
This rune gives your champion some amount of true damage which can be very useful to dominate of your enemy during the early game.
This rune gives you some amount of AD or AP whenever you score a takedown (but this amount of AD\AP gain is limited).
This rune allows you to use your Ultimate ability noticably more often.
This rune helps your champion to deal good amount of extra damage in early game short trades. The rune is also very useful in team fights since it increases damage that enemy receives from all sources, including your allies.
This rune is perfect in team fights since you can get a lot of extra healing and also to earn some additional amount of money that can help your champion to take a slight gold lead and to enable you to be one step ahead in items. This rune saves champions quite often in situations when they would be rather be dead after the last hit by enemy tower.
The rune simply increases you attack speed and so you can deal more damage by your auto attacks.
The rune increases your damage when the amount of HP of your champion is low. The rune is better than alternatives Coup de Grace and Cut Down if you buy some items for HP and your champion is able to survive long enough with low HP rather than reducing HP of enemies.
The rune increases your damage to enemies with low amount of HP. This rune is better that Cut Down and Last Stand if you can decrease health points of your enemy fast enough.
Flash is the most frequent choice of all players in League of Legends. Such popularity of the spell is caused by the fact that Flash is able to instantly teleport you on a short distance. This distance is enough to dodge some hostile abilities or to jump back and avoid an unexpected gank. With the help of Flash, you can overcome various obstacles like walls, pillars and other different obstacles. Flash is equally good to use for both attack and defense. This gives the spell some versatility. The summoner spell cannot be used if you have been silenced (you cannot use skills for some time). Also, Flash cannot be used under the effect of hard control abilities such as stun or fear.
Ignite provides players an offensive utility and damage spell that scales with level. A well-placed healing reduction debuff from Ignite can severely limit the effectiveness of enemy healing items, as well as healing abilities from champions like Soraka, Aatrox, Vladimir, Volibear and Warwick. It is considered a direct counter to Dr. Mundo, Soraka, Aatrox and Swain because they are reliant on their healing-based abilities. The healing reduction debuff also applies to life steal, omnivamp, etc.
By the middle of the game Teemo has first items and most importantly he has an ult. The game becomes completely different. Now you can place the mushrooms correctly on the ways to the lane and thereby protect yourself from an unexpected gank. Try to put mushrooms not only in predictable places, but also where the enemy certainly does not expect to see them. Due to artifacts each of Teemo's basic attacks begins to inflict very good additional magic damage and by this stage of the game enemies usually do not have good magic resistance. Even if you failed to successfully win the lane and break the tower, you still need to leave your lane for a while and place mushrooms around the map. At a minimum you should run to the center and place the mushrooms so that your ally is protected from at least one side. The main thing is not to place mushrooms too close to each other. This will have no effect. Of course, it is better to put two mushrooms in the bushes in the center, but even they should not stand right next to each other. If both teams begin to actively move around the map like gathering around a dragon, then you should definitely be there. Teemo does not need to engage battles and be a frontline. Try to place mushrooms from a safe distance. Do not rush also to use the Blinding Dart skill. Wait for the start of a battle and as soon as the enemy carry tries to attack give him a miss. The enemy team will no longer be able to retreat, because the battle has already begun, but at the same time for 2.5 seconds their main damage dealer will miss his autos. Teemo deals damage equally well to all enemies, since his attacks have magic damage and as already mentioned by the middle of the game players have little magic resistance. In fact, Teemo's entire game consists of a successfully released dart and several mushrooms.
By the end of the game Teemo is still doing good magic damage with every attack. Timo's mushrooms are essentially wards and greatly simplify the life of a support, which can place its normal wards somewhere in the enemy's forest, giving good vision. Make sure that you placed mushrooms near a dragon and Baron. Firstly, you will be constantly aware of whether the enemy went to kill them unnoticed. Secondly, after receiving good damage from mushrooms, the enemies will twice think about whether it is worth killing the neutral now or not. Be extremely careful when trying to place a mushroom somewhere behind enemy lines as you are exposing yourself very much at this moment. Teemo is squishy at all stages of the game. Of course, he can destroy ad-carries, but against some magician he can't do much.
Teemo is one of the most interesting champions in the League of Legends. This is such a nasty little hamster that at the most unexpected moment can jump out of the bushes and quietly kill the enemy. It's great to watch you get assisted kills or even finish off an enemy who tried to escape but stepped upon your mushroom.
Malphite is weak in the early game. Try and trade and play aggressively to delay his power spike and his ability to scale. Once he has an item, you have to be more cautious when trading, but up until then, he can be heavily abused. The shield from Malphite Passive offers more security in lane. Try to poke and harass him as often as possible so he is unable to get the shield and protect himself. Once level 6, Malphite may start to receive ganks as his Ultimate Unstoppable Force is a great engage tool. Avoid playing recklessly and always keep an eye on the minimap especially if you’re pushed up in lane.
Avoid grouping tightly together as it will give Malphite a great opportunity to land a 5 person knock up with his Ultimate Unstoppable Force. Do not look for fights in the jungle or around the Dragon or Baron. This is because teams will generally be grouped closely together which allows him to get a good Ultimate Unstoppable Force off. Instead, try to fight in the open in a lane. Poke and disengage are Malphite biggest threats. If you can, try to poke him down as much as possible before a team fight occurs to make it near impossible for him to engage without dying. Keeping him low will force him to recall.
Malphite is at his weakest in the early game. Try to set him behind to delay his next power spike. Once Malphite is level 6 and has his Ultimate Unstoppable Force, his kill threat in lane increases and he can start being more aggressive. Team fights are where Malphite really shines as his Ultimate Unstoppable Force is an AOE ability and can knock up multiple people.
Constantly keep an eye on your champions position as well as his. If you keep your eye off the ball for 1 second, Cho'Gath may end up hitting you with his Rupture or Feral Scream. Cho'Gath has a lot of sustain thanks to his Passive which restores health. Look to trade frequently or he will out sustain any damage you deal to him. Cho'Gath will get lots of sustain through his Passive and the items he buys. Try to match his sustain by starting with Corrupting Potion and buy items like Morellonomicon or Executioner's Calling to reduce his sustain.
Cho'Gath is a monster as the game goes on. He can easily eat an unsuspecting squishy target that is roaming through Summoners Rift alone. If you do not know where Cho'Gath is, do not walk through the river isolated or without vision. Cho’Gath’s abilities are crucial when it comes to winning team fight. Do not group too close together so he is unable to land his Rupture on your whole team. When sieging an objective like Baron or Dragon, do not start it if Cho'Gath is alive. With his Ultimate Feast, he deals more damage than Smite, so it’s best to not take the 50/50.
Cho'Gath is powerful at level 6 as he is able to deal true damage with his Ultimate Feast. Always take into consideration his damage output whether he is being built as a tank or full AP. Cho'Gath becomes stronger and stronger as the game goes on. Try to shut him down to make him useless in team fights, or end the game as fast as possible so he cannot become a mega tank. Whenever he has his Feral Scream or Rupture up, his survivability and self peel are heavily increased. Wait for him to use one of these abilities before engaging or fighting him.
Dr. Mundo can farm really easily under his tower. Try to not have the lane pushed against him because it actually benefits him. Instead, keep the wave even or closer to your side of the map so you can receive ganks. If Dr. Mundo is behind, he will start farming with his Infected Bonesaw. Do not get in the way of them unless he is trying to secure a cannon minion. Dr. Mundo is rather immobile and can easily be killed when locked down. Request assistance from your Jungler to execute him when he is low.
Dr. Mundo has lots of sustain thanks to his Passive and the items he picks up. Make sure to invest in Executioner's Calling or another item that inflects grievous wounds to reduce his healing. In team fights, Ignite will help reduce his healing, so make sure you Ignite him as soon as he engages. Crowd control is your best friend against Dr. Mundo. If you can layer CC on him in a team fight, it will make it very hard for him to activate his Ultimate Maximum Dosage and dish out damage. It will also reduce the healing from his Ultimate Maximum Dosage if he activates it if you focus him down and kill him first.
At level 6, Dr. Mundo will look to trade more frequently as his Ultimate Maximum Dosage provides him with a lot of duelling power and sustain. Keep this in mind whenever he hits level 6. Dr. Mundo can poke you down at level 1 with his Infected Bonesaw. Try to dodge as many as possible so you do not have to blow through an early health pot, or become a target for a level 3 gank. When Dr. Mundo has completed Bami's Cinder, his trading power is much stronger. Do not disrespect his all-in potential once he has this item.
As Teemo is a ranged champion, expect him to try and harass you as much as possible. Investing in defensive starting items could be a good way of dealing with him from the get-go. Teemo will place Noxious Trap around the edges of the lane. Avoid walking to the side of the lane and only walk the path your minions take to reduce your damage taken. Be prepared to sacrifice some CS for XP and health. Teemo has a lot of kill pressure if he takes Ignite and is able to harass and poke you down.
Teemo may not join team fights as he isn’t very good in them. He may instead be split pushing and trying to take objectives in the side lanes. Make sure someone is able to stop him from splitting. Teemo will place Noxious Trap around objectives and in high traffic areas. Avoid going anywhere that Teemo has recently been in without a Sweeping Lens. He and his teammates may be ready and waiting and try and pounce on you. As Teemo will be split pushing or away from his team during fights, you could use the numbers advantage to force a fight 4v4 or 5v4. Just keep an eye on him and be prepared to rotate if he gets close to your tower.
At level 6, Teemo’s pressure increases thanks to his Ultimate Noxious Trap giving him extra damage and the ability to place mushrooms Noxious Trap all around the map. The more ability haste Teemo buys, the more mushrooms Noxious Trap he can place around on the map. Try to take unorthodox pathing to prevent walking through them. Nashor’s Tooth is a core item for Teemo. It gives him lots of additional stats- which makes him more of a threat.
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While most yordles do not handle solo scouting missions with a great deal of finesse, Teemo is remarkably efficient at them. His record of success in defending Bandle City from infiltrators easily makes him one of the most dangerous yordles alive, though you'd never know it by having a cup of honey mead with him at his favorite inn. His signature weapon - a blowgun - uses a rare ajunta poison he personally gathers from the jungles of ***ungu. To help cope with his lengthy periods of isolation, Teemo recently struck up a friendship with Tristana, a fellow member of Bandle City's Special Forces. Teemo is a pint-sized foe that many have come to fear and whose small size belies his fearsome resolve.