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Teemo Build Guide by Sovereign Kitten

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By Sovereign Kitten | Updated on January 19, 2020
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Choose Champion Build:

  • LoL Champion: Teemo
  • LoL Champion: Teemo
  • LoL Champion: Teemo
  • LoL Champion: Teemo


1 2
Dark Harvest
Cheap Shot
Ghost Poro
Ultimate Hunter

Manaflow Band

+9 Adaptive (5.4 AD or 9 AP)
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


Default Summoners
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


LeagueSpy Logo
Top Lane
Ranked #12 in
Top Lane
Win 53%
Get More Stats

Ability Order The Standard

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies

A Detailed match-up SPREADSHEET (Click to view)

A Detailed Rune Cheat-Sheet (Click to view)


How do I use this guide?

Please click [Extra] followed by [^Top] to fix the ToC from sending you to the wrong section!
It is a loading error, which confuses the code. Sorry for the inconvenience!

( ᐛ )و Hey there friend! Welcome, welcome to the Detailed Guide to Teemo! I hope that the information provided here aids you with all of the knowledge to properly torment your opponents into submission.

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.
If something happens to Teemo. I'll be the first to know!
I am a Diamond Teemo from [NA] who prefers to play casually on smurfs and norms.

I am always looking for ways to improve this guide. I take criticism and ideas, to make this guide more easier to follow and easier to understand for everyone. Be it changing runes around or adding in a whole new section of information. I have decided to add a change-log in the spoiler below for a more accurate way of following changes, as recommended by a viewer of this guide and of daily streams so check it out if you need reference!



If you have any further questions still left to answer about this guide or Teemo or literally anything else, please do not hesitate to contact me with the contact information provided below. You are never bothering me. I am usually always available in seconds unless I am asleep.

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 mechanics.
+ Good at learning how to kite.
+ Good at learning to CS properly.
Unlike other champions, Teemo has something about him that is quite different. He fills most Teemo players with a joy no other champion can really provide. His jovial phrases "Swiftly!" "That's gotta sting!" nothing about him really screams menacing or edgy.

Honestly if you're having a horrible day? Try hopping into a game, go in an out of a bush and spam laugh. The enemy will receive a "Heh-..." sometimes a "Hahha-" nothing is funnier than a cut-laugh. Which I personally find very amusing and quite satisfying when you're trying to taunt an enemy. It always cheers me up!

Go into playing Teemo with a positive attitude!

One of the biggest and only problems with playing Teemo as your main champion or in general just playing him, comes at the price of being bullied and put down by everyone. This includes your Team, your Opponents, hell even Riot Games themselves hate Teemo!

Teemo has always been used as a huge meme and considered a "Troll" pick and overall absolutely "Useless." He may be considered the worst champion, however, if you love something in general don't you want to spend as much time as you can being around the thing you love so much? Regardless of what others opinions are towards it?

A Lover... A Food... You get what I'm saying! Teemo is amazing!


- 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 such a good feeling, 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.

ヾ(‘ – ‘ ) Hey there! It's me your favorite mascot, Teemo! Hehehaha! Here to get you in shape personally! I've grown tired of you making me out to be a troll champion, when you force me to feed!

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?

What makes you qualified to Coach?

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.

Please do not feel restricted to just following this 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 against all possible champions.

It's a guide that gets you in the mindset of where to go, what to do, in general but it itself will not carry you.


You have the be the one to implement your own type of play-style and charm to your builds.

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, it isn't fool proof. You have to learn this champion yourself with your own hands.

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 like some champions, requires the knowledge of the game as a whole to dominate.

This could be knowledge of Champion match-ups as in what their abilities do, how to counter them. What objectives do for you and your teammates. Minion control and how controlling a minion wave can severely cripple the opposing team, especially around objectives. Kiting and knowing your strengths and weaknesses before charging head on into a 1v5 spamming your Mastery 2 Teemo into 4 CC champions... Yikes!

Hopefully the information in this guide will be genuinely 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 Rift.

Why am I not winning games...?

Personal Settings.

You don't expect to start out weight lifting at 300lbs. You practice and improve steadily. The same rule can be applied while playing League of Legends. Practice. Improve. You'll continue to get better and better.

Which will get you close and close to your goals, if you do intend to climb for whatever reason.

While placing Noxious Trap in the laning phase you must be careful not to toss them dead center in the lane, the reason for this is you will just be wasting them on waves and inadvertently causing your control of the minion waves to turn from whatever you were planning, straight into an immediate fast push. These locations on both sides of the lane are the most common spots to have shrooms placed. They are not often touched by minions besides the one by the wall which will occasionally get proc'd by that one stray minion. Besides minions these are the most common areas to use for enemy champions who are trying to gank you, as they have to hug the wall for a moment when turning in from the river. The one by the bush will grant you a way of kiting back into your waves while you try to retreat back to your tower. The vice versa is true for them as well. You can set these up to chase them from an angle forcing them to run straight into a shroom you placed, as enemy champions are likely to run straight from your short range Toxic Shot.

The addition of the alcoves has made things a bit more tricky when it comes to dealing with ganks, because even if you are pushed in the entire game they can simply come in from the top side or bot side of your lane and walk in from the alcove. Once in position all they have to do is wait for you to step forward enough for them to jump out and stun or CC you. So keeping the bushes warded with Noxious Trap is essential to keeping yourself safe. You yourself can also use these alcoves to kite and protect yourself from a gank but I would advise to not use it when you're up against champions who can just simply dash over walls. Because what's the point in getting yourself trapped? One shroom in the center of each bush and the center of the alcove is good enough. You don't have to put this many out there, so long as you can see each side bush and possibly the back of the alcove.

You don't really need to go super aggressive with shrooms in the river or bushes. So long as you have a few out in the most commonly auto-pathed locations, like the walls leading into the lane and the river along with the tri-bush. Which is again, a most commonly auto-pathed location when champions are chasing or running away from you. If they or you head back into lane, looking back at the previous Noxious Trap placements, I am sure you can notice where the enemy will be heading towards correct?

One often ignored Noxious Trap placement is the blast cone section of the jungle. It doesn't matter if you are on the red side or the blue side of the jungle. The enemy can easily use it to quickly get into your lane with very little reaction time from you. This is the most prefered section of the jungle for Zac and Kayn to gank you from. So simply keeping it warded will give you some much added protection and vision on them while you bait them out for your team mates to do things across the map. The shroom by the vision plant can be used to grant your team awareness of the enemy junglers position whilst he is clearing.

Along the top side wall is a small patch of blue flowers. If you step on them and look in towards the wall you will notice that in between the trees there is a stone slab cliff. If you position your mouse over the edge of your vision ward range angled towards the river, you can actually place and bounce the ward further than you actually are capable of. The reason is because you can't place wards in the walls so the game looks for the nearest "exit" which in this case would be the river bush nearby. It can be tricky to do immediately but with a lot of practice it can be a very handy trick to use on both sides of the lane.

The same thing can be applied to the tr-bush. Inside the big tree there are a bunch of eggs nested within. If we place our ward on the edge of the tree stump just below the right side of the intact egg, the ward will jump over the wall and land in the corner of the bush. This can really help because the enemy will not be able to see you in this position, since the wall is blocking their vision If they are hiding in the bush.

The most difficult vision trick while playing Teemo support would be the one being placed over the river wall into the tri-bush. This can be done by looking into the river where you can notice a small light blue patch going into the wall. You stand just above this and sink into the wall and look ahead over the wall. There are two pebbles positioned beneath the tree. It can take a lot of effort to get it right but simply put... you place your ward just to the right and below the bottom of the two pebble and it should spawn inside the tri-bush, it's not often used due to it's high failure rate, but it's useful to know.

I am unsure if it was intentional from Riot to change the interaction with Teleport and Guerrilla Warfare but if you ever find yourself wanting to have some fun, playing with your opponents mind. You teleport while stealth.
There are many things you have to consider while you are in the laning phase.
It's mostly all about consistency, and keeping your head in the game.

Unfortunately even when you are at the top of your game, you will always run into some problems. Problems you simply can not effectively deal with on your own. It might be ganks, your team. Overall the message I am trying to spread is to keep your head up and keep looking for ways to improve!

Learn to WARD consistently

Avoid Tunnel Vision

Control Minions to your advantage

This video goes into better detail. I would suggest checking it out!
We all need to keep up with practice while also being consistent!

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.

Keep this in mind if you truly want to dominate your laning opponent!

Minions near an enemy tower will reduce it's resist drastically, while 0 will raise it drastically.

What makes Teemo so different from other champions?
Do you really want to know?

TLDR: this passive will allow Teemo to go invisible and gain a bonus in attack speed.

TLDR: this ability will allow for Teemo to prevent basic attack damage for a set duration.

Useful TIP for Teemo's Blinding Dart

TLDR: this works as the name suggests, by giving Teemo extra movement speed passively and actively.
TLDR: this ability will allow for Teemo to poke and deal damage over time, scaling through AP.
TLDR: this ability will allow for Teemo to lay down traps which explode and deal damage over time and slow when triggered.

Playing Teemo in the jungle is rather difficult. You need to be at the top of your game. Understand how to track your opponents clears and where they are most likely going to show up, to either match them and help your team mates out, or simply take objectives elsewhere. If you spend too much time ganking and not enough time farming in between you will quickly notice you are 2-3 levels behind and having the worst experience possible trying to catch up. Catch up EXP was removed so if you stop you will be very starved for EXP which. Be careful.

When playing Teemo in the Jungle, you're always going to want to start on your red side. The reason for this is due to the fact of how squishy we are as Teemo. We can kite and blind a lot of the damage from early camp clears. But red buff will grant us a lot of passive HP regeneration and damage allowing for us to clear just a tiny bit faster to stay healthy for ganks and fights.
Once we have finished killing the Red Brambleback we will now head over towards Ancient Krug our goal is once again to kite the large krug while utilizing Blinding Dart to mitigate the damage from it as we kite around to lure it back towards the way we just came. This will keep us high on health and a lot for our red buff to restore our health without having to waste all of our potions.
We can't actually kill the Crimson Raptor camp in it's entirety at this low of a level. We absolutely need to be level 4 and at least have a Ravenous Hunter stack otherwise we will fall down below 40% HP. So for the time being, walk up and fight the largest of the raptors and smite it. Once you've done this, have tabs on the mid laner. If your laner is shoved in go in for a quick gank. You will soak up one minion and level up. You can otherwise head over to your Blue Sentinel and proceed with your clear. However, you will be level 2 still and more susceptible to invades.

Dependent on if you ganked or didn't ganked it shouldn't matter much, however. You will never want to tank a camp. You are Teemo. You have a Blinding Dart utilize it and kite consistently while avoiding as much damage as possible to continue being high on HP and less likely to die to an enemy invade. Once you have killed blue make your way over to the Gromp for your next clear.
First and foremost Teemo can not Blinding Dart the first two attacks that gromp sends our way. These are considered empowered magic damage abilities, this was changed a while back when the jungle was reworked. Do not complain about this. This is simply the mechanic. So wait for the first two attacks and then blind the rest. You can kite him a little distance but doing so delays his attacks which again will allow your poison to deal damage while you mitigate and avoid any additional and unnecessary damage. Once you've complete gromp, look for another possible gank. Top side is a good choice by using the blast cone as Rift Scuttler will be spawning shortly so you will definitely want to be on top of it.
Rift Scuttler is a very crucial objective for you and your team, not only does it offer a lot of vision of the river, it also offers a lot of EXP and gold and movement speed through the ring it spawns which can really save you later in a fight or if you get caught out. If you let the enemy take both, you'll be set back a very large amount. Thankfully while playing as Teemo we can safely "glitch" scuttle into the wall of the Baron Nashor or Drake effectively making it stop moving all together while we zone the enemy from trying to capture it.

It's not easy to tell you what you should be doing after the first clear because every game is different, your allies might all be shoved into the enemies towers, and there may be nothing you can do for the early game but wait until they get pushed back out. So with this in mind, you need to really just think about the situation you are in currently and adapt to that game. If allies are shoved under tower, get some ganks in, if they are all shoved in, invade a bit and farm, understanding the enemy jungle's pathing can benefit you greatly.

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. Electrocute and Grasp of the Undying are good examples 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 or build. There are plenty of Diamond, Master and Challenger Teemo players who run more than one rune page with 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 Darius, Irelia, or even a Tryndamere. This is where switching their runes around can become extremely resourceful. Teemo is not restricted to playing one specific way. He isn't Veigar 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.

Grasp of the Undying is a defensive, sustain oriented rune which allows you survive/stay in your lane longer. It will prevent the enemy from getting any kill pressure on you, so long as you constantly utilize the rune while also utilizing your ability to control minions to keep it on your side of the lane, or dead center. The rune and it's subs are designed to help mitigate and heal most all damage taken from champions that trade very often, and raising your HP steadily. 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 much of. Champions like Ryze due to the fact that his range and stun out-range your ability to CS or really poke at all with your short ranged Toxic Shot. This build is normally taken against match up's like Riven, Wukong... you get the idea. All-in burst champions or champions that can trade very often. I can not recommend this build into champions you have no hope of trading with in the first place, these champions being Anivia, Ryze really anyone with massive range and who can simply zone you very effortlessly. You can easily get a grasp proc by auto attacking a minion, waiting a few seconds, then attacking the enemy champion shortly after. Since you have 4 seconds of poison, you only need wait 3 seconds an then hit the final second on an enemy champion and get 3 HP for free and a small heal while also refreshing the duration for the next full stack, since our poison on the enemy champion is 4 seconds. This build is based around high health and moderate sustain, making you harder to kill with the added mitigation from Bone Plating from assassins and burst. Your damage does not suffer unless you end up taking actual tank items. I would suggest not doing this, as damage is important for Teemo, however, if your teammates are extremely fed and you wanna front line for them, by all means try something fun and new! You might just find a new playstyle. But for the most part, you're going to be building into HP/AP items that benefit us like:
Morellonomicon Liandry's Torment Spirit Visage Rod of Ages.
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 this in mind as 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. However, the drawback to this is that you should never go for bush plays (standing in a bush and waiting to ambush) if you have a shroom anywhere near you, as shrooms can proc Aery, causing her to reveal your location when she runs back to you. As such, Aery is a double edged sword. A good player will notice this and run you down. A less than knowledgeable player will just ignore you. Make sure you read your surroundings!
Press the Attack is the best rune period for countering top lane tanks and bruisers that don't build Adaptive Helm or playing as a split-push Teemo. We once upon a time used to use Fleet Footwork as our main split-push build, but with the nerfs and changes over the seasons it ultimately made Press the Attack a very strong and well rounded rune for Teemo. It is impossible to justify choosing any of the other precision runes at this current moment in time. 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 especially CC. So please keep this rune for the purpose of kiting champions and melting tanks. There really is no downside to this build besides being hard CC'd. If you choose sorcery as your secondary one of three things would have to be sacrificed to make this build work... sustain, AP or defense. Otherwise, just take Cheapshot and Ravenous Hunter at the expense of Gathering Storm’s late game scaling, because sustain is one of the most crucial aspects to this build but absolutely in no way is it worth a Gun-blade gold investment or a stall in your early game damage unless you are snowballing, but you can never expect to snowball or rely on this play-style. But this is subject to my own personal opinion and play-style. It is extremely powerful, but only if you can get it very early. So if you would like to run Gun-blade, by all means do so. Your damage will suffer early game if you're not dominating your opponent an kick in mid-late game as you acquire the spike item Liandry's Torment.
Electrocute is strictly a bursting rune that is based around slightly poking people down with Toxic Shot combos while you focus on CSing. Once you get them down below 40% HP you can start to lower the enemies HP very slightly through Toxic Shot and the poison duration, the duration of this poison will extend the duration of which you are currently in combat with the enemy champion, this simply means you now have extended the rune, while also having it on a permanent (1) out of (3) needed attacks to activate Electrocute. So with this alone you can simply poke the enemy champion down with a single or double Toxic Shot. Once they fall below 40% and lower, you can simply throw your Blinding Dart and Ignite to set off the rune, ending in their death as you toss out the finishing Toxic Shot which will often be enough to kill them or finish them off coupled with Ignite and your Toxic Shot poison duration. Because this rune is a BURST rune, it is no surprise that you would really want to maximize your amount of damage dealt to an enemy champion by maxing your magic penetration with Sorcerer's Shoes, Morellonomicon and Void Staff which all stack together nicely to take out anyone trying to build a moderate amount of magic resistance against you. You shouldn't prioritize enemy tanks as squishy targets are your concern.
Dark Harvest is strictly a soul stacking rune build that requires you to consistently lower your opponent 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, however, it's not frowned upon 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 2 minutes to be decently powerful around minute 30. Dark Harvest works well with Teemo since Teemo is easily capable of lowering a champion below 50% very quickly in the early game while keeping them this way, giving you a constant stack of souls for the late game. However, the overall rune has seen so many nerfs, it is borderline a gamble of a rune to use since you need to be absolutely sure you can handle your laner and focus more on stacks, than surviving or killing. It is often times impossible to get more than 10 stacks by 20 minutes. Let alone get kill potential on your opponent. The long story short is this rune is meant for the late game. Many variants of the build exist. The most terrifying of these builds would have to be max CDR with BURST. That being Luden's Echo, Morellonomicon, Void Staff with Liandry's Torment. Scorch can be taken as a secondary with Manaflow Band if you are having problems lowering their HP low enough and running into mana problems late game. Cloud Drakes are essential for this build as they can drop your CDR from 11 seconds to a potential 4 seconds, which is insane, because it will grant you entire control over every single inch of the map. They would have to use oracles to deal with it, losing them out on a lot of ability to vision.
Glacial Augment, while not a primary rune for most Teemo players... The rune can be quite a change of pace from any of the other runes you can select from, but mostly this rune is used in 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 useless, even if he catches you, because of the ability to double slows. Darius players are 90% of the time going to be running with the summoner Ghost and are very fast once they have acquired Black Cleaver, simply allowing them to run you down and catch you out. You often will never be able to escape this as he could catch you out with his Flash and by that time, we are already caught. So long as you hit him with one auto attack, and avoid the tip of his (Q) by hugging him and then running away. 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 or simply by hitting and enemy with Toxic Shot to slow them, followed by your Twin Shadows activation as they both will apply one after the other, giving you some much needed space if you happened to get caught out in the jungle or simply in lane. Once again, I can not recommend this rune outside of simply supporting or laning against a Darius as other champions don't have much of a need to be slowed. You can't slow a Garen he cleanses.
Phase Rush is a rune that really only has one real use. It's main use is simply to escape Nasus or rather to deal with his ability to slow us by up to 95% of our precious movement speed, constantly in the late game, which is very crippling for us as we need movement to escape and once we are stripped of our only safe guard, we are simply going to be run down. Phase Rush will grant up 75% slow resistance along with a large boost in movement speed, an if coupled with Boots of Swiftness will grant us with another 25% for a grand total of 100% temporary slow resistance. You need to hit him 3 times and this works just like Electrocute as it extends the duration of the rune while in combat, meaning you'd need to keep poking him over a small duration until you're ready to Blinding Dart and Toxic Shot for the activation which you should use to run from him, not to chase if he has slowed you and is going for the all in exchange with Flash ult.

Liandry's Torment is one of Teemo's main CORE items, however, it isn't absolutely necessary on him as it's real purpose is to grant our Noxious Trap an increase in dealing damage to champions with a lot of HP, more specifically HP tanks. It does have it's use against squishy champions and Dark Harvest shroom builds, but it really isn't that necessary if nobody is high in HP. It often can be swapped out for more burst, or mitigation, but this is a personal preference. It still is good regardless of the enemies compositions, and still makes your shrooms deal a lot of damage late game. But ultimately it lost it's primary use when they swapped the magic penetration and put it on Morellonomicon.

Morellonomicon is also one of Teemo's main CORE items, however, it isn't absolutely necessary on him just like Liandry's Torment isn't, as it's only real purpose is to grant the ability to prevent enemy champions with a massive amount of sustain, from doing just that. Sustaining. The main champs I am referring to are as are simply the few champions below.

Besides this it also grants us some very useful and needed 15 magic penetration which was removed from Liandry's Torment and applied to this item. Which when paired with our trusty Sorcerer's Shoes will grant us 33 magic pen, Which along with Void Staff dependent on if the target is a MR tank or not adds another 5-75 extra bonus of magic pen.

Please refer to the section below labeled "How Magic Penetration Works".

The reason we take Armguard into the Top Lane is because, well… Let us assume you are going up against a hard lane, someone who can deal a lot of damage in a short amount of time, while also running away leaving you incapable of dealing much damage at all. These champions would be considered AD burst champions good at fighting short trades.

You are going to have a very, hard time dealing with these champions if you do not know what you are doing, or if they are just very good players. A lot of people forgo defensive stats on Teemo with the excuse that... “Oh, if I build more damage, then I’ll kill them faster!”

Say that to yourself when you’re getting ulted by a Pantheon and get chunked down to 10% of your life in the blink of an eye. This item gives you armor and a bit of scaling AP, but an item like Nashor's Tooth doesn’t give you any defensive stats, just damage, CDR and attack speed. Seeker's Armguard also allows you to build directly into another useful item like Zhonya's Hourglass later, which is great to avoid certain death from specific champions and ultimate's, but overall this item is a very good item to grant you defensive stats into AD bruisers. You don't even need to be losing against them. It's still a great item.

Nashor's Tooth has a lot of flak in the community. A lot of people think it is useless, a lot of people really like it. It's basically a core item on Teemo this is correct. However, it doesn't really need to be in certain builds. The main purpose of this item is to allow for us to consistently CS and POKE which allows you to effectively. So with this is mind, we now know this item isn't really meant to be used in a bursting build, so using this item with runes like Summon Aery, Press the Attack and Electrocute are usually the go to runes for buying this item in the first place, for the first two runes it's usually a first purchase after boots, but with Electrocute it's usually a third or fourth item specifically for kiting.

You can still take it in a Dark Harvest build, but you really do lose out on a lot of early game damage, and kill potential, due to not gaining really any damage through this item alone. You'd be better off purchasing a Blasting Wand if you really wanted early damage.


The reason we would take Executioner’s instead of Morellonomicon is mostly because of the cost efficiency. You can purchase this item early game, and end up selling it later for roughly 75% gold efficiency. This item is meant only for Dr. Mundo and Nasus really. The champions are basically super hard sustain champions and it's really not recommended to buy this item, but it’s cost efficient in the early game since you can sell Executioner’s for 560 gold in the late game to get a Morellonomicon. It's not an item many people like, but a lot of people look at it with the oversight of how much gold you actually get back from it once it has lost it's value and is replaced with Morellonomicon. Works great with PTA.

Quicksilver Sash isn't at all a good item in terms of synergy, however, it is good for very specific match-ups that you just need in order to completely counter specific champions. This champion pool, however, is very small. It's mostly opt'd in for Mordekaiser, Malzahar and maybe a Morgana as it grants MR and the ability to get out of their ultimate's. Outside of this it is just not worth taking. The item is situational, but still has its use.

Hextech Gunblade is a bit confusing... Alright, here is where my explanation will get a little… old-school… So for a very long time, this item was a must have on Teemo.
Why? Because he had absolutely zero sustain. None of the runes existed, like Taste of Blood or Ravenous Hunter, so people needed to build this item to be useful and survive while catching people out with burst. That being said, nowadays people don’t really build this item for sustain. It is more or less built for hard carrying games where you end up snowballing or know you are going to snowball. It is pretty useful on an Electrocute build or for a Dark Harvest build since those are the runes for bursting squishy champions, but again, not for the sustain it provides. Is it a good item? Yes. Is it something you should be building every single game, and rushing into every single match-up? Absolutely not. It is often a waste of resources that could be spent on something like Morellonomicon which costs 400 less gold and has better stats. I personally rarely ever build it because I always favor the damage/situational items and treat this as a sustain item more than anything. There are people Diamond and above who do build it, but they tend to do it for the carrying aspect.

Luden's Echo is a very good item for exchanging our Blinding Dart damage with the enemy champions and late game damage for your Noxious Trap, it really compliments our Dark Harvest build very well, this is due to it's nature of granting you the ability to burst with Blinding Dart while also granting you a lot of CDR (20%) and mana which is going to be a problem late game. This is especially true if you just so happen to acquire yourself 2-3 or even 4 Cloud Drakes. Which could potentially drop your Noxious Trap down to a cool down reduction of 4 seconds with 40% CDR and Ultimate Hunter. It will often times be the first item we take as a support or top laner while playing Dark Harvest, because of how useful it is for lowering them below 50% HP. It's a good item, very useful all around.

Lich Bane is a very good item for Teemo, especially if you fill up on kills in the early game. It has a very low cool down (1.5 seconds) and Teemo can abuse it with all of his abilities with his R being particularly good since it can be cast it 5 times late game. It works well with a combo like W-E, Q-E, R-E if given enough time to reset, but the usual purpose of Lich is to kill your target with the first proc. If it is coupled with a build like taking the runes Electrocute or Press the Attack build, you can take a enemy champion from 100%-0% with a E-Q-E-Ignite combo or E-E-E-Q-Ignite in most cases refreshing it's effect with your trusty Noxious Trap since we can carry up to 5 late game, a perfect thing to compliment an item such as Lich Bane because of it being on a cool down of 1.5 seconds. It is not as effective of a item on Dark Harvest since Luden's Echo compliments it much better, however, it can be taken together to grant you even more burst if you don't require defense.

Twin Shadows isn't really a super strong item on Teemo. It’s mostly a utility item that has great synergy with the Inspiration rune page Glacial Augment. It is a good team fight item to catch people out, and can also help you put some distance between you and your attacker if you get ganked. It is especially great against Darius while playing with the Glacial Augment rune. It isn't taken outside of this rune really, unless you prefer to play Teemo support with more of a supporting play-style, we won't really ever take this.

Wit's End is a great item to acquire if you are having problems where you find yourself splitting rather than grouping and just want to take towers and objectives in the late game. This item works extremely well with Hurricane, as it provides scaling on-hit magic damage (80 magic damage at level 18) while Runaan's Hurricane potentially triples the healing provided by Wit’s End (33% of the 15-80 magic damage from Wit’s End times 3 for each of the extra projectiles from Hurricane). Being able to apply on-hit effects to 3 different targets lets you one shot minions in the late game, and allows for a swift siege against their base.

This is why you want to try and take them together. This, however, is not a good choice into hard CC you can not avoid. The Magic Resist will also help keep you alive against most AP comps where it simply is a matter of dodging a skill-shot. It isn't good for targeted CC burst. Because once again the counter to this item is CC. You would honestly be better off taking either a Banshee's Veil or Spirit Visage in place of this item, for AP mitigation.

This item is useless as a first item, you get NO damage until level 9.
The Cloak is decent to take early, however, especially into AP match-ups.

Void Staff straight up, is only meant for champions who have a lot of magic resistance. It is absolutely not a mandatory item. Because if you are up against a composition of squishy champions with no bruisers or tanks, this item will only add 5-6 Magic Penetration which obviously isn't a lot, so in that case you would be better off building other items.

If you take it into a composition where enemy champions have tons of built in Magic resist and are building things like, Maw of Malmortius, Adaptive Helm, Mercury's Treads you're going to see some huge spikes in your ability to actually deal damage to these champions who otherwise would be brushing you off like an insignificant insect.

Spirit Visage is an item that no matter which rune page you have taken, you most likely will have Ravenous Hunter as a secondary. Spirit will enhance the healing which when fully stacked 5/5 becomes pretty much a free passive Hextech Gunblade, if you managed to get the Ocean Drakes soul or even a few Ocean Drakes, this will increase their sustain further. You will heal for quite a lot on every auto, poison and with shrooms poison. You also get some much needed MR and HP, giving you the ability to tank most all damage from AP champions instead of getting popped. It is a very situational item, which in most cases is not very mandatory, but it does play a role in keeping us alive. So keep this in mind!

Banshee's Veil Unlike Quicksilver Sash is an item that actually does have synergy with Teemo, as it scales our AP, grants us a decent chunk of MR and 10% CDR. The bonus is, it will grant a one time spell-shield (refreshed after 40 seconds of not taking damage) which will prevent CC from an ability or ability damage of any kind from harming us. This item is usually Opt'd in if we get fed and want to keep our lead against a heavy AP enemy composition with a lot of CC. It has it's place for certain compositions, but don't forget that Spirit Visage is basically the same item as this, just with more HP and no spell shield. You should be able to figure out when and where you be able to utilize each item.

Useful Control Wards Early
Normally you wouldn't start with a Control Ward while playing Teemo. However, there are specific cases where if you are fighting against certain bruiser champions with a lot of movement speed, or in general if you like to start with a pair of Boots of Speed you can also pick up 2 potions and one Control Ward these locations are the best use for you and your team mates early. They can also last upwards to 15-20 minutes due to the unlikelihood that an enemy champion will path through these bushes at all during the early stages of the game. It's a specific play-style not many care about.

The following map will give you a rough idea as to where all around the map is good for either dealing damage with your shrooms. Basically the most auto-pathed locations. 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.
The following map will give you the basic idea as to where you would be placing shrooms that you would like to use for the entire 5 minute duration. These locations are basically the places where auto-pathed champions will walk through but never touch, making them very useful for vision.
The following map is a great example as to how effectively our Noxious Trap work when placed properly and often increasing your value as a team player through vision alone. Do you notice something very useful with this?
We are much more useful than people give us credit for.
The following map is a great example as to how ineffectively our Noxious Trap works when placed poorly decreasing your value as a team player.
So don't be shy. Get out there scout! We need vision!

I have noticed Teemo support has garnered a lot of attention and praise over the last few seasons.
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.
Supporting a

Supporting a

Supporting a

Supporting a

Supporting a

Supporting a
Why these champions specifically?

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.

I claim these match-ups to be hard because of your one perk, being invisible and poking.
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.
Champions like Senna can simply trade from a very long distance. Before we can even get close to blind. The risk of being stunned is also pretty great which makes it even harder to deal with.

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.


This is unique to Teemo and his stealth.
A lot of things can reveal him, but a lot can't.

I could go super in depth for all interactions,
however, this would take too long to do alone.
So I will only give you a brief explanation.

The basic understanding is that...

Teemo can be revealed by all;
Pulls: because it's pulling you out of stealth.
Aatrox, Kled, Thresh, Blitz, Swain

Teemo can't be revealed by all;
Fears: like WW and Voli, Voli can, WW can't.
So long as he doesn't push you out of bush!

Knock-ups: like Thresh flay can and can't.
Direct flay yes, side of flay not always!

Pushes: Thresh with his flay again.
Pushes on the side, sometimes won't reveal!

Stuns: don't affect your champions position.
You just gain the stun status effect.

Attaches: be it Kled(Q) or WW(R) can.

Vision Plant: will reveal you.
If you are in a bush or in passive, and press W.
This was changed in the recent 9.16 patch.


Please skip over this section if you do not care for math or numbers.
Math behind how Magic Penetration Works

Screencaps of my adventures

Alright so many people ask on occasion...

"What is the best Teemo skin to use?"

There are many factors to be taken into account let me briefly explain.

Certain skins animations are extremely smooth where as some skins are clunky and has a sense of delay if you play multiple skins for a long time you will notice this one good example would be...

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)

League of Legends Build Guide Author Sovereign Kitten
Sovereign Kitten Teemo Guide