Teemo Build Guide by RaptorHunter
Teemo AP PTA
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Runes: ALWAYS PTA
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
Ability Order E > W > Q
Threats & Synergies
Poke hard and be aggressive pre level 6. Stay out of range so Akali can never AA or use her E on you. Then she will only have her Q and will probably need to use it’s cooldown to last hit minions. Take red trinket to watch her when you all in and she uses her invisibility shroud. Also get a control ward on first back, save it for a fight – it may net you a kill when you surprise Akali with it if she isn’t watching your items.
Irelia will try to farm with her Q dash. Be quick about AA’ing her as soon as she gets in range. If she starts retreating you may consider AA>Q>AA combo, though if there is a chance she will turn after the blind ends then save your blind. Once you poke Irelia a bit and she is low and can’t engage, then you can feel free to AA>Q>AA combo at every possibility. You should be able to pretty easily 1v1 irelia at every point in the game except maybe super late. Early-mid game should be an easy win unless Irelia takes ignite and/or you somehow get low HP. Generally you should be able to blind her as she engages. Most irelias will Q on you (or to a creep near you), then try to stun you with E, then start AAing you. If you blind correctly, she should be blinded the whole time you are stunned. Then you can start kiting once you recover from the stun. Put a shroom either behind you or behind when you recover from the stun, depending on who is going to be running away (probably her).
Take clearly Orb in first item. Vlad can outheal and outpoke Teemo pretty easily so concentrate on last hitting instead of trying to fight Vlad. Even if you get an advantage, Vladimir will likely be able to escape and heal enough to run away unless you have jungle help.
Assuming equal skill, your best bet here is probably to go AP heavy rather than AD Tankmo and focus on quick pokes and only really go all in if Kayle has hit one or two mushrooms. You can take Aery with max Q in first. In a straight 1v1 long trade, Kayle will probably win in most situations.
Take Aery with Max Q first. Kennen will generally have a bit of an early advantage due to his stun potential, though it can go either way. However after 1-2 items Teemo should be able to slowly 1v1 him with the help of shrooms as long as you don’t overextend and get caught in his ult without first poking him down. Be sure to stay behind minions to avoid Kennens Q (ninja star) ability, which will hit creeps. If you get 2 of Kennen’s stacks (watch the little lightning balls around you), withdraw until they wear off so he can’t stun you. Teemo won’t have a lot of kill potential in this lane because Kennen has the ability to stun you and speed away with his E. This is a problem when Teemo needs to slowly chase and poke to get a kill. Plan on just farming up and don’t overextend unless you know where the enemy jungle is and you’ve managed to poke down Kennen. TIPS : Kennen’s Q is on a pretty low cooldown, but his other abilities have a pretty long cooldown. If he wastes them you can use that time to poke at him from behind creeps.
AP Teemo seems to better than AD Tankmo when vs GP. You can take electrocute and proc it every time it’s up using AA>Q>AA combo. Otherwise stay out of range of his Q unless he just wasted his Q (parrley) cooldown. Make sure you dodge his barrels (if safe, try to AA them right as the last tick happens.) Remember to keep in mind he will probably have barrels ready to set off hidden in bushes. You can use shrooms for bush vision so you can AA the barrels.
Teemo vs Garen Strategy: Prioritize movement speed early to poke and run away from Garen’s spin. Start boots + pots. Prioritize your W skill over Q for move speed. Make sure to constantly be poking him. You should be able to even keep him away from minions a lot of the time. Save your W for if he charges at you – don’t use it to poke him early on. At lvl 6 be sure to set up a shroom retreat path so he definitely can never chase you down. This should be a fairly easy, straight forward mathchup for teemo.
Build tanky sustain with attack speed and you will eventually win fights. Try to avoid any all in fights before level 8-9 or so. For most of early laning phase stick to just poking quickly at Rumble (AA>Q>AA) then backing up immediately, don’t get close to him. Keep minions between you and Rumble. Early lane you probably won’t be able to punish Rumble too much due to his shield and tankiness so be sure to concentrate on CS. Mid and Late game be sure to set up defensive shrooms on both top and bottom of lane along your retreat path.
Teemo counters Darius with skilled, careful play ONLY. Start boots + pots so you can dodge Darius’s spin and pull. Early game only carefully poke, don’t over extend past minions or go past about halfway point in the lane unless Darius is almost dead already. Use your AA>Q combo, then backup into bushes to drop minion aggro. Max W early, possibly even over your E for the additional move speed to dodge Darius abilities. Early game you can be aggressive and poke only if Darius misses skills, has no summoner spells, and/or enemy jungle shows in another location.
Chogath has a ton of sustain from killing creeps, so this ends up being a bit of a tough matchup for Teemo to win. Generally it should be a farm lane – don’t push too far or you may be susceptible to ganks. Like many matchups, if you get an early advantage you may be able to punish Cho for a few waves of creeps, but he will probably take teleport and come back to lane quickly. The ideal way to play this matchup is to poke cho carefully so he has to use his aoe spells to last hit. This will make him push lane, then have your jungler come and gank him.
Keep minions between yourself and Mundo. Poke Mundo with AA>blind>AA if he ever walks up to melee a creep, though after you poke him a bit he will quickly start using cleavers to farm instead of try to harass you. Take orb clearly in first item !
Vs Teemo, Nasus may max E first and try to poke with it. If he does, he can poke Teemo out of lane early, but Nasus sacrifices his late game Q stacks by doing this. So Corrupting Potion gives sustain early just in case of Nasus E/poke max. Try to keep Nasus away from minions so he can’t stack Q or lifesteal. You can also blind him when he tries to stack his Q, but keep in mind you’re vulnerable for a few seconds while blind is down. TIPS : Blind Nasus’ initial Q auto attack (wait until he is close before blinding) and drop a shroom behind you. Nasus will likely use his W to slow you right away, so retreat back through your shroom when he does. Always keep your distance and have your retreat path mined with shrooms. Once Nasus’ W slow wears off you can be super aggressive and kite.
As long as you blind Camille when she engages on you, you should win this matchup pretty easily. Your move speed should also allow you to dodge most or all of her wall jump>stuns. Make sure you don’t try to use blinding dart right as she ults (which makes her untargettable). You need the blind effect to win fights and trades. If you can blind one or both of her Q procs you will do very well. Even if she gets and advantage, you should be able to escape fairly well just using W / move quick.
It is possible for Teemo to have a big advantage here if Illaoi misses his skills or Teemo dodges them regularly. Like a Garen or Darius matchup, prioritize move speed on Teemo. Get boots > swiftness boots early, and max W (move quick) over your Q. Early jungle pressure can make all the difference in this matchup. Illaoi’s goal in this matchup is to push the lane super hard with her Q (Tentacle Slam) and passive Tentacle Spawns to clear waves. Even if Teemo is able to harass him, the lane will push so fast that it will end up going to Teemo’s tower. Once minions are out of the way Illaoi will look for his E ability (spirit grab). TIPS : -If Illaoi hits her E on you, start autoattacking and blind her. Be prepared to dodge her Q slam, and NEVER position yourself between a tentacle and the grabbed spirit. Auto-attacking Illaoi after she grabs you reduces the spirit’s duration. -Spirit Grab : If you simply are too low on HP to fight/blind after getting grabbed, run out of the zone immediately. Never just stand in the Spirit range without actively fighting Illaoi. -Remind your jungle and team to never stay and fight inside Illaoi’s ult area and don’t bunch up. -Always keep a minion between you and Illaoi so she can’t hit her E (spirit grab).
Don’t play AP Teemo vs Jayce. Go tanky AD Teemo and play verry passive for the first 6-8 levels. Early game Jayce can out-trade you, and if he takes ignite he may even be able to surprise burst kill you if you get close enough for his melee set of skills. Poke him carefully when he is about to last hit, but save your blind for if he engages on you.
Play aggressive, poke him constantly, with AA>blind>AA+ proc PTA retreat in and out of top bushes. Play a more AP focused build vs Shen since his AA dodge mitigates a lot of AA damage from on hit AD Teemo. Always keep a medium distance so you have a chance to avoid Shen’s taunt dash. If you do get hit by his taunt, run away as soon as you can, until his AA dodge bubble ends, then be super aggressive while his cooldowns are down.
This is a somewhat rough matchup for Teemo early on, mainly due to risk of ganks. Malphite is naturally super tanky, which moderately counters your poke. Malphite naturally wants to build armor which is good VS AD Teemo. By level 6 Malphite will generally call for his jungler and one of Malphite’s ult+full combo plus any jungler damage is going to kill you, even under your own tower. Early on, freeze lane and farm in front of your tower, let the lane push, and nicely request a gank. Don’t go aggressive unless you have a huge advantage (unlikely unless the opponent Malphite is far less skilled). TIPS : Jungle ganks for either team will make or break this matchup. The enemy team is extremely likely to gank Teemo with a Malph ult, even tower dive you. Try to get jungle assistance to get a lead before that.
Don’t be too aggressive here – just avoid feeding Jax and you should be great by mid game. Try to get Jax low during level 1 and 2 (hide in the middle brush at the start of the game then pop out and AA him when he starts to CS). At level 3+ he can potentially jump on you and win a trade depending on how it is played, so before that, you want to get him low enough that he can’t engage. Building a little bit hybrid here is helpful since he can’t dodge your shroom damage or blinds. TIPS : -don’t autoattack him while Jax is using his E (dodge) – each AA dodged increases Jax’s stun damage -If Jax starts using his E, always use W (move quick) and run away immediately if there is a chance to stay out of his jump range. If you can’t get out of his jump range, save W for after you get stunned. Once Jax’s E (dodge+stun) is on cooldown you can easily win trades and fights.
Make sure to blind him before he gets off his 3 fast autoattacks (Kled’s W skill) on you! When he loses enough HP for Skaarl to run away, make sure you don’t let him AA you as he will regain “courage” extremely fast from that. If Kled is able to get his lizard mount back in the middle of a fight he will probably win.
I found that leading with Q was the best choice, because once Quinn’s “blind” (actually its nearsighted) hits, you probably wont be able to blind him for a bit. However you’ll still blind against 2, maybe 3 of quinns attacks. After that, you can probably out damage him. Another strategy is to just stay behind your minions and Q him (don’t bother trying to get close enough to AA>Q when poking like this.) Quinn’s blind ability does hit minions if they’re in the way so use that to your advantage.
If the enemy Riven is good (and experienced at this matchup) it is a lot of trouble for Teemo. Early on Riven can just max her E dash/shield to mitigate a lot of your poke damage. Later on Riven can all in you, closing the gap using Flash + all her skills (which will about do about 80% of your HP), then Riven will fire off her Ult as you retreat or flash away. Against an unskilled Riven this is generally a pretty easy matchup. Just poke her a bunch and you should quickly get an HP advantage so she can’t all in you. However keep in mind 1v1 with both players at full HP, if Riven gets on top of you, Teemo will probably lose that fight.
This is a match Teemo should be able to win 1v1, but watch out for ganks at level 6. Tryndamere with ult can tower dive well, taking maybe 2-4 tower shots without dying. Their jungle will likely take advantage of that and try for aggressive ganks so beware. Otherwise, laning should be relatively easy as Teemo v Trynd. Be aggressive and do not let Tryndamere autoattack creeps. Poke him every time he is near a minion. Use blinding shot when safe (only when Tryndamere wont be able to initiate or you will be able to easily run). Keep in mind tryndamer’s dash/spin and slow, but your blind and move quick are very good for dealing with that as long as you play smart and don’t waste cooldowns unnecessarily. Even mid-late game when tryndamere is “scary” he is largely negated by your blind. Make sure to keep your blind cooldown for either Tryndamere or the ADC late game.
This is a pretty good matchup for Teemo. You can pretty safely poke at Fiora, however save your blind until times when there is no chance Fiora will be engaging on you soon. Also, even when Fiora engages on you, don’t blind right away like you normally would. Try to bait out her parry so you can blind her afterward. Most Fiora’s will parry right after they engage on you so don’t blind instantly. Play it by ear and learn from what the Fiora does. As long as your blind isn’t parried while you’re engaging, it should be an easy trade/kill. Also, while she parries, you have free time to throw a shroom behind her. Shroom triggers are delayed so it will trigger after her parry ends. The onlty thing to keep in mind is watch out for Fiora’s ult and heals. Even if she’s down to 10% health, if she can hit her dashes on you she will keep healing up.
Early game Teemo can do okay by AA>Q>AA> Electrocute combo, but Gnar will win any longer trade. Try to wait for Gnar to miss with his boomerang, then do your AA>Q>AA combo and immediately withdraw into a bush. Early game is roughly even, but if Gnar is bad with his Boomerang you can punish him. Remember to keep Gnar’s rage meter in mind. He gets healed, tankier, and will look to stun and combo you when transforming into Mega-Gnar. Don’t all-in and chase a Gnar who is about to go Mega if you are at all low on HP. TIPS : Tip: if Gnar misses his boomerang, the cooldown is very long. If he catches it, it will be very short. A decent Gnar should never miss his Boomerang – if you see this happen it may be a sign of an inexperienced Gnar player. Once Gnar hits level 6, try to stay in the middle of the lane so he can’t ult you into a wall.
Unless Renekton’s Dash is down, stay out of his single dash reach. If not, he can generally dash > stun you before you can even get your blind off. Even if you are super quick about it, the blind probably won’t reliably hit until after Renekton gets his stun off. Wait to be aggressive until you get some health. Always keep an eye on Renekton’s rage meter. If its over half (red), he does way more damage on his next skill and will probably be looking to engage on you. If possible try to harass Renekton so he can’t freely autoattack creeps since that builds his rage up.
Once you have FM you can win fights with good kiting, though you’ll likely need a jungle assist to get a kill while Singed runs away. Feel free to poke with your AA – blind – aa combo whenever you want since you don’t need to save it to blind against melee attacks in this matchup. Keep your distance, keep in mind Singed Ult + Ghost + Slow pool and always have an escape plan while keeping those in mind. Early game if he flips you + poisons you, its definitely possible for Teemo to nearly die in just one combo. However if you position smartly this shouldn’t happen. TIPS : Don’t waste too much time chasing Singed. Singed’s strategy is to trick people into chasing him to waste their time or bait for his teammates to collapse.
Play passive, there is no way you can kill a Maokai of equal or greater skill early on. He would have to way over-commit while low or allow you to poke him way more than he should etc. Just farm on your side of the lane, ward and watch for ganks, don’t push. Try to freeze the creeps right outside of your tower range and last hit. Autoattack + blind him if he goes up for a creep near you, so he can’t free farm, but never commit to a fight.
Champion Build Guide
Hi to you! I allow myself to offer you a little guide on , since I soon have 800k points on the champion, that I will otp it in any game and situation.
I play Teemo for several reasons. He's not the most skillful champion in the game, that's for sure, but he's by far the most fun!
No champion is like him, he has a very particular gameplay and can create a real mental shock to the opponent. He is able to adapt to all situations, to all opposing champions and team compositions. He can play with all the pages of runes, however varied they may be.
He's a relatively underrated champion, considered a troll pick. If only they knew ...
"Teemo is a legend among his Yordle siblings from Bandle. If we believe the yordles, something is wrong with him. Although he enjoys the company of other yordles, he frequently insists on going on a solitary mission in order to defend Bandle. Teemo is very pleasant in normal times, but something goes out in him when he fights, so that the lives he ends while on patrols do not weigh on his conscience. While Teemo was still a young recruit, his instructors and the other recruits were quite taken aback by his seriousness and deadly efficiency as soon as the drills began, he who was usually so charming and kind. Teemo's superiors quickly directed him to the Mothership Scouts, one of Bandle's best Special Forces units along with the Megling Commandos.
This bond is good for both yordles, and eager reporters are already circulating rumors that this friendship will turn into a romantic relationship. That doesn't change the fact that Teemo is an audience favorite in the League of Legends and a miniature opponent we've learned to fear, however."
Teemo is a kite-based solotop, which harasses the opponent with his poison while having good control of the map with his mushrooms. Teemo's significant speed bonus is a monstrous weapon against champions without a gap closer.
CAPTAIN TEEMO ON DUTY!
Teemo's goal will be to collect as much gold as possible by killing as many enemy champions and monsters as possible; whether it is those of the lines or the jungle. You will need to place as many mushrooms as possible on the map in order to lower the health of unwary enemy champions and reveal them on the map. We thus learn the movements of the players, we slow them down and can inflict in 4s in ... 1000 damage! With practice, you will be able to place up to 25 useful mushrooms on the map.
You will need to make sure you are as efficient as possible:
- By killing as many minions / minions as possible, you should not miss any if possible.
- By playing aggressively to show you have the hand and allow you to win gold quietly ... this while remaining safe at all times. Watch out for the bushes full of enemies! You are very fragile !
- By controlling and interpreting enemy movements. Your placements and preparations of mushroom traps are extremely important!
- By helping your allies properly
- By never dying so as not to give the advantage to the enemy. If the enemy leaves with 10 HP in a bush, leave it and return to farm your line. If it is, his jungler is in the bush waiting for you.
- By dropping the middle tower as soon as you feel your farming is good and you have the chance. Don't push your line too much until you have your first important items. Kill the minions, push back the enemy gently.
- Once the tower has fallen, domino effect, change lines keeping an eye on your tower and continue to farm.
- Avoid stealing minions from your allies' lines or arriving at the last moment to kill an enemy! If your ally had the opportunity to kill him or get gold from the minions, he won't really appreciate this move, especially if it's Carry AD or Carry AP.
+ Very boring to play against him.
+ Easy to learn.
+ High poke/burst damage with Blinding Dart.
+ Can deny CS very effectively with Blinding Dart.
+ Great sustained damage.
+ Very good harass ability with his poison.
+ Powerful utility, area denial, and wave-clear from Noxious Trap.
+ The blindness that will drive some champions mad.
+ Mental warfare potential with Noxious Trap.
+ Your passive; Guerrilla Warfare allows you to make very clever plays or avoid enemies.
+ Hard to chase or tower-dive against.
+ Huge card control with its mushrooms.
- Learning curve with CS denial and Noxious Trap placement.
- No hard CC.
- Doesn't scale as hard as some other champions.
- Ignorant teammates may think you're trolling.
- Fairly fragile and has no innate sustain, so you have to be careful with champions with a gap closer who can then reach Teemo.
- Some champions are not at all vulnerable to blindness.
- Teemo can get away quickly thanks to his speed boost, but he can die quickly in the face of hard control if he gets caught.
- In teamfight, teemo will have to pay attention to his positioning otherwise he will be fairly easy prey outside his mushroom wall.
If Teemo stays still and without acting for a short time, he becomes invisible indefinitely. In tall grass, Teemo can activate and maintain his invisibility while moving. When he leaves his invisibility, Teemo gains the Surprise Effect, increasing his attack speed for 3 sec.
Ideal for ambushing, be careful though you are not invulnerable by being invisible. The most important effect is the surprise generated and especially the attack speed bonus that you get when you get out of stealth.
It is good to know that you will not be able to become invisible as long as you take damage, however once invisible the surbis damage will not reveal you unless you are moved or if a specific spell reveals you.
BLINDING DART :
Cost: 70/75/80/85/90 mana
A powerful venom obscures the enemy's view, dealing damage to the target and blinding them for the duration of the effect.
Deals 80/125/170/215/260 (+ 80% Ability Ability) magic damage and blinds the target for 1.5 / 1.75 / 2 / 2.25 / 2.5 sec.
This is one of the few skills in the game that blinds a target. That is, all her self-attacks will have no effect as long as she is a victim of this kind. It is therefore very effective against heroes playing mainly with their auto-attacks, moreover when playing AP it is a spell that does quite a bit of damage.
Be careful to use at the right time and the right target the cooldown is still present.
Cost: 40 mana
Teemo's movement speed is passively increased until struck by an enemy champion or enemy turret. Teemo can sprint to gain a temporary bonus to movement speed that is not negated if Teemo is hit.
Passive: Teemo's movement speed is increased by 10/14/18/22/26%, unless he was injured by an enemy champion or enemy turret less than 5 seconds ago.
Active: Teemo sprints, doubling his passive bonus for 3 sec. Damage does not dispel this bonus.
A passive which therefore offers something to move faster on the map out of combat. On the other hand, the active will allow you to catch up with a target or to flee an opponent by doubling the effect of the passive even though you are in combat.
So it's a relatively simple spell that brings some mobility to Teemo. Be careful to keep the asset for critical moments, the cooldown is relatively long.
TOXIC SHOT :
All of Teemo's attacks poison the target, dealing damage on impact and then every second for 4 seconds.
Teemo's Basic Attacks poison his targets, dealing 10/20/30/40/50 (+ 30% Ability Power) magic damage on impact, then 6/12/18/24/30 (+10 % of Ability Power) magic damage every second for 4 sec.
The boring sorting par excellence. Not only do you take damage on impact but also over time as you end up poisoned.
Be careful, this spell will make you vulnerable near enemy towers, there is no way to deactivate it so if an opponent is still a victim of your poison and if you are within range of the turret, you know who it is who will take blows for nothing!
NOXIOUS TRAP :
Cost: 75 mana
Teemo uses one of the mushrooms stored in his backpack to launch an explosive trap. If an enemy steps on the trap, a poison cloud rises from it, slowing enemies and dealing damage over time. Mushrooms thrown at other mushrooms bounce and thus have a greater range.
Use a stored mushroom to throw a trap. If an enemy steps on it, the trap explodes and poisons all nearby enemies, reducing their movement speed by 30/40/50%, revealing them and dealing 200/325/450 (+ 50% Ability Power) damage to them magic in 4 sec. Traps last 5 minutes and take 1 sec to initiate and camouflage. If a trap lands on another trap, it bounces up to 3/4/5 Teemo further before crashing into the ground. Teemo searches for a new mushroom every 0 sec and he can only carry 3 at a time.
There is a little time between when you are going to set the trap and when it can explode. As a result, an enemy can sometimes cross the famous mushroom without knowing the consequences.
This is Teemo's best tool because not only does it give you map control, the mushrooms offering vision around them (and they are invisible!) But in addition it can really make the difference in a fight or during the contesting an objective.
Your goal will therefore be to place a maximum of them, knowing that a trap lasts 2 minutes but above all you will have to place them where the champions are likely to explode them and not the minions. Because after all the goal is to make the enemy team suffer by becoming their worst nightmare as Teemo, so avoid that it is the enemy minions who spoil your precious mushrooms.
ABILITIES ORDER :
The order of Skills is quite simple : E > Z > Q in order to be able to kite via the gain in mobility in the lane phase. Q is the priority to deal more damage although E remains profitable. However, the direct damage of Q allows you to gain bursts. Note that it is possible (understand strongly recommended) to start with the E at level 1 in order to get help with the last hit.
Regarding Summoner Spells, apart from Flash Jump which is essential, there are only two really viable options in SoloQ : Ignite is the best offensive option while Fatigue is the defensive solution which allows 'Bring Teemo a little defense (think about delaying a duel via your blindness and then your Fatigue just after).
- PTA on-hit hybrid allowing for insane poison damage 3 autos and a Q.
Hard carry build, good vs fighters and tanks top lane. This build can feel bad when behind. Not that safe vs stuff like Riven that can all in you early. You play this vs everyday top lane, Garen type champions. With his help Teemo will increase the damage inflicted on a target, especially against tanks. This rune not only deals additional damage to the enemy after three auto attacks, but also weakens the enemy, increasing all damage afterwards.
Triumph is very powerful, granting additional healing and gold when participating in the killing of an enemy champion. Triumph is one of the most powerful runes that players can take while playing ARAM, especially if your team gets a number of kills in a row. Players will receive 6% of missing health as well as 10 Gold every time they participate in a champion takedown. Players will experience a 1-second delay before they get their health from securing a takedown.
As mentioned, Triumph works hand in hand with Ravenous Hunter, healing Teemo players in extremely clutch moments. Having Triumph versus Sorcery Runes will make it easier to tease enemy champions or bait them into walking into your Noxious Traps (R). If players are lucky they will get some kills while baiting greedy players.
Alacrity will provide a decent amount of attack speed. Finishing blow allows you to do more damage to enemies with low health.
Coup de Grace because provides players with 8% more damage to enemy champions below 40% health. Paired up with Dark Harvest, Coup De Grace gets very scary. I switched to playing Domination/Sorcery Teemo for a while, but as soon as I put Coup de Grace on, I remembered how fun it was to take down unexpecting victims.
Teemo is quite strong in the early stages especially against melee champions who will not be able to do anything against him especially before their level 6. This is why it is this moment of the game where you will have to do everything to gain the upper hand and keep it for the future.
If your enemy is melee don't let him approach your minions unless he has enough to poke you just as much as you do, he'll be forced to back down. In the case of a distance match, you will need to play more finely and try to dive when your opponent makes a final blow. Your poison (E) is really a big problem early in the game as long as it is your opponents' health, so you should try to place it more often.
Of course, don't forget to farm, with your E it can be a bit confusing at first, but you can see later that it gives you a good helping hand. Be careful therefore not to push the car too much to a part of your Z your escape level is close to 0 and it will often be quite hard to survive a gank by playing Teemo top especially if you are too advanced.
MID GAME :
From level 6 you get the mushrooms which will make the game wildly fun for you. On the other hand, it is also the moment when you become vulnerable to all opponents. As a result, an enemy who was being completely martyred against you can now potentially do something against you thanks to his respective ultimate therefore always continue to attack as best as possible but know how to keep your distance and not to take too many risks. you are extremely fragile.
Your A will be used as much for poke as it will protect you from a possible enemy aggression, so know whether to use it or not (for example if the enemy is a Lissandra, keeping your A will be useless or almost, in on the other hand if you have a Jax as an opponent it will make all the difference).
Let's come back to the famous mushrooms! Your goal will be to put as much as possible to make sure that your lane is impossible to gank or at least that you see the enemies coming from far away so that you can act accordingly if necessary. Mushrooms also bring a little vision, but don't count on it, wards are always better.
In terms of the placement of these, the ideal is that the enemy mushrooms take them so put them everywhere in the bushes and where they are likely to pass, avoid that it is the minions who explode them this n is clearly not the ideal.
LATEGAME AND TEAMFIGHT:
In a team fight Teemo is not useless, but its usefulness remains very limited. Indeed, he can only make self-attacks and place his Q or even mushrooms, but it is far from being discreet. Its range is far from being important and it is very fragile as much to say that it makes a good target to exterminate quickly for the enemies.
This is why Teemo is generally a good pick in compositons that play with poke and kiting. Indeed, he can thus undermine the ground and therefore allow his allies to attack while providing them with some protection.
Teemo will always be very good when your team has control of the map so he can lay his mushrooms wherever he wants and thus set traps to control important objectives. On the other hand when your team is in difficulty it is more difficult to crack down as Teemo because playing only defensively is not enough you have to be able to move around but it is rarely easy when the enemies have the vision on it. 'entire map and besiege you within your base.
Teemo is therefore an aggressive early pick that does good damage over time but remains relatively fragile and dependent on the situation of the game to really shine. Everything relies heavily on your ability to place a maximum of mushrooms and know where to place them (that is to say in places where you can catch or in places where the team fights will burst in order to lower the maximum opponents' lives).
In addition, it is important to place mushrooms on the path of the minions on your lane, in order to save your turn (in yellow in the toplane) when you return to your base. This will protect your tower while gaining experience and gold from a distance! Try to space out your shrooms and put them into choke points to maximize the chances of hitting someone. You don't want them next to each other because then they'll all explode at once, and the D.O.T damage won't stack (multiple shrooms just refresh it).
Bushes are great places to hide them, but given how long the game's been out now that's a little predictable. If you're shrooming the river brush (say you're blue side top) you don't need to put it next to the wall, as that's kind of obvious and you're minimizing the effective range of your shroom. Try to either put it on the edge of the brush or slightly outside of it, so that they can't sneak around it by hugging the wall but will also hit it if they don't run into the brush.
Also, try to stagger your shrooms when you're putting them down (if you're putting down 4, try to do it in the shape of an N, where you put a shroom at each point of the italicized N. I forget what formation this is called, but if you stack them like this it allows you to maximize your depth AND width when defending yourself via the lane.
Also, as a defensive shroomer, try to prioritize placement based on where the biggest threat would be coming from. If you're blue side and trying to protect yourself from a ganker top, put the shroom near the center of the tri-bush but closer to the river than the actual center (basically you want to protect against a jungler rushing through the tri-bush into the river to try to flank you).
Where to put the mushrooms ?
As mentioned earlier, the mushrooms allow Teemo to mark out the terrain, thus limiting the mobility of the enemy Jungler on the upper part of the map but also the movements of other players of the opposing team around Baron Nashor and the river in general. . But LoL’s Little Devil’s Ultimate is also interesting in the lane phase, so you have to use it well.
First advice, never place your mushrooms in the bushes in the top row because your opponents will never go in that corner facing a Teemo. Conversely, get in the habit of always putting mushrooms in the middle of the minions so that they explode on your opposite.
In addition, it is important to place mushrooms on the path of the minions on your lane, in order to save your turn (in yellow in the toplane) when you return to your base. This will protect your tower while gaining experience and gold from a distance!
Remember to place mushrooms on the passageways to access your lane (the mushrooms in red on our map) in order to protect yourself against potential ganks and roams. In addition, the mushrooms displayed in blue indicate positions allowing you to block exits and entrances to the Jungle: the goal being to dissuade the opposing Jungler from coming towards the Toplane. Finally the mushrooms in white can be more difficult to place depending on your position but are intended to affect the path of the opposite Jungler or even the path of your opposite after a back.
Note that many players like to place mushrooms around Baron Nashor or in the river, in order to prevent their opponents from controlling this part of the map. However, the presence of the scavenger will greatly limit the effectiveness of these traps since it likes to destroy your mushrooms during its round ... Especially since it is an area where players are used to regularly cleaning the vision with beacons. and trinkets.
In the lane phase, her spell kit can be very difficult to counter due to her ability to move, range, and dowry. Able to kite his opponent, Teemo can easily gain the upper hand over a less mobile champion.
In the second part of the encounter, Teemo has a very specific role since thanks to his build and his kit, he has a very good movement speed and an ability to mark out the terrain, allowing him to manipulate waves of minions. , serve as an assassin and divide the opposing team. While he should never win a teamfight on his own, he can create massive confusion in enemy lines via splitpush, especially at low levels where coordination will be limited.
Conversely, Teemo is very fragile and the defensive options will not make him more tanker. Its main defense is its mobility, but against several united opponents, you won't stand a chance.
Teemo is a very interesting champion to play and really important in a group. He has some really cool skills to keep him alive like his blindness and his movement speed bonus, but, he turns out to be very fragile. You need a good mastery before you can walk around, really have fun. Remember to stay humble, thank your allies, and salute the enemies.
His ability to inflict damage over time makes him an asset in a group and his devastating mushrooms are multi-purpose (small wards, large usable amount, huge damage in area, slows by 50%). He can perfectly kill the opposing Carry AD if he has placed his mushrooms well in order to make them into traps. Teemo must set traps in order to easily kill his victims.
If you like Solotop and ranged attacking with poisons ... Teemo is for you! You will need a lot of concentration in order to play it at its best. It is also a lot of responsibility to play Solotop, a thoughtful GamePlay is therefore required in order to better understand this role.
I hope that this guide will have been useful to new players as well as to those a little more seasoned and veterans of the game. Feel free to leave your comments concerning your way of playing, your equipment, runes, masteries and other things on this subject, I will be happy to discuss it with you !