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Teemo Build Guide by Sovereign Kitten

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By Sovereign Kitten | Updated on September 16, 2020
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Choose Champion Build:

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


1 2 3 4 5 6 7 8
Summon Aery
Manaflow Band
Absolute Focus

Cheap Shot
Ravenous Hunter

+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor


1 2 3
Kill pressure
LoL Summoner Spell: Flash


LoL Summoner Spell: Ignite


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


Against AD Fighters (Losing)
Against heavy AP (Losing)

Threats & Synergies

Threats Synergies
Extreme Major Even Minor Tiny
Show All
None Low Ok Strong Ideal
Extreme Threats
Ideal Synergies
● This will provide useful tips on how to deal with all match-ups.

● This will provide information regarding items and abilities to start.

● This will provide guidelines on who to focus on in teamfights.

Runes and their alternatives. Please click one of the following runes of your preference for all common available choices in subs/shards.


How do I use the Table of Contents?

Hello there and welcome! I am so very glad that you taken the time to sit down and read my extensive guide to Teemo.

I have put a lot of time into this and a lot of passion. You could call me an obsessed enthusiast, but I just honestly want to help people, with no ******** or click bait. I am here to help you improve as much as I can with no strings attached at all!

It's a pleasure to meet you! I'm more than an internet personality, I'm a friend. So you can always count on me for help!
I'm sure many of you may know me from my REDDIT handle u/SovereignKitten on the subreddit of r/Teemotalk.
I tend to be highly active here, when it comes to any and all discussions related to Teemo. If you have questions, ask away!


I am a Diamond 4 Teemo player from NA. I play casually on smurfs and normal games as I am not that competitive. I'm always looking for ways to improve this guide. I take criticism and ideas, to make this guide easier to follow and to understand for everyone. Be it either, changing runes or adding in a whole new section of information geared on helping you understand.



I created this guide 3 years ago slowly improving it as new changes arrived, and I am proud to present you with constant updated daily/weekly information that I hope improves your overall success with this overly fun and adorable champion!

Teemo in general is all about making your opponents hurt. Both mentally and physically. He is a dagger in the side of any and all who oppose him, in the hands of a keen player. While being both cute and fun in the process.

I personally really think he is fun, cute and in general a straightforward and honest champion, without any forms of cheese like shields, massive sustain. It's simply "Hey, if you want to kill me. You have to catch me!"

If you like being annoying, cute and ruining peoples lives, then do I have good news for you my friend. Teemo is obviously the champion for you!

One of the biggest and only problems with playing Teemo as your main champion or just in general playing him in any way shape or form, comes at the price of being flamed and put down by almost everyone you come in contact with. It's basically a never ending cycle of hate for picking him.

Teemo has always been used as memes an has been considered a troll pick for years. People fail to simply realize how good and useful he is, when played in the correct manner. It's mostly his objective control or vision provided by shrooms right up to being focused by the entire enemy team which allows for your allies to grab objectives or win their lanes.

It may be hard to carry as a 1v5, but the accomplishment of doing so with proper warding, shrooming, and utilization of passive, is such a good feeling, knowing you single-handedly won with skill alone, not by pressing one button. *Cough*

● I know the in's and outs of playing Teemo properly in a logical and statistical viewpoint.
● I have played Teemo an accumulated 4,500,000 Mastery Points testing and theorizing.
● I have been in your position before. Mistakes, being killed to simply having horrible CS.

Coaching works as such. You simply have to tell me what you are looking for in a direct message either on here, Discord or anywhere else. A review of your OP.GG? Perhaps for me to go over some of your games replays to help locate major flaws? So long as you provide a link or replay download along with your direct message I will get to it as soon as humanly possible.
I have time on Tuesdays from the hours of 6 AM - 6 PM (PST). We go over everything and you just do your best to improve.

Free. I offer free coaching. I don't do the things that I do for monetary gain. I do it because I genuinely care about the Teemo community, and for people who truly are looking to improve themselves, be it for competitive play or due to personal goals.
This includes this guide as a whole. I do it because I want to help everyone improve, not because I want to make money.

You have to be the one to ultimately implement your own type of play-style and charm to your builds. Reading this guide isn't going to suddenly bounce you from iron to challenger overnight. There are no shortcuts, or easy ways to do so. You practice, practice and practice. Things will become clear to you, as you naturally improve. Please keep this in mind while playing.

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 foolproof. You have to learn this champion yourself with your own hands. Just because ___ plays one way, doesn't mean you have to mimic. You can implement your own style and strategies in how to play. Find what works for you.

Teemo is not a champion that you can simply pick up, put on a rune and build items and hard-stomp anyone that gets in your way, he actually unlike some champions, requires the knowledge of the game as a whole to properly dominate lane/game.

This could be knowledge of champion match-ups - as in what their abilities do and 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 with objectives. Knowing all of your strengths and weaknesses, right up to when you simply can do nothing.

I truly hope that the information provided in this guide will help you and provide you with all the knowledge that you need to properly improve yourself to steadily & consistently reach your personal achievements and goals. It's laid down plainly.


Personal Settings.

Hopefully these small changes to your settings will help improve your overall ability to communicate and free up elements. Making things more easier to see, allowing you to focus on what's most important. Yourself and not the toxicity. Good luck!

Your primary spell will normally be Ignite. It's used everywhere because it's aggressive. It's not worth taking anything other than this spell, because of the extra kill pressure. So if you do feel like you play more passive in lane, a different spell would most likely compliment your play-style.

Rarely would you be choosing Teleport. This spell is primarily for players who simply would like to do nothing more than split-push and play objectively. You don't do too well flanking enemies in the bot lane, because they can simply destroy you as you appear if your allies simply leave you. You can flank and back door with Noxious Trap's especially if you have them shoved to their open nexus while your team grabs Baron Nashor or Drake buffs. It's a personal preference.

Sometimes you can be seen taking Ghost. This spell has a few uses more specifically, this spell allows us to split-push but also gives us the added utility of movement speed for protection, to chase and run away when needed. You can effortlessly roam and flank and even back door sometimes. It's primarily paired up with runes like Press the Attack since it benefits this runes kiting play-style and on-hit reliance. The recent nerf has made it pretty weak for us unfortunately.

Some players may enjoy taking Exhaust in some of their games as a form of CC and added utility for when they get ganked and want to escape/kill when they dive you under tower. It will also reduce their damage by 40% allowing you to out-trade them when they extend into you.

Not many players take Barrier because other spells are just better. The only real thing this spell can do for you is (block) damage being dealt to you while standing in a bush an being attacked by enemies, so long as you stay still in the open / bushes while the shield stays you can enter passive.

First and foremost, if you are playing Teemo in a solo lane. Your main goal is to take control of that lane, before they hit level 6. This means, being super aggressive when the time calls for it, being mindful of minion aggro and trying to push them out of lane or to get a kill every time they make a minor mistake, like going for that cannon minion and getting hit for 75% of their HP in the process, while also missing because of our Blinding Dart. If you lane passively because you're scared, you lose.

Teemo is at his strongest during level 1-5. Once most champions hit level 6, they normally have everything that they need to deal with you. Gap close, CC, Burst. While all we have as Teemo is a Move Quick which isn't really great at all period. If they simply dash and hit us, we lose all passive speed and get run down rather easily. So try your best to not get caught by kiting.

You most likely will get the first blood or a few kills off of your laner in the early game, especially if you are a low-elo player, players here are more willing to make mistakes and allow you to freely snowball because of it, but this is where it becomes extremely important for you to remain ahead throughout the entirety of the game through taking all camps, and CS.

You can do this roughly a few ways. You can utilize your lead to punish them further, while also zoning them from gaining CS while freezing your waves, preventing them from gaining EXP / Gold while building up a large enough wave to crash their tower while you once again utilize your lead to harass them under their tower, even further setting them back through gold with a huge wave to protect you from ganks and them moving forward. Because if they die to you, they lose so much EXP.

Another way of utilizing your lead would be to do the same as above, but instead of crashing and harassing them, you would be looking to freeze your waves while harassing them out of lane. Once they are backing or dead you would immediately clear the minions as fast as possible, crashing it and then immediately looking for somewhere to roam. Be it MID or BOT for Dragon or simply to grab a 8-10 minute Rift Herald to close out your lane faster so you can focus all your efforts on allied lanes.

If none of these are options you can always roam the enemies Jungle to steal their RED or BLUE while warding it up giving you even more lead over your laner. Ideally you want to go back to base to buy more items when you have control of the minion waves. Crash it and then back to base, otherwise you risk losing so much CS to minions and your tower. It keeps you leveling.

These games tend to be very boring. If you are going up against an enemy laner that knows how to deal with you. They understand your threat and respect you, then there really isn't much you can do in terms of snowballing. Especially if they play extremely passive during the first few levels, and allow the waves to naturally crash to their tower by giving up a few CS where they can freeze and zone you with threats of ganks and possibly Ghost pressure if you're up against Darius.

If you and your laner are even, you simply need to control your minion waves much more effectively and not simply push and shove all game. This simply sets them up for an ally to gank and kill you, setting you behind heavily because if you were not able to kill them before, you now have very limited options for what you can do, so don't get into this position by respecting.

Focus on last hitting, and utilizing your poke and harass for when they step forward. That's pretty much all you have to do, respect them when they act a bit more aggressively and punish them for making a minor or major mistake. A form of mistake would be Darius missing his pull allowing for us to play aggressive for a few moments, it's a small window but you get the idea. You're primarily going to be focusing on CS, warding and harassing when they make the mistakes while respecting them when their abilities are up and when they become a lot more aggressive after being passive all game. Usually being ganked.

So if you have not been capable of taking control of the lane in the early game, you should be once again prioritizing other lanes and your allies. Once you hit level 6, you become a huge asset to your teammates and to yourself if you are effectively utilizing your Noxious Trap and granting them vision of top sides jungle, allowing you to play more strategically into champions who are only now beginning to play more aggressively towards you, now that they have their all in potential.

The biggest thing you could do is to simply not get into this position in the first place, being behind on Teemo is one of the worst things that can happen to you in a game. Once again, Teemo has his biggest chance to get a lead while he is level 1-5. If he is killed by level 2 or 3, that's it. You've pretty much already lost this lane in terms of snowballing, so tell yourself to STOP. It's over. Focus on CS, managing waves and simply staying alive while not making the same mistakes over and over and over again, killing is a part of the game, but you getting a kill after being set behind 2 waves isn't going to change things, period.

Just try to keep your waves frozen, and don't try to help other lanes. You'll just keep setting yourself behind even more.

While placing Noxious Trap in the laning phase you must be careful not to toss them dead center in the lane, unless your goal is to waste shrooms immediately and shove lane all game. 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 a fast push which is good and bad.

These locations on both sides of the lane are the most ideal spots to have shrooms placed. They are not often touched by minions but will occasionally get hit by that one stray minion. Besides minions these are the most common areas to use for enemy champions who are trying to gank you or chase you, as they have to hug the wall for a moment when turning in from the river or tri-bush.

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've placed, people are likely to run in a straight line from you.

It is very important to keep a few shrooms on you at all times. You should never have 0 but you should never have max stacks either, for utility and espace.

The addition of the alcoves has made things a bit more tricky when it comes to dealing with ganks, since enemies can simply come from behind the alcoves. Once in position all they have to do is wait for you to step forward enough for them to jump out and stun you 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, but I would advise you not to use it when you're up against champions who can just simply dash over walls. One shroom in the center of each bush and the center of the alcove is enough, so long as you can see each side of entrances into the alcoves you shouldn't ever get into a position where you are constantly caught out by the enemy jungler.

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 locations of our Noxious Trap placements, I am sure you can notice where the enemy will be heading correct? Shrooms are good. Use them.

If the enemy is constantly placing Control Ward's in the river bush, it's better to place Noxious Trap deeper into the river or into the jungle instead. This further guarantees their full duration and vision.

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 teammates to do things across the map. The shroom by the vision plant can be used to grant your team vision of the enemy junglers position whilst they are clearing through Blue buff.

These tricks can grant you a few more options while being ganked since you're not face checking bushes. You could flash escape through their jungle or head towards the alcove bushes. 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 ward over the edge of your ward range you can actually place and bounce the ward further than you actually are capable of. This gives you an extra layer of protection. It may not seem like much, but it does make a huge difference.

The same thing can be applied to the tri-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 will block their vision if they are hiding in the bush. If you place it in the bush, you are forced to go closer which will make you visible to them and their gap close abilities, if they have them.

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 it and look ahead. 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 and slight time sink, 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 can simply teleport while you are in stealth.

Once again I am unsure as to why Riot allowed this interaction to exist after a slight update to certain invisibility champions back in season 9. But, this does grant you an extra escape method if you do prefer taking Teleport over other spells. It's only in specific situations where the enemy you are facing has no form of CC of any kind, or after they use their CC.

This will work both in bushes and in the open while in your Guerrilla Warfare passive. They can not see you teleporting.

Even when you are at the top of your game, you will always run into some problems. Problems you might not be effectively able to deal with on your own. It might be ganks, your team or mana. Overall the message I am trying to spread is to keep your head up and keep looking for ways to improve yourself to do better next time, as difficult and frustrating as it may be.

This is something you need to understand. Teemo is a very easily ganked champion from levels 1-5, because there is no threat of shrooms and in most cases we don't even have our Move Quick or Boots of Speed. It doesn't help if all you do is shove to tower all game. If they can put you out the second you hit the lane at level 1-2 they can easily shut you out of the game entirely if they are somewhat competent in their ability to play the game. It's all about not losing to this by simply becoming more wary of these instances and your surroundings. Place vision out early or try taking Ghost Poro.

There are plenty of ways to prevent losing to ganks, plenty of benefits to being the prime focus of ganks especially when it's the enemy jungler. Placing down deep Warding Totem at the right time and utilizing Guerrilla Warfare to waste more time while your allies grab objectives elsewhere and put pressure which is invaluable. In the end you may have died, but you wasted 2 or more minutes of two players' time which is a huge set back along with them being siphoned of EXP. You should revel in being ganked, you should expect to be the prime focus. If you're not? Go in on them hard and get the job done.

League isn't an easy game to master. It takes the ability to multitask consistently to maximize your macro management. You need to be focusing on everything, even if it is hard to do so. You need to practice to get to the point where you can do it well. This can be simply looking at your mini-map while you're waiting to poke the enemy or simply to last hit your CS. Pinging when you see something in the quick glance to alert your allies. You might notice you have 0% vision and decide you should shove the lane to roam a bit to remedy that. The reason you would shove is so your minions die and keep a majority of the enemies minions alive due to their tower killing our minions faster than they can kill them when we return from roaming.

If you don't try to improve and restrain yourself. You will ultimately always fall victim to Tunnel Vision. Tunnel Vision is simply repressing everything around you while focusing entirely on killing champions and nothing else but chasing them. You must avoid this by forcing yourself out of that mindset or you'll simply never improve and always make this fatal mistake which will cost you games easily especially into the late game.

I get it. You feel empowered. You're 20/0 and boy you're out for blood and nothing in this world can stop you! However... You'll lose sense of time, your surroundings will disappear among all things until it is too late and you simply get caught out over and over again. Killing is a part of the game, but don't let it consume you. Going 20/20/0 with 1 objective taken is nothing compared to going 0/0/20 with 10 solo objectives if all you're doing is trading deaths. Play smart, and back off when needed.

A lot of players namely new players or players who simply have not grasped the understanding surrounding minions, kill everything quickly and never try to utilize minions to their benefit against their enemies. Let's talk about how we can do this.

A slow push is used to slowly apply pressure to the enemy, setting up kills, setting up dives and setting up sieges which help prevent yourself from being killed due to your minions being larger in size. You simply make sure you always have 1 more minion than them to build up. It's amazing to have them turn and fight to defend you especially while in passive since they can still aggro so long as they are near you and the enemy can use some form of ability to damage you. It's a defensive layer / pressure which causes you to get ganked more often, which is what you want, you want your allies to acquire Drake or towers elsewhere.

A fast push is simply killing things quickly. They may have roamed or backed to base due to poke without Teleport. So you'd want to fast push to prevent them from acquiring a vast amount of EXP upon return if you are very close to their tower. The tower can help clear them out, primarily cannon and melee minions are the most valuable. You'd want to return to base after having crashed your wave to retain as many of their minions as possible upon returning to the lane, their minions will turn around into your favor due to their waves being larger and slow-pushing, so long as you keep last hitting. This is great after a slow push has built up.

A freeze is used to keep yourself safe or to further dominate the lane if you're winning an being ganked. Keeping 4 more enemy minions alive is useful for champions without killing or zoning pressure against you especially with no wave control. You become safe under the veil of your tower & can harass freely as they try to CS. While making sure to thin out minions/keep them alive long enough for your next wave to freeze them in case your tower messes it all up. So long as they have 4 minions alive more than your minions. It will remain frozen until you shove it back out, otherwise by default it will force your minions to grow in size and keep growing uncontrollably forcing a slow-push. If the enemy is allowed to freeze his lane against you. You're going to have a very hard time. Most notably champions with pressure and threat.

If the enemy has stuck you in a freeze while permanently zoning you, you can't do anything, the only thing that you can do is ask politely for your jungler to help break free, otherwise you will be incapable of acquiring basic CS and income needs.

Zoning is very simple concept, it's when the enemy is being pressured away significantly from obtaining any CS or gaining EXP from dying minions. If you can get in between them and their minions. If they try to move forward to grab the CS you back off while punishing them from range for making that mistake. This would cause them to go back to base, allowing you to crash the wave further preventing EXP and CS while they walk back if they do not have Teleport. This can cripple any top laner.

While playing as Teemo, you must understand. You shouldn't be standing still for extended periods of time, move around and utilize bushes so you gain both the ability to use passive while moving. If you are not focusing on CS or poke you really shouldn't be standing still. You become a much easier target for abilities skill shots, it also gives you something to do while you wait.

You can clearly see the difference in utilization of Teemo's passive and his mobility being used while being protected by bushes and zigzagging. If an enemy were to gank, you would have nothing to fear as you are able to flee through bushes or wait them out in stealth if it is possible to do so.

The primary use of maxing your (Q) first is to deal more devastating burst damage. This could be from a build like Electrocute or Dark Harvest coupled with Luden's Echo. This ability will deal a tremendous amount of damage later in the game if built properly. Besides being a bursting ability, it's got it's own utility which we normally save for the enemy ADC into the late game. If they can't deal damage, our allies can get in.

You would never start nor max your (W) first. This ability would only serve you well with 2 points in it early game, once you have acquired boots. You can, however, max it out second if you are playing a purely on-hit build reliant on kiting and (E) damage alone. Basically it's not worth to max your (W) if you're playing a full AP build, you should always be maxing (E) and (Q) first respectfully and vice versa in those heavy AA reliant lanes.

You would normally be maxing Toxic Shot almost every game, due to it being our primary way of dealing damage effectively. Because the higher it is, the better we CS and deal damage to enemy champions on-hit and over time. Basically play a practice tool game without putting a single point in (E) and try to CS after putting one into it. You'll understand the significant difference in your ability to remotely deal any damage.

I would have to consider Teemo to be a very unique and special champion compared to pretty much every other champion in League. Teemo is an honest champion, he doesn't have the amount of **** in his kit to make up for the lack of player skill. The Player controlling Teemo has to actually be able to kite just using his/her own micro/macro management to always succeed.

But in truth it is very difficult to climb if you simply do not wish to take the game seriously to improve on all of your flaws and weaknesses. Teemo requires a lot of knowledge to play well. He isn't as simple as playing Veigar nor is he similar to playing Karthus either. There isn't anything brain dead about Teemo. You simply have to focus all of your efforts to play perfect.

Guerrilla Warfare is honestly the bread and butter of his kit, and is what makes a Teemo player so annoying and fun. Very little is actually spoken of this ability and it's powerful passive to new players, because RIOT doesn't explain it in the champion menu in game. So for this reason I will go in as much detail and depth on the ability and the many ways to utilize it properly.

If you stand still for 1.5 seconds you will enter stealth. While in stealth enemy champions can not see you, hear you nor damage you, unless they have specific skill-shots that can strike you without targeting you. Control Ward's will not reveal you but Oracle Lens will highlight you allowing for a skill shot champion to land a strike. The only thing that can reveal us is a hard CC displacement. If Teemo is moving through a bush, the count down for stealth will begin upon entering it, unless you have taken damage from minions/champions recently. Utilizing bushes to move around & avoid poke while entering stealth is very useful.

A lot of champions with abilities that let them see enemy targets far away, can not reveal you while under the effects of his passive. Quinn and her Heightened Senses. Champions like Lee Sin can reveal you with his gap close Sonic Wave and then Dragon's Rage you out of stealth entirely, however, he loses sight of you the second he re-activates his Sonic Wave so if you were under a tower and capable of going stealth before he hit you with it. He wouldn't be able to harm you after the tower dive, forcing him to back off. There are other champions who also behave like this, but Lee Sin is the most easily countered by it.

Once Teemo exit's Guerrilla Warfare by any means, he will activate the second ability within. When Teemo breaks stealth, he gains the Element of Surprise for 3 seconds, granting him... 20 / 40 / 60 / 80% bonus attack speed based on level. Utilizing this ability in the laning phase early game can be extremely effective, as the bonus attack speed can help with CSing or trading. Another often ignored thing is simply using the passive itself to set up ambushes when you pretend to leave the lane or roam when the enemy has low HP. Simply back off and enter stealth until they extend past you it's often always a good strategy.

Blinding Dart is what will really make people tilt. Watching his opponents writhe in pain wishing for their lives to come to an end as they miss every cannon minion. It's also the main factor that will make people rage quit and never come back.

Blinding Dart has a set duration of 1.5 to 2.5 seconds based on level. This ability has a long range, great for safely poking from a long distance and will cause a lot of burst damage. It can also prevent anyone who is a basic attacking champion to miss for the set duration. However, you would never want to just simply spam this ability willy nilly as it will drastically drain your mana. It's a great offense, but also an amazing defense, especially against champions that like to cheese you level 1 like Tryndamere and Wukong both with their gap close abilities.

While enemy champions are under the effect of Blinding Dart, their abilities that empower their basic auto attacks will fail to connect or deal damage. This can be an absolute lifesaver in the late game against certain late game scalers like Jax or Master Yi if you ended up in a position where you were going to be killed. You can blind them and go stealth by standing still and not reacting while they try to kill you, while entering stealth. It doesn't always work, especially if they use an actual ability.

Blinding Dart as stated previously will prevent enemy champions from dealing empowered auto attack damage to us. But this will also prevent enemy champions from causing status effects on us, primarily stuns/silence/slows/specific forms of CC. The champions in question are mostly going to be your opponents who are playing things like...
Garen, Darius, Udyr, Skarner, Twisted Fate, Renekton & Leona with their empowered auto attack stuns or Blitzcrank's empowered knock up after his hook. There are plenty of other champs.

There isn't much to talk about with Teemo's Move Quick. It's just as the name suggests. He gains passive movement speed.

It's very lackluster and one of the more underwhelming skills in his kit. Once you take damage from any source (aside from minions) you will lose all bonus movement speed. So the idea is to never get caught in the first place. You can activate the ability to gain a bonus in movement speed double of what the passive is. It takes 5 seconds to restore our passive once damaged by a source. So it would be wise to back up a bit.

Passive: 10 / 14 / 18 / 22 / 26%.
Activated: 20 / 28 / 36 / 44 / 52%.

Toxic Shot is where all the fun happens. The more you max this ability, the more damage you do over time and on-hit to minions and to enemy champions. It also has great synergy and interactions with all runes especially duration runes.

If Teemo strikes an enemy champion or minion they will become poisoned for 4 seconds. This is reset with each consecutive auto attack. Before you ask, no these will not stack together, they are reset and will stack with Noxious Trap's. You can poison multiple targets so long as you keep switching between them. Toxic Shot is considered and "on-hit" applied effect, so acquiring an item like Runaan's Hurricane will also apply the on-hit damage and the poison which is amazing for split pushing as it's better clear than wasting Noxious Trap's which could have been utilized as vision/escape from a sudden gank situation.

Going back to what I mentioned before. Teemo has really good synergy with many of his core runes. The reason for this is due to the duration of his poison. Put simply. If you auto attack an enemy champion with an activation rune like Grasp of the Undying. You can activate it fully on one auto. So instead of having to constantly attack to activate it, all you have to do is make sure you poke every 3 seconds on the dot to activate the rune and reset it to keep the stack going into the next activation. This can be done with other runes like Phase Rush and Electrocute but only for the first 1/3 stack, poison is a duration extender not damage tick.

One of the biggest mistakes new players make while playing Teemo is diving enemy champions preemptively under tower while Toxic Shot is still active. It may be to kill an enemy champion or to get a plating. But you need to be aware and be sure to back off for 4 seconds before attempting this, because the enemy tower will immediately focus you once you enter range, before you can finish them off. If they stun or lock you down you are as good as dead, so make sure to remember this.

Noxious Trap's primary use is for map control. It's designed to last for 5 whole minutes which is a very long time when used properly and placed in ideal locations, especially if the enemies are not clearing them out effectively around objectives like Baron Nashor and Drake - for reference Warding Totem's will last 2.5 minutes, but are on a huge cool down.

While in the laning phase, really what you're looking for is placements that will slow the enemies advances towards you, while avoiding minions. Unexpectedly placed shrooms are usually the best, allowing you to lure your opponents towards them, positioning yourself at very specific angles so that they run in that direction that you wish for them to instead of straight ahead. It's both used as a defense as well as and offense so long as you know how to manipulate their pathing to force them into running where you want them to, in this case our shrooms.

One of the most powerful assets to Teemo is his ability to infinitely bounce his shrooms. This can be done across the map late game if you just so happen to have enough mana and a preset section to bounce off of to make some objective plays which could even net you Baron Nashor or even Drake - quite possibly even lower the enemies HP enough for your teammates to make a play or to get them to back off preventing the buff.

One thing many Teemo players do subconsciously is they utilize their
Noxious Trap's to shove waves as quickly as possible. While this is okay to do, you never want to simply do it all game. It's a bad habit. Always be sure to keep 1 or 2 shrooms on you at all times and to always get rid of shrooms when you have the maximum you can carry. If you just killed your opponent it's absolutely important to crash your wave and make them miss as much of the waves as possible especially if they do not have Teleport to make it back in time. This puts them behind.

Chilling Smite makes ganking lanes much easier. Since we do not have any innate ability to slow or lock enemy champions down, besides our Noxious Trap which is easy to avoid when placed down. You could take Challenging Smite but you would again be losing your only real ability to apply CC while you are ganking their lane, unless everyone on your team has some form of CC to apply for you instead.

Playing Teemo in the jungle can be 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 teammates 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 finding it impossible to catch up. Catch up EXP was removed so if you stop or get invaded you will be starved for EXP causing you to become severely behind and incapable of doing much for your team.

Before you even start with your clear, you might want to consider taking Ghost Poro if you would like to apply more vision pressure early game while playing with Domination as your primary as the extra damage you gain early on can help with clearing if you're not capable of getting kills or assists with Eyeball Collection. It's a personal preference for each.

Alternative Pathing

When playing Teemo in the Jungle, you're always going to be wanting 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 us to clear just a tiny bit faster to stay healthy for ganks and possible invaders. However, if you do get invaded and they won't leave, just give it up and start Blue or if you're feeling ballsy try and steal their red side.
Hiding Red Brambleback from the enemy

Once you have slain red buff head towards Ancient Krug and kill them. You never want to stand still and fight, you want to kite and move out of their way as to not take damage. Utilize your Toxic Shot to blind and run past the large one. Out of all the jungle camps, Ancient Krug grants the most EXP. Remember this.

The changes to Teemo and his damage in the jungle has made it easier to clear Crimson Raptor at level 2. Previously we could only clear it at level 4. You will need red buff and smite. Start by attacking each individual mini-raptor followed by attacking crimson with an AA > AA > Q > Smite while kiting.

Straight after finishing Crimson Raptor you would want to head right over to your Blue Sentinel next, while also keeping in mind you could possibly have gotten invaded. Remember to ward over the wall in the river and ping assistance if this does happen. You want to continue kiting the camps around to reduce the amount of damage taken. Once you have slain this camp, it's time to move over to the Rift Scuttler which should now spawn, another great source of EXP.
Hiding Blue Sentinel from the enemy

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 "trick" 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. While being close to top/bot side for help if we should require it.
Making Scuttle Crab stationary

Unless you have need to gank for your allies when you finish Rift Scuttler you will now finish your first clear, so head back to take on the last two camps. First and foremost Teemo can not blind the first two attacks that gromp sends our way. These are considered 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 as 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 finished, head towards Greater Murk Wolf .

It's quite easy to deal with the Wolves. Simply kite and kill the smaller of the three while blinding the larger one. They will deal significantly less damage than other camps this way. Once finished it's time to back to base for your upgraded Stalker's Blade, Boots of Speed and hopefully a Dagger if you can afford it, otherwise a Control Ward is much preferred for vision.

It's not exactly easy to tell you what you should be doing after your first clear because every game is different. You may have been invaded, your allies might all be shoved into the enemies towers, and there may be nothing you can do for the early game but farm until you get back in while helping allies when it is in your best interest, not when they are 3 levels behind.

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 in under tower, get some ganks in especially if you have been tracking the enemy jungler and know he is going to be somewhere else. If they are all shoved into the enemies towers then try to invade a bit and farm / contest dragon.

Understanding the enemies pathing can benefit you greatly, because it allows you to stop them from attempting to get a kill and helping your allies snowball in return or at the very least go even. It's not like everyone is cut out to be a jungler, there is a lot of responsibility to helping allies and tracking while also keeping yourself safe from invaders / understanding your limits.

Primarily TOP and BOT lane are the easiest lanes to assist, as mid lane is a usually a coin flip and often filled with assassins or burst mages once if fed are nearly impossible to help with. So depending on how well your mid is doing be they feeding, winning or going even. You can often make the decision to help or ignore their lane completely. You never help a losing lane.

Playing in the jungle can be stressful. You actively need to be looking for ways to help your team mates. This could be to get them fed or ahead or to get a kill for yourself, but you also must understand that if your ally is 2 levels behind and losing, no amount of you ganking them will do anything for them but reset their gold making their opponent even more of a threat.

They can not help you, while helping them, look towards someone else. If you don't have a bot lane or mid lane but a front line fighter or tank who is doing well then help them get out of the laning phase and help transition them to helping allies make it to the mid or late game while doing everything you can to help them help your team. This could be as an engage or simply catching someone out. It's quite difficult to take on assassins who are fed due to being squishy so mid is often ignored.

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, Grand-Master and Challenger Teemo players who run more than one rune page all with relatively good success, it's not the runes or items. It's their ability to play well under any circumstance.

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 a 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 for those specific types of players. Though I would advise to stick with AP.

Gathering Storm is an amazing late game rune, but that is just that, it's only use is late game. If you constantly play games that last 30-40-50-60 minutes. You're going to get the most out of your games by taking this rune and maxing out your AP with items that scale well, like Rabadon's Deathcap which will decimate your enemies with maximum magic penetration especially when you get infernal drake .

Scorch on the other hand, is all about that early game. So from minute 1-19 is where you get the benefit. Once you hit minute 20 and onward the use of this rune is less effective than Gathering Storm since Scorch is all about the laning phase. If you do have some troubles keeping them low HP, especially while stacking Dark Harvest it is an amazing choice for a rune to help you snowball.

Nullifying Orb isn't a mandatory rune, but it can be used in very hard AP burst match-ups where you might have opted into taking Sorcery and Resolve to poke and mitigate damage. Besides this rune selection Manaflow Band is the much preferred sub rune in this section since mana is important.

Manaflow Band is great for us now that we don't have to spam Blinding Dart to get a stack for the mana regeneration later in the game, It's quite simple now. All we have to do is land our Toxic Shot through poke and we automatically get a stack for free. This rune helps us manage our mana late game especially with a game where we have multiple clouds. However, Presence of Mind is far superior.

Absolute Focus is a great rune to increase your overall damage all throughout the early game so long as you keep your HP above 70%. This can really help you with the ability to last hit minions, and to simply deal a lot more damage to the enemy champion who can't really touch you because of them being melee champions with no gap close or cc. So with that in mind, it's horrible for heavy poke match-ups.

Transcendence is a great rune for CDR, especially if playing support since we lost our 10% CDR with the changes to the support items, we can no longer get an early game 40% CDR once we have purchased Luden's Echo or Nashor's Tooth. Unless you are fine with having to build 2-3 items to get your needed 40% CDR, you should take this rune and ask for a Blue Buff to reach 40%. Ultimately the extra damage you get from over-capping is useless and very minuscule so don't bother going over 40%.

Celerity used to be a really good rune back when it granted us extra AP based on how much bonus movement speed we had. Nowadays it's pretty much only ever taken on a Ghost summoner build all about kiting and running people down. Ultimately Absolute Focus is the better choice of the two, unless you can't keep your HP above 70%, and feel like the bonus movement speed might help you out more, then by all means take this sub rune for a test drive, it might be something you're into.

Cheap Shot is all about dealing extra true damage, which can't be mitigated with magic resistance or armor. It is the go to rune of choice when it comes to dealing damage. You can activate it automatically with Noxious Trap along with Blinding Dart so long as you have them poisoned beforehand it will automatically apply otherwise an auto attack will too. Glacial Augment will automatically apply it.

Taste of Blood is all about granting you a little bit more sustain especially for those quick trades with ranged champions, or if you feel more comfortable knowing you can stay in lane longer by playing around the 20 second duration, which is good played together with a rune like Electrocute and especially with Grasp of the Undying. It's a small heal, but useful for keeping you healthy.

Ravenous Hunter is pretty essential on most every Teemo build, because we have no innate ability to heal, we have pretty much always in past seasons before season 7 utilized Hextech Gunblade to make up for our lack of sustain. It's pretty much a no brainer most people would prefer to save the 3400 gold and get the free sustain rune. We have none without it and need something to compensate for it.

Ultimate Hunter is a personal preference for Dark Harvest only, since it is all about the late game and dealing tremendous damage with one shroom alone. If you manage to get a Cloud Drake or 4, you will literally be incapable of keeping up with your 4.25 second cool down Noxious Trap's and this is usually overkill as you do lose out on precious sustain, if you don't plan on purchasing a Hextech Gunblade. You do acquire map control in return but again at the cost of sustain or damage.

Eyeball Collection is a rune that requires you to get kills to stack it. So if you are not getting kills or assists, you're essentially wasting this runes potential, in which case a rune like Ghost Poro would be better suited for your play style since it stacks consistently, on how many vision wards have expired.

Ghost Poro just like Eyeball Collection grants the exact same amount of damage, but this time around you don't have to get kills to get a stack, you simply place a ward down, it lasts the entire duration and spawns a ghost poro which grants you some extra vision and a warning ping if an enemy champion steps over it. It is often the go to rune since you can really take advantage of that early game vision and early game +2 AP before the game even starts if you are confident you don't need vision.

Presence of Mind is a great rune that compliments Dark Harvest builds more so than any other rune. It grants 20% mana on kill/assist and a maximum of 500 bonus mana when fully stacked and when added with Luden's Echo grants us a whopping 1000 mana. This would be roughly 300-400 mana restored on kills which really helps in those games where you take Ultimate Hunter and end up getting cloud drakes. It's impossible to manage 6 or 4 second shrooms without a large pool of mana.

Triumph is a sustain rune. It's best utilized while tower diving or getting a kill on an enemy champion while being ganked, restoring your health enough to effectively trade and possibly kill the other champion or escape. You do not need to kill the enemy, so long as you get an assist, you will be granted the sustain, which could have come from across the map on a random shroom you had placed around an objective that you completely forgot about, which could have turned the tide of a fight you're in.

Legend: Alacrity is usually the only rune in this section of the precision tree that you would take, Teemo has a relatively low attack speed, all throughout the game, and this rune coupled with items like Nashor's Tooth will make kiting a much more smooth interaction which will allow you to poke more in between kiting and to CS much more efficiently if you do struggle with this aspect of League mechanics.

Legend: Tenacity isn't taken really at all, it's pretty much a personal preference type of thing, some people like having the extra tenacity against champions with a lot of CC which can be good when playing against a lot of CC and AP champions, granting extra tenacity through Mercury's Treads but ultimately players still prefer to take Legend: Alacrity over the other two runes in this section for the really obvious reasons. It's just a better rune that helps Teemo kite and keep himself safe while fighting.

Coup de Grace will grant us 8% extra damage to enemies that fall below 40% HP, It's an amazing addition to Dark Harvest and Electrocute because of both of these runes are all about bursting and keeping enemies low on HP, for when the rune comes back off cool-down in which we execute.

Cut Down will grant you 5%-15% extra damage to champions with more HP than you and is great against tanks, however, you often will only see this in a specific rune build that uses Press the Attack when you're going up against 2 or more HP tank champions, like if you were going into a game again Cho'Gath, Nasus, or Sion with a Zac jungle. Outside of HP tanks it's a pretty useless sub rune.

Last Stand will grant you 5%-11% extra damage based on how low our HP is. You are granted the maximum once you fall below 30% HP. This is often a rune selection for people who like playing more aggressively with Grasp of the Undying with a more damage sub rune selection, instead of choosing Taste of Blood and Ravenous Hunter mostly seen against champions like Vladimir and Riven who can be avoided but poked relatively well without taking too much damage in return, if respected.

Conditioning is more or less for a game where you feel you want to be a tad bit more tanky than usual. Normally with Grasp of the Undying where it can grant us extra MR and AR past 10 minutes. Especially if you end up getting 2 or 4 earth drakes and at least one MR and AR item to compliment the stacks increasing one of our resistances well past 200 while the other hovers around 140-150 based on which boots we decided to choose earlier on in the game. Bone Plating is much preferred over it.

Bone Plating can really help us out, in those tough all-in champion match-ups. If you find yourself having problems and taking too much damage from certain champions. You can opt into taking this rune, because of the ability to mitigate and protect you from a small amount of damage. It, however, is on a rather long cool down of 45 seconds so you'd need to plan for when you're willing to take hits.

Overgrowth as a sub rune is the only other rune you would be able to take in the resolve tree, unless you really wanted to take Demolish. The extra HP can really save your *** especially in those burst AP/AD match-ups. It has great synergy with Electrocute when you want a defensive burst alternative.

When it comes to rune shards, it's all about personal preference. Some people prefer the default 10%/AP/AR or MR. Some people prefer AP/AP/AR or MR. Others prefer something different. It does make a difference how you end up doing in the laning phase. That extra AP can really help you last hit and deal damage. Mix things up, and try something new. Something might benefit your style.

Grasp of the Undying is a defensive, sustain oriented rune which allows you to survive or to simply stay in lane longer. It will prevent the enemy in most cases from getting any kill pressure on you, so long as you constantly utilize the runes poke and sustain while also utilizing your ability to control minions to keep it on your side of the lane, to further protect yourself.

This rune and it's subs are designed to help mitigate and heal most all damage taken from champions that trade very often, and raise 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 if you can't get close enough to touch them. 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 Fiora, Camille, Riven, Gangplank or a Wukong sometimes a Vladimir and even Renekton's all in burst and sustain can all be dealt with by taking this defensive rune.

I can not recommend this build into champions you have no hope of trading with in the first place, an example of these champions would be Anivia, Ryze & Azir 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 to wait 3 seconds and 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.

This build is based around high health and moderate sustain, making you harder to kill with the added mitigation with 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 play-style. But for the most part, you're going to be building HP/AP items like: Morellonomicon Liandry's Torment Spirit Visage Rod of Ages Warmog's Armor.

If you ever find yourself going into a full AD composition, against a suitable top lane champion for Grasp of the Undying, then consider taking the two armor shards, as it is one of the best strategies with a Seeker's Armguard rush. You become a force to be reckoned with being able to survive countless burst, so long as you avoid the majority of locks downs / knock ups.

Summon Aery is an offensive rune in which you can relentlessly poke out your opponent while also focusing on CS.
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, unlike damage this will not draw the aggro of minions allowing you to chase through minions.

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 since we just have to hit once.

This rune allows you to constantly poke them simply by utilizing her ability to fly out and strike. You would by default grab the Manaflow Band and late game scaling rune Transcendence with Scorch due to the nature of this rune not having that great of a late game scaling potential compared to burst and scaling runes like Electrocute and Dark Harvest.

You can gain either more sustain with the handy Taste of Blood secondary rune or the extra true damage with the more preferred 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 do decide on taking the first rune in place of this option.

I would advise you to never go for bush plays or rather keep them to a minimum. The reason is pretty plain and simple if you have a Noxious Trap anywhere near you, and an enemy is nearby Summon Aery will fly out and hop, skip and jump right back to your very location which can give you away in an instant. A good player will notice this and run you down so long as they can actually damage you or pull you out of stealth. A less than knowledgeable player will just ignore you entirely.

Press the Attack is the best rune period for countering top lane tanks and bruisers that do or don't build the Teemo counter item Adaptive Helm or playing as a split-push Teemo. The biggest benefit of this rune is the ability to freely max out your Move Quick or Blinding Dart based on the situation you are in, since we are going to be Toxic Shot reliant. If we need more movement to kite things like Garen, Olaf & Ornn we can, because it isn't going to dwarf our damage in the slightest, it's just going to help us stay mobile so that we can try to avoid them while auto attacking them to death.

Normally this is a rune used in our main split-push build. It is impossible to justify choosing any of the other precision runes at this current moment in time for any purpose as Hail of Blades is superior to the precision rune Lethal Tempo and the others are relatively useless to us now, because we can't fully utilize it or previous synergies have been removed in recent seasons, like Fleet Footwork and Celerity's movement speed AP/AD scaling, which was amazing for split-push.

I would also like to mention that it really does matter what type of champions you take this rune into, it will not be good against champions you can not kite period. Champions with a lot of gap close and burst especially CC. So please at the very least try to keep this rune for the purpose of kiting champions, melting tanks and splitting. Sadly because of the nerf to a once strong item like Wit's End, taking this rune into hard AP match-ups is not as good as it used to be as a first item, so I would advise you to avoid trying to since other runes will benefit you way more in keeping you alive by simply granting kill pressure.

There really is no downside to this build besides being hard CC'd and champions who have way too much mobility to click or kite them. If you choose sorcery as your secondary there is no alternative, you will have to rush or build into a Hextech Gunblade as we need the sustain. Otherwise, just take Cheap Shot or Taste of Blood and Ravenous Hunter at the expense of Gathering Storm’s late game scaling. Sustain is one of the most crucial aspects to this build but absolutely in no way is it worth a Hextech Gunblade gold investment unless you are able to get fed relatively early and snowball your lane.

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 Hextech Gunblade, your damage will suffer early game if you're not dominating your lane an eventually kick in late game as you acquire the spike items like Liandry's Torment and Nashor's Tooth.

If you are capable of dominating your lane against a tank, and they build straight into a Spectre's Cowl this allows you to simply build straight into Blade of the Ruined King to completely gut their ability to mitigate damage especially if you are the only AP champion on your team, which allows you to go for a more On-Hit tank shredder build into HP stackers.

Electrocute is one of the best and strongest runes in the Domination tree due to it's short cooldown and synergy with Teemo's Toxic Shot. This rune is strictly a bursting rune and primarily based around bursting people down with an auto auto Blinding Dart combo. Once you get them down below 40% HP you can start to lower the enemies HP very slightly through Toxic Shot's poison duration. The duration of this poison will extend the duration of which you are currently in combat with the enemy, this simply means your poison is being counted as ⅓ of the needed attacks to activate Electrocute for 4 seconds allowing for us to finish them off with a combo of auto Blinding Dart & Ignite when they fall to low HP.

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 by your time with poison duration before finally throwing out your burst with Blinding Dart and Ignite to set off the rune, as you toss out the finishing Toxic Shot which will often be enough to kill them or at the very least finish them off coupled with Ignite and one final strike from Toxic Shot, which should kill by duration.

Because of this rune being a short cool-down 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 out fully with the primary items like 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 should never be prioritizing enemy tanks, because squishy targets should be your one and only main concern while fighting it out with your allies in a team fight.

Hail of Blades is a quick exchange rune. It's primarily only useful for champions and or certain tanks that benefit from very short trades due to their abilities to stun or lock you down in place or slow you while leaving very little room for you to react due to a lack of attack speed. The recent changes to this rune and how it behaves with our Toxic Shot makes it ideal now for players who have difficulties dealing with those gap close quick exchange types. We no longer will force reset the rune due to poison, so after 8 seconds it will be right back up, without any delay to make the rune useless on us. It falls off late game.

It's stronger than Lethal Tempo at the cost of being 2 seconds longer on cool down, it can also be very useful for wave control after striking an enemy once, focus on shoving a soon to be sieged wave. You can still build full AP, it's mostly just a different type of feel for the play-style. You gain attack speed and a little bit of wave control at the cost of extra damage compared to other runes that do damage significantly all throughout the game straight into the late game.

However, do not be fooled into thinking this rune is the most powerful rune. It's down to personal preference of the player. Stick to the runes you can actually utilize in your Elo and you'll be fine, once again this rune isn't meant for late game.

It can also be utilized with a full on-hit effect attack speed build utilizing Blade of the Ruined King against specific tanks, until they end up purchasing Thornmail to counter us completely. So keep that in mind if you want to play this way.

Dark Harvest is strictly a soul stacking rune that requires you to consistently lower your opponent to 50% with little to no effort. Once you get them down below 50% it is very important to keep them that way in the entire early game to continue stacking your souls for the mid to late game. Your goal isn't necessarily to kill them, however, it's not frowned upon because compared to Electrocute your kill potential is late game and mid game, not to get a ton of kills early game.

This runes late game is insane 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. So by 15 minutes 7-8 stacks is average but 12 is more acceptable. This also being stated, you should never in your entire life ever play this rune into a match-up you know you can not handle or feel wary about even if the enemies composition is 100% squish. You would simply be better off with Electrocute, it since it isn't reliant on stacking.

Dark Harvest is straight up 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 oftentimes 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 and only the late game, so if your games are lasting 15-20 mins, you won't do much, so you'd be better off with Summon Aery or Electrocute.

Many variants of the build exist. The most terrifying of these builds would have to be max CDR with burst complimenting items. That being Sorcerer's Shoes, Luden's Echo, Morellonomicon, Void Staff with Liandry's Torment.

There are many sub-runes you can utilize for different reasons. If you have problems lowering enemies HP to get stacks early game try Scorch, which can be taken as a secondary with Transcendence for 30% CDR early game. If you are running into mana problems late game, you're going to be better off taking Presence of Mind with Coup de Grace. Both are arguably better runes that transition well outside of the laning phase because of the synergy with granting us more mana and mana sustain on kill with extra damage for when champions fall below the 40% threshold which is great with Dark Harvest. Mind you this is strictly if you have mana problems. Legend: Alacrity and Triumph also have good synergy.

Cloud Drake 's are essential for this build as they can drop your CDR from 11 seconds to a potential 4 seconds, which is insane. It will grant you entire control over every single inch of the map. Leaving them absolutely no choice but to use oracles to deal with it, losing them out on a lot of ability to place vision. It isn't an issue since we place them as fast as they clear.

Glacial Augment, while not a primary rune for most Teemo players is a useful rune nonetheless, and can be quite a change of pace from any of the other runes you can select from. 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 does catch you. The reason for this is because of the ability to apply double slows through items.

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 while dropping Twin Shadows he can't chase.

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 or [Sett] as other champions don't have much of a need to be slowed by us.

I would like to add that you can not use this rune against Garen he will simply activate his (Q) which will cleanse the slow.

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 movement and cripple our attack speed by half, constantly in the late game, which is devastating for us as we need our movement to escape. Once we are stripped of our only safeguard, we simply get run down.

Some players do like taking this rune into general match-ups for the utility it provides to escape, but outside of that you get nothing. It grants us a 75% slow resistance along with a large boost in movement speed, and coupled with an item like Boots of Swiftness will grant us another 25% gain for a grand total of 100% temporary slow resistance. Great for Nasus.

Similar to other runes, Phase Rush can be extended with our poison always keeping us in a 1/3 hits before activation. It's great utility, but that's all it really is. So try it if you're the utility type of player, see if you like it, but don't feel obligated.

Health Potion vs Refillable Potion. Some people prefer the use of Refillable Potion persisting throughout the entire game, saving you gold since you don't have to keep purchasing a few every time you go back to base. You can also start the early game or after a first back with Dark Seal which would provide you an increase to Refillable Potion's healing uses, while also potentially granting extra damage per kill/assist. Health potions on the other hand will heal more and is usually the preferred option. It's cheap and heals 25 more. It's honestly your choice, everyone has their own idea when it comes to items. They are basically the same, Refillable is just more gold efficient since you can sell it later, to afford something or keep it all game.

Mercury's Treads will help you in those tough games where you are going up against a lot of AP champions, or simply a lot of CC or really both. It's not a good choice if it's just one champion that has heavy AP or CC. The extra tenacity will reduce their effects slightly while raising our already low MR especially into a multi-AP comp.
Boots of Swiftness will help you negate 25% of a slow effect, specifically built for a champion like Nasus. It is a unique effect that is stack-able with Phase Rush granting you a total of 100% temporary resistance to his Wither and allowing you to get out of his path. You use these boots to survive him, both in the early game and especially into his late game Wither I wouldn't suggest for you to take it for any other reason.
Ninja Tabi will protect you against a lot of AD champions, who are more about auto attack reliant damage, and in general AD champions. If you find yourself losing hard to a Camille or Vayne in a solo lane, slip these on your little feet and the damage becomes bearable. It's not exclusive to these champions, if you find yourself against more AD than AP, these are very resourceful choice compared to Sorcerer's Shoes.
Sorcerer's Shoes will increase your overall damage in everything you do because of the flat 18 magic pen. It will not protect you, in any form compared to the other pairs of boots. It's seen on pretty much every build and stacks very well with builds that utilize items like Morellonomicon and Void Staff, be sure to use others.

Spellthief's Edge is the only Support item you would ever think about taking as a support player. Your main goal is to poke as much as you can all throughout the early game. Get as many stacks as you can to upgrade it to it's much more desirable form, which would be the third form Shard of True Ice for 100% mana regen and AP. It can be sold later in the game if the game has gone on for far too long for better alternatives that grant your more damage, or mitigation. We already have enough vision with our Noxious Trap to cover the vision portion late game. You would never use this in any other lane than support, since it was nerfed heavily.

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 Toxic Shot an increase in dealing damage to champions with a lot of HP, more specifically HP tanks. It does have its use against squishy champions especially while running 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 or whoever you are laning against, and still makes your shrooms deal a lot of damage late game. It lost its primary use of damage when they swapped the magic penetration from it, and put it on Morellonomicon. Both of these items compliment each other greatly so it's not a loss in the slightest.

Rabadon's Deathcap is the crème de la crème when it comes to full AP builds. This item coupled together with all of his core items like Liandry's Torment, Morellonomicon as well as items like Lich Bane or even Luden's Echo together with a late game Gathering Storm will see tremendous amounts of damage increase. If your team managed to acquire multiple infernal drake 's you would become unmatched in damage. This being said, it is a useless item if you build it as a first, second or even a third item. It's meant to be built into an already existing build. Unless you are just ridiculously fed, it doesn't really matter when you build into it. Purchasing it after Lich Bane is great due to it's 50% AP scaling. Nashor's Tooth has 15%.

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 champions that I am referring to are simply the few champions which I have listed below, if you find yourself going into a multi-sustain match-up.
Nami, Dr. Mundo, Sona, Yuumi, Nasus, Soraka, Vladimir, Sylas, Zac, Swain.
Besides this it also grants you some very useful and needed 15 magic penetration which was removed and swapped from Liandry's Torment and applied to this item. Which when paired with Sorcerer's Shoes's will grant us 33 magic pen. This alone would be enough to lower every squishy champion to 0-6 MR.

Seeker's Armguard is a defensive optional item. 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, while also being good at running away afterward. These special cases would require a more defensive style if you can't avoid them.
Pantheon, Riven, Wukong, Renekton, Zed, Yasuo, Talon, Kled are good examples.

Nashor's Tooth is 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 transition to poke on builds likes Summon Aery along with granting us 20% CDR for more (Q) and (R) uses. So with this in mind, we now know this item isn't really meant to be used in a bursting build because it offers no real damage or magic penetration. So using this item with runes like Summon Aery, Press the Attack and Electrocute will give you the most benefit. It's usually a first purchase after boots, on Summon Aery and as well as on Press the Attack but with Electrocute it's usually a third or fourth item for kiting enemies and the CDR.

Blade of the Ruined King isn't a core item. It's a situational item, primarily used in unison with only one rune Press the Attack. The benefit is its ability to shred through high HP enemy champions, specifically when they have multiple high HP champions in their composition. It's, however, countered by Thornmail, it's not a great item if they are building straight into this item first. It's really good for when they rush Adaptive Helm or Spirit Visage into you, but once again the item becomes less reliable once they have acquired the counter item. So if you can't shut them out early in the game, it simply makes it a dead weight item.

Runaan's Hurricane is all about split-pushing. It benefits on-hit items and attack speed builds by allowing you to target three targets at once rather than one. Teemo himself is actually also a great on-hit champion. His Toxic Shot will apply on-hit, before it applies damage over time. You will normally only ever see this type of build on something like Press the Attack but you can also see it present on other runes. You get the most benefit out of it with Press the Attack since it relies more so on attack speed, movement speed and kiting than bursting, which will allow you to quickly push out every lane. Taking all jungle camps and getting ahead of the enemies by restricting them on EXP is another good utilization of this item, if done correctly. It does have it's uses in a clustered team fight, but more or less you shouldn't be focused on fights with it just splitting.

The best synergies: Nashor's Tooth and Wit's End late game since they apply on-hit. You can purchase Guinsoo's Rageblade but you would be wasting its effect since you already would be capped at 2.5 Attack Speed, unless you decided to take Hail of Blades which would allow you to duel someone while splitting. I would highly recommend you to not, unless you really want to take it based on your personal preference.

The main reason that we would take Executioner's Calling 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 is only meant for heavy sustain champions, we get matched into like Dr. Mundo, Nasus and Vladimir along with Sylas and Swain. It’s cost efficient in the early game since you can simply sell Executioner's Calling for 560 gold in the mid/late game to get 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. This item really works great with rune pages like Press the Attack in the early game, you wouldn't swap it out later since Morellonomicon isn't core to 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 opted 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. Perhaps if it is added into an item in the future it may be more reliable to build onto like him, but at this current moment in time it's used to avoid primary ultimate focus from Mordekaiser & Malzahar.

Hextech Gunblade is a really special case, you will get multiple sides from everyone you ask about this item. 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. Good item? Yes.

Should you be building into it in every single game, and rushing it into every single match-up you go into? Absolutely not. It is often a waste of resources that could be better spent on Morellonomicon which would cost 400 less gold and has better stats. I personally rarely ever build it because I always favor the damage and situational items and treat this as a sustain item more than anything. There are Teemo players Diamond and above who do build it, but they tend to do it for the carrying aspect. You would start with Hextech Revolver, and buy Hextech Gunblade out right afterwards since build path is useless, and isn't beneficial for you.

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 your Dark Harvest builds very well, due to its 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 oftentimes 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 for managing mana, but doesn't see much use on other runes.

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 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-W-E-Q-Ignite in most cases refreshing it's effect with your 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 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 find yourself beyond fed.

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 or Sett while playing with Glacial Augment. 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, but it's here for those that do. This build does have a counter, Phase Rush, don't always rely on it.

Hextech GLP-800 just like Twin Shadows is an activate item which allows us to reach forward and slow an enemy down. It can be used in addition to using Twin Shadows since they are both their own unique abilities. The main use would be to catch someone out with your 60% Glacial Augment slow or to quickly turn around while running away to apply slows to enemies you are facing, but this is more tricky and risky to do compared to simply catching someone out. It's not really taken outside of Glacial Augment once again.

Wit's End is a great item to acquire if you are going up against a few AP champions who have literally no CC but a lot of damage. This item works extremely well with Runaan's Hurricane, as it provides scaling on-hit magic damage (80 magic damage at level 18) which makes late game split-pushing and team fights more reliable for us, but ideally it would be strictly for split-pushing in most cases. It would be pointless to take this into a full AD composition simply due to the fact that you would be losing one of its prime defensive uses.

This item is useless as a first item, until level 9. The Cloak is decent to take early into AP match-ups early.

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 15 Magic Penetration which obviously isn't a lot, so in that case you would be better off building other items since Morellonomicon and Sorcerer's Shoes will remove 33 MR, and most champions only have around 38 by level 18. Still if you are ridiculously fed, it's good to take in case they do build MR, to melt them. However, if you are playing Dark Harvest you would by default always add this to your build because we want the maximum amount of damage possible without caring about how much MR.

Spirit Visage is a great item, no matter which rune page you have taken. You most likely will have always have Ravenous Hunter as a secondary. Spirit will enhance the healing which when fully stacked 5/5 becomes pretty much a weaker free passive Hextech Gunblade. If you manage to get the Ocean Drake soul or even a few Ocean Drake 's, this will increase the sustain even 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, which is extremely good on builds like Grasp of the Undying especially against AP burst assassins, giving you the ability to tank most all damage instead of getting melted. It is a very situational item and not at all a mandatory pick.

I know, Warmog's Armor may sound like a weird item to build into on Teemo, but simply hear what I have to say about it. Warmog's Armor is amazing in-between fights, and really good if you don't run much for sustain runes. Teemo can easily hit 3k HP with Liandry's Torment and Warmog's Armor. You will simply heal back to full after backing off from an intense team fight. It's only ever thought about being purchased as a late game item while playing Grasp of the Undying and definitely not desired if the enemy composition has a lot of Blade of the Ruined King users like Master Yi, Jax, Vayne or Irelia. It's very fun to use it.

Randuin's Omen like Warmog's Armor is a weird choice and really not recommended, but for those few finding themselves building a little bit on the tanky side, especially with Grasp of the Undying as it can be used to counter a fed Jhin or Caitlyn with their critical damage. This item itself can really help you stay alive instead of using stop-watch and being one shot once it is over. You wouldn't see this on any other build.

Banshee's Veil is an item that has great synergy with Teemo, as it scales our AP, grants us a decent chunk of MR and 10% CDR. The bonus is 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 chosen if we get fed and want to keep our lead against a heavy AP enemy composition with a lot of CC. It has its place for certain compositions, but don't forget that Spirit Visage is basically the same item but with HP.

You would be using Oracle Lens every game, to clear out and deny vision. Playing as Teemo comes with the perk of not having to keep your Warding Totem's outside of the laning phase since simply placing and using your Noxious Trap's naturally act as vision themselves every 11-4 seconds. There really is no need to hold onto shrooms outside of keeping 1-2 on hand. The shrooms are based on your CDR and cloud drakes.

You would be choosing Farsight Alteration in games where you have simply demolished them and want to take full control over the entire map, permanently. Another reason would be to never face check a bush, to grant vision over walls where they might all be stacked and waiting, around objectives like Baron Nashor .

There is no when or why. You would always purchase extra Control Ward's while you have enough gold to do so, all throughout the game. They are very important for many match-ups where the enemy might be stealth, or simply to grant permanent vision for you and your team for up to 15 minutes or more. If an enemy champion notices it and tries to destroy it, drop another somewhere close, to prevent them from gaining EXP and Gold, replacing it when it is safe to do so. Keeping it placed somewhere highly traveled is good vision.

You wouldn't normally start with a Control Ward unless you are playing Teemo in the jungle an want to play a bit more risky by invading with your team to get this placement or starting with Boots of Speed with a Press the Attack build while facing a bruiser in the top lane.

But these two placements on the map are the less likely traveled locations in the entire game early game, and can last for upwards to 15-20 minutes before finally being taken down granting you anywhere from 20-30 vision score for a single ward placement, along with granting you and your team with vital information on where the enemy jungler is.

However, it is a gamble and doesn't always work out the way you hope for it to. It's especially very useful in low elo, due to the fact that people simple play a lot more poorly without seeking out and clearing vision.

The following map will give you a rough idea as to where all around the map is good for dealing damage with your shrooms. Basically the most auto-pathed locations will be the preferred choice. The most commonly traveled paths through the jungle will be the most likely places to utilize shrooms. This is the best way to catch people out for kills/assists granting the much needed vision for the team.[/size]
The following map will give you the basic idea as to where you would be placing mushrooms that you'd like to use for their full duration. These locations are basically the places where their champions auto-pathing will never touch for them to be spotted, but not be aware.
The following map is a great example of how our Noxious Trap works when placed properly and often increasing your value as a team player through vision alone. We are much more useful than people give us credit for. Each shroom we place lasts for up to 5 minutes.
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 targeted by trolls, bent on making us all out to be trolls. I would like to start by saying, If you are playing Teemo support. You support your ADC, don't run off and AFK Mid. You stay with your ADC and support other lanes when you can.

The benefit of playing Teemo support is the mind games you can apply. Even if you are not in the lane anymore. People will be scared which allows you to roam across the map and apply pressure to other lanes who may really need the early lead.

However, if you just so happen to be paired up with an incompetent ADC one who refuses to do anything but farm under tower. Leave them. It may sound weird to go against what I previously said, but you have to understand. If they are not working together with you to win that lane. You will lose it and die over and over, so leave and go help out other lanes while roaming around. This normally would only ever happen with Ezreal, Ashe and Vayne they are difficult to support.

While playing an supporting as Teemo support you can often times reposition yourself after having harassed your opponents from the bushes. This tricks them into believing you are still in the bush, freely walking over you with their support positioned between you.

Once they have fallen for it, you would simply fight with your ally to get them or yourself the kill. It's as easy as that. It's a pretty basic trick, but the amount of times people fall for it is astounding.

Your main role is to support your ADC. You want to try and get them fed and protect them. Sometimes you yourself will become fed, but still apologize and try to get them ahead as well, at the very least give them assists while not getting caught.

At level 6, you become even more of an asset than you would be by playing Top lane. Since you don't have to worry about CS you can freely roam all over, placing shrooms and clearing vision while helping other lanes.

Caitlyn protects us from enemies trying to face check bushes to prevent us from coming out of stealth and dealing poke damage. She has a long range and a lot of damage especially if she catches someone out with her traps, so we are relatively safe sitting in bushes the entire laning phase, but she is susceptible to ganks.
Jhin has everything he needs to compliment Teemo and protect himself. He has damage, he has traps which work well with our Noxious Trap, he has mobility and CC. Which is easy to apply once we have struck a target with Toxic Shot keeping our targets in combat for 4 seconds, enough for him to properly land the root.
Lucian is an amazing quick trade champion. We ourselves are more about quick trading and returning to our passive bush harass. Even in extended fights he does extremely well with his high mobility and damage while we protect him the best we can, he is a relatively great ADC to support due to his play-style and mobility.
Draven is both amazing and bad, he hits like a truck and is amazing when he is aggressive. If they are playing passive, there isn't much that we can do to support him which loses early game. So it's a 50/50 chance.
Aphelios was hit pretty hard with a few nerfs to his kit, as with other ADC champions being buffed heavily, he is still okay to support, but there are definitely better alternatives.
Veigar is not an ADC you say? It's true, but it is something that Teemo can support extremely well. Veigar has the ability to lock down enemy champions with his cage. This prevents them from running away or even trying to turn into you allowing us to deal massive damage. I've never lost a game supporting a Veigar.

Ezreal is Ezreal, and is the most useless ADC to support in the laning phase period. Farming under tower while missing every single (Q) he throws out while feeding. I have never had more than 1% of Ezreal players playing amazingly in the laning phase, the 99% are equally the same bad players we have come to know.
Ashe, doesn't offer anything but utility in lane, we don't need utility. We need poke, we need someone who can take care of themselves with CC, mobility or sustain in most cases. This sounds selfish but we are speaking about synergy. Her Volley is all she's really good for until she hits 6. But if she's not poking, we lose.
Vayne is a very strong ADC, however, the laning phase tends to be a pain to deal with, since she needs to land her Condemn otherwise you don't really get much out of the trades, and the enemy comes out with better poke and pressure. So it's up to her to shove lanes and let you do your thing to harass the enemy from bushes.

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 especially in bushes.

That being said, the worst possible match-ups to go up against are the main support mage/range champions that have CC.

That's to say, if you simply can't dodge CC and abilities. Otherwise they are one of the better supports to face off against, due to their squishy nature and reliance on landing their CC to catch you out. Which either misses or hits.

Whether you are playing a game or going into an all out war the fundamentals are always going to be the same.

If you have the knowledge of the enemy and also have knowledge of yourself, you will most certainly succeed in the vast majority of your games. If you have knowledge of yourself, but not of the enemy, then you will most certainly bounce back and forth from victory and defeat. If you have knowledge of neither yourself nor of the enemy then you will certainly succumb with each and every attempt you try to make. Reading up on champions and playing them allows for you to understand.

Understand your flaws, your weakness and work on fixing them. Vice versa when facing an enemy, look for their weakness, what have they done wrong? No matter how big/small, capitalize on it and punish them. Knowledge and understanding is key.

A high level plan to achieve one or more goals under conditions of uncertainty. Strategy is important because the resources available to achieve these goals are usually limited, especially when it comes to playing competitively against disadvantages. Items, runes, positioning, warding, shrooming, utilizing everything consistently while keeping multiple goals to fall back on.
It's perfectly fine if one strategy doesn't work out, adapt and overcome and switch tactics to push forward with for victory.

Being prepared for anything and everything that could happen, even if it doesn't happen when you expected it to happen. You were prepared for it nonetheless allowing you to be prepared to react accordingly. Warding and setting up a minefield for your allies to retreat into or for the enemy to be flanked with instead with bounces. There is also building correctly instead of building due the greedy mindset of "If I have more damage, they will die faster!" but that is if you can avoid being caught.

There are a multitude of different ways to manipulate opponents into doing the things that you want them to do for your own benefit. Some of these forms may be more targeted towards mental manipulation "EZ" after every kill to cause someone to become angry enough to lose their cool and do everything to try and kill you and nothing else. While others are more about actually controlling their movement allowing for you to lure them at specific angles where you want them to be guided. Enemy positioning and sudden changes in their behavior are big red flags that you're being manipulated to come closer.

Please skip over this section if you do not care for math or numbers.

Math behind how Magic Penetration Works

Recent adventures

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 whereas some skins are clunky and have a sense of delay if you play multiple skins for a long time you would have eventually noticed this, especially if you were a fan of the old school on-hit 2.5 attack speed builds. Despite what some people may say, it's true. The animations are clunky.

Out of all the skins that I have played this one is the most and I personally consider it along with others the clunkiest skin you can play with, requiring a lot of time to get used to in our opinions. People began to notice due to our On-hit play-styles becoming less viable over the seasons making this skin very attack speed reliant, to counter the animations wind up. It can be argued but it's personal preference.

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 any sense to you.

TEEMO ITEM LIST (COPY PASTE to your Items Import in League)
League of Legends Build Guide Author Sovereign Kitten
Sovereign Kitten Teemo Guide
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