Ryze will mostly always run Phase Rush into you. You do NOT win this lane in any logical way. He will have full control over the waves so long as he knows how to utilize his combos correctly. So just keep yourself back, preferably in bushes or to the side of your minions that are not being comboed unless he is not playing well or lining up the correct AoE spread combo. I suggest to take resolve as your secondary runes with Bone Plating and Overgrowth, and max rank your (Q) for poking only. It's often a better option to dodge this match-up entirely instead of having to go into the hard-counter, but this is personal preference. It's a farming and survival lane mostly.
Rumble
Avoid Rumbles (E) spam with jukes and minion block and back off a bit when he rushes into your minions with his (Q) flamethrower. Buying some Magic Resistance will go a long way for you. You want to predict where he is going to throw down his ultimate and simply, don't run through it as it will deal a hefty amount of damage to you. You can walk around it if he angled it to not completely block you off, or you can flash it if you wish to avoid it completely. If he is overheated you can play more aggressively as his abilities will be down for a short duration, but he also gains increased basic attack damage, so make sure you don't let him on top of you.
Irelia
Maxing (Q) is your best bet, however, the second she acquires BOTRK you will lose. Late game (Q) this becomes less effective simply due to her gap close chase and lock downs which tends to be impossible to avoid. It's a pain and you can sort of get around it by building Plated steelcaps. Try your best to close out the game before late game arrives. She is a monster later in the game. Early game it's all about avoiding her stun and staying away from low HP minions so she can not dash through them to you with a stun. If you get hit by her (R) don't touch the blades. Flash / sidestep her ultimate. If you get stunned she will win every trade so it's pretty much dodge or die.
Rengar
Rengar can be a tough TOP laner to go up against if he does go top, he's primarily a JNG. It's quite simple really. Let him win the lane. You can not do anything to him and he is efficiently capable of zoning you out of minion CS range. Just let him push and farm under your tower. Sidestep or use your minions to body block his bolas, or be snared/slowed and chased down. It may be demoralizing but this is what you absolutely need to do to survive this lane, please do not try to be some hero, unless he is mentally incapable of playing the champion correctly by camping bushes, then you lose this HARD. His (R) will reveal you so don't play passive game once he is 6.
Neeko
Neeko is an absolute nightmare to deal with even though she has been tuned down and her damage has mellowed out. She is everything Teemo is, but better. If you get rooted you are pretty much dead, as you can't avoid being hit by her (Q) which will pulsate & splash multiple times. She will set off your (R) with her (W) which is annoying as hell. Don't show her where you've been placing shrooms as they do this in bushes, from lane and the corners of the walls setting them off prematurely. If they go full on-hit with PTA you're going to have a horrible time dealing with them as there isn't much you can do since their range is higher than yours. A good neeko will ruin your day.
Olaf
Olaf is a strong level 1-2 cheese champion. If he picks up his axe after throwing/hitting you, it will reduce the cooldown by 4.5 seconds. You can NOT (Q) most of his auto damage or slow him in his (R). He will often run Ghost and simply run you down once you get hit by one of his axes, if you are extended against him. He is very tanky and makes utilizing (R) and (Q) relatively useless. I would highly recommend you play a kiting build like PTA, as it requires less from you, and deals with many of the key issues when facing him. Focus on things like movement speed and the ability to kite and not rely so much on your (Q) or (R).
Nasus
Depends on the player but Nasus players either max (E) and deal a ton of Magic Damage with Doran’s Ring or build Spirit's Visage and focus entirely on trying to max out as many stacks as they possibly can with (Q), while maxing (W) which slows you for 95% (over a duration). This is why Phase Rush is so good coupled with the boots of swiftness, as we acquire 75% Resist to slow + UNIQUE 25% Resist to slow, they stack and work much better than Mercury's Treads. You should be focusing all of your efforts on preventing him every single cannon minion stack by blinding him before they die. You don't counter him outside of laning, he counters you severely late.
Wukong
Wukong, I would suggest a more defensive rune setup like Grasp of the Undying or at the very least, Electrocute with Resolve. You can usually purchase Oracle Lens or look for the visual queue of your poison to know his position as he is running while in stealth, hold onto your blind until he has come out of stealth or if he immediately starts level 1 / 2 with his gap close engage to mitigate the damage before he ducks back into stealth, otherwise he will wait the full duration before dashing in. Simply start (Q) and max (Q). He can use his (R) twice which hurts a lot, and he is extremely tanky with the new Goredrinker mythic item so get some defensive items early.
Jarvan IV
He can not reveal you with his (E)-(Q) combo you simply get knocked up and take damage. His perk is he ganks hard and often, so try and save your flashes for his (R) which is unavoidable besides with deep vision before the gank happens. He tends to be relatively squishy despite this. You're going to be better off maxing your (Q) to mitigate as much damage as possible if you so happen to get caught out in his ult without flash. If you are laning against him be sure to only poke him once he has used his (Q) because it has such a long range and is pretty much unavoidable. If you do have problem with him a bit of AR can help you out in the long run.
Akali
Never trade with Akali while her shroud is up! Your poison will reveal her location, so keep an eye on where her silhouette appears so you can avoid her gap close to trade with her. Unlike when she was first released, she is no longer unstoppable. You will have enough time to throw out a (Q) or (E) before she hides again within her shroud. You can use minions to body block her (E) shuriken. She can also use it to dash over walls and gain distance from you. Do not let her land this or you will LOSE the trade immediately. You must try your best to side step or bait her (E) before trading while her shroud is down! Her sustain is worse than it was in Season 10.
Jayce
Jayce has been one of the hardest counters, for quite a long time. He has range, gap close, CC, mobility and better wave control and better burst. Avoid getting into an extended fight with Jayce, keep your distance and use minions to body block his (E) > (Q) range combo. Never let him get behind you, he will CC into lane cutting off your only route for escape. Maxing your (Q) can help with poking him from a distance as you want to not get too close. Also be aware that good Jayce players will (Q) > (E) in fast succession making it really hard to dodge his combo. He tends to fall off in comparison to our burst unless he purchases Maw of Malmortious.
Yasuo
You can not blind his (Q). Purchasing Plated Steelcaps, however, will decrease how much damage this ability does to you. Never run away through your own minions, run through the river/jungle. You will not escape him due to his minion/champion (E) dash. You have a better chance running into his ally with no CC, than you do letting him catch up, using his second (Q) knock up into his (R). You have to predict his tornado and learn to side step. That's all. He lines it up with minions. You want to keep poking and keep tabs on his passive / wind wall which negate all damage and projectiles. If he places a wall, move in between it to hit him from the side as he hides inside it.
Heimerdinger
You can (Q) his turrets and kill them with 2 (AA), so your objective is to focus on this and avoid using abilities, if you prefer to not max (Q). However, if you do max (Q) you can kill his turrets in one (Q) so long as you have the AP early game, which allows allowing you to press your advantage of shoving him back and not setting up a perma shove into your tower. Keep on your toes scout! You need to be vigilant and keep avoiding all of his skill shots. Once his towers are down for a tiny second you can get in and poke him a little or continue to simply take his turrets down until he's out of mana. A good Heimer will keep you pinned under tower all game.
Kennen
Playing aggressive against him early and shoving him under his tower tends to be the better option, as he suffers from the same effect we have when pushed in. Side step his abilities and try not to get too close when you are hit, as he can stun you. If you are under your tower, and he decides to all in you with his (R) it would be wise to have a stopwatch in the early game, if you wanna be extra cautious. When he uses Zhonya's Hourglass and & tries to flash away shroom his feet immediately as he enters stasis as he nor any other champion can flash out of setting it off as they changed how it interacts.
Karma
She is a pain due to her mobility/shields/root, which only becomes more annoying as the game goes on longer. She can either go full AP or Tank, the second one being annoying as hell. It's very hard to chase her or trade efficiently, you can utilize your minions as a way to prevent damage from her (Q) or (R) > (Q) combo, but don't be overextended. If you end up shoving your lane under her tower, you will simply be ran down. She can easily clear the entire wave and run after you or get a gank and lock you down with her mobility and root. Try your best to match your waves through wave control so you're by your tower for allies to gank and stack some MR.
Darius
I would highly suggest you to take an PTA or Glacial build. That is, if you feel uncomfortable playing against him with any other runes, like Aery, DH or Electrocute. Boots will help you early game due to his +10 higher movement speed, which compliments PTA/Glacial. Otherwise feel free to start with Doran's Ring. Move towards him if he is going to land his (Q) spin so you can prevent a bleed stack & blind his (W) to prevent the 90% slow. Regardless of what you may think, this match-up goes either way. You either kite and avoid his pull or get caught and die. Glacial helps cheese him, unless he has Phase rush. You can run Everfrost to lock him down if you get caught.
Skarner
Skarners is all about his capture points around the map that he acquires which grants him a very large amount of attack speed and movement speed while near them to get around the map faster, especially if he has predator. You'll want to try to capture some of those points every now an again especially at the start of the game, which will grant you a little bit of gold and remove it from his passive for 15 seconds until he recaptures them they can give away his location if you're constantly keeping tabs on them switching. You don't wanna be around him once he hits level 6 or be shoved and extended in your lanes as he has too much lockdown / a stun you can blind.
Sett
Sett is going to be all about CC and getting in close to chain CC you while dealing True Damage. You need to avoid the center of his (W) otherwise you take a lot of true damage depending on how much damage you dealt to him. This will also shield him with the correct combo, however, since Sett release his (W) cooldown got higher making it harder for him to spam it. It would be wise to constantly poke him from a safe range and avoid even remotely getting close to him. Glacial Augment is the best rune to help with this, effectively crippling his ability to chase or hold you down, the moment you get caught by his (E) CC especially if you run Everfrost lockdown.
Lillia
Lillia can be an annoying champion to deal with. If you get hit by her (Q) AoE she gains a ton of bonus movement speed making it near impossible to actually trade with her since she can hit you for % HP on every (Q) on a 4 second cooldown. The edge of her (Q) is true damage. Besides her movement speed and damage her (W) deals less damage if you avoid the center and 200% in the center. It's pretty pronounced. Side step and do not stand behind minions when her (E) is cast, this is how she can start an engage on you from a distance with her (R). Despite everything she is extraordinarily squishy and easy to burst.
Tahm Kench
You can use minions to body block his (Q), along with his (W) as if he gets 3 stacks he can eat you. Just don't stand too close to your minions as the AoE is rather large when he spits the minion back out with his (W). Don't let him fully stack on you, because his (Q) will stun you at full stacks allowing him to eat you or catch you out in the middle of a gank or team fight. If you just so happen to have no minions around to block his (Q), you need to learn how to side step and predict or bait it out/run away and (Q) his attempts to stack and eat you. He is very tanky and normally goes with Wit's End to deal damage.
Riven
Start (Q) which will help you avoid her level 1 and 2 all in cheese. You have to play in a certain manner to completely negate the all in damage she does. You have to make sure you have your (Q) available for when she dives into you with the knockup followed by the stun. Blind her the very second you get knocked up with a level 2 blind to counter her empowered damage and mitigate as much damage as possible. She will either then try to run you down, or dash and back away. You can out-trade her doing this every time. Grasp of the Undying is the best rune for this match-up period, followed by Electro / Resolve. Grasp falls off late game in comparison.
Vladimir
We sometimes take Doran's Shield into this match-up to match his sustain with grasp of the undying. However, this is based on personal preference. You should be working your way into a more damage oriented build around mid game. The simple way to deal with Vladimir is to watch his energy bar. If he is glowing red, back off and let him use it on a minion, as you don't wanna take the increased damage from his empowered (Q). Once he has used it, you can go in and try to poke him out with your (Q) or possibly your (E) auto attack, it may seem boring, and you may miss CS, but you'll go even or win because of it.
Pantheon
Use (Q) on him when he goes for his (W) stun on you, this will counter the 3 swift CONQ (AA), avoid bursting him when his shield is up as he will mitigate everything, so hold of until it is over and position yourself to deal max damage. His (Q) goes on a 10-5 second cooldown based on how long the ability was held. Use this knowledge to know when it is safe to go in to poke him. You can side step both the thrust/throw of his (Q), however, it will take some time to get used to it. If you are about to get hit by his (R) under his tower, it's better to run through his jungle from his side of the lane. You won't out run his ultimate in time, so go the other way.
Renekton
Watch and listen for his signature glow. This is his stun! You also should never be trying to go for poke harass, while he is at 75%/max fury. The second you get too close will be when he dashes twice shreding your armor for 4 seconds and stunning afterwards with the empowered (W). You must respect him at full fury. He has a lot of kill potential against you, when you are in this position. You can, however, keep your lane shoved up to your tower where you can try and manage your waves to keep him back so you can stay safe near your tower. Remember he can dash twice if he hits a target with (E). He heals with (Q).
Kled
You need to avoid his hook and keep moving away from him if he does hit it, which is pretty standard advice. (Q) him if you ever get pulled in to prevent the first 3 swift (AA) from his (W) and try to get out of his reach with one of your Shrooms placed down as he dashes towards you. You can not body block the grapple with minions, so be careful of his (Q) and (E) > (Q) cheese. If you hear him (R) you can go into stealth. He won't be able to target you, because his ability is not a target skill but a visible range skill. Excellent if you want to assassinate his ADC when their entire team rushes ahead of you for you to flank.
Jax
If the Jax you are fighting is going (E) into (Q) into (W) you simply hold your blind for when he initially lands on top of you. This will prevent empowered damage once you are stunned. However, if he is using (W) into (Q) into (E) you will most likely have a very bad time since you can not blind that initial combo so (Q) him after he is on top of you and he uses his (E). Don't attack him while he is in his (E). BOTRK was buffed and it makes him an absolute monster late game, so try and close out the game before it gets to this point. Focus all of your attention to (Q) him in fights.
Aatrox
Never engage in a fight with an Aatrox when he has his first (Q) up, as he can simply adjust his angle by using his (E) > (Q) combo. If he uses (Q) on minions, you can move closer as his second (Q) has a shorter range and it is much harder for him control and adjust allowing for us to juke it out. His (W) can be blocked by minions and if you do happen to get hit run to the left or the right side. Attempting to run from the skill in the linear path is bad, even if you use Flash it can still pull you back. Running to the side of the AoE is the most effective way, and be aware you take more damage from the highlighted zones.
Yorick
You're going to need to increase your ability to side step and avoid his (W) and (E) if he catches you with either you really have no reliable way of escaping, except with a pair of boots of swiftness. Try to (Q) him while he tries to grave stack a minion to slow down his ghoul spam. PTA is often the better choice in higher ELO to simply match his hard split-push potential. Hurricane will make short work of his ghouls and prevent a large split-push. That's it really. If he can't catch you, he can't deal with you. If you're playing any other rune, you can just max (Q) if you wish. Respect his presence and never leave him alone.
Gangplank
Gangplank is all about last hitting his barrels, so try to get comfortable with preventing him, by last hitting them first. Gangplank can (W) cleanse our (Q), so try not to rely on using it to counter him, we can't (Q) his (Q). Barrels are priority focus because of their 40% Armor Reduction that they ignore especially late game, be aware of him past level 13 on that aspect. Regardless of what some people may say to you, getting in close to pop his first or second barrel before he sets it to chain into his combo is extremely important. If you can't last hit them, you'll always have problems dealing with this match-up. Grasp of the Undying is a mandatory rune into him to survive his poke and sustain by matching it with your own.
Sylas
This matchup is dependant on the main rune Sylas chooses. Aftershock or Electrocute dictates how you should be fighting him. You need to by all means use your minions to body block his (E) dash into his (E) chain CC, especially if he is running Aftershock. If he misses this ability, make sure to run him down. He is squishy as hell if he misses. If he does hit you, however, there is not much you can do, because you let him land the ability and you're going to be taking a shit ton of damage. Throw your (R) on his (R) to track where he places them or buy Oracle Lens to remove the mushrooms he placed.
Sion
I would recommend playing a PTA and Ghost combo into him as he is 99% of the time going to build straight into Adaptive Helm, causing us to deal absolutely zero damage to him mid-game. PTA pretty much counters him in every way due to dealing 8-12% & 10% extra damage from Liandries & allowing for a (E)+(W) max with BOTRK. Avoid his bush cheese level 1, keep yourself on the rivers side and watch as he (Q)'s a minion wave from them. Watch your Red/Blue he may steal through his suicide passive. It's really all about kiting his (E) slow and then avoiding his (Q) charge up. Watch out for his (6) ult from base!
Dr. Mundo
Really the only thing needed to be taken into consideration while fighting a Mundo, is straight up his cleavers and his massive sustain. He will spend quite a large amount of time keeping his distance and landing his cleavers to last hit. He will become a threat the moment he keeps landing cleavers on you since he can proceed to run you down. A more mobile and poke approach is more favorable. Each time he kills a minion with his (Q) it grants him half of the life cost spent. You can body block cannon minions to prevent him some gold. Watch his body language to avoid getting caught out with his allies gank.
Mordekaiser
Mordekaiser can be quite a pain to deal with in most cases. However, he isn't that bad to fight in lane against. The objective is to avoid not getting hit! I know that this is probably wishful thinking, but you have to understand... This champion is a "catch" lock down & run down type of champion. Keep on your toes and dodge all his skill shots and you should be fine as he won't be able to activate his passive. If Mordekaiser uses (R) on you, you have 3 options. Buy QSS, fight him (most likely lose) or take advantage of your passive in a nearby bush, while waiting for his ultimate to end. Teemo loses once he is caught.
Garen
Garen has been one of those long time easy match-ups for Teemo, however, with recent changes it made him a even match-up strictly due to the fact that he is much faster and deals much more damage. If you see him activate his (Q), you should activate your own (W) to keep your distance. If he manages to catch you hit him with your (Q) to prevent his (Q) silence. Keeping your distance and poking safely while out of his reach is a solid strategy. He gain's more damage based on attack speed from his (E). So don't get caught with him spinning into you. Morellonomicon will help with his massive sustain.
Volibear
With the recent Volibear rework, some people have been having problems with him, but overall it's much easier to deal with him. The main problem is his movement speed. You would do well with starting (Q) early to avoid his level 1 (Q) stun cheese. We can blind the stun. He no longer can reveal us in bushes, so it's a good safe haven. A few extra points in your (W) will go a long way with this match-up. It's quite easy to keep your distance, however, be wary about his (R) which he can use to close the gap to get on top of you. It's a small AoE for damage that slows and disables nearby turrets. A Zhonya's would help here.
Cho'Gath
While fighting or simply laning, you should always be positioning yourself away from his angle to avoid his spikes that slow you. The second you let him line up a spike-slow, you will be swiftly met with your death through his knock up and more often if he is running Glacial Augment. He is a high HP and sustain stacking champion through killing minions, so preventing his sustain makes killing him easier. If he misses the knock up and can't land a slow, you can simply run him down with auto attacks and burst from your (Q). Be aware if he is running Glacial as it is a huge threat and you really need to play well.
Malphite
Depending on what build the Malphite is going (Usually Comet AP) you would want to be utilizing bushes to avoid poke, and only poking when you see him use his (Q) to CS as this will slow you, sending the comet down and there is no way to react to this without (W) active and Mercury's Treads. Don't overextend past level 6 nor have your lane shoved in. This is just asking for you to be ganked and locked down by his knock-up burst from his (R), so it's much better to try to keep the lanes even or pushed up towards your tower. Hold onto your flash to avoid his (R) at the last sec takes practice, stasis is an alternative.
Shen
Shen will mostly build a bit tanky with Wit's End as his primary way to deal a lot of AP damage late game. It would be wise to never utilize your (Q) to poke him unless he has recently used his (E) dash and landed his taunt while in his (W) spirit blade which prevents our (AA) damage from landing, otherwise he can simply stun you and wait out the duration with his (W). He is going to often roam and help his team out a lot and be right back in the lane shortly after with his teleport, you could follow after him, but for the most benefit to your team, try to damage him as low as you can before he arrives, making him very weak.
Ornn
Ornn is a champion that is CC heavy and also relatively tanky. He still deals a ton of damage, however, I would suggest a Ghost and PTA play-style against him, mostly due to his constant slows, he needs to be kited. You can run him down if he misses his stun. Avoid terrain and his pillar or you'll be CC'd and clapped hard. He can miss his ultimate, but it's up to you to juke him out, by pathing a specific way and then immediately turning the opposite way when he has sent out his (R) back towards you. If you don't dodge this, the CC is going to mess you up if you decide either to chase him or run away. He farms with (Q).
Shaco
Despite being a champion that is annoying to deal with due to his invisibility and traps, you can still sniff him out. Keep your eyes on the surrounding area if you have recently attacked him with (E) or (R) as it will give away his current location. Alternatively you can simply use an Oracle Lens. If you used Ignite or Exhaust on him, the effect will not transfer to his clone this also goes double for runes like Press The Attack. So focus on the one with the SFX that is visible it's the real Shaco! His boxes target everything in range, so if your entire team stepped on one of his boxes, expect everyone to take damage whilst being feared, ward early because of his very quick early game clear rate.
Viego
Ultimately Viego is like facing Pantheon and his spear jab, as all Viego can really do is (Q) spam to reach you from range you really want to try to fight in the open away from walls / terrain otherwise he will have the advantage, fighting in the jungle isn’t a good idea vs Viego because of his E and his Ultimate. His E will allow him to gain camouflage and be able to hop in and out of vision which offers him a lot of extra kill protection and survivability. Max your Blinding Dart due to his auto attack reliant nature as well. Viego’s Passive allows him to possess a dead body and take their basic abilities (Q-W-E) and items (among other things). When he does this, he becomes invulnerable and can dodge incoming damage but you can drop a shroom at his feet.
Gnar
Gnar is a pretty visual champion so you can take into account when to poke or avoid him. If he is glowing RED (Max Rage) he is ready to transform into Mega Gnar, if he is glowing BLUE after hitting you 3 times, he gains mobility so keep your distance. You want to keep yourself away from terrain while he is Mega Gnar, otherwise he will simply jump to you, combo his ultimate and slam you into the wall, followed by a barrage of his abilities which will further stun you. The laning phase will consist of him trying to land his boomerang which hits both ways granting him more rage. Catching the boomerang reduces his CD.
Swain
Swain's biggest thing is his sustain and CC. Side stepping against his (E) is something you need to learn how to do. It's pretty visual when he is about to use the ability as he reels back his arm in a swiping motion. Keep your distance from low HP minions as he can shock you through his (Q) just like other champions like (Cho'gath / Lissandra). His (W) and (E) combo can reveal you in bushes but he can't pull you out of stealth if you're hit while in passive. He has a lot of sustain with his (R) and if he kills a target, he gets a soul fragment which can also grant him sustain and increased life. It's really all about positioning and avoiding the initial (E) pull towards his burst.
Fiora
Fiora is not hard as you can reset her passive by simply walking away and coming back, if you don't you are just giving her free sustain & damage. You should only ever be engaging her when the passive is angled behind you or against a wall, where she can not simply (Q) you for free. One of the biggest things to know is, you should never-ever, start or try to finish her off with (Q) -> Ignite combo, as she can very easily parry them both at the same time, same thing goes for Electrocute. What you need to do, is keep auto attacking until she parries. Avoid it, then go all in. If she ults position the final vital against a wall. Protect it and duel her.
Tryndamere
Tryndamere has been a very easy match-up for a long time. It would be wise for you to start (Q) to prevent his all in level 1 and 2 (E) cheese, keep maxing out your (Q) after you have invested (2) points into your (E) for CS’ing realibly. Once he gets level 6, he will try to tower dive a lot or he will simply try and catch you out in the lane. You never want to be extended into a Tryndamere unless the lane is one sided and you are winning hard, because again all it takes is for him to (E) > (W) and run you down with his (R) to prevent his death, long enough to kill you or while he is getting ganked in a 1vs2 scenario.
Camille
Camille is a pretty good trader, just try to avoid the outer ring of her (W) which applies a 80% slow, to do this move towards her or bait her with movement. You’ll be fine if she tries to gap close and take you on, in a 1vs1 as long as you (Q) as the initial CC strikes you this dash is avoidable. Her (R), however, is not so easy to avoid as it locks you in place. Don’t over-extend once she hit’s level 6. We can not force her out of her own ultimate with a hard CC so we have to do our best by freezing the lane and avoid hard shoving, unless you dominated the lane. I advise you to take Grasp as to cripple any attempts to cheese you early game and also to match her sustain and poke damage.
Illaoi
Illaoi has to be played through her passive. Keep taking the tentacles out as they grant you (5g) and prevent her from landing chain abilities, like when she uses her ultimate and hits a target nearby. That being said her ult needs to HIT a champion to activate. It's flashable and avoidable if you Zhonya. However, she is a very simple champion to deal with I would suggest learning to bait out her (E) and side step her tentacles (E) combo and her (Q). If you allow her tentacles to remain and they hit you, she will gain sustain for every tentacle that strikes a champion.
Urgot
You completely counter Urgot's ability to spam his indefinite late game (W) toggle. The second you get caught out by his (Q) slow, he will follow up with a dash forward, to attempt to flip you. If you are unfortunate enough to get hit by the flip, you should then prioritize immediately blinding him the second you land or while you are airborne with a level 3 (Q). While you are in this position you have a very little amount of time to react, but ultimately you just want to focus on activating your (W) and getting away as fast as possible while sidestepping his (R) as you won't escape is Frozen Mallet and Black Cleaver item synergy once you're trapped in his slow / MS channel.
Kayle
You absolutely dominate this match-up early game, however, if you don’t take advantage of this and let her get to level 11 or 16, by letting her free farm and split all game, you are likely to lose. Her win condition is getting to the point where she doesn't have to rely on stacking her passive. Push her out and keep her out. You have to be super aggressive against her. You completely counter her early game due to her reliance on getting passive stacks, through auto attacking. You can sidestep her (Q) which will slow you if you are hit by it. Just keep putting her down early with (Q) even if it means getting ganked a lot.
Poppy
Poppy will passively throw her buckler at a target. Minions that die automatically grant her a shield but champions struck cause the buckler to bounce off and land nearby, you can destroy it by stepping on it and she has to pick it up. Her (R) has two possible outcomes, either she uses a charged (R) to remove you from battle or uses a non charged (R) to knock you up. Stay away from terrain or her flash (E) will stun you against it allowing her to combo into her (Q) > (R). Don't stand in her (Q) after she has activated it, as it is a two phase damage skill that will set the ground to explode shortly after it is activated.
Yone
Yone isn't really much of a threat. All of his abilities are very pronounced and either a straight line or arcing slash which are all relatively easy to side step. If he enters spirit form around you and not under a tower, toss a shroom where he entered. If he recalls immediately he will be caught out with the shroom, an if he extends the fight he will also lose the fight to our shroom finishing him. We win all trades with him, so long as you're looking out for his (Q) knock-up combo'ed with his spirit form. He is really weak early, haven't made it to late to see his scaling, it's probably like Yasuo's late game just without the windwall.
Vayne
Hands down Vayne is one of the easiest match-up to deal with. Her entire kit is (AA) reliant, aside from her (E) condemn. If you are fortunate to be alone with her, with no minions nearby, you can (Q) her as she (E)'s you into a wall stun allowing you to enter stealth while you wait out the duration. If she activates her (R) just go into stealth on a brush. You don't always have to use this trick, you can simply max (Q) and destroy her in a 1v1, however, once she has acquired quicksilver sash, you want to avoid being with her in a 1v1. You'll need your teammates assistance to deal with her at that point. Counter with Zhonyas. All in all she isn't played TOP lane much at all anymore, but if you do happen to meet her, max (Q) after 2 points in your (E).
Cassiopeia
Cassiopeia is really the only champion in which Teemo synergies well with, since she feeds off his easy to hit auto attack DoT to spam her (E).
Runes: ELECTROCUTE
1234
Domination
Electrocute
Cheap Shot
Ghost Poro
Ravenous Hunter
Sorcery
Manaflow Band
Scorch
Bonus:
++8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Domination
Dark Harvest
Cheap Shot
Ghost Poro
Ravenous Hunter
Sorcery
Manaflow Band
Scorch
Bonus:
++8 ability haste
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Domination
Hail of Blades
Cheap Shot
Ghost Poro
Ravenous Hunter
Precision
Legend: Alacrity
Presence of Mind
Bonus:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Inspiration
Glacial Augment
Hextech Flashtraption
Biscuit Delivery
Approach Velocity
Domination
Cheap Shot
Ravenous Hunter
Bonus:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
You can use minions to body block his (Q) hook, but be aware he can still jump into the minion and use his (E) to move you closer to him and his teammates. You can bait out his (E), which sometimes will not reveal you, if you are struck by the outer side edge of the rectangle, but be aware you will be revealed if you take the full force beneath him or adjacent to the flay itself. This is a minor thing to take into consideration if you are playing support. You don't wanna touch his (R) wall as it will slow you for 99% for 2 seconds. Avoid his (Q), poke safely and respect his pressure as a support when he moves forward.
Janna
We have to be careful about her shield/heal/slow and tornado harass. Yasuo/Janna duo is a nightmare to deal with. It really just comes down to how well she is placing tornados and healing/shielding your damage. Avoid staying in bushes while tornados are placed, as it just allows you to force her to waste mana. Once the tornado is down, you can play a bit more aggressive when she backs off a safe distance behind her ADC. She will shield her ally pretty frequently so you need to be a tad bit more aggressive if you wish to deal damage. The most annoying thing is her point and click slow, you'll always trade it.
Soraka
Against Soraka focus on avoiding getting hit by her (Q) poke and not granting her free sustain, other than that, this match up can be pretty easy. However, you can not take into account the actions of your ADC, who will most likely be letting her land freebies. She is a very squishy, high sustain champion. Focus her, but don't flash into her silence which will screw your ability to do anything, but auto attack and become rooted if you stay in the ring for the full duration. Start with Long Sword and buy Executioner's Calling as soon as possible and later on buy Morellonomicon.
Nami
She has so much sustain and damage, along with CC with her (Q). It can be tricky to deal with, especially when she is with a long range ADC. You will want to definitely acquire an Morellonomicon as soon as possible, as the sustain will be a big problem late game. You can't reliably poke her until her (W) has been used as it will simply bounce between allies and enemies. Healing herself and dealing damage in return. Which really sucks. Despite this, she is actually very squishy. You don't not want to get trapped in her (Q) which is a very pronounced bubble which will knock you up! Otherwise you'll lose the fight.
Kai'Sa
Her (W) can, and will reveal you, but it can be body blocked by minions. Never be alone with her or her (Q) will shred you. Her late game shield is annoying with her (R) engage when it comes to late game. You're not going to really get the most out of your (Q) until she has utilized her (Q) which is held until her full passive stacks. So she isn't a good champion to prioritize (Q) but you can burst her pretty hard once you do max it out. Just again, make sure you're near allies or minions to take less damage, from her (Q) burst, since it will spread out and not focus all into you.
Brand
You can utilize minions to body block his (Q) stun, however, don’t let him land his (Q) or (W) after he has set you ablaze with his (E). His burning DoT passive reveals your position. Your objective is to force him to spend mana while he is trying to hunt you in the bushes, however, don’t overdo it as he will eventually get lucky and hit you. If he uses (R), get away from minions and allies as his ultimate won’t bounce to additional targets, otherwise you risk dying to his combo.
Sivir
Sivir will constantly spell shield your (Q). You can, however, try to bait her (E) by throwing and canceling your (E) or (Q), this will not put your ability on cool down, but it will normally fool a bad Sivir who isn't looking for the (Q) but the champion animation, to spell shield. It's also very hard to prevent her from shoving. Because of her general ability to wave clear and shove, with her (Q) boomerang and her (W) ricochet, it makes it very hard to deal with her or poke her, when you're stuck under your tower. Along with these things, she has a group movement speed ultimate so outrunning them is impossible.
Morgana
Morgana is a real nuisance! Blinding an enemy champion is impossible if she (E)'s them, which negates the effect of the blind. Along with this, she can simply lock you down for a very long time if you allow her to land her (Q). This ability can be body blocked by minions. Try not to play too aggressive with her. You can not hide from her. Her (R) becomes highlighted when near you alerting her to your presence. Revealing you the second she decides to activate it. So don't go for any of those stealth plays while she is nearby, as it is going to end poorly for you.
Blitzcrank
Dealing with Blitzcrank, is annoying, as he makes your passive useless either if you are in a bush or hiding on lane. He can throw his (Q) and hook you, while comboing you with his (E) which will likely lead to your demise. His (W) is pretty much almost the same as your (W) aside from the slow down and extra attack speed. Your best option is to trade with him after he missed his (Q) and used his (W). You can blind his (E) and use minions to block his (Q). Blitzcrank players tend to use their (W) when they are getting assisted by their jungler, so keep focus and be ready to ping for danger while side stepping his (Q).
Kog'Maw
Kog'maw's (R) can reveal you, his (E) will slow you and in general paired with the right support such as a Lulu it can absolutely shred you, so be careful. Once he dies, he will still be able to chase you and explode on top of you, dealing true damage which can finish you off, in most cases. The damage can be avoided by running away with your (W) active. So keep your distance. You don't often see full AP Kog'Maw ever anymore, but watch his item builds, and adapt your builds to match him.
Ezreal
Ezreal is problematic to deal with due to his ability to spam (Q) and being more ability reliant than (AA) reliant. Minions can be used to block his (Q). However, you should not be utilizing bushes too much, as he will constantly bombard you with his (Q) eventually landing a few dealing a lot of damage. He is very squishy, with a lot of safety in his kit. Max your (Q) and poke him from behind your minions as it will be your best option. Keep your eyes on his ultimate, especially if your allies are low HP or you are yourself. He can easily snipe you from across the map. Most Ezreal's are pretty much toddlers that deal 0 DMG.
Fiddlesticks
Fiddlesticks is all about mind games with his effigy placements and his passive allowing him to blend into the environment by pretending to be one himself. It can be confusing at times because his effigies will flash, ultimate and run away making you think it's the real Fiddle. You can not stealth against him as his effigies grant true vision of invisible units. It is very important that you keep track of where Fiddle is always. If you lose track and vision of him for 2.5 seconds the next skill that hits you will fear you and slow you for 90% if he lands his (Q) on you. You take extra damage if you've been recently feared so be careful.
Zilean
Be careful with his (R) if you are about to kill him or one of his allies, if you know you can kill them, follow them, wait for the (R) timer to deplete or they will revive with 50% or more HP based on Zilean AP! Avoid his (Q) stacking, as if he lands (2) together he will stun you. If he does stun you expect him to either slow you with his (E) or boost his or his allies mobility. He can combo this on a minion/himself. The main problem is trying to chase him as if you were to chase him you're more than likely going to be stunned and killed with his allies assist or just end getting soloed by him since his full AP build hurts badly.
Pyke
Just like facing off against Blitzcrank or Thresh, use minions to body block his (Q) and side step his (E) gap close. If by any chance you get stunned, you are pretty much a goner to his (Q). You can avoid his (R) if you side step in between the sides of the visual (X) mark. Otherwise is (R) resets, allowing him to land his ultimate on multiple team mates, so long as he kills someone, it will always reset and grant his recent ally that assisted him, 300 gold. Which is a massive boost to the enemy economy! You can notice when he is going for a gank when you see sharks rotating your characters model, so watch out!
Lucian
He is quite difficult to actually (Q) reliably due to his kit allowing him to hit you (3) times very swiftly, PTA passive deals more damage than you really want to take from him. Utilize bushes to your advantage to get your (Q) out before he can react. His (R) can be avoided by minions or running to the sides as it is a straight line and can also be cancelled prematurely to allow him to rotate back through his gap close and burst of auto attacks. So essentially he has a lot of range and abilities that let him trade very quickly before our (Q) reaches him without getting the jump.
Neeko
Since her release, Neeko has been tuned down and her damage has mellowed out. She is everything Teemo is, but better. If you get rooted you are pretty much dead, so avoid being hit by her (Q) which will pulsate & splash multiple times and will be often comboed when she has you rooted. She will set off your (R) with her (W) which is annoying as hell. Don't show her where you've been placing shrooms as they do this in bushes, from lane and the corners of the walls setting them off prematurely. It's overall an okay match-up as long you simply, learn to dodge her combos or avoid them all together.
Varus
If you're unfortunate to lane against him, he will mostly be prioritizing his long range (Q) poke from way back behind his minions. Try your best to avoid these pokes as they do deal a large amount of damage. If your allies get (R)'d stay away from them and vice versa if you yourself fall victim to it. It will chain react anyone nearby up to 3 targets including yourself but 1 at the time. Besides his long range and ability to go AD (Guinsoo) or full AP, he's still a very squishy champion. He is reliant on being at range in most scenarios, so getting in close enough for (Q) is usually not a good idea. Try to catch him out / flank him.
Karma
She is a pain due to her mobility, shields & root, which only becomes more annoying as the game goes on longer. She can either go full AP or Tank, the second one being annoying as hell. It's very hard to chase her or trade efficiently, you can utilize your minions as a way to prevent damage from her (Q) or (R) > (Q) combo, but don't be overextended. If you end up shoving your lane under her tower, you will simply be ran down. She can easily clear the entire wave and run after you or get a gank and lock you down with her mobility and root. Match your waves through wave control so you're by your tower for allies to gank.
Samira
Samira as with any new champion is normally going to be busted. The ideal thing to do is ban and wait for the community to settle her down in her designated role(s) which is most likely going to be ADC. Once again like every new champion, she is a mixture of multiple champions. Yasuo and Akali specifically, she can prevent projectiles about to hit her and dash a good distance. If she is fully styled (S) or close to getting (S) back off and let it reset, sort of like how we reset Fiora. You'll definitely want to hold off using (Q) as she will simply negate it, like Yasuo's wind wall. Despite this, she's very squishy.
Aphelios
Aphelios got several nerfs after his release. You will still need to get use to his kit and what each of his weapons do. He is the same as 5 champions but combined into 1. He can heal with his Scythe Pistol, place a turret like Heimerdinger with his Chakram & channel like Urgot’s (W). He gains 100 range like Caitlyn with his Sniper Rifle and unlimited range if he marks you. He gains spread damage with his Flamethrower, forcing you to position properly. And finally the gravity cannon which will root you. Overall he is squishy but can sustain like crazy with his Scythe Pistol if you don’t blind him in his channeling ult.
Bard
Bard matchup is fairly even for both sides, unless you position poorly and he lands his (Q), which will slow you for either 60% or stun you if it passes through you and another target such as a minion or terrain. Avoid this ability at all cost. His (R) “The World!” is made to stop a siege, zone someone, catch someone to get closer or protect his allies. Never chase a Bard into his (E) tunnel, as this is a setup for him to stun you with his (Q). You can step on his (W) to remove them as well placing shrooms on top of the chimes that appear in the game as he won’t be expecting shrooms to be placed on his passives. Bard players often leave their lane to help others as he roams around. This makes the laning phase a little bit easier, but watch out because he may be roaming to bring his ally in from behind you to flank you.
Taric
You can't reliably dodge his (E) especially if his allies flank you from the side. You can position yourself in between them usually by heading into their side of the lane, but really you can't avoid it, if you just let them set it up the stun, so keep your distance. Utilize the bushes to go into stealth. Burst them before his (R) takes effect, or they will be immune and you will be in a really bad spot and you will be run down by invulnerable champions all over. He is not really that much of a problem, he does, however, has a bit of sustain which you can lower by purchasing Morellonomicon, but it's not too bad to warrant it.
Miss Fortune
Avoid being behind minions/allies, since her (Q) will seek you out even if you are in stealth just like other certain champs and their bounces (Ex: Jhin). It will deal a tremendous amount of damage, so position well. She can flush you out with her (R) easily. You can not blind her (Q) since it is an ability and not an empowered AA. She is also a pretty quick champion due to her added mobility. Her mobility acts like our own (W), if she takes damage she loses her movement speed, if she doesn't take damage for 5 she gets 25 MS and if another 5 seconds after she gets from 50 up to 90 MS based on (W) rank.
Rakan
Don't get caught out by his (W) which is a gap close CC and the same with his (R). You can avoid is (W), however, not his (R) but his (W) gap close is basically a free poke and sustain, unless you avoid his (Q) which will heal both him and his ally once he returns to them while gaining a shield through Guardian. Despite all of the acrobatics he shows off, he is moderately squishy, but you shouldn't focus him all the time, his ADC is still the prime target when it comes to fighting. If he is in a solo lane, however, it's pretty much a free lane to win, since he needs allies to utilize his abilities. He's just disruption support, really.
Caitlyn
Caitlyn is the ADC with the highest range early/mid game. Her traps can catch you out in a bush which increases her range even further for a head shot type (AA). Be careful when entering bushes, as there are usually traps lined on the edges to catch you out of surprise. Her (R) can/must be body blocked to protect an ally! However, sometimes your teammates can be...less than supportive in this regard. If you get her by surprise and use your (Q) she will have a hard time properly retaliating. Hardest aspect of this match up is the range advantage she has, so respect it and abuse your passive as much as possible.
Draven
Draven is a heavily AA reliant champion and despite that, he can still come back into the game with an QSS. He can reveal you with his (E) which shouldn't be underestimated. Killing him early will shut down his passive gold stacks. Ninja Tabi is one of the best ways to deal with him, also purchasing Executioner's or Morellonomicon first prevents his mid-late game Bloodthirster spike. Maxing your (Q) is pretty much all you got to really worry about, just don't simply walk up to him, he will always get the first shot in, you need to get the jump on him, or poke in between him trying to CS if you're playing Teemo Support.
Corki
So many people consider Corki an AD champion, simply because of his build. However, Corki is actually 85% Magic Damage. His (Q) can reveal you in bushes to him and his allies, he is also more ability prone than (AA). Avoid projectiles and get away from his AoE (E) and the gap close with his (W) which if he has “The Package” will drop and slow enemy targets in a rumble like ultimate applying a 90% slow. This can also reveal you. I advise you to bait his rockets and kite him, as you will not have enough damage or defenses to duel with him on prolonged fights. Magic Resistance will help you a lot against him.
Yuumi
You can use minions to body-block her (Q), I would suggest as I do for all other sustain champions to purchase a Executioner's or Morellonomicon. Focus taking out her ADC once you have acquired this item, as she will become relatively useless in healing. Don't get hit by 3 of her (R) waves or you get rooted. Her damage and (W) along with her (E) have been substantially nerfed. The most annoying thing to deal with is her invulnerability while inside an ally, as well as being capable of hopping to another once they die. Yuumi is helpless when she is alone, catch her out as she roams to place vision, or after killing her ADC.
Jhin
Grenades can bounce to you in stealth if they bounce near you, either from minions or allies, giving away your position. (E) and (W) snare combo makes it hard to not get caught while using bushes to harass Jhin. You should use your (Q) while he is just about to fire his 3rd (AA) to prevent the 4th (AA) and getting in some poke as he reloads. Watch out for the snare/traps they don't deal damage to you initially, they can easily be avoided by walking out, unless he roots you. He is a very mobile champion once he gets to late game, but really you just need to learn to side step or body block his (W) with minions.
Tristana
This match-up in general gives the advantage to Tristana by default, and she will have better wave clear than your ADC in most cases. So this isn't good for us, since we need to be even or shoved. Teemo fails at supporting a tower freeze. Her gap close and burst damage is deadly. If you happen to be facing her alone, utilize the nearby bushes to poke her, but step back in so she can't retaliate as quickly. You definitely don't wanna be the prime focus of her (E) > (R) combo, which will be a large amount of damage if you are not building defensively. She can (E) towers so stay away to avoid large AoE damage.
Nautilus
Despite looking like a Physical Damage champion, Nautilus is primarily a full magic damage champion, while also being a Tank. So keep your distance, utilize minions to body block his (Q) hooks and never allow him to keep himself on top of you. The amount of CC and Slows he applies is what hurts the most, you can run and flash a great distance before his (R) is able to reach you, so if you are close to your tower, you can try to avoid being caught out, especially if he is using it to help his Jungler or allies with a gank. He is rather easy to deal with in general, as long as you play smart and keep on your toes.
Kalista
Kalista is more about (AA)ing, while passively kiting. You can blind her (AA), but she can keep up with you, while also preventing your stealth either through her (Q)/(R) CC, while she finishes you off by rending her spears. Keep your distance from her, and try to avoid her (Q) spears. Place some shrooms down in the lane an bushes to hinder her kiting potential, as it makes it easier to run away. She is, however, extremely squishy, so long as you don't get into a position where she is kiting you into oblivion, or is simply split pushing or alone nowhere near her tethered ally which grants her a lot of bonuses.
Senna
Utilize minions to block her (W) as this a skill-shot ability and is an AoE CC so stay away from allies who have it and vice versa if you have it. Keep your distance from low HP minions, because it will immediately go off, if it kills a minion. When she uses her (R) stand out of the dark center rectangle, or you will take damage. The outside rectangle is just for healing her allies. Overall she is a really hard match-up to go into, due to her scaling range and damage late game. (She has more range than Caitlyn, depending on how many passive stacks she has!) Blinding her is pointless, you can't get in that close before the trade.
Ashe
You can body block her (W) with minions. She is more of a utility champion making it very hard to chase her. She is very squishy, however. We lose our movement speed bonus upon taking damage so the added slow, cripples us even further, so take advantage of minion block. Her (W) is on a long CD early game, but becomes a nuisance late game with the cool down going as low as 2,4 seconds with 40% CDR. Being aggressive after her first (W) is important in the early stages of the game. You must be wary about her (R), especially while fighting or backing, you can be easily killed or stunned for 3.5 seconds.
Zyra
A relatively squishy champion to deal with. However, if you are in bushes, do not step on her seeds. Half of them will reveal you as these are the ones that come from her (W) active, and half of them will not and these ones are from her passive, it is very hard to differentiate one from another due to different skins she has, and how minor the detail is. You have a very short time to react if she ends up activating her (R) which will knock you up, and deal a ton of damage coupled with her seed-plant combo. You can not utilize minions to body block her root. The root must be sidestepped as it will root everything in the way.
Sona
Teemo doesn’t handle sustain match-ups that well, Sona will normally go even with you, but mostly it will be into her favor. Simply try to wait for her to use her (Q) to poke while keeping yourself hidden in bushes, as this is her main source of poking, before attempting to harass her. Magic Resistance helps a ton if she goes full AP and purchasing Morellonomicon is a must. Despite being a sustain support she is really squishy and easy to deal with, if you are capable of catching her out before she has time to stun you with her (R). Never run up to her, especially if she is playing a full AP burst build as you will be erased.
Lux
If she is killed before her (R) is activated, it will not go on cool down and will be up when she revives. Late game the cool down of her (R) is very low especially with clouds. The real solution to dealing with her is to avoid her (Q) root. It passes through only (1) minion/monster/champion before stopping on the second target and rooting them both. So if you only have one minion between you and her, you're going to want to not position yourself behind it, only if there are two. Her (E) is very pronounced so you'll want to guess where it is being sent and avoid it’s location as it is usually being projected behind you.
Lulu
Besides being a fellow Yordle, she is quite annoying in her mobility, slows and poke with her (Q). Along with being able to increase allies, mobility, attack speed and damage through her (W) and (E) along with (R) granting large HP and AoE CC. She is, however, one of the most squishy champions to face despite her slows and poke range. So dealing with her personally, isn't really that much of a big deal, it's when she is supporting a good ranged champion that she becomes a huge problem, by granting them additional damage and protecting them with her (R) while also disabling you/allies with her (W).
Rell
Rell attacks very slowly, but makes up for it by stealing a portion of you and your allies MR and AR for 4 seconds, which is her basic perk. She is extremely tanky, while having the ability to gap close with a rather large shield. If she gets in between you and the ally she is tethered to, you will be stunned upon her reactivating her (E). Ultimately she is slow, and tanky with very little actual damage, so it's best to kite her around and focus on the people she is protecting. Void Staff is mandatory against her for late game.
Jinx
Besides her (E) and (W) she is relatively straightforward to deal with. Don't get snared by her (E) and avoid getting hit by her (W) slow. Minions can body block this ability, however, be careful of her global (R) rocket especially around objectives, be sure to keep an eye on your health and make sure to watch for her if in vision while backing. Ping your allies danger once she hits level 6. You need to be their eyes for when they are about to get ulted from across the map. If they have low HP and you see her backing off or ulting, let them know. A big problem is when she gets kills, gaining bonus movement speed consecutively.
Leona
You can simply (Q) Leona once she is attached to an ally or yourself, or even if you run into her by chance in bushes or around a corner. Your (Q) prevents her from activating her empowered stun. Don't place wards on her while she is in a bush, as she can auto > (Q) > auto, allowing her to strike 3 times, quickly taking out any wards placed on top or near her. Aside from being tanky and a peel for her teammates, you should never focus her outside of saving yourself or an ally from the initial engage and empowered stun.
Xayah
Before attempting to trade with Xayah make sure to get the first (Q) out on her while she is occupied CSing, as most of her abilities are centered around throwing feathers out and using them as a recall to root as long as 3 feathers are on the ground and damage targets in their path. Careful not to flash + ignite when she is level 6 and above as you want to save that for when she uses her (R) invulnerability and flash after her if she tries to escape. You can not blind her feathers, you can, however, blind her (AA) damage, just be aware that the feathers are stacking up behind you! Stay out of the feather recall zone.
Twitch
Being the fellow rat that he is, Twitch is easily one of the more simple ADC to go up against. However, his poison from his (W) AoE and (AA) in general will give away your location over time (A white silhouette) while invisible. Allowing a good support like (Blitz/Thresh) to hold of vision on you, to hook and catch you out. Therefore it's best to keep moving around or to simply not play around in bushes, while facing one of those match-ups. Control wards can be helpful if he is playing jungle as they will reveal him as he comes near. Place shrooms around your enclaves to prevent him from simply sneaking in behind them.
Alistar
Alistar's gap close CC he is very tanky and offers a lot of damage blocking for his allies. While you shouldn’t normally focus on him, you should not underestimate him as a champion and avoid letting him get behind you. Alistar players enjoy flashing and knocking you back into his allies or under their towers as well as away from their allies. It’s simply about respecting these players and keeping your distance from him while not getting caught out. He can reveal you in bushes with his knock up. If he does try to face check you in bushes simply back off entirely, there isn't any reason for you to challenge him.
Vayne
Hands down Vayne is one of the easiest match-up to deal with. Her entire kit is (AA) reliant, aside from her (E) condemn. If you are fortunate to be alone with her, with no minions nearby, you can (Q) her as she (E)'s you into a wall stun allowing you to enter stealth while you wait out the duration. If she activates her (R) just go into stealth on a brush. You don't always have to use this trick, you can simply max (Q) and destroy her in a 1v1, however, once she has acquired quicksilver sash, you want to avoid being with her in a 1v1. You'll need your teammates assistance to deal with her at that point. Counter with Zhonyas.
Braum
This lane is extremely simple to poke, however, do not waste your (Q) until Braums shield is down, so he can’t negate the effect or damage to either him or his allies. Make sure to avoid his (Q) by taking advantage of your minions otherwise you risk getting marked and if you are hit 4 times will cause you or your allies to become stunned. You can (Q) the auto stacking passive. He is extremely weak once he finished blocking with his shield. He needs an ally to support to take full advantage of his kit. So as long you play well and avoid skill shots you should not have any problem with him. His ult will reveal you.
Jhin
Jhin has been since the start of Season 8 one of the BEST ADCs to lane with. He has range, he has damage and he has CC. A good Jhin Teemo combo is unstoppable with Deadly Flourish.
Caitlyn
Very long range, great synergy with her traps and your shrooms, especially if the enemies are not AP and just melee tanks like Braum / Leona, allowing you to harass with little effort from the bushes standing around the traps.
Kai'Sa
Very strong ADC in the sense of having everything she needs. Gap Close, Mobility, Range, Burst. The laning phase can go either way depending on the matchup. It's better to try and give her the kills, due to it being very hard for the enemies to stop her from snowballing.
Brand
Burn combos well with your poison, the stun is great aswell... He can play ADC or SUPPORT so vice versa to you.
Cassiopeia
If you lane up with a Cassiopeia who knows how to play the champion, you can dish out some extreme amounts of damage, since all she has to do is press (E) once you land your (E).
Aphelios
Aphelios has pretty much everything he needs, to protect himself and deal with enemies on his own. Sustain, CC and range. It's very fun to support a good Aphelios as we can simply do our own thing while protecting him with our (Q).
Veigar
The long story short is, Veigar and Teemo are a force to be reckoned with, Veigar can focus on stacking his AP and locking people down early game which allows you to freely burst people down for your own DH stacks. So long as you're not shoved right under their tower all game and ganked all the time you should be fine to win every lane with his assistance.
Draven
Draven is a pretty solid ADC to support, so long as he is positioning well and not simply eating hooks and CC. He has mobility, CC and damage to pretty much dominate, however, if all he is doing is playing passively in lane and not utilizing Teemo's early game harass, it's pretty much over.
Varus
Very good range poke and an overall good ADC however, if they are not as stated before being aggressive and looking for poke opportunities you're not really going to get much accomplished.
Twitch
Double poison sounds great but it's pretty lackluster, you both stealth and have the element of surprise but are very prone to hard CC and getting caught out.
Xayah
A decent synergy, range, harass, CC, Immunity. It's a good thing for an ADC to have these while you dish out the DoT and pressure.
Tristana
Tristana is great to support just due to her ability to jump in or jump away, allowing her to focus on the important things like staying alive, and focusing on CS. She can come to our aid and knock champions back if things get too heated, which is a good thing.
Lucian
Lucian is the type of ADC who is great at getting in and getting out with a quick poke and then back to CSing. He isn't great when it comes to getting out of harms way, as his only escape is a small dash. This makes him a "Ok" synergy as he does have damage, but it would be better for Teemo to be supporting someone like Draven in this case, as he has both CC, Mobility and Damage.
Samira
TBD: It should be a solid supporting lane for you due to the nature of new champions being released and pumped full of damage.
Yasuo
A little off meta but this Duo bot lane is pretty hecking strong when played into the right enemies and played well by the duo. Great for engaging onto a matchup like Caitlyn x Janna.
Jinx
I would say the same as Draven, if the are not utilizing switcharoo, it's going to be a cluster fuck of a bad duo. Along with utilizing good Chompers. Be it to help you escape of catch someone off guard/escaping.
Vayne
Nothing really special about Vayne until the mid/late game, she doesn't really dominate the laning phase early on and gets out poked by pretty much everyone else unless she has a good CC support. Outside of the laning phase shes pretty godlike when played right.
Miss Fortune
Miss Fortune is pretty great when she is being played correctly, landing her (Q) bounces, and offering assistance through her (E) slow and her (W) mobility to stay mobile and safe.
Sivir
Sivir has too much wave shoving to really be a good ADC to support, but can protect herself with her spell shield, allowing her to not get caught out or CC'd enough to support her and turn a fight in your favors.
Ashe
Having no escape or mobility and being as basic as a auto attacking champion can be, it's safe to say she isn't the best to work with as a Teemo Support. The laning phase can be annoying, Late game stuns is about all shes useful for if shes not being one shot.
Kog'Maw
Kog'Maw doesn't really have that much going for him without a proper support like Lulu or a lock down support. It's really hard to support him due to him having nothing to really protect himself with.
Senna
Senna is better off played as a support, despite playing her as an ADC every now and again. She doesn't do much for you or herself, unless she lands her stun.
Kalista
Kalista benefits supports that can actually be of use to her as a front line, like a Malphite being thrown into a team fight, allowing him to CC them twice with the initial toss + ultimate. Often times we will only be able to use her ult to be saved and that is it.
Ezreal
The worst ADC period. Ezreal has no synergy with really any support. He has a very poor early game 90% of the time they can not land a single skill. If you were to ask any support, do they like Ezreal the most response would be "I feel like he does nothing, and I can do nothing for him." This is quite true due to his passive/aggressive nature. He will yes become a monster late game if he gets to this point, but the early to mid game, is quite horrendous. There are yes, some very good Ezreal players, however, in most every scenario they will do nothing but feed and or farm from tower, preventing you for really doing anything but wait.
Runes: DARK HARVEST
12
Domination
Dark Harvest
Cheap Shot
Eyeball Collection
Ravenous Hunter
Resolve
Second Wind
Overgrowth
Bonus:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Domination
Electrocute
Cheap Shot
Eyeball Collection
Ravenous Hunter
Resolve
Second Wind
Overgrowth
Bonus:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Xerath is difficult to deal with, simply due to his ability to spam all of his abilities from a fairly long and safe range. A few points into your (W) will help with avoiding them, but overall he is a hard champion to deal with if you are not accustomed to constantly kiting. You can use minions to body block his stun orb but everything else is either frontal AoE or a circle AoE that can hit all targets in range. His ultimate has a very long range. You can easily get sniped from afar or he can roam around river and simply use ultimate on your teammates for free kills or to get a kill secure or an assist his (R) can be side-stepped.
Anivia
Anivia's kit excels at zoning enemies which prevents you from CSing or attempting a safe trade. Runes are relatively ineffective since you can’t get near (AA) range, let alone in range to use your (Q). Most trade outcomes will lead to you losing or being killed. Her passive is horrible to deal with, as she can get up easily due to the lack of damage output to kill her twice early game. She just has too much range and CC to deal with alone. Play safe, avoid being walled and stunned. Once she hit’s level 6, you can’t do anything against her without help from your allies as her zoning ability becomes even greater.
Azir
Azir's range with his (Q) is extremely powerful, which provides him with soldiers to attack you and minions at the same time. Blinding his soldiers is not possible and blinding him is pointless as the soldiers are a spell. Laning against him is quite dangerous and you can’t get in range to reliably poke him, or trade. If you get too close, he can simply (E), get behind you and combo you with his (R) to either push you back or block your escape, which will lead to a fight you will always lose. The only thing you can do is respect his lane dominance and try not to feed too much into him. The first few levels are easy until you reach level 4 where he gains all of his skills to torment you.
Cassiopeia
Cassiopeia's main problem is her (Q) into her (E) spam which is impossible to avoid after being poisoned. Turn your back to her (R). If you are not familiar with her animations I would advise to check some Youtube videos related to it. Against her I recommend you to work on kiting and baiting out her poisons before trades. She is relatively fast for a champion that can't wear boots. The second you get struck by (Q) or (W) she will follow up with her (E) that can be spammed over and over, which really hurts! They tend to run Conqueror which heals her for a lot. You can't really dodge her (W), but you can build a bit more defensively while building into damage to make up for her damage.
Orianna
Orianna can zone you back with relative ease because of her long range and her (W). It's hard to effectively trade with her, due to her range along with her shield. Once she reaches level (6) you must be careful around her reach because of her (R) CC which will turn the fight in her favor, especially if she is about to get a gank by her ally. Simply keep your distance, poke with your (Q) and do your best to make her to waste mana in the early game, as it will allow you to match her lane wise, until you are capable of purchasing some defensive items. You in no real sense win this lane, due to her permanent zoning.
Karma
She is a pain due to her mobility shields and rooting, which only becomes more annoying as the game goes on longer. She can either go full AP or Tank, the second one being annoying as hell. It's very hard to chase her or trade efficiently, you can utilize your minions as a way to prevent damage from her (Q) or (R) > (Q) combo, but don't be overextended. If you end up shoving your lane under her tower, you will simply be ran down. She can easily clear the entire wave and run after you or get a gank and lock you down with her mobility and root. Match your waves through wave control so you're by your tower for allies to gank.
Ahri
Ahri is extremely hard to deal with due to her mobility and the fact she will use her (Q) quite safely to hit through the minions into you, plus every 3 abilities she uses she can sustain with her next (Q). She will kill you if when using her (R) dash she lands her (E) Charm, be aware she can adjust her (E) with her Flash as well. You can, however, use minions and side-step to avoid her (E), so never stand still against her! Since she is a burst champion, I would recommend you to match her burst with Electro/DH. If she is running Glacial you’re going to run into trouble if you are shoved into her. So do plays around your tower.
Brand
You can utilize minions to body block his (Q) stun, however, don’t let him land his (Q) or (W) after he has set you ablaze with his (E). His burning DoT passive reveals your position. Your objective is to force him to spend mana while he trying to land abilities onto you. If he uses (R), get away from minions and allies as his ultimate won’t bounce to additional targets, otherwise you risk dying to his combo. He's mostly found in the support role, so if you do find him MID make sure to dodge the empowered skills once you've been set ablaze.
Diana
You should do your best to keep your distance, which is easier said than done! She can simply (E) and combo with (R) for CC and burst. It's quite easy to avoid her (Q) which angles as a counter-clockwise crescent moon. She will mostly use it as a way to CS minions from afar, but the second she lands this ability its effect will be consumed and followed up with by her (E) dash. It's a pretty heavy AP match-up so getting some Magic Resistance is useful. Her (R) will reveal you while in passive. You really don't want to be caught out with your allies in a 5 man (R) as it will scale her AP higher per # of champions pulled in.
Fizz
If you wish to effectively deal with a Fizz player, you must first know what to look out for, and when should you be using your skills. Fizz is a ability type champion. You never want to engage him with your (Q), therefore use AA on him as well at level 1 start with (E). When he uses his (E) he negates all incoming damage, so when he lands you can simply (Q) him to negate his empowered auto attack. Normally a Fizz will start the fight with his (R) and walk up or gap close with his (E). If he lands this while you are lacking any significant magic resistance, you're dead. Keep away from allies when is (R) is on you or them.
LeBlanc
Laning against Leblanc can be tough, as she is able to gap close into you and immediately return to her previous location. This, however, is where you would run towards her previous location if you were capable of doing so, as long as you are not almost dead to place your (R) on top of it. Which at this point gives her one of two options, return and become slowed or stay and fight/escape elsewhere. This can be absolutely crippling for her, if you are able to catch her mark out in a flank or a team fight. Especially if your team mates chase her through the jungle.
Katarina
Katarina is ability reliant. Never stand around her fallen daggers, I advise you to play more defensively. She can reveal you with her (R) when in range just like Morgana. It would be wise to purchase a Zhonya's Hourglass against her, otherwise magic resist will help you out a great deal. Her daggers land behind you which allows for you to run to the side rather than into them. So long as you avoid the gap close of the daggers damage, and keep your distance and poke/harass her, you should be fine as to not feed into her throughout the early game. Zhonya's Hourglass is a must into late game to survive getting caught.
Kassadin
You can't really do anything about Kassadin's (R) gap close, nor his abilities. Besides bursting him or gaining assistance from allies, you cannot outrun him. The more you spam abilities the more he can use his (E). You can slightly utilize your (Q) to prevent his Lich Bane’s but overall stay with your team when he is around. You do not win 1v1's in the late game. You need the assistance of your teammates in the late and mid game, his early game is very weak but the longer the game goes on and the more he scales, the more of a threat he becomes. It's pretty important to shut him out and close games as fast as you can.
Qiyana
Qiyana is a high mobility and high damage output champion. Do not poke her near walls, because if she uses (R), it will push you into them and her AoE stun, which can also affect allies and minions the full length of that walls terrain. Never escape from her pressed up against a wall, make sure you're running right between them. She is a physical damage champion, and can burst you, so grab yourself some armor as it will help you greatly. Brush element grants her invisibility & River element grants her a root and a slow effect, while Earth element grants bonus damage to enemies below 50% HP. Be mineful of this.
Talon
You out-range him with your (Q), however, he has better roaming potential and you can't do a thing about it. If you are not poking him from a certain range, and avoiding his (W) which is in your (E) auto attack range, you will simply lose trades. Keep your distance, (Q) him and capitalize on his roaming by sieging his tower, but make sure to ping that he is missing and keep your eyes on where he has run off too, he is after all a roaming champion focused on flanking over walls and catching people by surprise. A bit of Armor and HP will go a long way in terms of keeping you alive from most all in AD assassins.
Syndra
Syndra is she is going to be sending Dark Spheres left and right, with the intent to chain her (E) range CC into her minion tossing (Q) and point and click (R) burst. Banshee can prevent her initial CC, however, it only blocks one ball from her (R). She out ranges you and out damages you as well, so building more defensively with some added damage will help you out in the early to long run. You can use Zhonya's Hourglass to deny her (R) which should be saved for when you fall below 40% HP. Keep on your toes and try your best to predict her CC orb stun, it's the prime source of setting her up deadly combo.
Veigar
You have little room for error if you allow Veigar to trap you in his (E) as you can’t move around freely. Do not touch the edges of his (E) arena, otherwise you will become stunned and bursted by his abilities. Simply move inside and avoid the walls and do your best to avoid taking damage or if necessary flash out if you are being ganked while trapped. You won't have enough time to wait out the duration of the skill to end. It's very useful to build some magic resistance to deal with his infinite AP scaling, if the game goes on for too long. He is relatively squishy although. It’s compensated by his burst damage oriented kit.
Viktor
Viktor is a really difficult lane to trade with as his range and hit box is relatively large and hard to avoid, since he can control which direction his (E) comes from. Avoid standing inside his (W) as it will slow and stun you afterward if you remain inside it, allowing him to activate his (R). When his (R) is activated do not try to fight with him, simply run away as it will slowly catch up to you, and is pretty easy to avoid simply by pressing your (W) and getting some distance. Magic resistance is going to help you out if you can't manage to avoid the damage, as you can safely get in a bit closer to throw out a (Q) to trade with him, however, avoiding the damage is the priority.
Yasuo
You can not blind his (Q). Purchasing Ninja Tabi, however, will decrease how much damage this ability does to you. Never run away through your own minions, run through the river/jungle. You will not escape him due to his minion/champion (E) dash. You have a better chance running into his ally with no CC, than you do letting him catch up, using his second (Q) knock up into his (R). You have to predict his tornado and learn to side step. That's all. He lines it up with minions. You want to keep poking and keep tabs on his passive / wind wall which negate all damage and projectiles. If he places a wall, move in between it.
Ziggs
You can side step Ziggs (Q) pretty easily, however, keep your distance from him as he can zone you with his (W) and cut off your escape route or blast you into his (E) or even his (R) by landing his (W) knock-up/knock-back. Minions will body block his (Q) but will still splash if you are too close. Ziggs is a sieging champion. You can't simply allow him to free farm and have lane shoved all game, as he will use his (W) against towers that are below 25% up to 35% based on skill rank, which will destroy them. Despite all this he is very squishy and easy to burst down, so long as you avoid his skill shots.
Zyra
A relatively squishy champion to deal with. However, if you are in bushes, do not step on her seeds. Half of them will reveal you as these are the ones that come from her (W) active, and half of them will not and these ones are from her passive, it is very hard to differentiate one from another due to different skins she has, and how minor the detail is. You have a very short time to react if she ends up activating her (R) which will knock you up, and deal a ton of damage coupled with her seed-plant combo. You can not utilize minions to body block her root. The root must be sidestepped as it will root everything in the way.
Zed
If Zed is not going up against you. You can hold off on building Zhonya's Hourglass and rather only focus on Seeker’s Armguard if you see he isn't being much of a threat. Otherwise getting Zhonya's Hourglass early will be required to survive his roams and tower dives, but also to shut him down in certain scenarios. It isn't worth building anything more than this, besides some HP to survive the full combo when he is finished and walks away. A bit of Armor and HP will go a long way in terms of keeping you alive from most all in AD assassins. Avoid his shadow as it will compy his abilities allowing him to damage from range.
Zoe
If Zoe decides to (R) to try and escape you or, get some time for her to combo back with her (Q) or (E) you can (R) her portal so she ends up activating it upon return. Try not to utilize too many of your active items or summoner spells around her, as she can pick them up and use them right back against you! Which is certainly not a good thing! Minions can be utilized pretty easily to body block her (Q) or (E) sleep CC. Her (E) can travel a very long distance if used through terrain. So try not to get caught out this way, as the follow up (Q) will be devastating for you. Banshee's Veil can help a lot with this aspect.
Akali
Never trade with Akali, while her shroud is up! Your poison will reveal her location so keep an eye on where her shadow appears next so you can avoid her gap close to trade with her. Unlike when she was first released, she is no longer unstoppable. You will have enough time to throw out a (Q) or (E) before she hides again on her shroud. You can use minions to body block her (E) shuriken she can also use it to dash over walls and gain distance from you. Do not let her land this or you LOSE the trade immediately. You must try your best to side step or bait her (E) before attempting while her shroud is down!
Annie
Your aim is to engage on Annie whenever her stun is down. She will win the trade against you as you will get stunned and you will get bursted down especially after level 6 when she gets Tibbers. Keep an eye on Annie using her (Q) or (W) on minions and once her passive is gone, proceed for a quick trade with her, but avoid over-extending. Don’t understimate her ability to combo (E) > (Q) > (R) > (W) stun. A good Annie will attempt to hold the stun for as long as she can to hold lane pressure. So proceed to wave clear to force her to waste her stun and attempt trades when it is wise to do so. Don't stick under her tower.
Aurelion Sol
Your focus is to keep your distance from his passive, which rotates stars around his body, which can be extended outwards if he activates his (W) granting him 50% extra damage for 3 seconds. However, you should never find yourself getting caught out against him. Keeping your distance is your main focus in this match-up. Be also aware as to when he enters the fog of war, as he can attempt an roam with his (E) while empowering his (Q) to catch you/allies by surprise. Escaping from him after he has Rylais is near impossible and if he stuns you with (Q) or empowered (Q) and gets into range with his stars. Don't get caught.
Corki
So many people consider Corki an AD champion, simply because of his build. However, Corki is actually 85% Magic Damage. His (Q) can reveal you in bushes to him and his allies, he is also more ability prone than (AA). Avoid projectiles and get away from his AOE (E) and the gap close with his (W) which if he has “The Package” will drop and slow enemy targets in a rumble like ultimate applying a 90% slow. This can also reveal you. I advise you to bait his rockets and kite him, as you will not have enough damage or defenses to duel with him on prolonged fights. Magic Resistance will help you alot against him.
Ekko
You can blind his (E) and his body language lets you know what he's going to use next, subtle things like his character model reeling back means his (W) has been cast. This just means that he is most likely getting ready to dive you with the assistance of his allies or get in close with a shielded poke/CS. You want to never be standing in the center of his (W) while he enters it, otherwise you will be stunned. You can be damaged by his initial (Q) and the return you take extra damage from the return.
Galio
Galio has a pretty nasty combo when he obtains Hextech Protobelt and uses his (E) into his (W) combo. When he is full AP his burst will make you pretty much helpless, made even worse in a ganking situation. Keeping yourself away from his (W) is the standard idea. Magic Resistance or a Zhonya's Hourglass can help you avoid the taunt. But not the (E) CC, and if he runs after-shock a void staff will be your best bet to damage him. Team fights can be extremely dangerous since he can use his ultimate globally and fly down from the sky with a massive AoE knockup. So keep your distance to not get singled out in a large scale fight with him and his team.
Gangplank
Gangplank is all about last hitting his barrels, so try to get comfortable with preventing him, by last hitting them first. Gangplank can (W) cleanse our (Q), so try not to rely on using it to counter him, we can't (Q) his (Q). Barrels are priority focus because of their 40% Armor Reduction that they ignore especially late game, be aware of him past level 13 on that aspect. Regardless of what some people may say to you, getting in close to pop his first or second barrel before he sets it to chain into his combo is extremely important. If you can't last hit them, you'll always have problems dealing with this match-up.
Gragas
Just like Galio, Gragas has a nasty combo which can throw you off from your escape route, however, you can also use this to your advantage simply by flashing into his ultimate to send you flying in the opposite direction (over a wall, into your tower) but play it safe into his (Q) > (R) > (E) combo. Which is often set up by leaving his (Q) down for the full duration followed by his (R) as you draw near, while he (E)'s into his (Q) where he has planned to send you. It's very useful to build some magic resistance to help deal with such burst. You can use your (Q) to prevent his empowered damage from his (W) activation.
Lissandra
With Lissandra want to position yourself away from her angle behind your minions, as if you stand too close she will simply deal damage through splashing behind them. She has a gap close with her (E) along with a root from her (W), so try not to overextend against her, because she can simply gap close and trap you in her (R). Speaking about her (R) try not to get into a position where she is under her tower and you are about to burst her to death, she can simply (R) herself, heal and become untargetable or (R) you to stun you under tower allowing her to turn the fight into her favor since we're still targetable.
Malzahar
The second he spawns his voidlings, kill them as they grant extra gold and line him up for tremendous damage through utilizing his (E) and his (R) CC, however, raising your Magic Resistance levels a little will prevent a sure death. Stay away from your purple glowing minions or it will bounce to you, making you the prioritized target for his voidlings, it only takes one auto to kill them. You should not use your (Q) to poke him, while his passive shield is up, attack him with your (E) to take it down before attempting to use (R) aswell. It's okay to take QSS to deal with being his priority target for utilizing (R).
Morgana
Morgana is a real nuisance! Blinding an enemy champion is impossible if she (E)'s them, which negates the effect of the blind. Along with this, she can simply lock you down for a very long time if you allow her to land her (Q). This ability can be body blocked by minions. Try not to play too aggressive with her. You can not hide from her. Her (R) becomes highlighted when near you alerting her to your presence. Revealing you the second she decides to activate it. So don't go for any of those stealth plays while she is nearby, as it is going to end poorly for you.
Ryze
Ryze will mostly always run Phase Rush into you. You do NOT win this lane in any logical way. However, lately he tends to try to manage his mana much more. He will have full control over the waves so long as he knows how to utilize his combos correctly. So just keep yourself back, preferably in bushes or to the side of your minions that are not being comboed unless he is not playing well or lining up the correct AoE spread combo. I suggest to take resolve as your secondary runes with Bone Plating and Overgrowth, and max rank your (Q) for poking only. You shouldn't be demoralized in this match-up. It's boring.
Taliyah
Taliyah is quite an easy champion to deal with. Utilize the lightly browned circles on the ground, to fight her in. She loses most all damage output because she needs to be standing on the non-patched areas to use the standard (Q) spam. Keep kiting her around and try your best to avoid her knock-back especially if she does it inside her (E) which gains massive boost in damage. You want to have vision of her when she is activating her (R) which sounds like a bunch of boulders rolling. Do your best to get on the opposite side of the wall or she will block off your escape route trapping you with her teammates! Flash if it's needed.
Vel'Koz
If Vel’Koz is running glacial augment it can be very hard to avoid his (Q) split, and of course his knock-up. Thankfully his (Q) is blockable by minions but his other abilities are not, so keep yourself in and around them. He melts via burst relatively easily. So long as you don't get caught out by the initial circle knock-up (W) combo into his (R). Vel'Koz can be poked from range, so max your (Q) and burst him down from a safe distance. You never wanna flash and engage him unless his (W) circle knock-up is on cooldown. Magic resistance is going to help you out a great deal if you fail to avoid skill shot's entirely.
Vladimir
We sometimes take Doran's Shield into this match-up to match his sustain with grasp of the undying. However, this is based on personal preference. You should be working your way into a more damage oriented build around mid game. The simple way to deal with Vladimir is to watch his energy bar. If he is glowing red, back off and let him use it on a minion, as you don't wanna take the increased damage from his empowered (Q). Once he has used it, you can go in and try to poke him out with your (Q) or possibly your (E) auto attack, it may seem boring, and you may miss CS, but you'll go even or win because of it.
Zilean
Be careful with his (R) if you are about to kill him or one of his allies, if you know you can kill them, follow them, wait for the (R) timer to deplete or they will revive with 50% or more HP based on Zilean AP! Avoid his (Q) stacking, as if he lands (2) together he will stun you. If he does stun you expect him to either slow you with his (E) or boost his or his allies mobility. He can combo this on a minion/himself. The main problem is trying to chase him as if you were to chase him you're more than likely going to be stunned and killed with his allies assist or just end getting soloed by him since his full AP build hurts badly.
Heimerdinger
You can (Q) his turrets and kill them with 2 (AA), so your objective is to focus on this and avoid using abilities, if you prefer to not max (Q). However, if you do max (Q) you can kill his turrets in one (Q) so long as you have the AP early game, which allows allowing you to press your advantage of shoving him back and not setting up a perma shove into your tower. Keep on your toes scout! You need to be vigilant and keep avoiding all of his skill shots. Once his towers are down for a tiny second you can get in and poke him a little or continue to simply take his turrets down until he's out of mana.
Lulu
Besides being a fellow Yordle, she is quite annoying in her mobility, slows and poke with her (Q). Along with being able to increase allies, mobility, attack speed and damage through her (W) and (E) along with (R) granting large HP and AoE CC. She is, however, one of the most squishy champions to face despite her slows and poke range. So dealing with her personally, isn't really that much of a big deal, it's when she is supporting a good ranged champion that she becomes a huge problem, by granting them additional damage and protecting them with her (R) while also disabling you/allies with her (W).
Lux
If she is killed before her (R) is activated, it will not go on cooldown and will be up when she revives. Late game the cooldown of her (R) is very low especially with clouds. The real solution to dealing with her is to avoid her (Q) root. It passes through only (1) minion/monster/champion before stopping on the second target and rooting them both. So if you only have one minion between you and her, you're going to want to not position yourself behind it, only if there are two. Her (E) is very pronounced so you'll want to guess where it is being sent and avoid it’s location as it is usually being projected behind you.
Twisted Fate
You can blind his (W) cards and you should aim to blind is golden card. It does take some time to get use to it, but you will often be able to (Q) and (R) him when he uses his (R) to teleport to your location globally. This ability will also prevent you from using your passive as it reveals all stealthed champions. You become visible for a short duration, but blinding his (W) will help save you or even your allies that have been caught out or are about to be killed through his next auto. Weave in between his (Q) spread which is pretty visible and easy to avoid since this ability is so large and has a long range spreading outward.
Alistar
CC
Darius
CC
Blitzcrank
CC
Cassiopeia
You allow her to spam her E because of Poison.
Gragas
CC
Galio
CC
Braum
Multiple CC which allows for easy ganks.
Morgana
Multiple CC which allows for good ganks.
Camille
CC level 6.
Rakan
CC
Veigar
High burst, and CC
Taric
CC
Thresh
CC
Shen
You can go stealth and he can ult you without being seen.
Also has CC
Aatrox
CC
Annie
CC
Anivia
CC
Aurelion Sol
CC
Bard
Bard has decent synergy if he actually lands his stun or is constantly placing down his shrines throughout your jungle in the early game. It can keep you healthy if you're having trouble with clearing. He can also grant you new ways to gank their lane with his (E) through terrain.
Nautilus
CC has multiple CC.
Twitch
Double poison, right? RIGHT?!
Orianna
CC and Shield.
Karma
Sheild + Movement Boost allowing for better ganks and chases if used onto you.
Runes: PRESS THE ATTACK
12
Precision
Press the Attack
Triumph
Legend: Alacrity
Coup de Grace
Domination
Ghost Poro
Ravenous Hunter
Bonus:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Domination
Hail of Blades
Cheap Shot
Eyeball Collection
Ravenous Hunter
Precision
Legend: Alacrity
Coup de Grace
Bonus:
+10% Attack Speed
+9 Adaptive (5.4 AD or 9 AP)
+6 Armor
Kha'zix is just a nightmare to deal with, he is an assassin. Utilize control wards and sweeper whenever you get the chance, to make sure you're not getting surprised by him, be it in your own jungle, or in his. You really do not want to get singled out by him because his damage is insane when he is alone with you. He will out damage you every single time.
Elise
Elise has been the best early game presence out of most all the junglers for a while. Don't let her get fed and be careful as she can appear out of nowhere with her mobility and utility to snare you and one shot you. You need to side-step her (E) cocoon and try to match her early ganks.
Lee Sin
Lee is a very strong early game champion, but that is about it. He will fall off late game but can still be a pain in the ass to deal with with his insec play-style. Once you get through the early game things will become a bit better for you, if you have survived. If you get invaded, just give it up.
Vi
Vi is just like any other mobile early game Jungler. You will lose all 1v1 fights with her, and should prioritize farming and matching her ganks, if you get invaded, just give it up.
Nunu & Willump
The amount of sustain, movement and overall jungle clear makes it rather impossible to compete with this champion in every regard. He ganks well, takes objectives well. Your best bet is to hope your team mates can manage their lanes and try your best to be in a position where you can assist them when he ganks. If you get invaded, just give it up.
Rengar
Rengar will win pretty much every fight in the jungle, and you will never be able to contend with him in any regard when it comes to a 1v1 in the jungle. You will lose all attempts to take something from him including scuttle crab, because of bushes. If you get invaded, just give it up.
Karthus
It's going to be rough game for you, as Karthus is overall better in every way while played in the jungle. He will out farm you, and most likely out level you, if you slack off on farming, while being present in every single fight with his (R) that will literally one shot everyone granting him more and more stacks as the game progresses to late.
Kindred
You can't fight a kindred very well in the early game due to her mobility and in general damage output. You can try your best to prevent her from acquiring any of her marks especially if they are in your jungle, but be sure to ward around and keep vision in the chance that she does try to come take it. Stand in her ultimate and save your blind for after it is down while in a fight with her. If you get invaded, just give it up.
Evelynn
Levels 1-5 are relatively easy to deal with, since Evelynn gets her so to speak "power-spike" later once she has her stealth advantage level 6. Once she does hit level 6, remember to respect her, using wards on her camps will allow you to properly track her.
Graves
The changes to Death's Dance really made Graves a pain to deal with, granting him a ton of tank abiliy. Using (Q) against graves doesn't actually stop him from dealing damage, it just spins him around randomly shooting at anything he manages to hit. He is a very mobile champion with a lot of utility to help him chase and lock you down with his smokescreen.
Olaf
Olaf can clear relatively quickly and have the utility in his (R) to run you or your allies down, despite using your (R) and can also avoid your (Q) with his thunder strike. Overall respect him or die.
Hecarim
You lose a lot of the early game fights with Hecarim, he will farm better, gank very well. You can not use your (Q) since he is all about running you down and spamming his (Q) sweep. Try your best to match him when you can, but focus more on farming.
Kayn
Kayn is all about his late game, his early game and mid game tend to be mediocre, but when he chooses a form and gets a lead, there usually is no stopping him without the assistance of your team mates. He is very mobile and excels in trying to invade your jungle constantly so keep yourself warded well.
Shaco
Shaco has a very good early game clear, he will be able to invade and gank relatively effortlessly due to his ability to blink over walls and utilize his boxes to prevent your ability to escape, so be mindful of your surroundings. Buying control wards will help along with utilizing sweeper.
Shyvana
Shyvana has a terrifying amount of mobility and damage especially later in the game. You don't wanna fight her when her fury is full, since she can just transform and fly to you running you down with her (Q) damage which hits like a truck.
Dr. Mundo
New season, new meta. Mundo has some pretty heavy clear and mobility throughout the jungle, you normally will not out farm him, so try your best to be there for your team when he goes for a gank. He is a tank still, but respect the fact that tanks still deal a shit ton of damage especially with the new items.
Ekko
Ekko can go either way, he is a dangerous champion to fight against but usually only if he can get some form of lead in the early game, be this and assist or a kill, which can help him snowball and carry a game. You would never want to fight him once he hits level 6, as he will simply win those trades.
Sion
Similar to Mundo, Sion is no different. High damage, high clear rate, and can engage level 6 pretty hard and pretty often. You can match his clear but barely, once again try to be there early game for his early ganks and avoid his (Q) invade cheese over walls.
Talon
Talon was played a bit in the jungle when they opt'd to make him as an off-role jungler. He had too much mobility an damage throughout the entire game, which made him a very large threat. He isn't seen here anymore, however.
Sett
Sett is better at effectively clearing his jungle much faster, his movement and ability to counter is well up there. If you get invaded, just give it up and move on to your next clear unless allies are coming to assist you. You can at the very least kite him down a bit more into the game, but now if he invades.
Skarner
Skarner can be extremely hard to deal with alone especially while leaving his capture points up. You really need to take his capture points to remove his ability to move swiftly through those areas an gain his bonus attack speed, and kite him. Once he hits level 6 he will win every single exchange once he locks you down into his allies.
Lillia
Lillia can be an annoying champion to deal with. If you get hit by her (Q) AoE she gains a ton of bonus movement speed making it near impossible to actually trade with her since she can hit you for % HP on every (Q) on a 4 second cooldown. The edge of her (Q) is true damage. Besides her movement speed and damage her (W) deals less damage if you avoid the center and 200% in the center. It's pretty pronounced. Side step and do not stand behind minions when her (E) is cast, this is how she can start an engage on you from a distance with her (R). Despite everything she is extraordinarily squishy and easy to burst. Her clear is pretty solid.
Jarvan IV
It's the same as if you were facing him in lane, his (E) and (Q) combo should be avoided at all costs or you will lose every single fight against him. He's a relatively tame opponent to run into in the JNG since he is rather on the squishy side, unless building tank.
Rammus
It's not good to play PTA against him, since he will simply reflect the damage back, his mobility is amazing which helps him lock down his enemies while ganking. You can easily 1v1 if you do catch him out, after having used his (Q).
Warwick
Keep your health high by constantly kiting camps and be very careful as he can simply smell you out if you do manage to be very low on HP early on. You're going to have to try to be there for your team mates to prevent him from snowballing through his ganks.
Nidalee
Nidalee has a pretty weak 1v1 against us, however, you never want to be at a distance against her, due to her spear damage which you should do everything you can to side step. Try to match her ganking and prevent her from getting a lead.
Udyr
You can blind his stun and try to out damage him in a short trade or long trade. He does have better control with dragons very early on, so be mindful of this and ask your team for support.
Volibear
Mobile, disruptive but overall a docile creature, if you match his ganks and keep on him throughout the early game you will cause him to fall off sooner as opposed to scaling late game.
Xin Zhao
Early game Xin can be a hassle to deal with, but late game it becomes even harder due to his (R) damage mitigation and CC. Save your (Q) for after he engages you, since he will normally start with the gap close, knock-up followed by attacks.
Fiddlesticks
Fiddlesticks is pretty much all about surprise with his (R). So during the early phases of the game try your best to burst him down, and play around his (R) once he reaches level 6. Warding bushes and over walls to each lane with shrooms can help you and your allies.
Sejuani
Sejuani is all about dashing, getting close and locking your down for her team mates to finish off. She is a tank, so your primary focus should be her allies in a gank especially using your (Q). Her early game is pretty weak but later once she hits 6 her (R) can be devastating if you are caught out.
Viego
Viego's not really too much of a threat, unless he is trying to invade your jungle, but even then you can trade well with him by blinding him. Make sure to pay attention to the green mist that traverses terrain hit, as this can give away his location from which he is currently coming from or currently at, as he can camouflage himself.
Amumu
Amumu is a pretty weak early game champion, and is heavily reliant on landing his (Q) to effectively deal any damage. Once this ability is on cool down, you can often run him down and win the trades. However, once he reaches level 6, he will be really difficult to deal with since he can just flash (R) folllowed up with a (Q) to lock you down with burst.
Twitch
You completely counter his ability to deal damage, he is going to start red buff and go straight to the mid lane, so you would want to go there immediately to stop him at all costs from getting a first blood.
Master Yi
You counter Yi 100% with your (Q) but he still is capable of snowballing and going straight into the mid to late game as an unstoppable menace. Taric and Master-Yi cheese is still a thing with the recent changes to how jungle camps grant EXP making it easy for him to go 4 levels ahead of yourself. It's basically impossible to catch up at that point.
Zac
It's pretty hard to follow up on Zac's ganks since he is easily able to leap over multiple walls and gank from unlikely areas (tri-bush walls) so try and get some good deep vision of his jungle so you can try to follow up.
Ivern
Ivern may be a weak jungle, but he does well to support his allies with CC and granting them free buffs. That being said he is very squishy, so do your best to take him out.
Jax
Just like fighting Jax in the laning phase, Jax has a relatively weak early game in the jungle, getting stronger and stronger and harder to deal with as the game progresses to late. Do your best to be aggressive in the early stages.
● 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.
If you are wondering about different sub-runes and what not. You can use this cheatsheet to give yourself an idea as to what generally is acceptable. Ideally it's either, Kiting, Mitigation, Sustain or Scaling.
CREDIT WHERE CREDIT IS DUE
Kreston for all the visual graphic design, along with Sozan for all and any Teemo art that I have commissioned from him in the past and or for in the future. I'd highly recommend their work if you're looking to visually upgrade your guide!
PSIGuard for helping with some errors and common BBCode mistakes back when I was still learning. Also with restoring the wiped content with the assistance of a developer which allowed me to re-write the guide completely with reference.
The BBCode guide on the forums, to help me understand how to code and create this guide from scratch.
jhoijhoi for the more advanced BBCoding guides and assistance in forums.
How do I use this guide?
By default the most common introductory runes are shown first for each role, but there are multiple alternative runes for a number of different situations and playstyles so be sure to find something that fits your personal style.
Everything has a note attached to it, if you hover over the notes you will be provided with extra details, so keep this in mind if you're wondering something about a rune or an item, I probably explained it more in notes.
How do I use the Table of Contents?
Due to guide being very large it sometimes will send you flying off course. All you have to do is use the scroll bar on the right of your screen and drag it to the bottom and back up to load the entire page so it correctly travels to the destination that you click. If you want to return to the Table of Contents click on the banner for each section.
SEASON 11: ITEM SETS, COPY & PASTE!
If you're in need or just too lazy to create your own item sets, this will get you roughly started with the item changes and new shop. ITEM SETS. You'll need to copy each section for each rune into your import section of League, I hope it helps!
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 as a Moderator, when it comes to any and all discussions related to Teemo. Ask me questions!
I'm a Diamond 4 OTP Teemo player from the NA servers although I do occasionally play on other servers, up until Platinum 4. 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 what you should or shouldn't be doing.
Change-Log
March 3rd 2021 Changed the description of a few sections, like (W) explaination, and changed around some structure here and there.
Feburary 19th 2021 A few item adjustments, and rewording for explanations to match current / past item changes. A few rune explanation errors & added in Second Wind as a mandatory sub-rune.
Feburary 18th 2021 A few adjustments and wording with Cosmic Drive and build paths incorporating it.
January 6th 2021 Corrected old numbers for changed items / runes due to 11.1 adjustments.
December 29th 2020 Re-wording paragraphs in items and runes. A few changes to item builds.
December 22th 2020 Re-addition of old rune-sub choices, altered for season 11. A few paragraphs here and there fixed up to fit the descriptions better.
November 18th-December 12th 2020 Occasional adjustments with runes and items, removal of certain parts of the guide, in wait for an updated version to be replaced in the future.
November 11th 2020 Reworked and reworded the entire spreadsheet, while also editing some runes out of the sheet entirely. This was done to narrow down the runes into specific champions as 5 runes are not really that ideal at this current time.
Reworked and reworded the base body text of the TEEMO guide to accommodate new items, and rune changes to match the season 11 changes.
Reworked and reworded new item sets to accommodate for the new items and interactions with season 11. These things will no doubt be changing during the next few months, but overall everything is up to date and here for your reading pleasures.
August 18th 2020 Added a few new slots of information in the Jungle and Support sections of the guide.
August 4th 2020 New visuals throughout the guide and a new visual for Pros and Cons added to match the ToC design. Removed "Passive" section and replaced with "Art of War" may go back to re-do wording with it in the future.
July 21st 2020 Added in a new Table of Content design, which will replace all current designs such as banners and imagery. Moved SUPPORT and TOP manually around so the first thing people see is Teemo TOP. Changed some bold text with custom font images to look more "clean". Visual updates should be ready within the next week.
July 14th 2020 Added some video references to Jungling and changed some wording.
June 30th 2020 Added a new section to the Teemo Spreadsheet and tidied it up. Added a new visual section to "Laning".
June 14th 2020 Removed legacy guide format and replaced it with the newer version. Tidied up text to format it into the new format.
May 26th 2020 Tidied up code to make the guide better visually. Reworded some information here and there to improve the literature.
May 12th 2020 Removed a bunch of spoiler text in Laning and compacted to them down into a neat and tidy structure.
May 9th 2020 Compacted cheat sheets into smaller clickable links to be more clean looking.
May 5th 2020 Re-formatted "Abilities" and added custom videos to accurately describe each section for visual references. Will update once I have enough time to.
April 28th 2020 Added Barrier and Exhaust in the laning section for players who like that play-style.
April 21st 2020 Added more detailed explanations to Laning and what to do while Ahead, Behind and Even.
March 13th 2020 Re-wrote the guide, due to a bug which wiped the entire guide of all content. Fixed a few sections, an added more information to "Credit where credit is due".
February 4th 2020 Added in some information to "Laning" regarding Teemos importance level 1-5. Added some information to "Support" regarding Teemo and his asset as a support. Added information back to Threats and Synergies.
January 28th 2020 Reformatted "Extra" and "Support" sections, while also repositioning old content.
January 21th 2020 Added new information to existing sections. Included all sub runes and shards into "Runes/Items", Trinkets and such to "Map Control" and Summoners to "Laning" and summoners to "Jungle" an reintroduced threat information.
January 19th 2020 Added which abilities to max (when and why) to the ability section of the guide.
January 17th 2020 Added extra text to each section of the guide, to fill in void space to make things less OCD inducing. Removed some spoilers.
Added more charm.
January 16th 2020 Removed some code, added in a new "Back to Top" button for a more professional feel to each section at the bottom.
January 15th 2020 Added in a rune page Cheat-Sheet along with a "How to use this guide" section above the Table of Contents.
December-January, 2019-2020 Added a new "Item" section with new code, and changed up item builds due to support items being changed again. Visual changes.
November 19, 2019 Removed all information in "Threats" to redirect you to the spread-sheet below. Which offers more information than I can input here.
November 18, 2019 Finished a large 100+ hour effort spread-sheet for every single possible match-up for Teemo in Docs above the Table of Contents.
FAQ
When I first started, there were no guides on how to play Teemo effectively. It really made me upset. I really wanted to learn how to play Teemo with information I could start with. But instead, everyone kept telling me to simply go
"Watch me on Twitch or Youtube." I didn't wanna go watch people. I wanted to learn from provided info. So I used what little information I had at the time to piece things together. I began reading up on his abilities and what he benefited from in terms of items while trying out all kinds of weird alternatives and styles. The amount of testing and builds that I have tried, along with interactions with certain champions and their abilities made me think I could push that knowledge onward to the future generations of Teemo players in a properly detailed fashion. This would prevent people from having to do the same things I had to do for years. This is ultimately what lead me to create this guide.
I choose to sit in Platinum after my placements. I play with an MMR of Diamond 4+ and would much rather simply sit in Platinum or lower without the worry of being forced to play decay games. I'll usually go for Diamond 4 before season ends.
I don't feel gratification for achievements like rank. It's is an empty feeling for me, but people take it too seriously.
People think if you're not ___ rank, then your opinions or advice should be void of their validations.
My name is Brian, but people call me CAT. There isn't much to know about me, in all honesty I'm just some loser with a genuine drive to get out there and help all Teemo players of all skill levels and playstyles to get better at League.
I am the ADMIN of the Official Teemo Discord TEEMOS UNITED.
I am also a SCOUT and REVIEWER here on Mobafire, so if you do feel like you'd like to create your own guides and have a good work ethic and ever need a review, you can head on over to REQUESTS and follow the instructions.
I edit and Stream on Twitch, Coach & play video games 24/7 sometimes with viewers as well. Outside of this, I'm just the guy you'd see sitting alone in the corner of the lunch room. I try to keep to myself and just help people when I can.
I am in general an annoying piece of **** in real life, who wouldn't want to play themselves?
I like to play the "annoying" champions or heroes in video games. If it gets people talking and flaming, you know I will be playing them. I also prefer to simply main one type of character be it Dungeons and Dragons, RPGs, whatever it is.
Because it's fun? Annoying people, annoying allies, annoying you. It's what I consider fun an enjoyable.
If you're willing to take criticism. Join our Discord and head to the "Coaching" section. I currently only coach Tuesdays, but hopefully sometime in the future when I have "finished" this guide. I will be extending that throughout the week.
Also... simply reading the guide a few times will hammer in the fundamentals, but if you still need help. Yes.
It's all about consistency. CS, VISION, ROAM, OBJECTIVES. Going 20/0 means nothing if you have 4 CS per minute.
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!
If you ever need help with literally anything, you can contact me directly through the multiple contact methods below.
People seem to assume I am a very busy person with no interest in speaking with them, this is untrue. I love meeting and helping new people and am never truly busy. I do all of the things that I do on Mobafire and on Reddit for free!
However, if the content that I haved provide you with has touched you in some way and you would like support me through donations or subscriptions? It’s really is not necessary but it truly would help me out tremendously in the long run!
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 and accumulated 4,500,000 Mastery Points testing and theorizing.
● I have been in your position before. Mistakes, being killed to simply having horrible CS.
● I am extremely friendly and down to earth, while also a person with high patience ^^.
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 off every Tuesdays from the hours of 6 AM - 3 PM (PST). We can go over everything and you just do your best to improve off of that. Though I have been known to sneak people in for off-day sessions when I have the time to help others.
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.
Unlike other people in this world especially in the world of League of Legends. I truly love Teemo and the Teemo community and all who look at him with the slightest interest in making him their a part of their life. This is usually payment enough for me to be modivated to help you get a little bit more knowledgeable on a more personal face to face level.
Yes, I could ask you to pay me, but I choose not to because I do not care for monetary gain. I’m not nor have I ever been a wealthy person. I wouldn’t say no to donations out of respect so I could buy some yummy snacks and such, but it’s not necessary! But if you would like to sure! I never get donations, i'd probably end up giving it back to the Teemo community!
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 by teaching you the basics of how League is meant to be played, be it with how to counter a champion, or to survive a very hard match-up, however, it isn't foolproof. You, yourself have to learn this champion with your own hands and mind. Just because ___ plays one way, doesn't mean you have to mimic them. You can also implement your very own style and strategies in how to play in a comfortable way you built. 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.
WHY AM I NOT ABLE TO WIN GAMES!?
The simple answer is consistency. It's consistently not tilting when your allies feed and lose every game. You have to understand, this is a team game. If your teammates are feeding purposely, or the enemy is constantly flaming you, ignore what is going on, and focus on what you can do to provide assistance no matter how big or small it may be.
You are not in the right state of mind, when you're preoccupied with wanting to type or flame to tell someone off. This will only incite more flame / feeding which ultimately causes you to lose for giving into the negative player mindset.
The following advice will aid you in the basics of how to improve on your own. Basically what you should look to improve. 1: Find out what your strengths and weaknesses are and work on improving them as you continue to learn and improve. 2: If you end up fed, try to utilize your lead elsewhere other than your lane so you can help allies get back into the game. 3: Do you have horrible CS? Then try opening up a custom game to practice your CSing ability strictly through last hitting. 4: If you are not using your vision wards or taking out enemy vision, you're going to have a very bad time getting around.
It's a team game, don't think you are going to breeze through every game as a 1v9. If you can help them help you. Do it.
Games where people troll and ruin your games happen, they are variables that you can never control, but you can prevent escalation by keeping to yourself and not becoming tilted by someone trying to target you. If you ignore bad behavior people will simply give up and either leave or play the game through, so don't worry too much about it, it's just a game. The misconception with low elo and high elo is that it doesn't matter how high you climb, trolls are everywhere.
Don't just exclaim how garbage your teammates are. The fact in the matter is... YOU are garbage for behaving like this.
If you can not look at yourself and hold yourself down and focus on improving then quite frankly YOU will never climb.
If people are targeting you specifically, then it most likely means you did something to deserve it. Did you ban their hovered champion? Did you trash talk to them? Don't act like a victim if and when YOU initiate the start of toxicity.
Say something encouraging like "You got this man!" or nothing at all. What gives you the right to look down at these people having a bad game? I can understand people running it down mid on purpose, to lose out of spite these things happen often in low elo. They will remain there while you improve and climb higher. This goes double for taking your teammates buffs out of spite of never getting a gank because YOU are incapable of laning against someone in a one on one or after being ganked multiple times. Teemo is supposed to be ganked; it's why he is considered a "global taunt". It's up to you to see it before it happens, and allow your teammates to make plays elsewhere while you have 2 players busy on the top side trying to kill you. That's basically it, consistently playing well and improving while having a calm attitude.
Personal Settings.
I would personally advise you to turn on quick cast for all skills. While also keeping your quick cast indicator disabled always. There is a very small delay if you have this enabled which really prevents that smooth transition from using your (Q) especially when you have to click the enemy champion. Just hover and press, it's all you should need to do.
It may seem weird, however, the huds in League by default take up a very large portion of the screen, especially the chat. I would highly recommend turning everything to 0 besides your cursor and minimap, the cursor is based on personal preference, but the map should always be 100. It may not seem like much, but trust me. You begin to notice trash talk less because you have to actually zero in on the chat pretty hard to see it.
Audio may not seem like it plays much of a role in this game, but it does. Listening to your allies pinging you right up to listening for the enemies ultimate (Kled, Sion) I tend to do nothing but spam Teemo's laugh so that's all I really care about, but work around what works for you. Having the settings all at 0 isn't going to bode well for you.
There isn't much to add or change with this portion, I would highly suggest swapping (Y) for (Space) toggling the lock on camera, if you are the type who likes to cycle through both. It is much more smooth and reliant since your thumb rests on the space bar.
By default you do not have all of your pings enabled, I would highly suggest you turn on the "Area is Warded" somewhere comfortable, which will allow you to properly warn your allies instead of pinging for danger. I use the (Tilde) key, as it is easy to access.
Nobody really needs to bother with chat. You need to focus on the most important of things, yourself. Who cares if they want to talk **** to you. You do want to win, correct?
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. A nerf did make it pretty weak for us but still.
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.
Therefore, if you chase them from their side, they are most likely going to run towards the bushes and thus into the shroom placed just outside of it towards their tower. Always keep shrooms armed and ready to drop at your feet.
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. 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 Stealth Ward 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 your overall mistakes 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. Are they low HP? Good! But... take a glance at the mini-map where are their allies? No vision? Probably around the corner so if you chase, you run the risk of dying. 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 later.
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 Tempest 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 with (W) first. This ability would only serve you well after you have 2-3 points put into your Toxic Shot for the purpose of maintaining good damage for poke and csing. You can max it out second if you are playing a purely on-hit build like Press the Attack or Hail of Blades or want utility.
It's not worth to max your (W) if you're playing a full AP build since your (Q) will be resoureful than kiting.
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.
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 Stealth Ward'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.
Overall Noxious Trap is an extremely useful tool for Teemo as it can waste players time, grant vision, slow them and deal tremendous damage with the help of great items like Luden's Tempest and Demonic Embrace into the very late game with runes like Dark Harvest. There are so many unique ways to utilize them in every situation, not just for damage but also for vision, tracking an even zoning. So don’t be too upset if people are not stepping on them, you’re helping out!
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 your allies lane, unless everyone on your team has some form of CC to apply for you instead.
We now have no upgrades for our jungle items instead we have Hailblade and or Emberknife which acts like the old Talisman, we get it primarily for the 5 smites upgrade. The item will eventually consume itself and transform into Chilling Smite or Challenging Smite but only after smiting 5 times only once.
This hurts our early game clear, but opens up more opportunities for us to acquire items to purchase first like Nashor's Tooth or our primary Mythic item. Overall the jungle has once again been changed, and will need some balancing to prevent tanks from controlling it all throughout season 11.
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
These are all the current possible alternative early game clear paths for you:
2: Red > Blue > Wolves > Gromp > Scuttle > Raptor > Krugs (Prevent Counter Jungle)
3: Blue > Gromp > Wolves > Krugs > Scuttle > Raptor (Red is contested)
4: (Red is contested counter jungle their Red)
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
I find it very surprising that not many players do this. If you are invading the enemies jungle in an attempt to steal their Red or know you are about to be invaded yourself, you can simply hide the camp in the corner bush while out of sight from their vision. Most players will immediately check the adjacent bush and move on rather than looking at their mini-map or checking this specific bush as both you and the camp are invisible.
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
I also find this very interesting that not many players do this trick with Blue Sentinel especially if you are playing top lane and have an urge to steal their blue. You can simply hide the camp in the corner bush while out of sight from their vision. Most players will immediately check the adjacent bush and move on rather than looking at their mini-map or checking this specific corner as both you and the camp are invisible so long as they do not turn the corner towards scuttle crab. This trick works much better when Ocean drake changes the map due to the added bush here.
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
You angle yourself in a specific way to attack from an angle both for Drake pit and Baron pit, in roughly the same spots. Doing this allows for you to not have to chase and kite around but rather stand still and contest the objective with your allies assistance if the jungler does try to fight you.
Unless you have need to assist 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 blind the first two attacks that gromp sends our way, it was finally reverted back to how it originally was with the release of season 11.
You can kite him a little distance as doing so delays his attacks which will allow your poison to deal damage while you mitigate 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 purchases Blasting Wand or Amplifying Tome with Boots and hopefully a Dagger and a Control Ward if you can afford it.
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 and is combinable if you're running the Riftmaker build since you don't really need to have Ravenous Hunter due to the nature of sustain you get from it, so long as you're kiting properly.
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 ability haste, if you play support or a Dark Harvest orientated build since it speeds up our ability to (Q) and (R) pairing up very well with our Liandry's Anguish since it grants 5 more ability haste for each Legendary item you have.
It's Great for shrooms. You’ll also be granted 20% reduction on all of your basic abilities on champion kills, it can be paired up with Navori Quickblades for some low-crit ability resetting (Q) and (W) faster. However, that kind of playstyle on Teemo really isn't something that synergizes well with his kit.
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. Normally 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 than ability haste, then by all means take this sub rune for a test drive, you might like it.
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 cooldown, 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, it did get slightly nerfed with the switching over to season 11 but despite this it is still a relatively crucial rune to have. However, as I have mentioned before, if you are running a Riftmaker build then this rune is rather obsolete, which allows for more aggressive secondary choices like Precision or even defensive choices like Resolve.
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 5.47 second cool down of Noxious Trap's and this is usually overkill. You do acquire map control in return but again at the cost of sustain and mana management. You can't really play into it without Liandry's Anguish as you can't get low cooldown without it's damage and unique mythic passive ability haste, so Riftmaker really isn't an option here.
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 or mana hungry builds more so than any other rune. It grants 15% mana on kill/assist and regeneration of mana on damage up to 11 per second (80% for ranged). This would be roughly 150-250 mana restored on kills which can help out a bunch in those games where you take Ultimate Hunter and end up getting 3 or 4 cloud drakes. It's impossible to manage 7 or lower second shrooms without a large pool of mana to back it.
Triumph is a sustain rune. It's best utilized while tower diving or getting a kill on an enemy champion or multiple enemy champions, restoring your health by 12% of your max HP. 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 currently in on the other side of the map.
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 laning.
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, which would be against champions like 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. It's a pretty solid choice for this rune while running a Riftmaker extended playstyle.
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 12 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.
Bone Plating will not mitigate the first hit that activates it, it's the follow up damage. If people are just poking you once then Second Wind is the better alternative as Bone Plating is rendered useless.
Second Wind unlike Bone Plating offers us consistent and solid HP regen after taking damage from heavy poke champions who simply hit you once and don't follow up with anything else. A prime Example: Gangplank, Malphite are pretty much two of few that do this with their (Q)'s. It's much stronger and more reliable than Bone Plating in these types of matchups, unless you are being caught out and bursted, then this is where Bone Plating prevails, if only slightly. It goes a long way for laning.
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 3.5% max HP after absorbing 120 minions can really save your *** especially in those burst AP/AD match-ups. It has great synergy with Electrocute when and if you want a defensive burst alternative to Legend: Alacrity and Coup de Grace.
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.
Riftmaker really compliments this type of playstyle, considering you are trying to stay in combat with most opponents enough to keep your stacks up for more sustain while keeping them poisoned, which would result in a ton of sustain from whilst also dealing true damage once you are at full stack, so long as you keep yourself in combat through duration.
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 Spirit Visage Riftmaker 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 bursts, 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 without the fear of taking damage. Many websites will tell you that this rune is the best, period. This is not actually true, it’s just the introductory rune for every new and returning players to get them into the playstyle of Teemo.
Keep this in mind as this is most effective when you run towards the enemy, as you have to meet Aery 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 them once and pick her up for free damage and that's really all there is to it with this specific runes playstyle.
This rune allows you to constantly poke them to utilize her ability to fly out and strike. You would by default be grabbing the Manaflow Band, Absolute Focus with Gathering Storm due to the nature of this rune not having that great of a late game scaling compared to other burst and scaling runes otherwise Scorch for the early game dominance.
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 to counter. 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 have need of more movement speed to kite mobile champions like Garen, Darius & Sett 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 especially with all the new dashing items.
Riftmaker synergizes the most with this rune, more so than any other rune. The extra damage passive stacks multiplicatively with Press The Attack - but only until you hit max stacks, at which point it will stop interacting with PTA, due to it being True Damage. That doesn't change the fact that they are both runes made for longer fights and thus they do synergize with each other as you still get the increase damage for your AP damage while dealing True Damage aswell.
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 useless to us now, because we can't fully utilize it or previous synergies have been removed in recent seasons.
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, invulnerability (invisibility) especially CC. So please at the very least try to keep this rune for the purpose of kiting champions, melting tanks and splitting. Taking this rune into hard AP match-ups is not as good as it used to be 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 and mitigation.
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. Take Cheap Shot or Taste of Blood and Ravenous Hunter it’s ultimately the better choice unless you plan on taking Riftmaker as it will cover the sustain portion of our build really early in the laning phase, allowing for a more late game focus with Absolute Focus & Gathering Storm or really any other type of sub-rune playstyle you would prefer.
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 Kraken Slayer or Immortal Shieldbow to completely gut their ability to mitigate damage from you which allows you to go for a more On-Hit or AD/TD tank shredder builds or straight scaling AP if you wish.
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 bide 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 great mythic items like Luden's Tempest with Sorcerer's Shoes and Void Staff followed by full AP legendaries, 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, it isn't meant for late game compared to other runes.
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 decide to purchase 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 frowned upon because compared to Electrocute your kill potential is late game and mid game, not to get a ton of kills early game.
The damage 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, since it isn't reliant on stacking and you’ll end up going 10 minutes with 1 or 2 stacks, which at the end of the day is terrible and in no way going to be of any use to you.
Dark Harvest is straight the gamble rune 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.
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 Absolute Focus for better early game stacking damage. If you are running into mana problems late game, you're going to be better off taking Presence of Mind or Manaflow Band. Mind you this is strictly if you have mana problems, otherwise pair it up well with Coup de Grace and Legend: Alacrity
Cloud Drake's are essential for this build as they can drop your CDR from 10 seconds to a potential 5.47 seconds along with Ultimate Hunter, 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 them, especially while bouncing them from our base infinitely down the middle lane or simply placing them all around our base. We can place upwards to 80 shrooms before the first one times out, in comparison to previous seasons where we could only place 32-35, all while still having a decent chunk of AP to deal damage.
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 or would like to be a supportive support for your ADC. It basically renders his ability to catch you useless, even if he does catch you, you can simply acquire and activate Everfrost to lock him down for 1.5 while also slowing him for 60% allowing yourself to simply run away.
The reason for this is because of the ability to apply slows through item activation and rooting them in it with Everfrost.
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 and Force of Nature if you constantly (Q) him, simply allowing them to run you down and catch you out. You often will never be able to escape this as he will most likely catch you out with his Flash and by that time, we are already caught. Unless you chose to take the more sinister route with Everfrost & Glacial Augment for an escape.
So long as you hit him with one auto attack, and avoid the tip of his (Q) by hugging him or stepping away then he can't chase, especially if you have a large wave of minions to use as a shield and definitely if you purchase Boots of Swiftness.
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 activation of from stealth Everfrost or simply by hitting and enemy with Toxic Shot to slow them with Glacial Augment, followed by your Everfrost 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, especially gap close champions, but it does have it's uses as being a 20 second CC supporter.
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.
Plated Steelcaps will protect you against a lot of AD champions, who are adept at dealing high AD or On-hit damage. If you find yourself losing hard to a Draven or Vayne or even a Kayle in a solo/duo lane, slip these on your little feets and the damage becomes bearable. It's not exclusive to these champions, if you find yourself against more empowered attacks and on-hit then it's better than Sorcerer's Shoes defensively.
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 Liandry's Anguish and similar items like 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 Anguish was and is one of Teemo's main core items, however, it isn't absolutely necessary for him as it's only real purpose in season 11 is mana and tank shredding. Noxious Trap an Toxic Shot get a nice increase in dealing damage to champions with a lot of HP (15 with 1.5% scaling and + 1% every second stackable up until 4 stacks). It really isn't that necessary if nobody is high in HP or high MR. It often can be swapped out for more burst from other Mythic's like Luden's Tempest but this is a personal preference. The item grants a lot of ability haste for each legendary in your inventory which is great for spamming our abilities but combining it with Demonic Embrace will increase your overal damage to 10% HP after 4 seconds. You can alternatively just take Demonic Embrace in place of Liandry's Anguish if you end up in a game where you acquire multiple cloud drakes, because ultimately the ability haste is going to receive heavily deminished returns on your Noxious Trap's and the rest of your abilities don't need any more CDR especially if you have Transcendence & Ultimate Hunter. Knowing this, you would have the freedom of choosing a different mythic item to compliment the current game, so more burst with Luden's Tempest or sustain and true damage tank melting with Riftmaker. It's really up to you, but min-maxing is preferred.
Riftmaker has a pretty basic function of granting you sustained damage and true damage once you’ve been in combat for some time. It is not really designed for bursting or one-shotting. It’s not as tanky as RoA used to be but it’s as close as it’s going to be since it’s no longer in the game. It has amazing synergy whilst paired up with Grasp of the Undying and even Press the Attack or Summon Aery due to the amount of damage and sustain you can get out of it while in and extended fight which our poison keeps us in. There are a few ways to properly utilize this item but the most common way is by poking an enemy champion once, then waiting 3 seconds, until your character model grows a bright purple you are ready to engage and fight. This effect can also be procced with Noxious Trap from across the map, which gives you a opening to start an engage immediately, as you tend to lose most trades without the full stack for sustain and true damage.
Everfrost unlike the other prime Mythic items, Everfrost offers something that Teemo has never been able to do. It allows us to cause CC while granting a ton of mana and some moderate HP / AP. It’s great for those who enjoy escapes or catching someone out in the middle of a roam, or for those who enjoy playing a Teemo support role with Glacial Augment it’s great at making it hard to chase or escape or lock you down.
Night Harvester in comparison to Luden's Tempest is more or less a safer and slightly more defensive burst build. It's kind of like how Hextech Revolver played just as a complete item with a better build path. You are granted some HP, a burst of movement on damaging enemy champions (40 second cooldown per enemy) and a little bit of ability haste as it's primary mythic passive. It's got great synergy with Lich Bane and full AP, just not as consistently as Luden's Tempest and it's 10 second CD. If the enemy composition is extremely squishy but they are simply one-shotting you, you have the option of choosing between, risk vs reward by taking Luden's Tempest which is pure glass cannon and Night Harvester which is defensive.
Luden's Tempest is the best item for burst it always has been but more so with Season 11. It really compliments our ability to kite and chase due to the bonus movement speed of 15% for activating the burst every 10 seconds. It will oftentimes be the first item we take as a support or top laner while playing Dark Harvest and Electrocute, 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, due to their synergy with other Mythic items. It grants solid 5 flat magic penetration for each legendary item in your inventory which is solid damage for (Q)-(E) with Lich Bane active making for some terrifying one shots into the late game.
Kraken Slayer is a new and very fun item to play with on Teemo, especially for those players who thoroughly enjoy split-pushing and shredding tanks and squishies alike with high attack speed and mobility with Press the Attack or Hail of Blades. This item offers a multitude of different playstyles, AD, AP/AD hybrid with true damage mixed in from time to time. The item itself works exactly like this, you attack with 3 auto attacks and deal true damage on the third. This works on minions and champions alike, but will not activate on turrets but will store the true damage until you target a minion or champion. Because this item is a mythic you can't combine Liandry's Anguish but you can use Demonic Embrace to fill the void if you desire to deal damage with your shrooms as well as with Blinding Dart. One thing to keep in mind is your damage isn’t going to be all that great during the early stages of the game, since the item itself does not build into any core items like Blasting Wand so don’t expect much or many kills at all if you do build into it first.
Immortal Shieldbow like Kraken Slayer is more centralised on fighting people in a 1v1, while split pushing with Press the Attack. You don’t actually need Ravenous Hunter in unison with this item since it already grants you a rather large base and amplified 12% + 15% Lifesteal when you fall below 30% HP. If you do fall below 30% not only does your sustain increase but you are protected by a 250-700 shield for 3 seconds, allowing you to play with a secondary choice of Absolute Focus or Transcendence with Gathering Storm for huge gains once the game hits 40-50 minutes, if it did come to this point.
Demonic Embrace is one of the new major core items on Teemo, as it both applies a 1.2% magic damage (stackable 4 times 4.8%) of the opponents max HP, while also granting 10 armor and 10 magic resistance while enemies are affected, going up by 2.5 per each additional champion hit during the duration, to a maximum of 20 armor and magic resistance if you were capable of striking 5 champions with Teemo’s (R). What’s even more important than this is the amount of HP this item grants us, with the changes to all AP items only a few remain with HP in their stats this item is one of the few items that grants us additional HP as giving nothing but mana is relatively useless in the grand scheme of things when it comes to Teemo. It can yes, stack together with Liandry's Anguish but only into tanks not really squishy champions since you'll be overpaying for the stats that you don't really need which isn't efficient. Luden's Tempest or Riftmaker would offer you more against them. But this is all about personal preference, there's nothing wrong with stacking them.
Cosmic Drive is one of the more unique items to be introduced in season 11. It’s main use is straight up high ability haste and a solid 10-30 base mobility and 20 ability haste once you've aquired 160+ AP. This item will be very handy on players who crave that extra mobility and utility the item can offer as most all champions already have a +10 on Teemo. Luden's Tempest & Night Harvester have great synergy as their passive activations is amplified a little bit higher one a (Q) or (R) is procced. It also has some use with Everfrost and Glacial Augment builds to keep you high on mobility for defensive purposes or offensive purposes aswell.
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 Anguish, Morellonomicon as well as items like Lich Bane or even Luden's Tempest together with a late game scaling Gathering Storm will see tremendous amounts of damage increase. It has suffered a -5% AP scaling nerf with season 11 but 35% is still huge. 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 or second item. It's meant to be built into an already existing build. Unless you are just ridiculously fed and it doesn't really matter when you build into it. Purchasing it after Lich Bane is great due to it's 40% AP scaling. Nashor's Tooth only has 20% in comparison.
Morellonomicon is not really one of Teemo's main core items, however, it is absolutely a necessary item for him which grants the ability to prevent enemy champions with a massive amount of sustain, from doing just that, sustaining. Season 11 is an absolute mess, champions are running around going from 1% HP to 100% HP because of items like Goredrinker making it absolutely mandatory. 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 then you can use this as a very rough idea as to when you need to build into it immediately. Nami, Dr. Mundo, Sona, Yuumi, Nasus, Soraka, Vladimir, Sylas, Zac, Swain. The changes to season 11 have made it so much more easier to play into these types of champions, as Oblivion Orb is now 800 gold and offers grievous wounds immediately instead of having to go through 3000g. This has become more or less a mandatory item in basically every game and every match-up as everyone has some form of sustain now. This could be through skills or just items in general, especially Immortal Shieldbow.
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 all good examples. It can then be built into Zhonya's Hourglass later for protection against certain ultimates that would have otherwise killed you. Remember, if you haven’t used Stopwatch yet, you can use them both one after the other. The price was altered making it a cheaper purchase which is great since 900g is a reasonable price.
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 ability haste. The bonus is a one time spell-shield (refreshed after 40 seconds of not taking damage and resets if you take 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 which is a much more defensive alternative.
Zhonya's Hourglass is a stasis item. Meaning it allows for us to become invulnerable for a duration of 2.5 to prevent all damage about to or currently afflicting us to deal no damage to us. Many players don’t know that you can actually do a double stasis if you save Stopwatch from becoming a Broken Stopwatch and build straight into Zhonya's Hourglass first. It can make some interesting plays for you and your allies to turn a fight into your favor once people drop all of their abilities / actives in an attempt to finish you off. While it does offer us some protection it’s also in most cases going to get us killed in the process if used in certain situations, like you’re going to die alone with nobody around to assist you. It’s better to save it for later. It got a slight nerf with season 11 on it’s base AP which was -10 and now grant’s us 10 ability haste.
Nashor's Tooth was 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 like Summon Aery. So with this in mind, we now know this item is great for dealing poke damage and burst in certain builds like Hail of Blades. So using this item with runes like Summon Aery, Press the Attack and Hail of Blades will give you the most benefit. It has since been granted an extra 5% AP(20% previously 15%) scaling which allows for solid AP scaling with specific items like Rabadon's Deathcap and Mejai's Soulstealer full AP but no longer offers haste, which isn't too much of a trade off, it's stronger overall.
With the changing of it's base AP and AP scaling, it's a really solid item that even compared to the other items in terms of AP scaling for burst builds, if you prefer more of a kiting burst playstyle then this is a better alternative to Mejai's Soulstealer. The removal of CDR has not affected it's performance in the slightest.
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 stacking 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 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 and you are relatively behind, it simply makes it a dead weight.
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 followed by AP scaling.
Titanic Hydra along with Ravenous Hydra can now be built on all ranged champions including Teemo which can be utilized together with Runaan's Hurricane which grants you a 3 bolt cone of AoE which is more visual effect than anything else since they don’t stack on top of each other. It’s also not that great overall, just a very satisfying item to purchase especially with it’s 500 bonus HP. You gain 1% bonus AD based on bonus HP which could be great on a high Grasp of the Undying build in certain situations.
Ravenous Hydra along with Titanic Hydra can now be built on all ranged champions including Teemo which can be utilized together with Runaan's Hurricane which grants you a 3 bolt cone of AoE which is more visual effect than anything else since they don’t stack on top of each other. It has potential when paired up with Immortal Shieldbow in terms of raw sustain and AoE for team fighting and split-pushing.
Mejai's Soulstealer is devastating if you find yourself in a situation where you are dominating, and have need more even more AP scaling more so than defensive stats. Look no further than Mejai's Soulstealer which in comparison to other items will grants you 145 AP scaling with great synergy alongside an amplifier like Rabadon's Deathcap’s 35%. The changes to season 11, they have also granted it 100 extra HP which is actually pretty huge since it’s always been the gamble item that was meant to give damage at the cost all else.
Horizon Focus can not be used by Teemo in general. However, if you are by chance using Everfrost as your primary Mythic item and land the root, you will activate the 10% increased damage for 6 seconds and only with Everfrost. I'll be leaving this here just as a way to let new players and misinformed players. The way they word it makes it so that Noxious Trap’s is a non-immobilizing trap, which will not trigger the effect.
Lich Bane is a very good item for Teemo, especially if you fill up on kills in the early game. It has a pretty low cool down (2.5 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 Bane is to kill your target with the first proc. If it is coupled with a build like Electrocute or Press the Attack. You can take an enemy champion from 100%-0% with a E-E-Q-E-Ignite combo or E-E-W-E-Ignite in most cases. A perfect item to compliment Lich Bane would be without a doubt Luden's Tempest. It is also huge on Dark Harvest when complimented by Luden's Tempest it can be taken together to grant you even more burst if you find yourself beyond fed and wanting to solidify your lead.
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 and AD/AP hybrid builds in most cases as it offers quite a lot of base movement speed on-hit against enemy champions. 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.
Void Staff straight up, is only meant for champions who have a lot of magic resistance. It is absolutely not a mandatory item but it can increase your overall damage to objectives if nothing else. 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 instead for more damage since Sorcerer's Shoes will remove 18 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 eventually build MR into the late game, to melt them. However, if you are playing Dark Harvest you would by default add this to your build because we want the maximum possible without caring about how much MR the enemy champion currently has.
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 a much stronger version. 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 with 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. It’s also got some solid synergy with Riftmaker as you become tankier and sustain for more, while dealing true damage. Ultimately it is up to you if you do want to build into it, but I tend to build into it every game I see Ocean Soul, especially into burst compositions that require a bit more HP to survive, or just in general for defensive purposes.
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 Demonic Embrace 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.
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.
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 Stealth Ward'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 ability haste and 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 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 simply 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.
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!
This is what is considered an “auto path” where a player clicks their mini-map and their character follows the shortest set path to the location. These are the best locations in which you can place down your shrooms for someone to step on them instead of around.
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 and supporting as Teemo support you can oftentimes 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 harassment. 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 horrible (everywhere), 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 weaknesses 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.
Ability Haste an how effective it is
Cooldown reduction = Ability haste / (100 + Ability Haste).
So, cooldown reduction = 69 / 169, which is comparable to 40,8% CDR.
Maxing out your AH is pretty useless as the numbers become single digits. At this point you're going to be losing a severe amount of AP which is going to leave you dealing next to no damage. Yes, cool you have 5.47 second shrooms with the addition of Blue Buff, Ultimate Hunter & 4 Cloud Drakes at 218 ability haste which would be roughly 69% CDR.
But for the low low price of 1.20 seconds added to that by building a normal build, you gain back 600 AP. I will add that your (Q) at this point would be on a 3.77 or so second CD. Going up to 4 with a proper build. It's a waste to fixate yourself entirely on stacking ability haste, so long as you have 69 you're good to go, anything above this would be a waste.
Math behind how Magic Penetration Works
Magic penetration and magic resistance reduction work exactly like armor penetration and armor reduction. Magic penetration and magic resistance reduction are considered on the target champion in the following order:
Flat magic resistance reduction stacking stacks additively instead of multiplicatively. EXAMPLE: 20 magic resistance reduction reduces the target's magic resistance by 20, so a target with 30 magic resistance will be reduced to 10. (30 − 20 = 10)
Flat magic resistance reduction can reduce a target's magic resistance below zero. EXAMPLE: if an enemy with 10 magic resistance has their magic resistance reduced by 25, the enemy will have −15 magic resistance.
PERCENTAGE MAGIC RESISTANCE REDUCTION
The target's magic resistance is multiplied by a percentage (100% − the listed reduction).
Percentage magic resistance reduction stacks multiplicatively and is ignored if the target's magic resistance is 0 or less.
EXAMPLE: 20% magic resistance reduction multiplies the target's magic resistance to 80%, so a target with 30 magic resistance will be reduced to 24. (30 × 0.8 = 24)
Percentage magic resistance reduction makes a bigger difference on targets with higher magic resistance. For instance, with 40% magic resistance reduction, a target with 200 magic resistance will lose 80 while a target with only 50 magic resistance will lose 20, you can use this information to justify the need for an item like Void Staff over raw damage.
PERCENTAGE MAGIC PENETRATION
The target's magic resistance is treated as being multiplied by a percentage for purposes of damage calculation (100% − the listed penetration). Percentage magic penetration stacks multiplicatively and is ignored if the target's is 0 or less.
EXAMPLE: 20% magic penetration causes the target to take damage as if its magic resistance was multiplied by 80%, so a target with 30 magic resistance will be treated as though it had 24 for purposes of damage calculation (the actual magic resistance value will not change.).
Because the target's actual magic resistance value does not change, anything else depending on it also doesn't change.
Percentage magic penetration makes a bigger difference on targets with higher magic resistance. For instance, with 40% magic resistance reduction, a target with 200 magic resistance will lose 80 while a target with only 50 magic resistance will lose 20, you can use this information to justify the need for an item like Void Staff over raw damage.
FLAT MAGIC PENETRATION
The target's magic resist is treated as being reduced by an amount for purposes of damage calculation, but cannot be reduced below 0. Flat magic penetration stacks additively.
EXAMPLE: 20 magic penetration causes the target to take damage as if its magic resistance was 20 less, so a target with 30 magic resistance will be treated as though it had 10 for purposes of damage calculation. The target's actual magic resistance value does not change.
Because the target's actual magic resistance value does not change, anything else depending on it also doesn't change.
Recent adventures
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 and it can make a huge difference.
WORST: OMEGA SQUAD TEEMO:
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.
BEST: LITTLE DEVIL TEEMO:
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.
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