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Teemo Build Guide by Sovereign Kitten

Top THE PASSIONATE GUIDE TO TEEMO (SKIN GIVEAWAYS!)

Top THE PASSIONATE GUIDE TO TEEMO (SKIN GIVEAWAYS!)

Updated on June 9, 2021
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League of Legends Build Guide Author Sovereign Kitten Build Guide By Sovereign Kitten 8838 409 18,233,809 Views 631 Comments
8838 409 18,233,809 Views 631 Comments
League of Legends Build Guide Author Sovereign Kitten Teemo Build Guide By Sovereign Kitten Updated on June 9, 2021
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Choose Champion Build:

  • LoL Champion: Teemo
    TOP
  • LoL Champion: Teemo
    SUPPORT
  • LoL Champion: Teemo
    MID
  • LoL Champion: Teemo
    JUNGLE

Runes: SUMMON AERY

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

Domination
Cheap Shot
Ravenous Hunter
Bonus:

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

Spells:

1 2 3 4
Kill pressure
LoL Summoner Spell: Flash

Flash

LoL Summoner Spell: Ignite

Ignite

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Top Lane
Ranked #12 in
Top Lane
Win 50%
Get More Stats
Top Lane Ranked #12 in
Top Lane
Win 50%
More Teemo Runes
>

Items

Threats & Synergies

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

● This will provide info regarding items that help and abilities to max.

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




I've have never once asked people for their help unless I truly needed it. If you are currently reading this guide.
I have been for a very long time, trying very hard to acquire Twitch Partnership. So that I could try to support myself.

Unfortunately most everyone who read this guide, don't bother or care to drop by my streams to say "Hello", ask questions or even be interactive, heck even lurking in the background helps out a bunch. This prevents me from achieving my goals.

On a lighter note. We the Teemo Community, are currently hosting a large PRIDE MONTH skin giveaway through my stream listed below, available for all who wish to enter. Simply type !giveaway in the chat.























Why, hello there! I am so glad that you have taken the time to sit down & read my extensive guide to Teemo.

I have poured a lot of time into this and a lot of passion. You can call me an obsessed enthusiast, but I just honestly want to help people. No ******** attached. I am here to help you improve as much as I possibly can.

It's honestly 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! Many of you may know me from my reddit handle u/SovereignKitten on the sub of r/Teemotalk as a Moderator, when it comes to any and all discussions related to our lord Teemo.

I'm a D4 OTP Teemo. Although I mostly just smurf on other accounts up until P4 with upwards to 200 ping averaging anywhere from a 60-75% WR. I'm always looking for ways to improve this guide. I take criticism and ideas from everyone, to help make this guide easier to follow and to understand. 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. If you need to talk to me, I'm always available, so don't be shy just message me and ask.

Change-Log

FAQ


I created this guide 4 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 Teemo.

If you ever need help with anything, you can contact me directly through multiple contact methods below.

People seem to always assume that I am a very busy person with no interest in speaking with them. This is untrue. I absolutely love meeting and helping new people and am never truly busy. I do all of the things that I do on Mobafire / Reddit for free! You don't need an audience or anything. Treat me like a normal person.

Teemo is all about making your opponents suffer. Both mentally and physically. He is a pestilence to any and all who oppose him, in the hands of a knowledgeable player he's a monster, also cute and fun in the process.

I personally really think he is in general a straightforward and honest champion, without any forms of cheese like shields or massive sustain / invulnerability. He is all about knowledge & strategy, not being flashing.

If you like being annoying, cute and ruining peoples lives, then do I have good news for you my friend. Teemo is the champion for you! So what are you waiting for!?
One of the biggest problems with playing Teemo 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 a meme to people an considered a troll pick for years. People fail to realize just how useful he actually is, when played properly. His objective control or vision provided by shrooms right up to being focused by everyone on the enemy team for allies to have less focus, to finish them off.


● I know the in's and outs of playing Teemo properly from multiple perspectives.

● I have played Teemo and accumulated 5,200,000 Mastery Points theorizing.

● I have been in your position. Mistakes, bad KDA to simply having horrible CS.

● I am a person with high patience, but no tolerance for toxic attitudes.

● I am a dedicated person when it comes to getting things done.

Coaching works as such. You simply have to tell me what you are looking for in a direct message either on here, Discord or while I am livestreaming. 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 file, I would love to help.

I have time every day of the week from the hours of 6 AM - 4 PM (PST). We can go over everything and you just do your best to improve off of that. If I find that you're too toxic, I reserve the right to refuse coaching.


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. 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.

Yes, I could ask you to pay me, but I choose not to because I do not care for money. 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 food, if you wanted to.


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 try to understand first hand and improve. Please keep this in mind while reading and trying things for yourself.

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 an enemy champion, or to survive a very hard match-up, however, it isn't foolproof. You, yourself have to learn this champion with your own two hands and mind. So someone you know plays him differently? That 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 for yourself. Find what works for you!

Teemo is not a champion that you can simply pick up, put on a rune and build any item you want and hard-stomp anyone that gets in your way, he actually requires the knowledge of the game as a whole to dominate.

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 on your own or with your team mates, which simply means move on to the next game.


WHY AM I NOT ABLE TO WIN GAMES!?

Personal Settings.


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

Even while at the top of your game, you will always run into 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.

Your primary spell is 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.
Teleport is rarely taken. 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 fights around objectives. It's personal preference.
Some 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.
Barrier can be used to help prevent you from being dove under tower and executed. It also helps you enter passive due to the interaction with shields and champion damage. It isn't hitting you directly, so you're never in combat. So long as you're not being CC'd.

First and foremost, if you are playing Teemo in a solo lane then your main goal is to take control lane period, 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 well timed Blinding Dart. If you lane passively because you're scared especially into an easy champion, you lose.

Teemo is at his strongest during first few levels (1-3), falling off for a bit before coming back strong at level 11 and onward. Once most champions hit level 6, they normally have everything that they need to take you out even if you've gotten a few kills off on them. This could be any number of things, their gap close, CC, burst, spike items. While all we have is Move Quick & Noxious Trap's which doesn't really do much, since we can't place down many shrooms until later. If they simply dash and hit us, we lose all passive speed and get run down rather easily. Farm & simply stall for level 11 don't make mistakes, because you got a kill. Respect.

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 proper roaming, warding, csing and team fighting. You never wanna simply stay in one place.

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 after you kill them 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 more EXP.

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 by backing off, 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 or other hard engage champions.

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.

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 this is an indication of being ganked.

So if you have not been capable of taking control of the lane early, then you should be farming and 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 respectfully into champions who are only now beginning to play more aggressively towards you, since they have their all in damage, and threat from their jungler/support if they are ganking your lane.

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 (1-3). 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 again, killing is a part of the game, but you getting a kill after being set behind 2-4 waves isn't going to change things, period. Play it safe, freeze waves & scale late.

While placing down Noxious Trap's in the laning phase you must be careful not to toss them dead center into lanes minion pathing, unless your goal is to waste shrooms immediately and shove lane. The reason for this is you will just be wasting them & inadvertently causing your control of the minion waves to turn from whatever you were planning, straight into a fast push.

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 if a wave builds too much. If the enemy champions who are trying to gank you chase you both from the lane into bushes and from the jungle these are both going to be tripped giving time to escape.

These shrooms can also be used aggressively when they run from you, while placed from the opposed side of the lane. Especially if you catch them out in the river, when they ward.

Understand this, mushrooms should be spread out this distance from each other, 3 or 4 shroom radiuses away. Fully utilizing their duration/resets. This protects them from being taken out by single Oracle Lens. While also being extremely useful when trying to chase or escape.

Video Reference
The addition of the alcoves has made things a bit more tricky when it comes to dealing with junglers & ganks.

Once they are in position all they have to do is wait for you to extend for them to jump out and kill you. Really just try your best to keep the bushes warded with Noxious Trap to keeping yourself safe. One shroom is enough so long as you have vision of the far side entrance. Dealing with invisible champions? Simply change that to your side & use Control Ward's.

You don't really need to go super aggressive with shrooms in the river or bushes. You're fine, 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 towards & within the tri-bush.

If the enemy is consistently placing Control Ward's in the river bush or sweeping, it's better to place Noxious Trap deeper into the river or into the jungle instead. This will increase their usage.

Two often ignored Noxious Trap placements are the blast cone & exit/entrance from the river. 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 preferred section of the jungle for Zac, Kayn to gank you from. So simply keeping it warded will give you some much added protection and vision for you to bait and waste their time.

These vision ward tricks can grant you a few more options while someone is waiting to gank or while being ganked while being super aggressive, since you're not face checking bushes, you're actually no where near it. This allows you to have more of a response to either flash over the wall or rush to safety wasting their time.

Video References

Riot changed the interaction with Teleport and Guerrilla Warfare. If you ever find yourself wanting to have some fun, playing with your opponents mind. You can simply teleport while you are in stealth. 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.

Video Reference

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 wards out early around minutes (2:30, 4:20 & 6:10) to be more accurate, these are the most common times most all enemy junglers will be top-side due to their pathing early game.

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 properly 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.

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.
Tunnel Vision is simply the act of 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.
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.

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. It's a horrible feeling, try not to get in this position like Fiora.

Video Reference

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 while last hitting the rest. 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.

Video Reference

A fast push or shove is simply killing things quickly to push it under their tower. They may have roamed or backed to base due to poke without Teleport or you may simply want to roam. 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 since they are the most valuable.

You'd want to roam/return to base after having shoved 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.

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, or don't get in this position in the first place.

Video Reference

You might be wondering to yourself... What exactly is a roam? Well, roaming is usually done during the early to mid stages of the game, especially during the laning phase. This is because the likelihood of gaining a kill or placing deep vision is far more probable since enemies will be alone and visionless, especially if you have successfully shoved a wave under their ___ lanes tower, preventing assistance. You can do a lot with roaming, when used properly. The key to roaming properly is simply doing it while your lane is crashing the enemies tower. This gives you roughly 10-15 seconds of roaming time, based on their clear speed and your waves size.

Once you have finished your roam and returned to lane, you'll find that you have missed 1-3 minions instead of and entire wave or two, again depending on your waves size and if you properly crashed it previously.

Video Reference

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. It's done when you're ahead mostly.

Video Reference

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 and be less of a target for skillshots. If you are not focusing on CS or poking champions you really shouldn't be standing still.

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. Please utilize this well.

Video Reference





Guerrilla Warfare is honestly the most underappreciated skill in his kit, and is what makes a Teemo player so annoying to deal with half the time. Very little is actually spoken of this ability and it's powerful passive to new players, because it isn't explained in the champion menu. So for this reason I will go in as much detail on the ability as I possible can and the many ways to utilize it properly, below are three examples of using passive.

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 like Lux here with her Light Binding. 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, in this case Darius with his Apprehend. 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, as we can see in the below example video.

Video Reference

Bushes are often misunderstood. There are some amazing things that can happen while abusing your passive. In the video above, you can see Teemo entering stealth while the enemies try to bombard him with their skills, fortunately for Teemo, the Xin Zhao positioned himself in such a way, that his ultimate actually pushed him over the wall while still in passive into no-vision as he was revealed upon exiting the bush, protecting him. This also ended up wasting a large amount of their time, which allows for your allies to do things elsewhere.

Video Reference

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 5 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 especially into Noxious Trap's. Very useful!

Video Reference

While you might think Guerrilla Warfare is only limited to Teemo that is where you would be wrong. There are 2 specific champions that have an interaction with Teemo and his passive, they would be Shen & Yuumi. They will not break Teemo's stealth when Shen uses his Stand United nor Yuumi when she uses her You and Me!, what's more is they will both remain invisible until they get out of Teemo. AMBUSH TIME!

Video Reference


Blinding Dart is our primary burst damage, or burn damage if you opt to take Scorch. 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. Then our allies can get in to take them out, unless they have purchased Quicksilver Sash. It also works well against AA reliant champions aswell!

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, something which Teemo really can not spare much of. It's a great offense, but also an amazing defense, especially against champions that like to rush into you trying to kill you level 1 like Tryndamere, Wukong & Riven with their gap close abilities.

Video Reference

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, Master Yi & Tryndamere 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. Remember to try to use it while their main abilities are down so you can abuse it.

Video Reference

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, primarily stuns, silences & slows. The champions in question are mostly Garen, Udyr, Jax, Renekton & Leona with their empowered auto attacks or stuns or Blitzcrank's empowered knock up after his hook. There are plenty of other champions. Blinding the correct champion at the right time, can save you or your allies.

Video Reference


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 on-hit builds like Press the Attack or even Hail of Blades when going into champions who aren't effected much by our (Q)

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 after taking damage & is on a very long 14 sec CD activation.

Video Reference


Toxic Shot will normally be maxed 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 difference.

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. It does not apply effects like Press the Attack.

Video Reference

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.

Video Reference

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 before you attempt anything silly.

Video Reference


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 with Oracle Lens. Reference Stealth Ward's will last an average of 2 minutes, but are on a huge cool down, shrooms are much more common.

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 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.

Video Reference

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 pushing them off of the objectives long enough for your teammates to make a play or to get them to back off preventing it.

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 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 if they have no Teleport since they can't make it back in time. Backing to base only when it's in your favor.

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 Liandry's Anguish, Luden's Tempest & 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... Probably!

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Chilling Smite makes ganking lanes so 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, unless your laners have some.

Playing Teemo in the jungle can be difficult. You need to be at the top of your game. Understand how to track your opponents clear 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.

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 during the early game with Eyeball Collection. It's a personal preference for each, but each benefit a specific type of playstyle.

Vertical jungling is when a team takes one of their buffs, then instead of going to their second buff (Horizontally) they simply go (Vertically) through the river to take the enemy buff and possibly the rest of their jungle if they have vision of the enemy elsewhere. It's especially useful for instances where you are invaded early game and they simply take over your red/blue. It would be wise to do the same by sneaking into their side with your allies to clear their jungle to match their early invade, otherwise you will fall behind.

Ultimately the reason you would do this is so you can put more pressure on one side of the map, specifically a side in which you feel like you can put the most pressure on with minimal effort, or simply supporting the lanes that have great roaming and can push a lead if they just so happen to get fed early on.

You would never want to do this into match-ups where everyone is at a disadvantage, losing early or having no roam potential. It's great if you know the enemies pathing, ex: Kayn, Graves are never really going to start blue or do a horizontal clear early game, instead they will start red/raptors before attempting to head to blue unless they decide to go for ganks early game or to Vertical Jungle you, allowing us to start red to take their blue side jungle messing up their clear slightly. It's dangerous but very effective when pulled off correctly.
While playing Teemo jungle, you always want to start on your red side. The reason for this is due to the fact of how squishy we are as Teemo. We can kite and blind a lot of the damage from early camp clears. But red buff will grant us a lot of passive HP regeneration and damage allowing 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 or try to steal their red side jungle.

Hiding Red Brambleback from the enemy

Once you have slain red 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 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.

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 once then crimson with an AA > AA > Q > Smite while kiting.

Straight after finishing Crimson Raptor you would want to head right over to your blue, unless you can apply pressure mid-lane, while also keeping in mind you could have gotten invaded. Remember to ward over the wall early 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.

Hiding Blue Sentinel from the enemy

Rift Scuttler is a very crucial objective for you and your team, not only does it offer a lot of vision of the river, it also offers a lot of EXP and gold and movement speed through the ring it spawns, which can really save you later in a fight or if you get caught out. If you let the enemy take both, you'll be set back a very large amount. Thankfully while playing as Teemo we can safely "trick" scuttle into the wall of the Baron Nashor or Drake effectively making it stop moving all together while we zone the enemy from trying to capture it. While being close to top/bot side for help if we require it.

Making Scuttle Crab stationary

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 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 the 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 of a Recurve Bow with Boots. This will increase clear speed.

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 everyone is behind. Adjust & adapt your strategies and playstyles as the games change.

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. This current season is really not in favor of Teemo jungle.

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. Ultimately, try to best to do what you can.

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 with a lot of hard lockdown CC, 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 should never help a losing lane, help winning lanes.

Playing in the jungle can be stressful. You actively need to be looking for ways to help your team. 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 helping them will do anything for them but reset their gold.

They can not help you help them, so look elsewhere. 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 difficult to take on fed assassins & mages.

When you are going in, make sure they are ready for the gank. If they aren't ready then there is no reason to go in. Respond to them with pings and go in when they are ready or back off if they ping you that they are not. You also need to make sure they're willing to help you help them. If they are about to die, there really isn't any point for them to go into someone with 50%+ HP unless they have the sustain / combo to pull it off, because quite frankly Teemo ganks are a team effort. He's screwed if he ends up going in alone.

There isn't any "better" or "best" rune to choose from. It is all based on personal preference. Some people really like playing one form, as opposed to others who prefer another. Electrocute and Grasp of the Undying are good examples one is for bursting, the other is to survive burst. Both can still build straight into damage, but one is more beneficial with that, where the other can still burst, but while staying alive with little risk of being burst in return. Regardless of what your friends or "coaches" tell you, Teemo is extremely versatile and can play pretty much anything, and isn't restricted to sticking with one single rune or build. There are plenty of Diamond, Master, and Challenger Teemo players who run more than one rune page 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 highly advise you to stick with the general AP builds.




IN-DEPTH SUMMON AERY

IN-DEPTH PHASE RUSH




Manaflow Band is an amazing rune 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, since all we have to do is land our Toxic Shot through poke and we automatically get a stack for free. This rune helps us gain and manage our mana late game especially with a game where we have multiple clouds. However, Presence of Mind is a far superior rune since it grants mana for all damage dealt including poison and is combinable if you just so happen to not feel the need for Ravenous Hunter. The other runes in this category just don't offer as much.



Transcendence is an amazing rune for ability haste & cooldown reduction upon taking down an enemy for your non-ultimate abilities, if you play support or Dark Harvest orientated builds it speeds up our ability to (Q) and (R) pairing up very well with Liandry's Anguish or Luden's Tempest since both are reliant.

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 heavy poke. It's horrible against heavy poke.



Scorch is amazing & all about that early game. So from minute 1-19 is where you get the full 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 early on.

Gathering Storm unlike Scorch is an amazing late game rune. 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. But for the first 1-9 minutes, you get nothing to help you in lane.



What about the greyed out runes?



IN-DEPTH ELECTROCUTE

IN-DEPTH DARK HARVEST

IN-DEPTH HAIL OF BLADES




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 following auto attack will too.

Taste of Blood is all about granting you a little sustain especially for those heavy poke matchups like Malphite or Gangplank. It's a 20 second cooldown, but it can be insanely useful for keeping you healthy, and capable of staying in your lane for extended periods. You can forget having to back to base every 3 mins.




Ghost Poro is an extremely resourceful rune, as if you have a ward that is finishing it's duration, a ghost poro will spawn you 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.

Eyeball Collection like Ghost Poro is a rune that requires you to actually 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, you'd want to make them last.



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.


What about the greyed out runes?



IN-DEPTH PRESS THE ATTACK

LESS IN-DEPTH FLEET FOOTWORK




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.

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.



Legend: Alacrity is the only rune in this section that you would bother to take. Teemo has a relatively low attack speed, and this rune coupled with items like Nashor's Tooth will make kiting & CSing a much more smooth interaction which will allow you to poke more efficiently if you do struggle with this aspect of laning.



Coup de Grace is a great rune, the damage may not seem like much, but we are normally capable of keeping enemy laners below 40% HP due to our poison and poke early game. It's not very great into champions with a ton of sustain, unless you're capable of poking through their sustain with Oblivion Orb.

Cut Down is an amazing rune for HP tanks & bruisers. The damage isn't much in the earl game, but once they start scaling their HP up, you will deal a consistent 10-15% extra damage, so long as you keep your maximum HP below theirs. Champions like Cho'Gath are prime examples really any HP stacking champion.

What about the greyed out runes?




IN-DEPTH GRASP OF THE UNDYING




Demolish is the only rune here that you will ever take, the other runes just don't have much interaction with Teemo. It helps with taking objectives and scales well into the late game with Grasp of the Undying.



Second Wind is and amazing sustain rune for champions that only end up hitting you once before backing off. Champions like Camille, Pantheon, Gangplank & Malphite with their poke and disengage.

Bone Plating unlike Second Wind is an amazing mitigation rune, for champions that continue to hit you after the first. Simply put if they can not poke you, your shield will be up for when they dive in to engage you. It does not mitigate the first instance of damage, this first hit will activate the rune for the next 3 hits.



Overgrowth is the only rune in this section we can use, manly due to the others not having much interaction with Teemo, 3 HP and 3.5% max HP might not seem like much, but it can make a huge difference, when built properly with the right items into the corresponding correct champions.


What about the greyed out runes?





IN-DEPTH GLACIAL AUGMENT




Magical Footwear is the only thing now in this section that really synergizes well with Teemo, due to almost every other champion in the game having a bonus +10 to their base movement speed, compared to him. It might not seem like much, but coupled together with Approach Velocity and a (W) max second, is fantastic.



Minion Dematerializer is absolutely fantastic, granting you extra damage to minions which drastically improves your ability to last hit and control waves. I would highly suggest a (6/6/6) usage of the item, however, most favor (6/0/12). Caster minions are rather easy to take out due to their low resistances. So 2 Melee 1 Canon are the more obvious choice, otherwise 1 Melee, 1 Caster & 1 Cannon. Test which one you like more.



Approach Velocity has great synergy with Glacial Augment and Magical Footwear. If you slow and enemy champion with and empowered slow (E), or (R) you will gain 15% extra movement speed towards that enemy champion. This becomes a reduced bonus of 7.5% if someone else has slowed / immobilized them.


What about the greyed out runes?

What about RUNE-SHARDS?

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. 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.
Doran's Ring is one of the best starter items for Teemo period, in pretty much every single situation. You gain a large amount of damage increase throughout all of your abilities especially Toxic Shot while also gaining mana sustain and more on-hit damage to minions, you also will get a nice solid chunk of HP. Deal more damage and CS more effortlessly.
Dark Seal is basically the exact same item as Doran's Ring the biggest difference, however, is the lack of HP, On-hit & mana sustain. Despite this, if you manage to stack it fully. Mejai's Soulstealer becomes one of the strongest AP scaling items in the game.
Doran's Shield unlike the other starter items, does nothing but help you survive. It's meant to heal you after taking damage, but with no offensive stats whatso ever. It's the common choice into heavy poke champions, while playing the rune Grasp of the Undying.
Doran's Blade is similar in regard to Doran's Shield. You gain a decent amount of sustain, and HP, but you don't have any AP scaling whatso ever, and only gain 8 AD. It will be harder to kill people through Toxic Shot but if they start building magic resistence, you shouldn't have much problem in dealing damage to them, early game. No synergy really.
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 alternatives that grant you something else. 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.
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, preferably both, otherwise another MR item would be much preferred. 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 greatly.
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 away. 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, unless you simply like speed.
Plated Steelcaps will protect you against a lot of AD champions, who are adept at dealing high On-hit damage. If you find yourself losing hard to a Draven or Vayne or even a Kayle in a solo/duo lane, these will make damage bearable. It's not exclusive to these champions, if you find yourself against more empowered attacks and on-hit then it's great!
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 others. It's seen on pretty much every build and stacks very well with Liandry's Anguish and similar AP items, be sure to use others when needed. It's kind of pointless to build glass cannon if you die fast.
Noxious Trap an Blinding Dart get a nice increase in dealing damage to champions with a lot of HP, 12% HP increased damage. It really isn't necessary if nobody is high HP. It often can be swapped out for more burst from other Mythic items like Luden's Tempest but this is a personal preference. It has great synergy with Demonic Embrace & will increase your overall damage tremendously. You can alternatively just take Demonic Embrace in place of Liandry's Anguish. If you feel like you don't need this use Demonic Embrace as it covers for damage, which would give you the freedom of choosing a different mythic item to compliment the current game, so something like more burst with Luden's Tempest.
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-shot as it is more of a defensive survival item. It has amazing synergy whilst being paired up with Grasp of the Undying and even runes like Press the Attack or Summon Aery due to the amount of damage and sustain you can get out of it while in an extended fight. It can also be fully activated across the map by our Noxious Trap damage over time.
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 with Glacial Augment it's great at making it hard to chase or escape or lock you down. It's not a primary playstyle for most.
Frostfire Gauntlet is a decent off-meta item like Everfrost that gives you slows to catch up to your enemies, giving you a lot of defenses and health, along with a bit of damage and wave-clear. If you're somebody who grew up with Teemo in the beginning with Frozen Mallet builds, this is the closest build you will ever get to season 5. You also grow in size.
Night Harvester in comparison to Luden's Tempest is more or less a safer & 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 5 second CD. If the enemy composition is extremely squishy but they can simply one-shot you, you have the option of choosing between, risk vs reward by taking Luden's Tempest which is pure glass and Night Harvester which is defensive.
Luden's Tempest is the best item for burst it always has been but more so these days. It really compliments our ability to kite and chase due to the bonus movement speed of 15% for activating the burst every 5 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 great item, useful 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. If you end up hitting an enemy champion with Noxious Trap followed by a Blinding Dart the cooldown of this item will go down from 10 seconds down to a 5 to 6 second cooldown.
Kraken Slayer is for shredding tanks and bruisers alike with high attack speed and mobility with Press the Attack or Hail of Blades. True damage works on minions and champions, 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 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, AP items now only have a few 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. 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. 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 amazing 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 a necessary item for him which grants the ability to prevent enemy champions with a massive amount of sustain, from doing just that, sustaining. 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 mandatory 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 & Blade of the Ruined King.
Seeker's Armguard is a defensive 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. These champions would be considered AD burst, good at fighting short trades, while also being good at running away after the engage. Champions like,
Pantheon, Riven, Wukong, Renekton, Zed, Yasuo, Talon, Kayn are all good examples. It can then be built into Zhonya's Hourglass later for added protection against certain ultimate's that would have otherwise killed you. Remember, if you haven't used Stopwatch yet, you can use them both one after the other, giving you x2 stasis.
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 can get us killed in the process when used in bad situations, like you're going to die alone with nobody around to assist you.
Nashor's Tooth is a core item to 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 maintain a good consistent CS while transitioning to poke enemy champions in the process. So with this in mind, we now know this item is great for dealing poke damage and burst, which is basically every rune. 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.

While this item has a great early game and mid game, it's relatively useless into the late game so it's often sold for more defensive items or burst since late game can be rough to auto.
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 like Cho'Gath 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, if you can't shut them out early in the game, then don't bother.
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 clustered team fights.

The best synergies: Nashor's Tooth and Wit's End late game since they apply on-hit.
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. 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 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 Dark Harvest. You can take an enemy champion from 100%-0% with a simple Q-E ignite combo 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 fully stacked. 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 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 not caring how much MR they have.
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.
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 a 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, especially when you're sitting in a bush allowing you to heal to full to fight.
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, is small. It's mostly opted in for Mordekaiser, Malzahar and 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 should 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 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 taking 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 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 game. They are very important for vision & where the enemy might be, 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.
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 top side with Boots with a Press the Attack type build while facing a bruiser or mobile tanks in the top lane.

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 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.

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 to clear 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.
It's pretty basic stuff, if you place a Noxious Trap in the jungle, it has a higher chance of staying the entire duration or close to it's entire duration using it to it's fullest potential. This can quite possibly catch someone out that is trying to flee, or warn an ally or even yourself of incoming danger. Don't be a dumb, take control.

I have noticed that throughout the last few seasons, Teemo support has garnered a lot of attention and praise. 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 going to play support. You support your ADC, don't run off and AFK Mid. You stay with your ADC and support other lanes when you can. Nothing good comes from trolling an entire playerbase.

The benefit of playing 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.

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 again, so leave and go help out other lanes while roaming around. There's nothing worse than a bad ADC.

While we play Teemo support, we're in a role where we are free to do whatever we want. We are not bound by the laws of CS, with this we can roam freely, stand still wherever we want & attempt to ambush people.

Bushes are our best friends in the bot lane, a little trick not many people use is the "Where is Teemo" game. You show yourself visible in a certain location, and run through the fog of war. This makes one assume you're still in bushes, when they come forward to CS they will hug the wall in between their support on top of 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 nothing short from astounding.

Video Reference
Once you hit level 6, you will finally become a great asset to your team than you would ever be by playing Top lane. You don't have to worry about CS, therefore can roam, placing shrooms and clearing vision while helping other lanes with ganks. You are overall a lot slower with income, so you do have to rush damage items early.
Jhin has everything he needs to to compliment Teemo well and to protect himself. He has fantastic damage, traps which synergize well with our Noxious Trap's & he is a very mobile champion with some lockdown CC. This is easy to apply once we have struck a target with Toxic Shot since it keeps our targets in combat for 4 seconds, enough for him to properly land the root. A great duo like this in the bot lane is a nightmare for all.

Caitlyn has an extremely long reach with her auto attacks, keeping her well away from most champions, what's more is she has her 90 Caliber Net dash, helping her slow and flee or dash and chase enemies. The biggest synergy is her Yordle Snap Trap's used defensively to help us put pressure through bush harass. Overall a very solid champion.

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 and solid ADC to support due to his trading play-style and mobility.

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 together as duo bot AP. I've never lost a bot game with Veigar.

It's no surprise, really. Shaco has been an absolute powerhouse as a Support or ADC these past few seasons. The amount of damage and cancer he can pump out just because of his invisibility and his Jack In The Box's. Laning against him in any regard a nightmare. Couple that with Teemo's Blinding Dart and bush harass with Shaco and his boxes make entering bushes impossible leading to some very oppressive shenanigans.

Tristana has some solid lane pressure, mostly always keeping waves shoved up to their tower or at the very least in the center of the lane. We never want to be pushed up under our tower, just due to the nature of our own playstyle. We need bushes to properly abuse. Tristana has some her Rocket Jump and Buster Shot as her CC and escape.
Vayne is a very strong late game ADC, however, like Ezreal is primarily a champion that needs a support with lock down and engage so she can land her condemn. She has very little for herself early on until she hits level 6. The early game tends to be tower farm.

Ezreal has always been 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 well, even with double stacking tear. He is a late game champion, with an absolutely poor "safe" early game playstyle. No synergy.
Shaco He will ruin your whole playstyle with a single placed box and his invisibility.

Sivir has a long range and easy ability to poke with her Boomerang Blade but the biggest pain in the *** is her Spell Shield which prevents us from properly blinding her.

Morgana can reveal you with her Soul Shackles as it will flash, giving her the indication that you are nearby even while in passive. Just like Sivir she can completely negate our Blinding Dart and damage with ease through her Black Shield.

Swain is annoying, he has some long damage & vision with his Vision of Empire which is large enough to almost fill an entire bush, along with his Nevermove if he tries to flush you out. The worse thing is, his combo with Pyke or Shaco bot lane. Cancer.

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


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

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.


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 competitively playing against disadvantages. Items, runes, positioning, warding, shrooming, utilizing everything while keeping multiple goals to fall back on. It's perfectly fine if one strategy doesn't work out, adapt & overcome.


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 by. There is also building correctly instead of building due the greedy mindset of "If I have more damage, they will die faster!". Prepare for what you know you need, or will need in the future.


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.


Ability Haste an how effective it is

Math behind how Magic Penetration Works

special thanks to

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. Despite what some people may say, it's true. The animations are clunky and it can make a huge difference in your ability to play.

Out of all the skins that I have played this is personally the clunkiest skin you can possibly 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.

Best 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 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 it.
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