All Guides Teemo Guides [WIP] SonenseS's Guide to Teemo
2 months ago

Teemo Statistics for SonenseS

Author's performance with Teemo compared to the ranked average.

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  • Author Champion Statistics
  • Guide Details

Summoner Spells Back to Top

As for Summoner Spells, Flash 4.png is your must-have for every game as Teemo 17.png. It's a reliable escape, good for repositioning in fights or even just to trick your oponent with some Flash 4.png jukes. You can eventually combine Flash 4.png with your Move Quick movequick.png to catch off low health enemies, kite or simply just Flash 4.png into a brush in order to get your Guerilla Warfare teemopassive.png Passive (just care for where you Flash4.png , since the brush might have a Ward 3340.png).


Your second Summoner Spell choice will mostly depend on matchups, but also on personal preference, so I'll start with some explanations:


Teleport 12.png is a more safe Summoner Spell. You can farm enough for a First Back, go back to base and Teleport 12.png back to lane. It adds global map presence and pressure too, if you want to TP 12.png gank Botlane, rotate between sidelanes, splitpush or join teamfights. If you're learning how to Teemo 17.png, I'd personally suggest you to get Teleport 12.png, in order to feel more comfortable in laning phase.


Ignite 14.png adds more lane pressure rather than map pressure like Teleport 12.png. It adds serious kill potential in the early stages of the game, and stimulates an aggressive playstyle for Teemo 17.png. Your Toxic Shot toxicshot.png DoT combined with Ignite 14.png is strong enough to kill a low HP target. You can poke enemies in lane to the point they are low enough on HP, then you all-in them. Apart from that, Ignite 14.png is a very solid choice against champions with specific periods of increased healing, such as Swain's 50.png R swainmetamorphism.png, Dr. Mundo's 36.png R sadism.png, Volibear's 106.png Passive volibearpassive.png, Darius' 122.png Q dariuscleave.png, Vladimir's 8.png Q vladimirq.png and R vladimirhemoplague.png, and so on. As a downside, Ignite 14.png falls off as the game goes on, and the only purpose of this Spell will be for dueling or skirmishing. Overall, Ignite 14.png is a solid option if you can get early kills as Teemo 17.png or if facing specific matchups, mostly healing-based.

Ghost 6.png is a more situational choice, as you lose in both GLOBAL map presence and lane pressure. However, due to its low cooldown and synergy with Teemo's 17.png Move Quick movequick.png, it's a solid choice for specifice matchups, where you'll win off kiting the enemy laner and by splitpushing. In these scenarios, Teemo 17.png becomes very slippery with all the MS he gets. Despite being the most situational Spell here, I'd suggest you getting Ghost 6.png mostly vs low mobility laners, making it perfect for you to kite them.

New Runes Back to Top

Aery Teemo: The standard AP Teemo build. Strong poke damage, oppressive playstyle in the early/midgame, able to turn into an AP Carry if given the chance to snowball and get ahead.

Possible changes:
Manaflow for Nullifying Orb: VS AP matchups.
Absolute Focus for Celerity: Good when paired up with MS-oriented items (ie. Lich Bane), overall better mobility. Comes down to personal preference.
Scorch for Gathering Storm: Better when your teamcomp is lategame oriented. Gathering outscales Scorch damage-wise at the 25-minute mark.
Crysalis for Second Wind: vs Poke champs (ie- Jayce, Panth)


Fleet Footwork Teemo: On-hit focused Teemo. Decent sustain, helps with kiting and promoting Teemo's slippery nature.

Possible changes:

Coup de Grace for Cut Down: Very situational, only optimal vs Tank matchups.
Swap from Sorcery secondary to Resolve - refer to Aery Teemo's Resolve setup.

Grasp Teemo: Tankier Teemo builds. Provides strong sustain and it's the most forgiving Teemo playstyle, as well as being the most solid (since Tankmo itself will always provide utility of some kind).

Possible changes:
Crysalis for Second Wind: Refer to Aery Teemo's suggestion.
Taste of Blood for Cheap Shot: Personal preference. Sacrifices some sustain for extra damage when trading.

Abilities Back to Top



Teemo's Passive - Guerilla Warfare teemopassive.png

  • After taking no damage for 1.5 seconds, Teemo becomes stealthed.
  • Same thing happens inside a brush.
  • Teemo remains in stealth is no action is taken, but you can still move on a brush without leaving stealth.
  • Upon breaking stealth, Teemo gains a 20/40/60/80% Attack Speed buff for 2 seconds.
  • When stealthed, Teemo can only be revealed by enemy Turrets.


Teemo's Q - Blinding Dart blindingdart.png

  • Teemo fires a dart.
  • The dart blinds the target for 1.5/1.75/2/2.25/2.5 seconds.
  • Deals 80/125/170/215/260 (+80% AP) Magic Damage.


Teemo's W - Move Quick movequick.png

  • Passively, Teemo gains 10/14/18/22/26% bonus Movement Speed until being struck by champion or turret damage.
  • Champion or Turret damage disable the MS buff for 5 seconds.
  • Upon activation, Teemo doubles the Bonus Movement Speed and prevents damage from disabling.


Teemo's E - Toxic Shot toxicshot.png

  • Passively, Teemo's basic attacks deal 10/20/30/40/50 (+30% AP) bonus Magic Damage.
  • Leaves behind a poison that deals 6/12/18/24/30 (+10% AP) Magic Damage per second.
  • The poison lasts for 4 seconds and can be refreshed by Teemo's basic attacks.


Teemo's R - Noxious Trap teemorcast.png

  • Passively, Teemo stores a charge of Noxious Trap every 30/25/20 seconds (influenced by Cooldown Reduction), up to a maximum of 3 at once.
  • Upon activation, tosses a stored mushroom unto the ground that lasts for 5 minutes.
  • The traps arm and stealth in 1 second and grant sight around them while armed.
  • Throwing traps on traps bounce them over at a distance of 300/400/500 units.
  • Enemies who step on a trap detonate them, granting sight of them.
  • The traps deal 200/325/450 (+50% AP) AoE Magic Damage over 4 seconds, slowing targets by 30/40/50%.
  • Noxious Traps have 6 HP total, and 3 HP is removed by every melee champion basic attack, 2 HP for ranged.


This is your most common skill maxing: teemorcast.png>toxicshot.png>blindingdart.png>movequick.png.
There are some things I'll have to talk about here. First, what you always do:

  1. You always max your Toxic Shot toxicshot.png first as Toplane Teemo 17.png.
  2. You always get a point in your Noxious Trap teemorcast.png whenver possible (at levels 6, 11 and 16).
  3. You always get a point in Toxic Shot toxicshot.png at lvl 1 as Toplane Teemo 17.png.

However, there are situations where your skill maxing will be different from the one I've shown you. These are the following ones:

  1. You can max Move Quick movequick.png over Blinding Dart blindingdart.png second.
  2. You can leave Move Quick movequick.png without any points until level 4.

Let's start with explanations, first with the "basics" of Teemo 17.png:

  1. With the exception of Support Teemo 17.png, you always max your Toxic Shot toxicshot.png first. The 50 bonus magic damage on-hit (at max rank) is extremely good. It's almost like having 50 AD, with the exception you don't have it, and it's magic damage. This is why it becomes hard to itemize against Teemo 17.png, because of his mixed damage.
  2. Every champion with 3 aqquirable points on their Ultimates will do this (with the exception of Tryndamere). Teemo's 17.png Noxious Trap teemorcast.png gains stronger effects when ranked up: more damage, harder slow, increased range.
  3. Your AAs with Toxic Shot's toxicshot.png on-hit damage hurt A LOT in the early game, and the DoT that follows it is pretty much a reverse regen effect. Also, the on-hit damage makes it easier to last hit.

Now, explaning the more situational "rules":

  1. Maxing your Blinding Dart blindingdart.png second gives you more damage and an increased duration on your blind effect. This means maxing Blinding Dart blindingdart.png second is better vs AA-heavy champions, as it will shut down their primary damage source. If the laner doesn't rely too much on AAs and his primary damage source are abilities, maxing your Move Quick movequick.png makes it easier to dodge skillshots.
  2. Whether you'll end up maxing Q blindingdart.png or W movequick.png second, your 2 first points are put on E toxicshot.png and Q blindingdart.png, respectively. At level 3 though, it depends on how you're doing in laning. If you managed to get a kill or force the enemy to back, get your second point in E toxicshot.png. Your damage is higher and you can shove the wave into their tower, while making the enemy lose farm in the process. If you're pushing the wave too hard and forcing the enemy laner to farm at his tower, get your third point in W movequick.png as normal. At this stage, the probability of getting ganked is high, since you're overextended. A single point in Move Quick movequick.png ensures you have the mobility to escape a gank much easier.

Items Back to Top

Starting Items

    On Spawn. Four different starts (+ hp pots)
    Cheap backs. More info on Double Doran's or Cull below. Add Tier 1 with spare gold.
    First back suggestions for all builds. Refer to Boots section for extra options.

Core Items

    Aery Teemo core. Liandry or HBG first.
    Fleet Teemo core. No specific order.
    Grasp Teemo Core. No specific order.
    Boot selection. Can sometimes be a first buy. Mercs/Tabi/Swifties - depending on teamcomp/matchup. Sorcs/Zerkers - If you're ahead on the AP/On-hit build.

Situational Items

    Endgame AP itemization.
    Endgame AD/On-hit itemization.
    Endgame Tank itemization.


Starting Items:

2033.png - Solid buy. Pays off, provides good sustain and trading potential. Overall great addition for the laning phase, as a starting item for any build or even on your first back.

1056.png -  Standard APmo start. Decent HP pool with the extra AP on it.

1054.png - Most effective vs hard/ranged matchups (ie. Panth, Jayce). Most forgiving start, also recommended for when first-timing a matchup/uncomfortable with.

1082.png - For easy matchups where you can snowball. Refillable 2031.png start and upgrade into Corrupting 2033.png upon backing.


1055.png (2x)- Sustain backup + HP.

1083.png - Scaling lanes/low kill pressure.

3136.png - Dueling power. Madness Passive has great synergy with Teemo (one AA procs the 5 stacks).

2053.png - Tankmo buy vs AD. Helps with diving and kiting while dove.

3211.png - Tankmo buy vs AP. Anti-poke.

3144.png - APmo or On-hit Teemo. Sustain + Slow Active for all-ins and kiting.


Aery Summon%20Aerie.png?width=32 Teemo - Liandry 3151.png and HGB 3146.png -> Nashor's (or Void). Gunblade 3146.png if ahead, otherwise go for Liandry 3151.png as normal. Follow it with Nashor 3115.png for DPS and CDR or Void 3135.png if the enemy team is stacking MR. Solid build with strong shrooms.

Fleet Fleet%20Footwork.png?width=32 Teemo - BoRK 3153.png and Liandry 3151.png -> Rageblade. Hybrid carry build, with both Physical and Magic %HP dmg. BoRK 3153.png vs kitable champs or when the enemy is stacking MR, Liandry 3151.png otherwise. Add Ragblade 3124.png as 3rd item for the DPS powerspike. Great dueling build, with the best DPS out of all the 3.

Grasp Grasp%20of%20the%20Undying.png?width=32 Teemo - Liandry 3151.png -> Visage 3065.png + Zz'Rot 3512.png (or Morello 3165.png + Nashor 3115.png). Liandry 3151.png rush is a must, followed by Visage-Rot 3065.png3512.png build if your team needs a tank/you're even/need one of the items for the matchup or Morello-Nashor 3165.png3115.png if ahead. The first option is more forgiving and you aren't so punished for making mistakes such as overextending or facechecking, while the second option is better if you're confident on your lead and want to snowball.

Note: All the builds mentioned above have solid sustain - Gunblade 3146.png on Aery Summon%20Aerie.png?width=32 build, BoRK 3153.png + Fleet procs on Fleet Fleet%20Footwork.png?width=32 build, Ravenous Ravenous%20Hunter.png?width=32 + Grasp procs on Grasp Grasp%20of%20the%20Undying.png?width=32 build.


Note: All the mentioned items below are mere suggestions, and they have situational use. It all comes down to the enemy teamcomp or a specific matchup, stage of the game or even personal preference.

Mejai's Soulstealer - If you still have a Dark Seal on your inventory and believe you can stack it beyond 10.

Rabadon's Deathcap - Lategame purchase, given its high cost. Most effective on an AP-heavy build and/or against teams lacking MR.

Lich Bane - Promotes an assassin playstyle with the extra burst damage on your combo. Also good for taking down towers once the build has enough AP and/or AS.

Zhonya's Hourglass - VS AD Assassins.

Morellonomicon - Against squishies for an MPen-heavy build or healing-intensive champions.

Luden's Echo - CDR and enchanced burst combos and shrooms.

Guardian Angel - VS AD-heavy teams/for teamfighting potential.

Runaan's Hurricane - Splitpushing and waveclearing.

Wit's End - Great rush-buy against AP matchups. Can be inserted on all 3 Cores above.

Maw of Malmortius - VS AP Assassins.

Banner of Command - For the extra splitpushing power. Great when paired up with Zz'Rot for pressuring both sidelanes at once.

Thornmail - VS healing-intensive champions and teams.

Warmog's Armor - Mid/Lategame purchase. Great for teamfighting/skirmishing/splitpushing, given the out of combat healing and high HP pool.

Randuin's Omen - VS Crit Marksmen.

Adaptive Helm - VS Battlemages and other AP-heavy spellslingers.

Matchups Back to Top

Click on a champion below to see the author's notes on that particular matchup.

About me Back to Top


Now that you've reached this section...

Hello there reader! I'm SonenseS, an EUW Teemo 17.png main with over 300K Mastery Points. As a Toplane main, I've found Teemo 17.png to have the most diverse build paths, so I decided to make a guide on him.
Originally this guide was focused only on an on-hit Teemo 17.png build, taking old Fervor of Battle 6162.png and building AD/on-hit oriented items, with a tankier route in the lategame stage. With the Runes Reforged update in early Season 8, I made the decision of covering the 3 build paths common to Teemo 17.png, regardless if they're strong or weak at a certain point in the game. Another thing I wanted to address with this revamp on my guide is that I made it sound as if Teemo 17.png was at the strongest on an onhit build. That was a misconception I had made previously, and Teemo 17.png builds tend to come in and out of fashion as the meta shifts with its constant balancing changes. With that being said, this guide is no longer a on-hit Teemo 17.png guide, but a Teemo 17.png guide, enphasising on the different Teemo 17.png builds that make him a jack-of-all-trades, to an extent.

I won't bother you anymore, dear reader. Keep exploring the guide, and see you in the Summary!

Gameplay [Earlygame and Laning] Back to Top

*Section under development. Will be updated soon.*

Gameplay [Midgame and Objectives] Back to Top

*Section under development. Will be updated soon.*

Gameplay [Lategame and Teamfighting] Back to Top

*Section under development. Will be updated soon.*

Summary Back to Top


Hello there again, dear reader! I told you we would meet again in the Summary ^_^

Teemo 17.png is an amazing champion. While the enemy toplaner will disagree with me - and eventually his team -, I have fun trying new stuff on Teemo 17.png every game. There's always a new strategy, a new synergy, a new matchup for us to experiment. Teemo 17.png was the first champion ever I decided to master. He's an easy champion, while actually requiring time to actually master him, especially how the game fits into the champ when he is present on the Rift.

I'm not the best Teemo 17.png player out there, and I'm not a Youtuber/Streamer, so I can't give you daily/weekly content on Teemo 17.png. However, if you want to learn more about Teemo 17.png, you can always check a couple of Teemo 17.png Mains on Twitch and follow them :D

I hope you enjoyed reading my Teemo 17.png guide as much as I did making it. If you have any questions, feel free to ask. Also, if I mispelt something, whether it's grammar errors or bad explanations, tell me too: I'll make sure it's fixed ASAP.

Again, thank you so much for reading my guide. I'll most likely not make any more guides, so I'll stick to making changes to this one every now and then (if I remember to do so :P).

- SonenseS

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