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Teemo · Guide

Marksman

Marksman

Easy

Power Spike (Early, Mid, Late)

Playstyle

Damage Type

75% AP

25% AD

Top
Jungle
Mid
Bot
Support
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Teemo Strengths & Weaknesses
Strengths

His Passive can be really obnoxious to deal with, especially when he is hiding in a brush and moving in and out while pelting his laner with his Blinding DartQ and Toxic ShotE.

He is the bane of ADC mains as his Blinding DartQ quite literally makes them miss their auto-attacks. This can reduce the effectiveness of the carry for a while, which gives his team some time to engage/disengage freely.

The Ultimate Noxious TrapR can act as a substitution for vision, as well as deal a lot of damage when kept in the right spots. This is especially useful when it comes to avoiding ganks.

Weaknesses

Very squishy and layered crowd control can get rid of him immediately. He is vulnerable when his Blinding DartQ is down, and can be engaged upon if his Move QuickW movement speed is reduced.

His Ultimate Noxious TrapR can easily be gotten rid of by the enemy by purchasing Control Wards. Enemy Junglers with leaps and dashes can also bypass these mushrooms by taking odd routes.

He falls off quite drastically during the late game and can only resort to split pushing. This puts his team in a disadvantageous state and causes a lot of tension to build up within the team.

Game plan
Early game
0 - 15 min
Teemo is Strong

Your goal in the early game is to play safe, pick up gold and XP and avoid dying to the enemy laner. You are rather weak in the early game and need time to come online.

Once you have quite a few levels under your belt, you should look for short favourable trades. As you’re not strong in the early game, you may wish to wait for the enemy to waste an ability before playing aggressive.

Keep the minion wave closer to your side of the map in the early game. This will ensure safety and reduce your chances of dying in lane.

Mid game
15 - 25 min
Teemo is Average

Split push during the mid-game and try to secure side objectives. Avoid grouping if possible.

Use your strong duelling potential in the mid-game to fight and duel anyone who tries to stop you from split pushing.

Although you’re a really strong split pusher in the mid-game, be prepared to group with your team and fight 5v5. You should usually start grouping when there are no nearby objectives to take.

Late game
25+ min
Teemo is Strong

Peel for your carries in late game team fights to increase the chances of your team winning the fight. If they die at the beginning, you will not be able to win the fight alone.

Stick with your team in the late game. Do not split up or walk away from them otherwise the enemy may try to pick you off or initiate a 4v5 fight when you’re away from your team.

Focus the nearest enemy champion to your carries and work as a team to take down the enemy one by one. If you focus the backline alone, you may be an easy target for the enemy and may die quickly. By focusing on the nearest champion, you will survive for longer and keep your carries alive.

Power Spikes
Early game

Teemo's Blinding DartQ procurement is a massive power spike for him. The amount of poke that single ability does keeps mounting as the game goes on.

His Toxic ShotE should allow him to dish out a lot of consistent DPS. Combined with items and his Blinding DartQ, it can quickly get him multiple kills in the lane.

Getting his Ultimate Noxious TrapR is a massive power spike for him. He can now avoid ganks, set traps, and make the game extremely hard for his enemies.

Mid game

His split pushing ability is powerful. He should capitalize on this to increase his overall power and impact in the game.

Getting more items will allow him to deal hefty amounts of damage in a brief period. His Blinding DartQ alone can half-health carries if he has a lead over them.

His ability to zone out enemies in neutral objective fights is really potent. His Ultimate Noxious TrapR plays an influential role during this phase of the game.

Late game

His Blinding DartQ becomes really potent during this phase of the game. The blind, combined with the heavy burst damage, can altogether disable a squishy carry.

Proper placement of his Ultimate Noxious TrapR can ultimately win him the game. The damage those traps do is significant during this phase of the game.

His split pushing is very powerful during this phase of the game. He should also use his Move QuickW to escape any collapse attempts from the enemy team.

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