● This will provide useful tips on how to deal with all match-ups.



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



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

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

CREDIT WHERE CREDIT IS DUE CREDIT WHERE CREDIT IS DUE









The





Kreston for all the visual graphic design, along with Sozan for all and any Teemo art that I have commissioned from him in the past and or for in the future. I'd highly recommend their work if you're looking to visually upgrade your guide! PSIGuard for helping with some errors and common BBCode mistakes back when I was still learning. Also with restoring the wiped content with the assistance of a developer which allowed me to re-write the guide completely with reference.The BBCode guide on the forums, to help me understand how to code and create this guide from scratch. jhoijhoi for the more advanced BBCoding guides and assistance in forums.

How do I use the Table of Contents? How do I use the Table of Contents?

Due to guide being very large it sometimes will send you flying off course. All you have to do is use the scroll bar on the right of your screen and drag it to the bottom and back up to load the entire page so it correctly travels to the destination that you click. If you want to return to the Table of Contents click on the banner for each section.

TEEMO'S UNITED CLUB *UNIMO* TEEMO'S UNITED CLUB *UNIMO* If you're looking for a Teemo Club on NORTH AMERICA why not come join our friendly and helpful TEEMO'S UNITED ?

If you are interested in joining you may add me in game as " The Yordle Scout ". We'd love to have you.

Change-Log Change-Log



August 18th 2020

Added a few new slots of information in the Jungle and Support sections of the guide.



August 4th 2020

New visuals throughout the guide and a new visual for Pros and Cons added to match the ToC design. Removed "Passive" section and replaced with "Art of War" may go back to re-do wording with it in the future.



July 21st 2020

Added in a new Table of Content design, which will replace all current designs such as banners and imagery. Moved SUPPORT and TOP manually around so the first thing people see is Teemo TOP. Changed some bold text with custom font images to look more "clean". Visual updates should be ready within the next week.



July 14th 2020

Added some video references to Jungling and changed some wording.



June 30th 2020

Added a new section to the Teemo Spreadsheet and tidied it up. Added a new visual section to "Laning".



June 14th 2020

Removed legacy guide format and replaced it with the newer version. Tidied up text to format it into the new format.



May 26th 2020

Tidied up code to make the guide better visually. Reworded some information here and there to improve the literature.



May 12th 2020

Removed a bunch of spoiler text in Laning and compacted to them down into a neat and tidy structure.



May 9th 2020

Compacted cheat sheets into smaller clickable links to be more clean looking.



May 5th 2020

Re-formatted "Abilities" and added custom videos to accurately describe each section for visual references. Will update once I have enough time to.



April 28th 2020

Added Barrier and Exhaust in the laning section for players who like that play-style.



April 21st 2020

Added more detailed explanations to Laning and what to do while Ahead, Behind and Even.



March 13th 2020

Re-wrote the guide, due to a bug which wiped the entire guide of all content. Fixed a few sections, an added more information to "Credit where credit is due".



February 4th 2020

Added in some information to "Laning" regarding Teemos importance level 1-5. Added some information to "Support" regarding Teemo and his asset as a support. Added information back to Threats and Synergies.



January 28th 2020

Reformatted "Extra" and "Support" sections, while also repositioning old content.



January 21th 2020

Added new information to existing sections. Included all sub runes and shards into "Runes/Items", Trinkets and such to "Map Control" and Summoners to "Laning" and summoners to "Jungle" an reintroduced threat information.



January 19th 2020

Added which abilities to max (when and why) to the ability section of the guide.



January 17th 2020

Added extra text to each section of the guide, to fill in void space to make things less OCD inducing. Removed some spoilers.

Added more charm.



January 16th 2020

Removed some code, added in a new "Back to Top" button for a more professional feel to each section at the bottom.



January 15th 2020

Added in a rune page Cheat-Sheet along with a "How to use this guide" section above the Table of Contents.



December-January, 2019-2020

Added a new "Item" section with new code, and changed up item builds due to support items being changed again. Visual changes.



November 19, 2019

Removed all information in "Threats" to redirect you to the spread-sheet below. Which offers more information than I can input here.



November 18, 2019

Finished a large 100+ hour effort spread-sheet for every single possible match-up for Teemo in Docs above the Table of Contents.



FAQ FAQ





When I first started, there were no guides on how to play Teemo effectively. It really made me upset. I really wanted to learn how to play Teemo with information I could start with. But instead, everyone kept telling me to simply go

"Watch me on Twitch or Youtube." I didn't wanna go watch people. I wanted to learn from provided info. So I used what little information I had at the time to piece things together. I began reading up on his abilities and what he benefited from in terms of items while trying out all kinds of weird alternatives and styles. The amount of testing and builds that I have tried, along with interactions with certain champions and their abilities made me think I could push that knowledge onward to the future generations of Teemo players in a properly detailed fashion. This would prevent people from having to do the same things I had to do for years. This is ultimately what lead me to create this guide.









I choose to sit in Platinum after my placements. I play with an MMR of Diamond 4+ and would much rather simply sit in Platinum or lower without the worry of being forced to play decay games. I'll usually go for Diamond 4 before season ends.



I don't feel gratification for achievements like rank. It's is an empty feeling for me, but people take it too seriously.

People think if you're not ___ rank, then your opinions or advice should be void of their validations.









Isn't much to know about me, in all honesty I'm just obsessed with Teemo with a genuine drive to get out there and help all Teemo players of all skill levels and playstyles. We honestly should all be helping each other, not belittling one another.



I edit and Stream on Twitch, Coach & play video games 24/7 sometimes with viewers as well. Outside of this, I'm just the guy you'd see sitting alone in the corner of the lunch room. I try to keep to myself and just help people when I can.











I am in general an annoying piece of **** in real life, who wouldn't want to play themselves?



I like to play the "annoying" champions or heroes in video games. If it gets people talking and flaming, you know I will be playing them. I also prefer to simply main one type of character be it Dungeons and Dragons, RPGs, whatever it is.









Because it's fun? Annoying people, annoying allies, annoying you. It's what I consider fun an enjoyable.









If you're willing to take criticism. Join our Discord and head to the "Coaching" section. I currently only coach Tuesdays, but hopefully sometime in the future when I have "finished" this guide. I will be extending that throughout the week.

Also... simply reading the guide a few times will hammer in the fundamentals, but if you still need help. Yes.









It's all about consistency. CS, VISION, ROAM, OBJECTIVES. Going 20/0 means nothing if you have 4 CS per minute.



When I first started, there were no guides on how to play Teemo effectively. It really made me upset. I really wanted to learn how to play Teemo with information I could start with. But instead, everyone kept telling me to simply go"Watch me on Twitch or Youtube." I didn't wanna go watch people. I wanted to learn from provided info. So I used what little information I had at the time to piece things together. I began reading up on his abilities and what he benefited from in terms of items while trying out all kinds of weird alternatives and styles. The amount of testing and builds that I have tried, along with interactions with certain champions and their abilities made me think I could push that knowledge onward to the future generations of Teemo players in a properly detailed fashion. This would prevent people from having to do the same things I had to do for years. This is ultimately what lead me to create this guide.I choose to sit in Platinum after my placements. I play with an MMR of Diamond 4+ and would much rather simply sit in Platinum or lower without the worry of being forced to play decay games. I'll usually go for Diamond 4 before season ends.I don't feel gratification for achievements like rank. It's is an empty feeling for me, but people take it too seriously.People think if you're not ___ rank, then your opinions or advice should be void of their validations.Isn't much to know about me, in all honesty I'm just obsessed with Teemo with a genuine drive to get out there and help all Teemo players of all skill levels and playstyles. We honestly should all be helping each other, not belittling one another.I edit and Stream on Twitch, Coach & play video games 24/7 sometimes with viewers as well. Outside of this, I'm just the guy you'd see sitting alone in the corner of the lunch room. I try to keep to myself and just help people when I can.I am in general an annoying piece of **** in real life, who wouldn't want to play themselves?I like to play the "annoying" champions or heroes in video games. If it gets people talking and flaming, you know I will be playing them. I also prefer to simply main one type of character be it Dungeons and Dragons, RPGs, whatever it is.Because it's fun? Annoying people, annoying allies, annoying you. It's what I consider fun an enjoyable.If you're willing to take criticism. Join our Discord and head to the "Coaching" section. I currently only coach Tuesdays, but hopefully sometime in the future when I have "finished" this guide. I will be extending that throughout the week.Also... simply reading the guide a few times will hammer in the fundamentals, but if you still need help. Yes.It's all about consistency. CS, VISION, ROAM, OBJECTIVES. Going 20/0 means nothing if you have 4 CS per minute.



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



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



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



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



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



● I know the in's and outs of playing Teemo properly in a logical and statistical viewpoint.

● I have played Teemo an accumulated 4,500,000 Mastery Points testing and theorizing.

● I have been in your position before. Mistakes, being killed to simply having horrible CS.



Coaching works as such. You simply have to tell me what you are looking for in a direct message either on here, Discord or anywhere else. A review of your OP.GG? Perhaps for me to go over some of your games replays to help locate major flaws? So long as you provide a link or replay download along with your direct message I will get to it as soon as humanly possible.

I have time on Tuesdays from the hours of 6 AM - 6 PM (PST). We go over everything and you just do your best to improve.





Free. I offer free coaching. I don't do the things that I do for monetary gain. I do it because I genuinely care about the Teemo community, and for people who truly are looking to improve themselves, be it for competitive play or due to personal goals.

This includes this guide as a whole. I do it because I want to help everyone improve, not because I want to make money.

WHY AM I NOT ABLE TO WIN GAMES!? WHY AM I NOT ABLE TO WIN GAMES!?

The simple answer is consistency. It's consistently not tilting when your allies feed and lose every game. You have to understand, this is a team game. If your teammates are feeding purposely, or the enemy is constantly flaming you, ignore what is going on, and focus on what you can do to provide assistance no matter how big or small it may be.



You are not in the right state of mind, when you're preoccupied with wanting to type or flame to tell someone off. This will only incite more flame / feeding which ultimately causes you to lose for giving into the negative player mindset.



The following advice will aid you in the basics of how to improve on your own. Basically what you should look to improve.

1: Find out what your strengths and weaknesses are and work on improving them as you continue to learn and improve.

2: If you end up fed, try to utilize your lead elsewhere other than your lane so you can help allies get back into the game.

3: Do you have horrible CS? Then try opening up a custom game to practice your CSing ability strictly through last hitting.

4: If you are not using your vision wards or taking out enemy vision, you're going to have a very bad time getting around.



It's a team game, don't think you are going to breeze through every game as a 1v9. If you can help them help you. Do it.





Games where people troll and ruin your games happen, they are variables that you can never control, but you can prevent escalation by keeping to yourself and not becoming tilted by someone trying to target you. If you ignore bad behavior people will simply give up and either leave or play the game through, so don't worry too much about it, it's just a game. The misconception with low elo and high elo is that it doesn't matter how high you climb, trolls are everywhere.



Don't just exclaim how garbage your teammates are. The fact in the matter is... YOU are garbage for behaving like this.

If you can not look at yourself and hold yourself down and focus on improving then quite frankly YOU will never climb.



If people are targeting you specifically, then it most likely means you did something to deserve it. Did you ban their hovered champion? Did you trash talk to them? Don't act like a victim if and when YOU initiate the start of toxicity.



Say something encouraging like "You got this man!" or nothing at all. What gives you the right to look down at these people having a bad game? I can understand people running it down mid on purpose, to lose out of spite these things happen often in low elo. They will remain there while you improve and climb higher. This goes double for taking your teammates buffs out of spite of never getting a gank because YOU are incapable of laning against someone in a one on one or after being ganked multiple times. Teemo is supposed to be ganked; it's why he is considered a "global taunt". It's up to you to see it before it happens, and allow your teammates to make plays elsewhere while you have 2 players busy on the top side trying to kill you. That's basically it, consistently playing well and improving while having a calm attitude.

The simple answer is consistency. It's consistently not tilting when your allies feed and lose every game. You have to understand, this is a team game. If your teammates are feeding purposely, or the enemy is constantly flaming you, ignore what is going on, and focus on what you can do to provide assistance no matter how big or small it may be.You are not in the right state of mind, when you're preoccupied with wanting to type or flame to tell someone off. This will only incite more flame / feeding which ultimately causes you to lose for giving into the negative player mindset.Find out what your strengths and weaknesses are and work on improving them as you continue to learn and improve.If you end up fed, try to utilize your lead elsewhere other than your lane so you can help allies get back into the game.Do you have horrible CS? Then try opening up a custom game to practice your CSing ability strictly through last hitting.If you are not using your vision wards or taking out enemy vision, you're going to have a very bad time getting around.It's a team game, don't think you are going to breeze through every game as a 1v9. If you can help them help you. Do it.Games where people troll and ruin your games happen, they are variables that you can never control, but you can prevent escalation by keeping to yourself and not becoming tilted by someone trying to target you. If you ignore bad behavior people will simply give up and either leave or play the game through, so don't worry too much about it, it's just a game. The misconception with low elo and high elo is that it doesn't matter how high you climb, trolls are everywhere.Don't just exclaim how garbage your teammates are. The fact in the matter is...are garbage for behaving like this.If you can not look at yourself and hold yourself down and focus on improving then quite franklywill never climb.If people are targeting you specifically, then it most likely means you did something to deserve it. Did you ban their hovered champion? Did you trash talk to them? Don't act like a victim if and wheninitiate the start of toxicity.Say something encouraging likeor nothing at all. What gives you the right to look down at these people having a bad game? I can understand people running it down mid on purpose, to lose out of spite these things happen often in low elo. They will remain there while you improve and climb higher. This goes double for taking your teammates buffs out of spite of never getting a gank becauseare incapable of laning against someone in a one on one or after being ganked multiple times. Teemo is supposed to be ganked; it's why he is considered a "global taunt". It's up to you to see it before it happens, and allow your teammates to make plays elsewhere while you have 2 players busy on the top side trying to kill you. That's basically it, consistently playing well and improving while having a calm attitude.

Personal Settings. Personal Settings. I would personally advise you to turn on quick cast for all skills. While also keeping your quick cast indicator disabled always. There is a very small delay if you have this enabled which really prevents that smooth transition from using your (Q) especially when you have to click the enemy champion. Just hover and press, it's all you should need to do. It may seem weird, however, the huds in League by default take up a very large portion of the screen, especially the chat. I would highly recommend turning everything to 0 besides your cursor and minimap, the cursor is based on personal preference, but the map should always be 100. It may not seem like much, but trust me. You begin to notice trash talk less because you have to actually zero in on the chat pretty hard to see it. Audio may not seem like it plays much of a role in this game, but it does. Listening to your allies pinging you right up to listening for the enemies ultimate (Kled, Sion) I tend to do nothing but spam Teemo's laugh so that's all I really care about, but work around what works for you. Having the settings all at 0 isn't going to bode well for you. There isn't much to add or change with this portion, I would highly suggest swapping (Y) for (Space) toggling the lock on camera, if you are the type who likes to cycle through both. It is much more smooth and reliant since your thumb rests on the space bar. By default you do not have all of your pings enabled, I would highly suggest you turn on the "Area is Warded" somewhere comfortable, which will allow you to properly warn your allies instead of pinging for danger. I use the (Tilde) key, as it is easy to access.

Nobody really needs to bother with chat. You need to focus on the most important of things, yourself. Who cares if they want to talk **** to you. You do want to win, correct?

Your primary spell will normally be Ignite

Sometimes you can be seen taking Ghost Press the Attack

Some players may enjoy taking Exhaust

Not many players take Barrier



While placing Noxious Trap



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



The one by the bush will grant you a way of kiting back into your waves while you try to retreat back to your tower. The vice versa is true for them as well. You can set these up to chase them from an angle forcing them to run straight into a shroom you've placed, people are likely to run in a straight line from you.



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

The addition of the alcoves has made things a bit more tricky when it comes to dealing with ganks, since enemies can simply come from behind the alcoves. Once in position all they have to do is wait for you to step forward enough for them to jump out and stun you or CC you. So keeping the bushes warded with Noxious Trap

You don't really need to go super aggressive with shrooms in the river or bushes. So long as you have a few out in the most commonly auto-pathed locations, like the walls leading into the lane and the river along with the tri-bush. Which is again, a most commonly auto-pathed location when champions are chasing or running away from you. If they or you head back into lane, looking back at the previous locations of our Noxious Trap



If the enemy is constantly placing Control Ward Noxious Trap

One often ignored Noxious Trap Zac Kayn

These tricks can grant you a few more options while being ganked since you're not face checking bushes. You could flash escape through their jungle or head towards the alcove bushes. Along the top side wall is a small patch of blue flowers. If you step on them and look in towards the wall you will notice that in between the trees there is a stone slab cliff. If you position your ward over the edge of your ward range you can actually place and bounce the ward further than you actually are capable of. This gives you an extra layer of protection. It may not seem like much, but it does make a huge difference.

The same thing can be applied to the tri-bush. Inside the big tree there are a bunch of eggs nested within. If we place our ward on the edge of the tree stump just below the right side of the intact egg, the ward will jump over the wall and land in the corner of the bush. This can really help because the enemy will not be able to see you in this position, since the wall will block their vision if they are hiding in the bush. If you place it in the bush, you are forced to go closer which will make you visible to them and their gap close abilities, if they have them.

The most difficult vision trick while playing Teemo support would be the one being placed over the river wall into the tri-bush. This can be done by looking into the river where you can notice a small light blue patch going into the wall. You stand just above this and sink into it and look ahead. There are two pebbles positioned beneath the tree. It can take a lot of effort to get it right but simply put... you place your ward just to the right and below the bottom of the two pebble and it should spawn inside the tri-bush, it's not often used due to it's high failure rate and slight time sink, but it's useful to know.

Once again I am unsure as to why Riot allowed this interaction to exist after a slight update to certain invisibility champions back in season 9. But, this does grant you an extra escape method if you do prefer taking Teleport



This will work both in bushes and in the open while in your Guerrilla Warfare

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

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

A fast push is simply killing things quickly. They may have roamed or backed to base due to poke without Teleport



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



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



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

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

The primary use of maxing your (Q) first is to deal more devastating burst damage. This could be from a build like Electrocute Dark Harvest Luden's Echo

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

You would normally be maxing Toxic Shot

If you stand still for 1.5 seconds you will enter stealth. While in stealth enemy champions can not see you, hear you nor damage you, unless they have specific skill-shots that can strike you without targeting you. Control Ward Oracle Lens

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

While enemy champions are under the effect of Blinding Dart Jax Master Yi

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

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



Passive: 10 / 14 / 18 / 22 / 26%.

Activated: 20 / 28 / 36 / 44 / 52%.

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 Toxic Shot Runaan's Hurricane Noxious Trap

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 Phase Rush Electrocute

One of the biggest mistakes new players make while playing Teemo is diving enemy champions preemptively under tower while Toxic Shot

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

One of the most powerful assets to Teemo is his ability to infinitely bounce his shrooms. This can be done across the map late game if you just so happen to have enough mana and a preset section to bounce off of to make some objective plays which could even net you Baron Nashor Drake

One thing many Teemo players do subconsciously is they utilize their

Noxious Trap Teleport

Alternative Pathing Alternative Pathing These are all the current possible alternative early game clear paths for you:



2: Red > Blue > Wolves > Gromp > Scuttle > Raptor > Krugs (Prevent Counter Jungle)



3: Blue > Gromp > Wolves > Krugs > Scuttle > Raptor (Red is contested)



4: (Red is contested counter jungle their Red)

When playing Teemo in the Jungle, you're always going to be wanting to start on your red side. The reason for this is due to the fact of how squishy we are as Teemo. We can kite and blind a lot of the damage from early camp clears. But red buff will grant us a lot of passive HP regeneration and damage allowing us to clear just a tiny bit faster to stay healthy for ganks and possible invaders. However, if you do get invaded and they won't leave, just give it up and start Blue or if you're feeling ballsy try and steal their red side.

Hiding Red Brambleback from the enemy Hiding Red Brambleback from the enemy





I find it very surprising that not many players do this. If you are invading the enemies jungle in an attempt to steal their Red or know you are about to be invaded yourself, you can simply hide the camp in the corner bush while out of sight from their vision. Most players will immediately check the adjacent bush and move on rather than looking at their mini-map or checking this specific bush as both you and the camp are invisible.

Once you have slain red buff head towards Ancient Krug Toxic Shot Ancient Krug

The changes to Teemo and his damage in the jungle has made it easier to clear Crimson Raptor

Hiding Blue Sentinel from the enemy Hiding Blue Sentinel from the enemy





I also find this very interesting that not many players do this trick with Blue Sentinel especially if you are playing top lane and have an urge to steal their blue. You can simply hide the camp in the corner bush while out of sight from their vision. Most players will immediately check the adjacent bush and move on rather than looking at their mini-map or checking this specific corner as both you and the camp are invisible so long as they do not turn the corner towards scuttle crab. This trick works much better when Ocean drake changes the map due to the added bush here.

Making Scuttle Crab stationary Making Scuttle Crab stationary





You angle yourself in a specific way to attack from an angle both for Drake pit and Baron pit, in roughly the same spots. Doing this allows for you to not have to chase and kite around but rather stand still and contest the objective with your allies assistance if the jungler does try to fight you.

Unless you have need to gank for your allies when you finish Rift Scuttler gromp Greater Murk Wolf

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



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







Hextech Gunblade Teemo Electrocute Dark Harvest



Should you be building into it in every single game, and rushing it into every single match-up you go into? Absolutely not. It is often a waste of resources that could be better spent on Morellonomicon Hextech Revolver Hextech Gunblade

Wit's End Runaan's Hurricane



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

There is no when or why. You would always purchase extra Control Ward

You wouldn't normally start with a Control Ward Boots of Speed Press the Attack



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



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





The following map will give you a rough idea as to where all around the map is good for dealing damage with your shrooms. Basically the most auto-pathed locations will be the preferred choice. The most commonly traveled paths through the jungle will be the most likely places to utilize shrooms. This is the best way to catch people out for kills/assists granting the much needed vision for the team.[/size]

The following map will give you the basic idea as to where you would be placing mushrooms that you'd like to use for their full duration. These locations are basically the places where their champions auto-pathing will never touch for them to be spotted, but not be aware.

The following map is a great example of how our Noxious Trap

The following map is a great example as to how ineffectively our Noxious Trap

I have noticed Teemo support has garnered a lot of attention and praise over the last few seasons. While this is great, it has also been targeted by trolls, bent on making us all out to be trolls. I would like to start by saying, If you are playing Teemo



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



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

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

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

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

Whilst Teemo is considered a horrible (everything), there are certain match-ups you will just never be able to take on without feeding, trading one-for-one, or staying stuck under tower, if you do not respect them properly especially in bushes.



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



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

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

Math behind how Magic Penetration Works Math behind how Magic Penetration Works

Magic penetration and magic resistance reduction work exactly like armor penetration and armor reduction. Magic penetration and magic resistance reduction are calculated on target champions in the following order:



[1] Magic resistance reduction, flat.

[2] Magic penetration, percentage. Void Staff Guinsoo's Rageblade

[3] Magic penetration, flat. Morellonomicon Sorcerer's Shoes





Example: 20 magic resistance reduction reduces the target's magic resistance by 20, so a target with 30 magic resistance will be reduced to 10 magic resistance. (30 − 20 = 10) pretty simple math in this regard.



Flat magic resistance reduction can reduce a target's magic resistance below zero.



Example, if an enemy with 10 magic resistance has their magic resistance reduced by 25, the enemy will have −15 magic resistance. Unfortunately we do not have the old Wit's End



Percentage magic resistance reduction primarily uses the percentage of an enemies maximum MR.



The target's magic resistance is multiplied by a percentage (100% − the listed reduction). Percentage magic resistance reduction stacks multiplicative and is ignored if the target's magic resistance is 0 or less.



Example: 20% magic resistance reduction multiplies the target's magic resistance to 80%, so a target with 30 magic resistance will be reduced to 24 magic resist. (30 × 0.8 = 24) Basic math but can be confusing.



Percentage magic resistance reduction makes a bigger difference on targets with higher magic resistance. For instance, with 40% magic resistance reduction, a target with 200 magic resistance will lose 80 while a target with only 50 magic resistance will lose 20, showing diminishing returns due to their much lower magic resistance.



Percentage magic penetration

The target's magic resistance is treated as being multiplied by a percentage for purposes of damage calculation (100% − the listed penetration). Percentage magic penetration stacks multiplicatively and is ignored if the target's magic resistance is 0 or less.



Example: 20% magic penetration causes the target to take damage as if it's magic resistance was multiplied by 80%, so a target with 30 magic resistance will be treated as though it had 24 for purposes of damage calculation (the target's actual magic resistance value will not change visually, however).





Percentage magic penetration makes a bigger difference on targets with higher magic resistance. For instance, with 40% magic penetration, a target with 200 magic resistance will be considered as having 80 less while a target with only 50 magic resistance will be considered as having 20 less, but won't visually show it.



Flat magic penetration

The target's magic resist is treated as being reduced by an amount for purposes of damage calculation, but cannot be reduced below 0. Flat magic penetration stacks multiple times. The old Wit's End



Example: 20 magic penetration causes the target to take damage as if it's magic resistance was 20 less, so a target with 30 magic resistance will be treated as though it had 10 for purposes of damage calculation (the target's actual magic resistance value will not change, however).



Magic penetration and magic resistance reduction work exactly like armor penetration and armor reduction. Magic penetration and magic resistance reduction are calculated on target champions in the following order:Magic resistance reduction, flat.Magic penetration, percentage.(Overridden by Void)Magic penetration, flat.pretty simple math in this regard.Flat magic resistance reduction can reduce a target's magic resistance below zero.Unfortunately we do not have the oldunique effect to do this anymore.Percentage magic resistance reduction primarily uses the percentage of an enemies maximum MR.The target's magic resistance is multiplied by a percentage (100% − the listed reduction). Percentage magic resistance reduction stacks multiplicative and is ignored if the target's magic resistance is 0 or less.Basic math but can be confusing.Percentage magic resistance reduction makes a bigger difference on targets with higher magic resistance. For instance, with 40% magic resistance reduction, a target with 200 magic resistance will lose 80 while a target with only 50 magic resistance will lose 20, showing diminishing returns due to their much lower magic resistance.Percentage magic penetrationThe target's magic resistance is treated as being multiplied by a percentage for purposes of damage calculation (100% − the listed penetration). Percentage magic penetration stacks multiplicatively and is ignored if the target's magic resistance is 0 or less.Percentage magic penetration makes a bigger difference on targets with higher magic resistance. For instance, with 40% magic penetration, a target with 200 magic resistance will be considered as having 80 less while a target with only 50 magic resistance will be considered as having 20 less, but won't visually show it.Flat magic penetrationThe target's magic resist is treated as being reduced by an amount for purposes of damage calculation, but cannot be reduced below 0. Flat magic penetration stacks multiple times. The oldallowed this.

Recent adventures Recent adventures

Many people ask on occasion...

"What is the best Teemo skin to use?"

There are many factors to be taken into account let me briefly explain.

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



LITTLE DEVIL TEEMO: My personal fav Teemo skin by far not because of the skin itself but merely because of the animation and how smooth it is, to the point where you never cancel autos, again this is all down to personal preference you can play any Teemo skin and be great at it, but if you have trouble with canceling auto attacks it comes down to skins and your experience with the animations if this makes any sense to you.

Hello there and welcome! I am so very glad that you taken the time to sit down and read my extensive guide to Teemo.I have put a lot of time into this and a lot of passion. You could call me an obsessed enthusiast, but I just honestly want to help people, with no ******** or click bait. I am here to help you improve as much as I can with no strings attached at all!It's a pleasure to meet you! I'm more than an internet personality, I'm a friend. So you can always count on me for help!I'm sure many of you may know me from my REDDIT handle u/SovereignKitten on the subreddit ofI tend to be highly active here, when it comes to any and all discussions related to Teemo. If you have questions, ask away!I am a Diamond 4 Teemo player from NA. I play casually on smurfs and normal games as I am not that competitive. I'm always looking for ways to improve this guide. I take criticism and ideas, to make this guide easier to follow and to understand for everyone. Be it either, changing runes or adding in a whole new section of information geared on helping you understand.I created this guide 3 years ago slowly improving it as new changes arrived, and I am proud to present you with constant updated daily/weekly information that I hope improves your overall success with this overly fun and adorable champion!It may be hard to carry as a 1v5, but the accomplishment of doing so with proper warding, shrooming, and utilization of passive, is such a good feeling, knowing you single-handedly won with skill alone, not by pressing one button.You have to be the one to ultimately implement your own type of play-style and charm to your builds. Reading this guide isn't going to suddenly bounce you from iron to challenger overnight. There are no shortcuts, or easy ways to do so. You practice, practice and practice. Things will become clear to you, as you naturally improve. Please keep this in mind while playing.This guide alone will yes, guide you in the right direction, be it with how to counter a champion, or survive a very hard match-up, however, it isn't foolproof. You have to learn this champion yourself with your own hands. Just because ___ plays one way, doesn't mean you have to mimic. You can implement your own style and strategies in how to play. Find what works for you.Teemo is not a champion that you can simply pick up, put on a rune and build items and hard-stomp anyone that gets in your way, he actually unlike some champions, requires the knowledge of the game as a whole to properly dominate lane/game.This could be knowledge of champion match-ups - as in what their abilities do and how to counter them. What objectives do for you and your teammates. Minion control and how controlling a minion wave can severely cripple the opposing team, especially with objectives. Knowing all of your strengths and weaknesses, right up to when you simply can do nothing.I truly hope that the information provided in this guide will help you and provide you with all the knowledge that you need to properly improve yourself to steadily & consistently reach your personal achievements and goals. It's laid down plainly.Hopefully these small changes to your settings will help improve your overall ability to communicate and free up elements. Making things more easier to see, allowing you to focus on what's most important. Yourself and not the toxicity. Good luck!First and foremost, if you are playing Teemo in a solo lane. Your main goal is to take control of that lane, before they hit level 6. This means, being super aggressive when the time calls for it, being mindful of minion aggro and trying to push them out of lane or to get a kill every time they make a minor mistake, like going for that cannon minion and getting hit for 75% of their HP in the process, while also missing because of our. If you lane passively because you're scared, you lose.Teemo is at his strongest during level 1-5. Once most champions hit level 6, they normally have everything that they need to deal with you. Gap close, CC, Burst. While all we have as Teemo is awhich isn't really great at all period. If they simply dash and hit us, we lose all passive speed and get run down rather easily. So try your best to not get caught by kiting.You most likely will get the first blood or a few kills off of your laner in the early game, especially if you are a low-elo player, players here are more willing to make mistakes and allow you to freely snowball because of it, but this is where it becomes extremely important for you to remain ahead throughout the entirety of the game through taking all camps, and CS.You can do this roughly a few ways. You can utilize your lead to punish them further, while also zoning them from gaining CS while freezing your waves, preventing them from gaining EXP / Gold while building up a large enough wave to crash their tower while you once again utilize your lead to harass them under their tower, even further setting them back through gold with a huge wave to protect you from ganks and them moving forward. Because if they die to you, they lose so much EXP.Another way of utilizing your lead would be to do the same as above, but instead of crashing and harassing them, you would be looking to freeze your waves while harassing them out of lane. Once they are backing or dead you would immediately clear the minions as fast as possible, crashing it and then immediately looking for somewhere to roam. Be it MID or BOT for Dragon or simply to grab a 8-10 minute Rift Herald to close out your lane faster so you can focus all your efforts on allied lanes.If none of these are options you can always roam the enemies Jungle to steal their RED or BLUE while warding it up giving you even more lead over your laner. Ideally you want to go back to base to buy more items when you have control of the minion waves. Crash it and then back to base, otherwise you risk losing so much CS to minions and your tower. It keeps you leveling.These games tend to be very boring. If you are going up against an enemy laner that knows how to deal with you. They understand your threat and respect you, then there really isn't much you can do in terms of snowballing. Especially if they play extremely passive during the first few levels, and allow the waves to naturally crash to their tower by giving up a few CS where they can freeze and zone you with threats of ganks and possiblypressure if you're up againstIf you and your laner are even, you simply need to control your minion waves much more effectively and not simply push and shove all game. This simply sets them up for an ally to gank and kill you, setting you behind heavily because if you were not able to kill them before, you now have very limited options for what you can do, so don't get into this position by respecting.Focus on last hitting, and utilizing your poke and harass for when they step forward. That's pretty much all you have to do, respect them when they act a bit more aggressively and punish them for making a minor or major mistake. A form of mistake would bemissing his pull allowing for us to play aggressive for a few moments, it's a small window but you get the idea. You're primarily going to be focusing on CS, warding and harassing when they make the mistakes while respecting them when their abilities are up and when they become a lot more aggressive after being passive all game. Usually being ganked.So if you have not been capable of taking control of the lane in the early game, you should be once again prioritizing other lanes and your allies. Once you hit level 6, you become a huge asset to your teammates and to yourself if you are effectively utilizing yourand granting them vision of top sides jungle, allowing you to play more strategically into champions who are only now beginning to play more aggressively towards you, now that they have their all in potential.The biggest thing you could do is to simply not get into this position in the first place, being behind on Teemo is one of the worst things that can happen to you in a game. Once again, Teemo has his biggest chance to get a lead while he is level 1-5. If he is killed by level 2 or 3, that's it. You've pretty much already lost this lane in terms of snowballing, so tell yourself to STOP. It's over. Focus on CS, managing waves and simply staying alive while not making the same mistakes over and over and over again, killing is a part of the game, but you getting a kill after being set behind 2 waves isn't going to change things, period.Just try to keep your waves frozen, and don't try to help other lanes. You'll just keep setting yourself behind even more.I am unsure if it was intentional from Riot to change the interaction withandbut if you ever find yourself wanting to have some fun, playing with your opponents mind. You can simply teleport while you are in stealth.Even when you are at the top of your game, you will always run into some problems. Problems you might not be effectively able to deal with on your own. It might be ganks, your team or mana. Overall the message I am trying to spread is to keep your head up and keep looking for ways to improve yourself to do better next time, as difficult and frustrating as it may be.This is something you need to understand.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 ouror. It doesn't help if all you do is shove to tower all game. If they can put you out the second you hit the lane at level 1-2 they can easily shut you out of the game entirely if they are somewhat competent in their ability to play the game. It's all about not losing to this by simply becoming more wary of these instances and your surroundings. Place vision out early or try takingThere 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 deepat the right time and utilizingto waste more time while your allies grab objectives elsewhere and put pressure which is invaluable. In the end you may have died, but you wasted 2 or more minutes of two players' time which is a huge set back along with them being siphoned of EXP. You should revel in being ganked, you should expect to be the prime focus. If you're not? Go in on them hard and get the job done.League isn't an easy game to master. It takes the ability to multitask consistently to maximize your macro management. You need to be focusing on everything, even if it is hard to do so. You need to practice to get to the point where you can do it well. This can be simply looking at your mini-map while you're waiting to poke the enemy or simply to last hit your CS. Pinging when you see something in the quick glance to alert your allies. You might notice you have 0% vision and decide you should shove the lane to roam a bit to remedy that. The reason you would shove is so your minions die and keep a majority of the enemies minions alive due to their tower killing our minions faster than they can kill them when we return from roaming.I get it. You feel empowered. You're 20/0 and boy you're out for blood and nothing in this world can stop you! However... You'll lose sense of time, your surroundings will disappear among all things until it is too late and you simply get caught out over and over again. Killing is a part of the game, but don't let it consume you. Going 20/20/0 with 1 objective taken is nothing compared to going 0/0/20 with 10 solo objectives if all you're doing is trading deaths. Play smart, and back off when needed.A lot of players namely new players or players who simply have not grasped the understanding surrounding minions, kill everything quickly and never try to utilize minions to their benefit against their enemies. Let's talk about how we can do this.If the enemy has stuck you in a freeze while permanently zoning you, you can't do anything, the only thing that you can do is ask politely for your jungler to help break free, otherwise you will be incapable of acquiring basic CS and income needs.I would have to consider Teemo to be a very unique and special champion compared to pretty much every other champion in League. Teemo is an honest champion, he doesn't have the amount of **** in his kit to make up for the lack of player skill. The Player controlling Teemo has to actually be able to kite just using his/her own micro/macro management to always succeed.But in truth it is very difficult to climb if you simply do not wish to take the game seriously to improve on all of your flaws and weaknesses. Teemo requires a lot of knowledge to play well. He isn't as simple as playingnor is he similar to playingeither. There isn't anything brain dead about Teemo. You simply have to focus all of your efforts to play perfect.is honestly the bread and butter of his kit, and is what makes a Teemo player so annoying and fun. Very little is actually spoken of this ability and it's powerful passive to new players, because RIOT doesn't explain it in the champion menu in game. So for this reason I will go in as much detail and depth on the ability and the many ways to utilize it properly.is what will really make people tilt. Watching his opponents writhe in pain wishing for their lives to come to an end as they miss every cannon minion. It's also the main factor that will make people rage quit and never come back.is where all the fun happens. The more you max this ability, the more damage you do over time and on-hit to minions and to enemy champions. It also has great synergy and interactions with all runes especially duration runes.'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 likeand- for reference's will last 2.5 minutes, but are on a huge cool down.Playing Teemo in the jungle can be rather difficult. You need to be at the top of your game. Understand how to track your opponents clears and where they are most likely going to show up, to either match them and help your teammates out, or simply take objectives elsewhere. If you spend too much time ganking and not enough time farming in between you will quickly notice you are 2-3 levels behind finding it impossible to catch up. Catch up EXP was removed so if you stop or get invaded you will be starved for EXP causing you to become severely behind and incapable of doing much for your team.Before you even start with your clear, you might want to consider takingif you would like to apply more vision pressure early game while playing withas your primary as the extra damage you gain early on can help with clearing if you're not capable of getting kills or assists with. It's a personal preference for each.It's not exactly easy to tell you what you should be doing after your first clear because every game is different. You may have been invaded, your allies might all be shoved into the enemies towers, and there may be nothing you can do for the early game but farm until you get back in while helping allies when it is in your best interest, not when they are 3 levels behind.So with this in mind, you need to really just think about the situation you are in currently and adapt to that game. If allies are shoved in under tower, get some ganks in especially if you have been tracking the enemy jungler and know he is going to be somewhere else. If they are all shoved into the enemies towers then try to invade a bit and farm / contest dragon.Understanding the enemies pathing can benefit you greatly, because it allows you to stop them from attempting to get a kill and helping your allies snowball in return or at the very least go even. It's not like everyone is cut out to be a jungler, there is a lot of responsibility to helping allies and tracking while also keeping yourself safe from invaders / understanding your limits.Primarily TOP and BOT lane are the easiest lanes to assist, as mid lane is a usually a coin flip and often filled with assassins or burst mages once if fed are nearly impossible to help with. So depending on how well your mid is doing be they feeding, winning or going even. You can often make the decision to help or ignore their lane completely. You never help a losing lane.Playing in the jungle can be stressful. You actively need to be looking for ways to help your team mates. This could be to get them fed or ahead or to get a kill for yourself, but you also must understand that if your ally is 2 levels behind and losing, no amount of you ganking them will do anything for them but reset their gold making their opponent even more of a threat.They can not help you, while helping them, look towards someone else. If you don't have a bot lane or mid lane but a front line fighter or tank who is doing well then help them get out of the laning phase and help transition them to helping allies make it to the mid or late game while doing everything you can to help them help your team. This could be as an engage or simply catching someone out. It's quite difficult to take on assassins who are fed due to being squishy so mid is often ignored.There isn't any "better" or "best" rune to choose from. It is all based on personal preference. Some people really like playing one form, as opposed to others who prefer another.andare 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,is extremely versatile and can play pretty much anything, and isn't restricted to sticking with one single rune or build. There are plenty of Diamond, Master, Grand-Master and Challenger Teemo players who run more than one rune page all with relatively good success, it's not the runes or items. It's their ability to play well under any circumstance.Certain Teemo players can stomp anyone regardless of which runes they choose, but others, especially new players, may have a very hard time with someone like, or even a. This is where switching their runes around can become extremely resourceful. Teemo is not restricted to playing one specific way. He isn't a. There is nothing in his kit forcing or restricting him from going straight AD or TANK. It's not as effective as AP in the long run, since he does scale massively with AP, but it is still an option for those specific types of players. Though I would advise to stick with AP.is a defensive, sustain oriented rune which allows you to survive or to simply stay in lane longer. It will prevent the enemy in most cases from getting any kill pressure on you, so long as you constantly utilize the runes poke and sustain while also utilizing your ability to control minions to keep it on your side of the lane, to further protect yourself.This rune and it's subs are designed to help mitigate and heal most all damage taken from champions that trade very often, and raise your HP steadily. This rune is usually a good choice against many champions, but not everyone. Some champions you just need the damage or the poke, which this rune does not provide much of if you can't get close enough to touch them. Champions likedue to the fact that his range and stun out-range your ability to CS or really poke at all with your short ranged. This build is normally taken againstor asometimes aand even's all in burst and sustain can all be dealt with by taking this defensive rune.I can not recommend this build into champions you have no hope of trading with in the first place, an example of these champions would bereally anyone with massive range and who can simply zone you very effortlessly. You can easily get a grasp proc by auto attacking a minion, waiting a few seconds, then attacking the enemy champion shortly after. Since you have 4 seconds of poison, you only need to wait 3 seconds and then hit the final second on an enemy champion and get 3 HP for free and a small heal while also refreshing the duration for the next full stack.This build is based around high health and moderate sustain, making you harder to kill with the added mitigation with Bone Plating from assassins and burst. Your damage does not suffer unless you end up taking actual tank items. I would suggest not doing this, as damage is important for Teemo, however, if your teammates are extremely fed and you wanna front line for them, by all means try something fun and new! You might just find a new play-style. But for the most part, you're going to be building HP/AP items like:If you ever find yourself going into a full AD composition, against a suitable top lane champion for, then consider taking the two armor shards, as it is one of the best strategies with arush. You become a force to be reckoned with being able to survive countless burst, so long as you avoid the majority of locks downs / knock ups.is an offensive rune in which you can relentlessly poke out your opponent while also focusing on CS.compliments this rune greatly, as the damage over time will allow you to reset her, sending her flying in the enemies face once more, unlike damage this will not draw the aggro of minions allowing you to chase through minions.Keep this in mind as this is most effective when you run towards the enemy, as you have to meet her half way in order to take full control over this advantage. Simple things like the enemy hiding in a bush, make this useful since we just have to hit once.This rune allows you to constantly poke them simply by utilizing her ability to fly out and strike. You would by default grab theand late game scaling runewithdue to the nature of this rune not having that great of a late game scaling potential compared to burst and scaling runes likeandYou can gain either more sustain with the handysecondary rune or the extra true damage with the more preferredrune to give yourself more of an edge against champions who have no ability to get in close to trade or to take less damage and heal back in an even trade if you do decide on taking the first rune in place of this option.I would advise you to never go for bush plays or rather keep them to a minimum. The reason is pretty plain and simple if you have aanywhere near you, and an enemy is nearbywill fly out and hop, skip and jump right back to your very location which can give you away in an instant. A good player will notice this and run you down so long as they can actually damage you or pull you out of stealth. A less than knowledgeable player will just ignore you entirely.is the best rune period for countering top lane tanks and bruisers that do or don't build the Teemo counter itemor playing as a split-push Teemo. The biggest benefit of this rune is the ability to freely max out yourorbased on the situation you are in, since we are going to bereliant. If we need more movement to kite things likewe can, because it isn't going to dwarf our damage in the slightest, it's just going to help us stay mobile so that we can try to avoid them while auto attacking them to death.Normally this is a rune used in our main split-push build. It is impossible to justify choosing any of the other precision runes at this current moment in time for any purpose asis superior to the precision runeand the others are relatively useless to us now, because we can't fully utilize it or previous synergies have been removed in recent seasons, likeand's movement speed AP/AD scaling, which was amazing for split-push.I would also like to mention that it really does matter what type of champions you take this rune into, it will not be good against champions you can not kite period. Champions with a lot of gap close and burst especially CC. So please at the very least try to keep this rune for the purpose of kiting champions, melting tanks and splitting. Sadly because of the nerf to a once strong item like, taking this rune into hard AP match-ups is not as good as it used to be as a first item, so I would advise you to avoid trying to since other runes will benefit you way more in keeping you alive by simply granting kill pressure.There really is no downside to this build besides being hard CC'd and champions who have way too much mobility to click or kite them. If you choose sorcery as your secondary there is no alternative, you will have to rush or build into aas we need the sustain. Otherwise, just takeorandat the expense of’s late game scaling. Sustain is one of the most crucial aspects to this build but absolutely in no way is it worth agold investment unless you are able to get fed relatively early and snowball your lane.But this is subject to my own personal opinion and play-style. It is extremely powerful, but only if you can get it very early. So if you would like to run, your damage will suffer early game if you're not dominating your lane an eventually kick in late game as you acquire the spike items likeandIf you are capable of dominating your lane against a tank, and they build straight into athis allows you to simply build straight intoto completely gut their ability to mitigate damage especially if you are the only AP champion on your team, which allows you to go for a more On-Hit tank shredder build into HP stackers.is one of the best and strongest runes in thetree due to it's short cooldown and synergy with Teemo's. This rune is strictly a bursting rune and primarily based around bursting people down with an auto autocombo. Once you get them down below 40% HP you can start to lower the enemies HP very slightly through's poison duration. The duration of this poison will extend the duration of which you are currently in combat with the enemy, this simply means your poison is being counted as ⅓ of the needed attacks to activatefor 4 seconds allowing for us to finish them off with a combo of autowhen they fall to low HP.So with this alone you can simply poke the enemy champion down with a single or double. Once they fall below 40% and lower, you can simply by your time with poison duration before finally throwing out your burst withandto set off the rune, as you toss out the finishingwhich will often be enough to kill them or at the very least finish them off coupled withand one final strike from, which should kill by duration.Because of this rune being a short cool-down burst rune, it is no surprise that you would really want to maximize your amount of damage dealt to an enemy champion by maxing your magic penetration out fully with the primary items likeandwhich all stack together nicely to take out anyone trying to build a moderate amount of magic resistance against you. You should never be prioritizing enemy tanks, because squishy targets should be your one and only main concern while fighting it out with your allies in a team fight.is a quick exchange rune. It's primarily only useful for champions and or certain tanks that benefit from very short trades due to their abilities to stun or lock you down in place or slow you while leaving very little room for you to react due to a lack of attack speed. The recent changes to this rune and how it behaves with ourmakes it ideal now for players who have difficulties dealing with those gap close quick exchange types. We no longer will force reset the rune due to poison, so after 8 seconds it will be right back up, without any delay to make the rune useless on us. It falls off late game.It's stronger thanat the cost of being 2 seconds longer on cool down, it can also be very useful for wave control after striking an enemy once, focus on shoving a soon to be sieged wave. You can still build full AP, it's mostly just a different type of feel for the play-style. You gain attack speed and a little bit of wave control at the cost of extra damage compared to other runes that do damage significantly all throughout the game straight into the late game.However, do not be fooled into thinking this rune is the most powerful rune. It's down to personal preference of the player. Stick to the runes you can actually utilize in your Elo and you'll be fine, once again this rune isn't meant for late game.It can also be utilized with a full on-hit effect attack speed build utilizingagainst specific tanks, until they end up purchasingto counter us completely. So keep that in mind if you want to play this way.is strictly a soul stacking rune that requires you to consistently lower your opponent to 50% with little to no effort. Once you get them down below 50% it is very important to keep them that way in the entire early game to continue stacking your souls for the mid to late game. Your goal isn't necessarily to kill them, however, it's not frowned upon because compared toyour kill potential is late game and mid game, not to get a ton of kills early game.This runes late game is insane with a full build that compliments yourand. You should never play passively with this rune, you should be aiming for at least 1 soul stack every 2 minutes to be decently powerful around minute 30. So by 15 minutes 7-8 stacks is average but 12 is more acceptable. This also being stated, you should never in your entire life ever play this rune into a match-up you know you can not handle or feel wary about even if the enemies composition is 100% squish. You would simply be better off with, it since it isn't reliant on stacking.is straight up a gamble of a rune to use since you need to be absolutely sure you can handle your laner and focus more on stacks, than surviving or killing. It is oftentimes impossible to get more than 10 stacks by 20 minutes. Let alone get kill potential on your opponent. The long story short is this rune is meant for the late game and only the late game, so if your games are lasting 15-20 mins, you won't do much, so you'd be better off withorMany variants of the build exist. The most terrifying of these builds would have to be max CDR with burst complimenting items. That beingwithThere are many sub-runes you can utilize for different reasons. If you have problems lowering enemies HP to get stacks early game try, which can be taken as a secondary withfor 30% CDR early game. If you are running into mana problems late game, you're going to be better off takingwith. Both are arguably better runes that transition well outside of the laning phase because of the synergy with granting us more mana and mana sustain on kill with extra damage for when champions fall below the 40% threshold which is great with. Mind you this is strictly if you have mana problems.andalso have good synergy.Cloud's are essential for this build as they can drop your CDR from 11 seconds to a potential 4 seconds, which is insane. It will grant you entire control over every single inch of the map. Leaving them absolutely no choice but to use oracles to deal with it, losing them out on a lot of ability to place vision. It isn't an issue since we place them as fast as they clear., while not a primary rune for most Teemo players is a useful rune nonetheless, and can be quite a change of pace from any of the other runes you can select from. This rune is used in very few match-ups. In-fact I would go as far to say you should never take this rune, unless you are going into atop lane. It basically renders his ability to catch you useless, even if he does catch you. The reason for this is because of the ability to apply double slows through items.players are 90% of the time going to be running with the summonerand are very fast once they have acquired, simply allowing them to run you down and catch you out. You often will never be able to escape this as he could catch you out with hisand by that time, we are already caught. So long as you hit him with one auto attack, and avoid the tip of his (Q) by hugging him and then running away while droppinghe can't chase.You will never have to fear him, and of course you also become a huge asset to your team late game with the additional ability to catch out people with the support itemor simply by hitting and enemy withto slow them, followed by youractivation as they both will apply one after the other, giving you some much needed space if you happened to get caught out in the jungle or simply in lane. Once again, I can not recommend this rune outside of simply supporting or laning against aor [Sett] as other champions don't have much of a need to be slowed by us.I would like to add that you can not use this rune againsthe will simply activate his (Q) which will cleanse the slow.is a rune that really only has one real use. It's main use is simply to escapeor rather to deal with his ability to slow us by up to 95% of our movement and cripple our attack speed by half, constantly in the late game, which is devastating for us as we need our movement to escape. Once we are stripped of our only safeguard, we simply get run down.Some players do like taking this rune into general match-ups for the utility it provides to escape, but outside of that you get nothing. It grants us a 75% slow resistance along with a large boost in movement speed, and coupled with an item likewill grant us another 25% gain for a grand total of 100% temporary slow resistance. Great forSimilar to other runes,can be extended with our poison always keeping us in a 1/3 hits before activation. It's great utility, but that's all it really is. So try it if you're the utility type of player, see if you like it, but don't feel obligated.At level 6, you become even more of an asset than you would be by playing Top lane. Since you don't have to worry about CS you can freely roam all over, placing shrooms and clearing vision while helping other lanes.Whether you are playing a game or going into an all out war the fundamentals are always going to be the same.If you have the knowledge of the enemy and also have knowledge of yourself, you will most certainly succeed in the vast majority of your games. If you have knowledge of yourself, but not of the enemy, then you will most certainly bounce back and forth from victory and defeat. If you have knowledge of neither yourself nor of the enemy then you will certainly succumb with each and every attempt you try to make. Reading up on champions and playing them allows for you to understand.Understand your flaws, your weakness and work on fixing them. Vice versa when facing an enemy, look for their weakness, what have they done wrong? No matter how big/small, capitalize on it and punish them. Knowledge and understanding is key.A high level plan to achieve one or more goals under conditions of uncertainty. Strategy is important because the resources available to achieve these goals are usually limited, especially when it comes to playing competitively against disadvantages. Items, runes, positioning, warding, shrooming, utilizing everything consistently while keeping multiple goals to fall back on.It's perfectly fine if one strategy doesn't work out, adapt and overcome and switch tactics to push forward with for victory.Being prepared for anything and everything that could happen, even if it doesn't happen when you expected it to happen. You were prepared for it nonetheless allowing you to be prepared to react accordingly. Warding and setting up a minefield for your allies to retreat into or for the enemy to be flanked with instead with bounces. There is also building correctly instead of building due the greedy mindset of "If I have more damage, they will die faster!" but that is if you can avoid being caught.There are a multitude of different ways to manipulate opponents into doing the things that you want them to do for your own benefit. Some of these forms may be more targeted towards mental manipulation "EZ" after every kill to cause someone to become angry enough to lose their cool and do everything to try and kill you and nothing else. While others are more about actually controlling their movement allowing for you to lure them at specific angles where you want them to be guided. Enemy positioning and sudden changes in their behavior are big red flags that you're being manipulated to come closer.Certain skins animations are extremely smooth whereas some skins are clunky and have a sense of delay if you play multiple skins for a long time you would have eventually noticed this, especially if you were a fan of the old school on-hit 2.5 attack speed builds. Despite what some people may say, it's true. The animations are clunky.