Teemo

The Swift Scout

How this differs from the live game

  • Noxious Trap's (R) don't bounce

Build

Top lane
Summoners
FlashIgnite
Start470g
Doran's RingHealth Potion2Yellow Trinket
Core7,435g
Malady1Nashor's Tooth2Liandry's Torment3
Full build14,130g
Sorcerer's ShoesMaladyNashor's ToothLiandry's TormentRabadon's DeathcapVoid Staff
Situational
Wit's EndZhonya's HourglassRylai's Crystal ScepterHextech GunbladeMercury's Treads

Runes and masteries

Runes
  • x9Mark of Magic PenetrationMark
  • x9Seal of ArmorSeal
  • x9Glyph of Magic ResistGlyph
  • x3Quintessence of Ability PowerQuint
  • Ability Power +15.00
  • Magic Penetration +9.00
  • Armor +9.00
  • Magic Resist +12.60

Magic penetration marks are for Q, E and R, since Teemo's lane poke and mushrooms deal magic damage. Armor seals cover top-lane autos and minions; swap glyphs toward scaling AP only against very low magic-damage teams.

Rune page

Top lane

Statistics

  • Ability Power+15.00
  • Magic Penetration+9.00
  • Armor+9.00
  • Magic Resist+12.60
Masteries30 points21 / 9 / 0
Offense21
1/1
4/4
0/4
0/2
0/4
4/4
0/1
2/3
0/1
1/1
0/2
0/2
3/3
1/1
0/1
0/3
4/4
1/1
Defense9
0/1
0/3
4/4
0/2
3/3
1/3
0/1
0/2
0/2
1/1
0/1
0/1
0/3
0/3
0/1
0/3
0/1
0/1
0/1
Utility0
0/1
0/3
0/3
0/1
0/1
0/3
0/3
0/2
0/4
0/1
0/3
0/1
0/2
0/4
0/3
0/1
0/1
0/3
0/1

This is a 21/9/0 AP offense page with Arcane Knowledge, Spellsword, Archmage and Executioner for Teemo's magic-damage harass. The defense points now spend 8 points in higher rows before Veteran's Scars, so the unlock is legal.

Skill order

ultimate at 6, 11 and 16

Camouflage

Blinding DartQ
Move QuickW
Toxic ShotE
Noxious TrapR
  • Blinding Dart (Q) takes points at levels 2, 8, 10, 12, 13.
  • Move Quick (W) takes points at levels 3, 14, 15, 17, 18.
  • Toxic Shot (E) takes points at levels 1, 4, 5, 7, 9.
  • Noxious Trap (R) takes points at levels 6, 11, 16.

Max E first for Season 3 top-lane bullying, then Q for stronger blind trades and burst. Take one early W at level 3 for spacing and gank avoidance.

Alternative — Max Q before E into basic-attack duelists where the longer blind and higher burst decide trades more than sustained poison damage.

Why these items

Openingsall within the 475 starting gold

  • Doran's RingHealth Potion2Yellow Trinket

    Doran's Ring startDefault into lanes where you can trade often with Q and E while using the mana return to keep pressure.

  • Doran's ShieldHealth PotionYellow Trinket

    Doran's Shield startUse into ranged poke or aggressive auto-attack lanes where the block and regen keep you from being pushed out.

  • Crystalline FlaskHealth Potion3Yellow Trinket

    Flask sustain startUse in attrition matchups where repeated health and mana refills matter more than early combat stats.

Corein buy order

  • 1

    Malady2,035gMalady gives the cheap attack speed, AP and magic-resist shred that made on-hit Teemo's lane damage spike early.

  • 2

    Nashor's Tooth2,500gNashor's Tooth adds sustained DPS, AP and cooldown reduction for more blinds and mushroom coverage.

  • 3

    Liandry's Torment2,900gLiandry's Torment turns Q, Toxic Shot poison and mushrooms into stronger magic poke against health-stacking Season 3 bruisers.

Situationalonly when the game asks for it

  • Wit's End2,150gBuy Wit's End against double AP or magic-heavy lanes when you still need attack speed and on-hit damage.

  • Zhonya's Hourglass3,260gBuy Zhonya's Hourglass against AD assassins, tower dives or teams that can hard engage onto you.

  • Rylai's Crystal Scepter2,900gBuy Rylai's Crystal Scepter when your team needs more slows and you need health to survive side-lane fights.

  • Hextech Gunblade3,400gBuy Hextech Gunblade if you are snowballing and want mixed sustain plus an extra slow for duels.

  • Mercury's Treads1,200gUse Mercury's Treads instead of Sorcerer's Shoes against heavy crowd control or high magic damage.

One build, written by a player. Newest first.

Write a Teemo build
Teemo: hybrid with an AP edgeby jts2Written by a player, not generated · its own page

Build

Mid lane
Summoners
FlashIgnite
Start430g
Boots of SpeedHealth Potion3
Core22,705g
Amplifying Tome1Haunting Guise2Sorcerer's Shoes3Fiendish Codex4Nashor's Tooth5Rabadon's Deathcap6Liandry's Torment7Recurve Bow8Wit's End9Lich Bane10Morellonomicon11Zhonya's Hourglass12Void Staff13
Full build13,805g
Void StaffZhonya's HourglassMorellonomiconLich BaneWit's EndRecurve Bow

Runes and masteries

Runes

      Rune page

      Mid lane

      Statistics

        Masteries30 points21 / 0 / 9
        Offense21
        1/1
        0/4
        4/4
        0/2
        0/4
        4/4
        0/1
        2/3
        0/1
        1/1
        0/2
        0/2
        3/3
        1/1
        0/1
        0/3
        4/4
        1/1
        Defense0
        0/1
        0/3
        0/4
        0/2
        0/3
        0/3
        0/1
        0/2
        0/2
        0/1
        0/1
        0/1
        0/3
        0/3
        0/1
        0/3
        0/1
        0/1
        0/1
        Utility9
        1/1
        0/3
        3/3
        0/1
        0/1
        3/3
        2/3
        0/2
        0/4
        0/1
        0/3
        0/1
        0/2
        0/4
        0/3
        0/1
        0/1
        0/3
        0/1

        Not the author's. This is a 21/9/0 offensive AP page for the author's magic-penetration and AP-heavy Teemo: Haunting Guise, Sorcerer's Shoes, Rabadon's Deathcap, Liandry's Torment, Lich Bane, Morellonomicon, and Void Staff. Spellsword also fits the hybrid on-hit thread from Nashor's Tooth, Wit's End, and Recurve Bow. Inferred from the build and text they did publish.

        Skill order

        ultimate at 6, 11 and 16

        Camouflage

        Blinding DartQ
        Move QuickW
        Toxic ShotE
        Noxious TrapR
        • Blinding Dart (Q) takes points at levels 2, 7, 10, 12, 14.
        • Move Quick (W) takes points at levels 3, 13, 15, 17, 18.
        • Toxic Shot (E) takes points at levels 1, 4, 5, 8, 9.
        • Noxious Trap (R) takes points at levels 6, 11, 16.

        Why these items

        Openingsall within the 475 starting gold

        • Boots of SpeedHealth Potion3

          StartThe opening as the guide publishes it.

        Corein buy order

        • 1

          Amplifying Tome435g

        • 2

          Haunting Guise1,485g

        • 3

          Sorcerer's Shoes1,100g

        • 4

          Fiendish Codex820g

        • 5

          Nashor's Tooth2,500g

        • 6

          Rabadon's Deathcap3,300g

        • 7

          Liandry's Torment2,900g

        • 8

          Recurve Bow900g

        • 9

          Wit's End2,150g

        • 10

          Lich Bane3,000g

        • 11

          Morellonomicon2,200g

        • 12

          Zhonya's Hourglass3,260g

        • 13

          Void Staff2,295g

        Notes

        the author's own words

        Teemo: hybrid with an AP edge — rated 9.2/10 from 884 votes on MOBAFire.

        What the guide does not publish: the guide shows its rune page as an image and never names the runes.

        Build by jts2, written in Season 3 and transcribed from [MOBAFire's League Classic library](https://www.mobafire.com/league-of-legends/build/teemo-hybrid-with-an-ap-edge-patch-3-8-70227).

        Abilities

        per rank
        P

        Camouflage

        If Teemo stands still and takes no actions for a short duration, he becomes Invisible indefinitely. After leaving Invisibility, Teemo gains the Element of Surprise, increasing his Attack Speed for a few seconds.

        Q

        Blinding Dart5 ranks

        Obscures an enemy's vision with a powerful venom, dealing damage to the target unit and blinding it for the duration.

        Damage
        80 / 125 / 170 / 215 / 260 + 70% AP
        Cooldown
        8s
        Cost
        70 / 80 / 90 / 100 / 110 Mana
        Range
        680
        W

        Move Quick5 ranks

        Teemo scampers around, passively increasing his movement speed until he is struck by an enemy champion or turret. Teemo can sprint to gain bonus movement speed that isn't stopped by being struck for a short time.

        Cooldown
        17s
        Cost
        40 Mana
        Range
        Self
        E

        Toxic Shot5 ranks

        Each of Teemo's attacks will poison the target, dealing damage on impact and each second after for 4 seconds.

        Tick Damage
        6 / 12 / 18 / 24 / 30 + 10% AP
        Impact Damage
        10 / 20 / 30 / 40 / 50 + 30% AP
        Dot Damage
        24 / 48 / 72 / 96 / 120 + 40% AP
        Cooldown
        0s
        Range
        680
        R

        Noxious Trap3 ranks

        Teemo places an explosive poisonous trap using one of the mushrooms stored in his pack. If an enemy steps on the trap it will release a poisonous cloud, slowing enemies and damaging them over time.

        Damage
        200 / 325 / 450 + 50% AP
        Cooldown
        1s
        Cost
        75 / 100 / 125 Mana
        Range
        230

        Matchup against

        62 champions, one-on-one
        • Ahri

          AhriUnfavoured

          Ahri outranges Teemo, can Charm him out of his short trading pattern, and uses Spirit Rush to deny mushroom zones or finish through Move Quick.

          Watch for Charm: if it lands, Teemo loses control long enough for Orb of Deception, Fox-Fire, and Spirit Rush bolts to decide the duel.

          How to beat

          Hold just outside Charm range and make Ahri spend Orb of Deception on the wave before stepping up for autos. Do not chase through open space once Spirit Rush is available; fight around mushrooms so her dashes have to cross poison fields. Commit only after Charm misses or is blocked by minions.

          Later Ahri is still better in picks and teamfights, while Teemo is better at preparing a side lane before she arrives. Shroom flank paths and retreat lines, then force her to clear vision instead of getting clean Charm angles.

          • Stand behind minions until Charm is down; Blind does not stop her spell combo.
          • A mushroom behind you matters more than one under her, because Spirit Rush punishes straight retreats.
          • If Ahri uses Spirit Rush aggressively without Charm, kite backward instead of trading in place.
          BuyBanshee's VeilMercury's TreadsSpectre's Cowl
        • Akali

          AkaliUnfavoured

          Akali can force melee range with Shadow Dance, hide from Teemo's autos in Twilight Shroud, and sustain through poison if Teemo cannot keep distance.

          Watch for Shadow Dance: it erases Teemo's range advantage and lets Akali re-enter every time he tries to kite out.

          How to beat

          Harass before level 6 and keep mushrooms between yourself and her dash path once she has charges. Save Blinding Dart for the moment she lands and wants to consume Mark of the Assassin with an attack. If she drops Twilight Shroud, leave its edge instead of standing there waiting for target access.

          Later Akali wins isolated side-lane fights if she can reach Teemo without crossing traps, but Teemo makes her flanks miserable when he has time to seed mushrooms. In teamfights, play as a peel and trap champion rather than trying to duel her in shroud.

          • Do not waste Blind before Akali uses Shadow Dance; she can wait it out in shroud.
          • Place mushrooms on both sides of the minion wave so her dash-in has a poisoned exit.
          • If Mark of the Assassin is on you, back up until the mark timer is nearly gone.
          BuyBanshee's VeilMercury's TreadsQuicksilver Sash
        • Alistar

          AlistarFavoured

          Alistar has trouble killing Teemo alone unless he catches him into terrain, while Teemo can kite him and wear him down outside Pulverize range.

          Watch for Headbutt: it can knock Teemo into a wall, turret, or Pulverize follow-up and remove his spacing advantage.

          How to beat

          Stay at max auto range and do not hug walls where Headbutt creates a guaranteed engage. Poke until Alistar uses Headbutt or Pulverize defensively, then chase with Move Quick and poison. When Unbreakable Will is active, stop committing and use the duration to reposition or reload mushrooms.

          Later Alistar matters far more in teamfights than in a side-lane duel, where Teemo can usually avoid him forever. Shroom entrances and flanks so Alistar has to engage through slows before finding the carry line.

          • Blind is low value unless Alistar is using Unbreakable Will to punch you down.
          • Do not chase into brush; Pulverize range is much easier for him there.
          • If he ults early, kite away and restart when the damage reduction ends.
        • Amumu

          AmumuEven

          Teemo can kite Amumu before contact, but a landed Bandage Toss into Curse of the Sad Mummy gives Amumu enough lockdown and percent-health damage to win.

          Watch for Bandage Toss: it starts Amumu's full melee pattern and removes the distance Teemo needs to win.

          How to beat

          Fight behind minions when possible and strafe sideways rather than straight back from Bandage Toss. Keep mushrooms on your retreat route so Amumu is slowed after he commits. If Bandage Toss misses, punish hard with autos before his next engage window.

          Later Amumu is much stronger in grouped fights because Curse of the Sad Mummy can decide the whole engage. Teemo should avoid being part of the first clump, trap choke points, and use Blind only after Amumu reaches a carry or starts autoing in melee.

          • Do not stand alone in open river; that gives Bandage Toss its cleanest line.
          • A mushroom directly under yourself helps after Amumu lands Q, not before.
          • If Curse is available, save Flash or Move Quick discipline for after the stun ends.
          BuyBanshee's VeilMercury's TreadsSpectre's Cowl
        • Anivia

          AniviaUnfavoured

          Anivia outranges and zones Teemo, and Rebirth means Teemo often has to win the duel twice while standing inside her control tools.

          Watch for Flash Frost: the stun enables Frostbite burst and gives Anivia time to wall or storm Teemo's escape.

          How to beat

          Never walk straight at Anivia through minions; use side angles and short poison trades after Flash Frost has passed. Keep enough distance from Crystallize terrain that a wall cannot trap you inside Glacial Storm. If you trigger Rebirth, only finish the egg if Flash Frost and wall are down or mushrooms already cover the area.

          Later Anivia controls teamfights and sieges better, while Teemo controls paths before the fight starts. In side lanes he can pressure her mana and rotations, but he should not duel her in a prepared wave with ultimate running.

          • Egg turns a close all-in into a loss if you have no mushroom field ready.
          • Move sideways out of Flash Frost; backing up keeps you in its path longer.
          • Do not fight inside Glacial Storm just to keep Toxic Shot ticking.
          BuyBanshee's VeilMercury's TreadsSpectre's Cowl
        • Annie

          AnnieUnfavoured

          Annie's range and instant stun burst punish Teemo before he can stack enough poison autos to matter.

          Watch for Pyromania Tibbers: the charged Summon: Tibbers stun front-loads enough damage to kill or force Teemo out immediately.

          How to beat

          Track Annie's stun count and give up autos when Pyromania is ready. Trade only after she spends stun on a minion, whiffs Incinerate spacing, or uses Tibbers elsewhere. Mushrooms should cover the path you retreat through, because once she flashes or walks into stun range there is little mechanical outplay.

          Later Annie remains a much stronger teamfight threat because Flash Tibbers can erase grouped targets. Teemo should split when safe or trap flank routes so Annie has to reveal herself before finding stun range.

          • Blind does not reduce Annie's burst unless Tibbers is already attacking you.
          • Do not let her hold four Pyromania stacks for free; either back off or force her to spend it.
          • A Banshee's Veil spell shield can be the difference between living and dying to her engage.
          BuyBanshee's VeilMercury's TreadsQuicksilver Sash
        • Ashe

          AsheEven

          Ashe outranges Teemo and can kite with Frost Shot, but Teemo's Blind can ruin her committed auto-trade if he reaches his own range.

          Watch for Frost Shot: repeated slows keep Teemo from entering or leaving auto range on his terms.

          How to beat

          Use brush, minions, and mushrooms to deny a long open-lane chase, because Ashe wins extended spacing with 600 range and slows. Save Blinding Dart for when she commits to sustained autos rather than using it for poke. If Enchanted Crystal Arrow misses or is blocked, Move Quick forward and force the short-range trade.

          Later Ashe is better in front-to-back teamfights, while Teemo can make side lanes and jungle paths dangerous for her immobile positioning. In direct side lane, the winner is usually whoever controls vision and starts at the right range.

          • Boots of Swiftness matter because Frost Shot is the real duel tool.
          • Do not chase Ashe down a clear lane unless her arrow is unavailable.
          • Blind after Volley if she is stepping forward to auto, not while she is only poking.
          BuyBoots of SwiftnessNinja TabiDoran's Shield
        • Blitzcrank

          BlitzcrankFavoured

          Blitzcrank is dangerous only if Rocket Grab lands, because otherwise Teemo can kite him and Blind his Power Fist follow-up.

          Watch for Rocket Grab: it drags Teemo into melee range where Power Fist and Static Field can burst through his spacing.

          How to beat

          Stand behind minions and punish Blitzcrank every time Rocket Grab is down. If he uses Overdrive to run at you, kite through mushrooms and Blind before Power Fist connects. Do not fight near walls or brush pockets where Grab angles are hidden.

          Later Blitzcrank is not looking for a fair side-lane duel; he wants picks before teamfights. Teemo should shroom common hook angles and stay behind minion waves so Blitz has to reveal himself before threatening Rocket Grab.

          • Blind can make Power Fist miss its attack damage, but it will not save you from being grabbed.
          • A mushroom in the lane center often stops Overdrive follow-up after a missed hook.
          • Do not auto him under Mana Barrier unless you can keep spacing after the shield appears.
          BuyNinja TabiGuardian Angel
        • Brand

          BrandUnfavoured

          Brand's spell range and percent-health burn let him win unless Teemo dodges the key stun and forces short trades between cooldowns.

          Watch for Sear: when Brand has already applied Blaze, Sear stuns Teemo and guarantees the rest of Brand's damage.

          How to beat

          Do not let Brand tag you with Conflagration and then walk in a straight line where Sear becomes easy. Bait Pillar of Flame, step out, then use the cooldown gap for one or two autos rather than a full chase. Avoid fighting near minions when Pyroclasm is up because bounces turn a close duel against you.

          Later Brand is stronger in grouped fights if enemies clump, while Teemo is stronger before the fight by trapping approaches. In side lane, Teemo can win only with prepared mushrooms and clean Sear dodges.

          • A Blaze-marked Teemo must respect Sear even if Brand looks low.
          • Do not stand beside your own minion wave during Pyroclasm.
          • One short poison trade is fine; an extended chase gives Brand every cooldown back.
          BuyBanshee's VeilMercury's TreadsSpectre's Cowl
        • Cho'Gath

          Cho'GathEven

          Teemo can kite Cho'Gath for a long time, but Rupture or Feral Scream into Feast gives Cho'Gath a decisive melee finish.

          Watch for Rupture: the knockup and slow let Cho'Gath close for Feral Scream and Feast before Teemo can reset distance.

          How to beat

          Keep moving unpredictably while autoing, and do not stop for an extra Toxic Shot if Rupture is available under you. Stay outside Feral Scream cone range until Cho has used Q, then punish his long cooldown with sustained autos. If he reaches Feast threshold, disengage immediately instead of trying to finish through his health bar.

          Later Cho'Gath becomes harder for Teemo to kill as Feast stacks and tank items pile up, but he still hates crossing trapped side-lane corridors. In teamfights, Teemo should blind Cho's autos only if carries are safe; otherwise save attention for zoning his approach.

          • Rupture is easier for Cho if you kite in a straight line along the lane.
          • Do not fight at low health; Feast ignores the kind of small spacing mistakes Teemo usually survives.
          • Madred's Bloodrazor is a real answer if Cho builds full health.
          BuyMadred's BloodrazorBoots of SwiftnessBanshee's Veil
        • Corki

          CorkiUnfavoured

          Corki outranges Teemo, deals mixed damage that Blind only partly answers, and can use Valkyrie to exit mushroom setups or chase kills.

          Watch for Gatling Gun: it keeps damaging while reducing armor, making Teemo lose extended trades even after Blind covers some autos.

          How to beat

          Take very short trades from brush or after Corki spends Phosphorus Bomb, then leave before Gatling Gun runs on you. Do not place all mushrooms directly between you and Corki because Valkyrie can cross them and continue the fight from a new angle. Commit only when Valkyrie is down and Corki has missed a missile or bomb.

          Later Corki scales into stronger direct fights and teamfight poke, while Teemo's value shifts toward trapping rotations and forcing Corki to spend Valkyrie defensively. In side lane, Teemo needs prepared terrain; in open lane Corki wins.

          • Blind does not stop Missile Barrage, Phosphorus Bomb, or Gatling Gun.
          • If Valkyrie is up, a low Corki is still not trapped by one mushroom line.
          • Magic resistance alone is not enough because Corki's damage is mixed.
          BuyBanshee's VeilGuardian AngelMercury's Treads
        • Dr. Mundo

          Dr. MundoEven

          Teemo can kite Dr. Mundo and apply constant poison, but Mundo's cleavers, regeneration, and Sadism can outlast him if Teemo lacks anti-heal or room to run.

          Watch for Infected Cleaver: the slow breaks Teemo's spacing and lets Mundo keep reapplying damage until Sadism wins the health race.

          How to beat

          Stand behind minions to block cleavers and keep mushrooms on the lane edges where Mundo wants to chase. Use Move Quick to dodge Infected Cleaver, not to start a trade, because one slow can turn into a long pursuit. When Sadism is active, apply Grievous Wounds if you bought it or disengage until the regeneration window falls off.

          Later Mundo becomes very hard to kill in a side lane without anti-heal and percent-health damage, but he still has to walk through Teemo's trap network to reach objectives. In teamfights, Teemo should slow his approach and avoid wasting time hitting him while carries are exposed.

          • Executioner's Calling is specifically valuable because Sadism is the duel swing.
          • Minions are your best shield against Infected Cleaver.
          • Do not all-in during Sadism unless he is already cut by Grievous Wounds.
          BuyExecutioner's CallingMadred's BloodrazorBoots of Swiftness
        • Evelynn

          EvelynnUnfavoured

          Evelynn's camouflage and burst let her choose the start of the fight, and Teemo usually loses if she opens in melee range before traps reveal the path.

          Watch for Shadow Walk: it denies Teemo the normal ranged setup and lets Evelynn begin the duel close enough for Ravage and Agony's Embrace.

          How to beat

          Treat every unwarded angle as live and keep mushrooms on the approaches, not just in the wave. If Evelynn appears without using Agony's Embrace, Blind after Ravage starts and kite across a mushroom rather than away from it. Do not push past your trap line unless you know where she is.

          Later Evelynn is stronger at finding isolated kills, while Teemo is stronger at making those routes expensive if he prepared them first. In teamfights, stay near allies and trap flanks so Evelynn cannot start on you unseen.

          • Mushrooms double as detection pressure because Evelynn has to path around them or trigger the slow.
          • Do not rely on Camouflage mirrors; Evelynn chooses fights while moving, Teemo does not.
          • A spell shield or cleanse item is less important than controlling the approach path.
          BuySightstoneBanshee's VeilMercury's Treads
        • Ezreal

          EzrealEven

          Ezreal can poke from beyond Teemo's range and escape with Arcane Shift, but Teemo wins if he dodges Mystic Shot and forces Ezreal into blinded auto range.

          Watch for Mystic Shot: repeated hits keep Ezreal's cooldowns moving and let him win without standing in Teemo's range.

          How to beat

          Hide behind minions to cut off Mystic Shot and make Ezreal spend spells to farm or reposition. When Arcane Shift is down, Move Quick forward and use Blind as he turns to auto with Rising Spell Force stacks. Avoid chasing through a straight lane where he can land every Q during the retreat.

          Later Ezreal is safer in teamfights and poke wars, while Teemo controls the terrain Ezreal wants to kite through. In side lane, Teemo needs minion cover and mushroom control; without them Ezreal can whittle him down before committing.

          • Blind is strongest after Ezreal has passive stacks and wants to auto, not while he is only throwing Q.
          • A mushroom behind Ezreal's Arcane Shift landing zone can turn his escape into your engage.
          • Do not stand in low-health minions; Mystic Shot through farm keeps his cooldowns flowing.
          BuyNinja TabiDoran's Shield
        • Fiddlesticks

          FiddlesticksUnfavoured

          Fiddlesticks can fear Teemo, drain through his short-range damage, and punish any stationary setup with Crowstorm.

          Watch for Terrify: the fear stops Teemo from breaking Drain or leaving Crowstorm range at the moment he needs control most.

          How to beat

          Keep distance until Terrify is used, then interrupt his plan by walking out of Drain range rather than trying to race the healing. Trap brush and fog entrances because Crowstorm is only unfair when Fiddlesticks channels unseen. If he starts Drain without fear available, Blind is irrelevant; simply leave its tether and punish afterward.

          Later Fiddlesticks is far more dangerous in teamfights from fog, while Teemo is better at denying those fog positions with mushrooms. In a side lane, Teemo can win prepared fights, but face-checking a Crowstorm angle loses instantly.

          • Blind does not stop Drain, Terrify, Dark Wind, or Crowstorm.
          • Mushroom the brush Fiddlesticks wants to channel from, not only the lane path.
          • Mercury's Treads reduce the fear window enough to escape some Crowstorm starts.
          BuyMercury's TreadsBanshee's VeilQuicksilver Sash
        • Gangplank

          GangplankEven

          Gangplank's Parrrley poke and Remove Scurvy sustain make him hard to wear down, but Blind can deny his melee follow-up and Teemo can kite him through traps.

          Watch for Parrrley: it lets Gangplank trade from outside melee range and apply pressure without giving Teemo a long auto window.

          How to beat

          Do not take repeated Parrrley trades for free; answer only when you can step in for several poisoned autos. Save Blind for when Gangplank commits with Raise Morale movement speed or tries to auto after Parrrley. If he uses Remove Scurvy for healing, punish the cooldown before he can reset with another orange.

          Later Gangplank brings a global teamfight slow and stronger burst windows, while Teemo has better local control of side-lane paths. In the duel, armor and spacing decide it; in grouped fights, avoid clustering inside Cannon Barrage and keep mushrooms on his flank routes.

          • Remove Scurvy does not remove Toxic Shot's future autos, so restart poison after he heals.
          • Blind after Parrrley if he is running in to auto, not before he fires it.
          • Boots of Swiftness help against Cannon Barrage and Raise Morale chase angles.
          BuyNinja TabiBoots of SwiftnessDoran's Shield
        • Garen

          GarenFavoured

          Teemo wins while he can kite, but one clean Decisive Strike into Judgment and Demacian Justice can flip the duel if Teemo is already low.

          Watch for Decisive Strike: breaks slows and gives Garen the speed window to reach Silence range.

          How to beat

          Hold just outside his Q engage range and keep poisoning him so Perseverance never turns the lane back in his favor. Blind as he commits with Decisive Strike, then move sideways out of Judgment instead of standing to trade. Commit only after Q is down or after he has wasted the speed burst into a mushroom slow.

          Later Finished Garen is harder to punish because he can absorb poke and threaten executes, but Teemo still controls the side lane if mushrooms cover the paths Garen must run through. In teamfights, do not front-to-back into him; blind his carry or kite Garen through traps while your team handles the engage.

          • Auto him often enough to keep Perseverance disabled.
          • Do not blind before Decisive Strike starts unless you are forcing him off a minion.
          • Mushroom the straight lane path, not only river, because Garen has no dash around it.
          • If he saves Demacian Justice, leave the duel before you are executeable.
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        • Gragas

          GragasEven

          Teemo can wear Gragas down between cooldowns, but Body Slam and Explosive Cask give Gragas the burst and displacement to deny a clean kite.

          Watch for Body Slam: closes the gap, slows Teemo, and sets up Barrel Roll or Explosive Cask.

          How to beat

          Play at max auto range and make Gragas spend Barrel Roll on the wave or miss it before you step forward. Sidestep sideways when he angles Body Slam, then punish the missed dash with poison autos and a mushroom behind his retreat. Do not chase in a straight line after level 6 because Explosive Cask can knock you back into his damage.

          Later Gragas is better in grouped fights because his cask can decide positioning, while Teemo is better at making side-lane paths painful and slow. Keep mushrooms on flank routes and avoid standing where one cask puts you into his team.

          • A mushroom between you and Gragas makes Body Slam much less reliable.
          • Do not trade inside Barrel Roll after it arms; force him to detonate early or give space.
          • Blind does not stop his main burst, so use Q for damage or to cut follow-up autos, not as your only defense.
          • If he drinks with Drunken Rage in vision, step up while his mobility is still the real cooldown to track.
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        • Heimerdinger

          HeimerdingerUnfavoured

          Heimerdinger outranges Teemo with turrets and rockets, and Teemo has to walk into controlled space to damage him.

          Watch for H-28G Evolution Turret: creates a zone Teemo must clear before he can safely trade.

          How to beat

          Do not duel him inside a turret nest; clear the outer turret with autos when rockets are down, then back out before grenade can punish you. Hold minions between you and CH-1 Concussion Grenade, and use mushrooms to cut off the retreat path rather than throwing them into turret fire. Commit only after a grenade miss or when his turrets are already thinned.

          Later Heimerdinger is stronger around fixed objectives and sieges, while Teemo is stronger setting traps before anyone arrives. In side lane, you win only if the wave is away from his prepared turret field; otherwise, rotate and make him move through mushrooms.

          • Do not stand as the closest target when Hextech Micro-Rockets are ready.
          • Blind is valuable only if he is forced to auto; it does nothing to the turret zone.
          • Mushrooms behind his turret line punish his retreat better than mushrooms directly under turrets.
          • If he sets up first, the correct play is often to leave and make him walk.
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        • Janna

          JannaFavoured

          Janna can disengage almost forever, but in a forced 1v1 she lacks the damage to kill Teemo through poison trades.

          Watch for Monsoon: resets the fight by knocking Teemo away and healing through his poison window.

          How to beat

          Walk her down slowly rather than spending everything into Eye Of The Storm. Bait Howling Gale with short forward steps, then trade after it passes and keep autos spaced so Zephyr cannot turn into a long chase. Save mushrooms for her retreat line because she will usually win by leaving, not by killing you.

          Later Janna is much better in teamfights than in duels because her shields and Monsoon protect carries from Teemo's poke. Teemo should not chase her support pattern; trap flanks and blind the shielded damage dealer instead.

          • Do not waste burst into Eye Of The Storm unless you are forcing the shield cooldown.
          • Place mushrooms where Monsoon will push you away from her, so the reset still costs her space.
          • Her Tailwind and Zephyr movement make blind chasing unreliable without trap coverage.
          • If she uses Monsoon only to escape, accept the cooldown win and take the map.
        • Jarvan IV

          Jarvan IVUnfavoured

          Jarvan's flag combo and Cataclysm can trap Teemo in melee range where Blind does not stop his spell damage and passive hit.

          Watch for Cataclysm: locks Teemo in an arena so he cannot kite Jarvan's melee follow-up.

          How to beat

          Stand off the minion line so Demacian Standard into Dragon Strike has to be aimed, not guaranteed through the wave. If he misses the knockup, punish hard with autos while backing toward mushroom-covered ground. After level 6, keep a mushroom inside or just outside likely Cataclysm spots so the arena turns into a slow zone instead of a free kill.

          Later Jarvan is stronger in teamfights because he can start fights and trap carries, while Teemo is better when the map is already seeded with traps. In side lane, Teemo can poke him down, but one Cataclysm with no mushroom setup still favors Jarvan.

          • Do not stand in a straight line with his flag and your champion.
          • Blind after he enters melee to deny Martial Cadence follow-up damage.
          • A mushroom inside Cataclysm can buy enough time to survive the arena.
          • If his combo is down, his next few seconds are your best trade window.
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        • Jax

          JaxUnfavoured

          Jax can dodge Teemo's autos during Counter Strike, force melee with Leap Strike, and outscale the duel if Teemo misuses Blind.

          Watch for Counter Strike: dodges Teemo's basic attacks and removes his main damage during the all-in window.

          How to beat

          Never stand and auto into Counter Strike; back away, drop a mushroom between you, and wait for the dodge to end. Blind after Counter Strike finishes or as Jax lands from Leap Strike so his empowered follow-up misses. Commit only when both Leap Strike and Counter Strike are unavailable, because otherwise he chooses when the fight happens.

          Later Finished Jax beats most honest side-lane duels if he reaches Teemo without eating trap chains first. Teemo's job late is to pre-seed the lane, force Jax to spend health before contact, and avoid isolated fights in unwarded space.

          • Counter Strike blocks your Toxic Shot autos, so stop attacking during it.
          • Do not blind too early; Jax is happy to dodge while blind is ticking.
          • Mushroom your own retreat path, not just his, because Leap Strike starts the real fight.
          • If he jumps to a minion to close distance, punish before Counter Strike begins.
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        • Karthus

          KarthusEven

          Teemo can dodge Lay Waste and kill Karthus quickly, but Wall of Pain and Death Defied make any close-range finish costly.

          Watch for Wall of Pain: slows Teemo and lowers his ability to dodge repeated Lay Waste casts.

          How to beat

          Fight at the edge of auto range and keep moving unpredictably between attacks so isolated Lay Waste does not land. Do not run through Wall of Pain to finish him unless you know the kill is immediate; use mushrooms to make Karthus walk through damage instead. When he dies, leave Death Defied range quickly rather than trying to add unnecessary autos.

          Later Karthus has the stronger teamfight damage and global cleanup, while Teemo has better control over side-lane approaches. Split with enough health to survive Requiem, and use mushrooms to make his team enter fights already damaged.

          • Short stutter-steps beat Lay Waste better than long straight retreats.
          • Blind has little defensive value here; Q is mostly damage.
          • After killing him, exit Defile range before counting the duel won.
          • Track Requiem health thresholds before staying on the map after a close trade.
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        • Kassadin

          KassadinUnfavoured

          Kassadin's magic reduction, silence, and Riftwalk let him ignore much of Teemo's poke and choose the all-in timing.

          Watch for Riftwalk: bypasses Teemo's kite spacing and repeatedly repositions onto him.

          How to beat

          Punish Kassadin before level 6 with autos whenever Null Sphere is down, because that is the window where he cannot freely reach you. After level 6, fight only around mushrooms and do not chase into fog; he wants short Riftwalk trades while your poison is interrupted by silence. Save Blind for after he appears so his Nether Blade autos do not add free damage during the burst.

          Later Late Kassadin wins isolated side-lane access unless Teemo has a dense trap field already prepared. In teamfights, Teemo should protect flanks with mushrooms and avoid being the first target Kassadin can silence and burst.

          • Pre-6 is your real chance to build a lead; post-6 spacing alone is not enough.
          • Null Sphere silence can stop your response, so do not hold every cooldown too long.
          • Mushrooms near walls punish the Riftwalk angles he actually uses.
          • Do not follow him into untrapped fog after a low-health blink.
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        • Katarina

          KatarinaEven

          Teemo can punish Katarina's melee commits, but Shunpo plus Death Lotus kills him if Blind and mushroom spacing are mistimed.

          Watch for Death Lotus: channels heavy damage at close range and forces Teemo to leave or finish her immediately.

          How to beat

          Keep enough distance that Shunpo is her only way in, then punish the landing point with Blind, autos, and a mushroom under your feet. Do not let Bouncing Blade chip you into all-in range for free; step back when marked and trade after it bounces away. Commit when Shunpo is down or when she has used it aggressively without a reset target.

          Later Katarina is more dangerous in messy teamfights because Voracity can reset through low-health targets, while Teemo is better before the fight starts. Trap the flank and save damage to interrupt her entry pattern by forcing her to Shunpo defensively.

          • A mushroom under yourself is often better than one under her current position.
          • Blind does not stop Death Lotus, so movement and trap slow matter more than Q there.
          • Do not chase past minions if Shunpo can use them to dodge your spacing.
          • Keep your health high enough that one Shunpo combo is not lethal.
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        • Kayle

          KayleUnfavoured

          Kayle matches Teemo's ranged trading with Righteous Fury, has sustain and speed, and can deny his kill window with Intervention.

          Watch for Intervention: makes Kayle immune during the window where Teemo would finish her through poison.

          How to beat

          Trade when Righteous Fury is down; when it is active, respect that she can hit back at range and splash through minions. Blind her as she commits to ranged autos, then disengage before Reckoning slow lets her extend the trade. Do not dump all damage into Intervention; use that time to reposition onto a mushroom line and restart after it ends.

          Later Finished Kayle is stronger in sustained duels and teamfights because Intervention can save herself or a carry while her ranged autos continue to matter. Teemo should split with trap coverage and force her ultimate before major fights, not try to stat-check her late.

          • Count Righteous Fury uptime; fighting during downtime is the matchup.
          • Blind is excellent against her E autos but poor if used while she is just backing away.
          • Reckoning slow is the cue to kite, not to stand and race damage.
          • If Intervention starts, move instead of attacking into immunity.
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        • Kennen

          KennenUnfavoured

          Kennen outranges Teemo, stacks stuns through marks, and can force an all-in with Lightning Rush and Slicing Maelstrom.

          Watch for Slicing Maelstrom: keeps applying damage and Mark of the Storm while Teemo is trapped near Kennen.

          How to beat

          Stay outside his 550 poke range unless Thundering Shuriken is blocked by minions or on cooldown. If he uses Lightning Rush forward, kite through mushrooms and do not let the third mark stun you inside his ultimate. Commit only after he misses Q or spends E defensively, because otherwise he controls both engage and escape.

          Later Kennen brings much stronger teamfight initiation, while Teemo's late value is in forcing bad approaches before Kennen can flank. In side lane, Teemo can win only with trap setup and mark discipline; an unprepared river or brush duel favors Kennen.

          • Minions are your best cover against Thundering Shuriken.
          • Back off at two Mark of the Storm stacks; the next hit changes the trade completely.
          • Blind does not stop his spell combo, so do not rely on it to survive Maelstrom.
          • Mushroom flank paths where Lightning Rush lets him enter fights.
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        • Kog'Maw

          Kog'MawEven

          Teemo wins short trades with Blind, but Kog'Maw's Bio-Arcane Barrage outranges and outdamages him if Teemo cannot disengage.

          Watch for Bio-Arcane Barrage: gives Kog'Maw enough range and percent-health damage to beat Teemo before Teemo can answer.

          How to beat

          Do not fight while Bio-Arcane Barrage is active unless Blind is ready and you can immediately leave its range. Use mushrooms to punish his immobility and force him to walk sideways before he can free-fire. Commit after W expires or when Void Ooze misses, then keep moving away from Icathian Surprise after the kill.

          Later Kog'Maw is far stronger in protected teamfights, while Teemo is stronger at catching him alone or trapping the route he needs to stand and shoot from. In side lane, Teemo can win with mushrooms, but a clean open-ground DPS race favors Kog'Maw late.

          • Blind during Bio-Arcane Barrage, not after it has already ended.
          • Never finish him and stand still; Icathian Surprise can trade the kill back.
          • Void Ooze creates the line he wants you to fight inside, so step out before trading.
          • Trap choke points where he must set up artillery range.
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        • Lee Sin

          Lee SinUnfavoured

          Lee Sin reveals and reaches Teemo through Tempest and Sonic Wave, then uses Dragon's Rage to end the kite pattern.

          Watch for Sonic Wave / Resonating Strike: marks Teemo and gives Lee Sin a targeted gap close into execute damage.

          How to beat

          Keep minions between you and Sonic Wave, and punish him only after Q misses or is used on the wave. If he lands Q, move toward mushroom-covered ground before the second cast arrives, then Blind as he starts autoing after the gap close. Respect Tempest because it reveals you and removes the safety of Camouflage tricks.

          Later Lee Sin is less dominant in pure scaling but still dangerous because he can pick Teemo off before traps matter. Teemo should side lane with wards and mushrooms layered behind him, while in teamfights he avoids kick angles and blinds Lee's follow-up target if Lee dives.

          • Do not rely on Camouflage if Tempest is available nearby.
          • Minion cover is the matchup; open space heavily favors Lee Sin.
          • Blind after he connects, since most of his burst setup is spell-based before autos matter.
          • A mushroom behind you can punish Resonating Strike better than one in front of him.
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        • Leona

          LeonaFavoured

          Leona can lock Teemo down, but in a true 1v1 she usually lacks the damage to finish him unless Zenith Blade starts a long crowd-control chain.

          Watch for Zenith Blade: lets Leona reach Teemo and start her stun sequence.

          How to beat

          Hold max range and punish her every time Zenith Blade is down, because she has no other reliable way to start the duel. When she activates Eclipse, kite backward instead of dumping damage into the resistance window. Drop mushrooms in the line she must walk after Zenith Blade misses, then turn once her engage tools are spent.

          Later Leona is much more relevant in teamfights than duels because her crowd control lets allies kill targets marked by Sunlight. Teemo should not waste time trying to kill her first; trap her engage lanes and blind the carry following her in.

          • Sidestep Zenith Blade before trading; do not trade first and dodge later.
          • Eclipse is a stall window, so let it expire if you can.
          • Solar Flare matters mostly as setup, not as lethal damage by itself.
          • If she misses E, you can chase without fear until it returns.
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        • Lulu

          LuluUnfavoured

          Lulu outranges Teemo, shields poison trades, slows his chase, and can deny an all-in with Wild Growth.

          Watch for Wild Growth: knocks Teemo up and adds enough health to erase his kill timing.

          How to beat

          Avoid extended trades while Help, Pix! is ready because the shield and Pix repositioning win the small damage race. Bait Glitterlance from outside the line angle, then step in for short autos before Whimsy speed or polymorph can reverse the trade. Commit only when her shield or ultimate is unavailable, and use mushrooms to punish her retreat rather than trying to run through slows.

          Later Lulu scales better in teamfights by empowering and saving a carry, while Teemo has more value controlling terrain before fights. In side lane, she can stall and disengage; Teemo should force her to walk through traps and then rotate before her team arrives.

          • Do not chase through Glitterlance slow unless a mushroom is already cutting off her path.
          • Help, Pix! changes where the second Glitterlance comes from, so watch Pix, not just Lulu.
          • Blind does little if she is winning through spells and shields.
          • Wild Growth can turn your all-in into her counter-engage.
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        • Lux

          LuxEven

          Lux controls range with binds and poke, but Teemo can win if he dodges Light Binding and gets close enough for repeated poison autos.

          Watch for Light Binding: roots Teemo long enough for Lucent Singularity and Finales Funkeln to land cleanly.

          How to beat

          Do not walk straight at her; use minions and side angles so Light Binding cannot start the whole combo. Once Q misses, close immediately and force autos before it comes back, placing a mushroom behind her retreat path. If Lucent Singularity lands near you, leave the slow field first instead of trying to finish through her full burst line.

          Later Lux is better in grouped siege and pick scenarios, while Teemo is better when fights move through prepared jungle and lane traps. Side lane is playable for Teemo only if he denies the first bind; in teamfights, he should stay off obvious laser lines and trap flanks.

          • A missed Light Binding is your clearest all-in window.
          • Do not stand in Lucent Singularity waiting for it to detonate.
          • Mushrooms force Lux to choose between backing up and holding laser range.
          • Blind is secondary here; movement decides the matchup.
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        • Malphite

          MalphiteEven

          Teemo can punish Malphite before hard engage, but Seismic Shard into Unstoppable Force lets Malphite force a short fight where Teemo cannot kite cleanly.

          Watch for Unstoppable Force: it removes your spacing, knocks you up, and guarantees Malphite's Ground Slam follow-up.

          How to beat

          Stay outside Seismic Shard range when his Granite Shield is up, then break the shield with one auto and back off before trading for real. Commit only after he has used Seismic Shard or Ground Slam on the wave, because Ground Slam's attack speed slow heavily cuts your Toxic Shot DPS. Keep mushrooms behind and beside you so his post-ultimate chase crosses poison instead of getting a straight line.

          Later Finished Malphite is harder to kill in the side lane but still hates walking through shroomed approaches; Teemo wins by wave control, not by all-inning through armor and shield. In teamfights Malphite's engage is much more valuable, so Teemo should spread traps on flanks and avoid standing where Unstoppable Force starts the fight.

          • Do not waste your full poison trade into Granite Shield unless you can keep hitting after it breaks.
          • Ground Slam matters more than Brutal Strikes because it reduces your attack speed.
          • Place traps slightly behind your lane position so his ultimate follow-up chase is poisoned.
          • If he builds heavy magic resist, stop trying to solo-kill him and play the wave.
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        • Malzahar

          MalzaharUnfavoured

          Malzahar outranges Teemo, pushes safely, and Nether Grasp gives him a guaranteed kill window if Teemo gets caught without a cleanse item.

          Watch for Nether Grasp: it suppresses you long enough for Null Zone and Malefic Visions to finish the duel.

          How to beat

          Hold just outside Malefic Visions range and avoid standing in the minion wave where the DoT can bounce to you. Bait Call of the Void before stepping up, then trade with Q and one or two autos rather than chasing into Null Zone. Once he has ultimate, only commit if Nether Grasp is down or you have a way to remove it.

          Later Malzahar remains favored in direct duels when his ultimate is available, especially if he controls vision around mushrooms. Teemo's better late role is side-lane pressure with traps forcing Malzahar to reveal himself before he can suppress, while teamfights require staying out of flash-ultimate range.

          • Kill or avoid Voidlings before trading; they add real damage during a suppression.
          • Do not chase through Null Zone just because Malzahar is low.
          • A mushroom under your feet can punish him after Nether Grasp ends, but it will not stop the channel.
          • Track his ultimate more carefully than his other cooldowns.
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        • Master Yi

          Master YiFavoured

          Blind ruins Master Yi's sustained auto-attack damage, and Teemo can kite him unless Alpha Strike is used to dodge Blinding Dart or close at the perfect time.

          Watch for Alpha Strike: it can dodge Blinding Dart and place Yi on top of you for Highlander autos.

          How to beat

          Do not throw Blinding Dart while Yi can Alpha Strike on reaction; auto and move first, then Q after he appears. Keep enough distance that Highlander needs Alpha Strike to start the fight, and kite through mushrooms because Highlander ignores slows but not the trap damage. If he Meditates, stop feeding him free reduced-damage hits unless you can interrupt it with lethal damage soon after.

          Later Yi becomes more dangerous if he can survive the blind window and reset off a kill, but in a clean 1v1 Teemo still has the tools to deny his autos. In teamfights Teemo should blind Yi as he enters and seed traps on reset paths rather than chasing him through the fight.

          • Hold Q until after Alpha Strike whenever possible.
          • Blind does not stop Alpha Strike damage, but it does stop the autos that follow.
          • Mushroom damage still matters during Highlander even though the slow does not.
          • Do not stand next to low-health minions that give Alpha Strike easy access.
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        • Miss Fortune

          Miss FortuneEven

          Miss Fortune has longer range and stronger front-loaded trades, but Teemo wins extended skirmishes if he avoids Double Up angles and blinds her Impure Shots window.

          Watch for Double Up: it punishes you through minions and can start the trade before you are in auto range.

          How to beat

          Do not line up behind low-health minions, because Double Up turns the lane geometry against you. Trade after she uses Double Up or Make It Rain, then blind as she tries to stack Impure Shots autos. If she channels Bullet Time, step sideways immediately or use terrain and mushrooms to force her to cancel.

          Later Miss Fortune is stronger in grouped fights because Bullet Time can decide an entire teamfight, while Teemo is better at controlling side-lane routes and objectives with traps. In a side duel the result stays close: Teemo needs to deny her clean channel and avoid starting down a health deficit.

          • Your 500 range means she can tag you before you can auto back.
          • Blinding Dart is best used after Double Up, not before it.
          • Never fight in a narrow corridor where Bullet Time covers your whole escape.
          • A trap on her retreat path can force her to choose between channeling and walking out.
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        • Morgana

          MorganaEven

          Teemo can out-damage Morgana in short auto trades, but one Dark Binding into Tormented Soil or Soul Shackles turns the duel against him.

          Watch for Dark Binding: it roots you long enough for Tormented Soil and Soul Shackles positioning to matter.

          How to beat

          Play at the edge of your auto range and sidestep before attacking, because getting rooted is the only way she reliably wins a clean 1v1. If Black Shield is up, do not rely on Blinding Dart damage or mushroom slow to control the trade; break it or wait it out first. Commit after Dark Binding misses, then use Move Quick to leave before Soul Shackles can finish its stun.

          Later Morgana is more valuable in teamfights because Black Shield and bindings protect carries, while Teemo controls flanks and objective entrances. In a side lane Teemo can still pressure her, but only if he keeps minions between himself and bind angles without standing in Tormented Soil.

          • Black Shield blocks your Q damage and mushroom slow while it holds.
          • Do not chase inside Soul Shackles range after she misses Q unless you can kill before the second hit.
          • Her 425 attack range lets you poke safely if Dark Binding is down.
          • Tormented Soil is mostly dangerous when you are rooted on it.
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        • Nasus

          NasusFavoured

          Teemo's blind and range deny Nasus's Siphoning Strike trades early, but Wither gives Nasus a real all-in window if Teemo wastes movement or fights inside Fury of the Sands.

          Watch for Wither: it strips your movement and attack speed, letting Nasus stay close enough to land repeated Siphoning Strikes.

          How to beat

          Harass whenever he walks up for Siphoning Strike, then save Blinding Dart for the empowered hit rather than using it on cooldown. Keep the wave from sitting too close to his turret, because Wither plus jungle distance or long lane can trap you. If he casts Fury of the Sands, kite out first and resume once the ultimate duration is mostly gone.

          Later A stacked Nasus eventually wins direct side-lane stat checks if he reaches Teemo through Wither, so Teemo must win with shroom lines and wave tempo. In teamfights, blind Nasus when he reaches a carry and use traps to slow his path instead of standing still to duel his ultimate.

          • Blind the Siphoning Strike swing, not a random auto.
          • Wither lowers attack speed too, so your poison application drops hard during it.
          • Do not fight him inside Spirit Fire if he is already in melee range.
          • Mushroom the lane edges where he must walk to escape poke.
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        • Nidalee

          NidaleeEven

          The duel hinges on spear accuracy and trap control: Teemo wins close poison trades, but Nidalee wins if Javelin Toss or Bushwhack lets cougar form burst start first.

          Watch for Javelin Toss / Takedown: a long-range spear creates the health gap that makes cougar execute lethal.

          How to beat

          Stand behind minions and move unpredictably when she backs up for spear distance. If she misses Javelin Toss or uses Primal Surge defensively, step in for blind plus autos before cougar form can safely commit. Avoid brush entrances she controls, because Bushwhack reduces your resistances and makes the next burst trade much worse.

          Later Nidalee has stronger poke before fights, while Teemo has stronger persistent zone control once mushrooms cover the area. In side lane the matchup stays skill-based: Teemo can punish cougar commits with blind and traps, but he cannot eat spears and expect to win.

          • Do not chase through brush without expecting Prowl and Bushwhack setups.
          • A landed Bushwhack makes even a small cougar trade dangerous.
          • Blind cougar Takedown follow-up autos after she pounces in.
          • Your mushrooms can deny the same brush paths she wants for Prowl speed.
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        • Nunu & Willump

          Nunu & WillumpFavoured

          Nunu can slow and sustain, but he lacks the damage to kill Teemo alone unless Teemo stays inside Absolute Zero or lets Ice Blast start every trade.

          Watch for Absolute Zero: it punishes careless chasing by slowing you in place and threatening a huge charged burst.

          How to beat

          Keep poking from max auto range and do not let Ice Blast be the start of every exchange for free. When he channels Absolute Zero, leave immediately; do not try to finish him through the full channel unless lethal is guaranteed. His Consume sustain only works on minions and monsters, so pressure him when the wave is thin.

          Later Nunu is much more relevant as a teamfight and objective support than as a duelist. Teemo should use traps to control jungle corridors and avoid wasting time trying to kill a tanky Nunu who is only stalling the side lane.

          • Ice Blast cuts both movement and attack speed, so wait it out before extended autos.
          • Do not fight beside a minion wave if Consume will erase your poke progress.
          • Move out of Absolute Zero first; damage him after the channel is broken.
          • Blood Boil makes him slippery, but it does not let him out-damage you alone.
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        • Olaf

          OlafUnfavoured

          Olaf can run through slows with Ragnarok, force contact with Undertow, and kill Teemo with true damage once he reaches melee.

          Watch for Ragnarok: it ignores your slowing traps and lets Olaf continue the all-in through your normal kiting pattern.

          How to beat

          Respect the axe line more than his current position; if Undertow hits, back off until he either fails to pick it up or the chase angle breaks. Use Blinding Dart after he reaches melee to deny autos, but remember Reckless Swing still deals true damage through blind. Do not commit while Ragnarok is available unless he is already low and must cross multiple mushrooms to reach you.

          Later Olaf becomes one of the worst side-lane duelists for Teemo because completed items make his health, lifesteal, and true damage hard to race. In teamfights, Teemo should trap approaches before Olaf ultimates and blind him after Ragnarok ends or when he swaps targets to autos.

          • Mushroom slows do not save you during Ragnarok, but the poison damage still counts.
          • Blind does nothing to Reckless Swing.
          • If he misses Undertow, punish immediately before he retrieves the axe.
          • Do not kite in a straight line toward his thrown axe.
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        • Pantheon

          PantheonUnfavoured

          Pantheon's targeted stun and early burst overpower Teemo's short range unless Teemo survives the Aegis of Zeonia combo and blinds the follow-up autos.

          Watch for Aegis of Zeonia: it closes the gap, stuns you, and sets up Heartseeker Strike before you can kite.

          How to beat

          Stay outside stun range unless his Aegis Protection is down and you can poke without eating the full combo. If he jumps, blind immediately after the stun ends to cut his follow-up attacks, then move sideways out of Heartseeker Strike's cone. Do not start extended trades when Spear Shot has already put you behind.

          Later Pantheon falls off harder than many duelists, but his point-and-click engage still makes careless side-lane positioning dangerous. Teemo contributes more through trap control and blind peel in teamfights, while Pantheon looks for flank or Grand Skyfall picks.

          • Pop Aegis Protection with a light auto before spending Blinding Dart.
          • Heartseeker Strike hits hardest when you run straight away from him.
          • His stun is targeted, so brush jukes do not stop it once he is in range.
          • Armor is valuable because most of the all-in is physical.
          BuyNinja TabiZhonya's HourglassChain Vest
        • Rammus

          RammusUnfavoured

          Rammus punishes Teemo's auto-attack pattern with taunt, Defensive Ball Curl, and returned damage, making direct duels bad even if Teemo can kite before contact.

          Watch for Puncturing Taunt: it forces you to attack into Defensive Ball Curl and removes your control of the trade.

          How to beat

          Do not auto him during Defensive Ball Curl unless the fight is already decided, because the return damage turns your strength against you. Keep mushrooms on Powerball paths and move perpendicular when he starts rolling so he cannot get the easy collision. If Taunt is down, take a short poison trade and leave before his cooldowns cycle again.

          Later Rammus remains favored in straight side duels if he can touch Teemo, but he often wants teamfights and picks more than split-push fights. Teemo should shroom flanks, reveal Powerball routes, and save blind for enemy carries rather than spending too much damage into Rammus's defenses.

          • Blinding Dart does not stop taunt from forcing attacks.
          • Defensive Ball Curl is the worst time to DPS him.
          • Powerball can be steered into mushrooms if you set them on lane bends and jungle mouths.
          • Mercury's Treads matter because reducing taunt duration restores your ability to kite.
          BuyMercury's TreadsQuicksilver SashSpirit Visage
        • Ryze

          RyzeUnfavoured

          Ryze outranges Teemo, locks him down with Rune Prison, and wins spell rotations faster than Teemo can finish an auto-based trade.

          Watch for Rune Prison: it roots you in range for Overload, Spell Flux, and Desperate Power follow-up.

          How to beat

          Do not walk into 550 range for a single auto unless you know Rune Prison is down or you have a health lead. Use mushrooms as pre-set terrain, because once Ryze roots you the fight is no longer about movement. If he activates Desperate Power, disengage until the spell-vamp burst window ends instead of trying to race it.

          Later Ryze scales into a much stronger direct duelist and teamfight mage, especially when he can chain cooldowns under Desperate Power. Teemo should avoid isolated fair fights, pressure side waves from fog, and use traps to make Ryze pay before he gets root range.

          • Your auto range is shorter than his spell range, so he controls first contact.
          • Do not stand near minions when Spell Flux can bounce for extra value.
          • Banshee's Veil can block the root that starts his entire combo.
          • Mushrooms are strongest before the duel begins, not after Rune Prison lands.
          BuyBanshee's VeilQuicksilver SashHexdrinker
        • Shaco

          ShacoEven

          Teemo can blind and poison Shaco after he appears, but Deceive and Jack in the Box make the first contact dangerous and can flip the duel if Teemo panics.

          Watch for Deceive: it lets Shaco choose the angle, apply Backstab pressure, and avoid your first response.

          How to beat

          Stand near your own mushrooms or minions so Deceive cannot become a clean isolated backstab. Hold Blinding Dart until Shaco exits stealth, then blind the real champion and kite away from boxes rather than chasing through them. When Hallucinate is used, do not unload everything into the clone unless you have identified the real Shaco's movement and damage pattern.

          Later Shaco is better at picks and ambushes, while Teemo is better at making those ambush routes expensive with traps. In a fair side duel Teemo can win if he denies box fear and blinds the real Shaco, but face-checking turns it into Shaco's fight.

          • A mushroom behind you punishes Deceive angles better than one in front of the wave.
          • Jack in the Box fear is what lets Shaco extend past your blind.
          • Watch which Shaco takes poison and positioning responsibility after Hallucinate.
          • Do not chase into fog after he exits with Deceive available soon.
          BuyNinja TabiGuardian AngelQuicksilver Sash
        • Shen

          ShenFavoured

          Shen is durable and can taunt into short trades, but Teemo's range, blind, and poison let him win most isolated duels if Shadow Dash is avoided.

          Watch for Shadow Dash: it taunts you into Shen's melee range and sets up Ki Strike plus Vorpal Blade trading.

          How to beat

          Harass from max range and sidestep laterally when Shen angles Shadow Dash instead of backing up in a straight line. If he misses dash, punish with blind and autos while Feint is down or after it expires. Keep pressure high enough that Stand United costs him the side wave if he leaves, but do not stand still beside him during Ki Strike windows.

          Later Shen usually matters more through Stand United and front-line utility than through killing Teemo alone. Teemo can hold the side lane well, but in teamfights he should use traps to delay Shen's backline access and punish the map space Shen gives up when he ults away.

          • Do not spend your whole trade into Feint's shield.
          • Shadow Dash is dodgeable; make him aim it across your path, not down your retreat line.
          • Blind reduces his melee follow-up after taunt ends.
          • Push when Stand United is down or when using it will cost him turret pressure.
          BuyBoots of SwiftnessNinja Tabi
        • Singed

          SingedEven

          Teemo wins while spacing correctly, but Singed wins if Mega Adhesive or Fling turns the fight into a long chase through Poison Trail.

          Watch for Fling: it puts you behind Singed into Poison Trail and breaks the spacing Teemo needs to win.

          How to beat

          Never chase directly behind him; hit, step sideways, and make him come through your traps instead. Save Move Quick for after Mega Adhesive or Fling pressure, because getting slowed first makes the flip unavoidable. If Insanity Potion is active, kite out the duration unless he is already too low to continue.

          Later Singed becomes harder to kill and often ignores the duel to proxy or force rotations, while Teemo can still make lanes and jungle entrances miserable with mushrooms. In teamfights Singed disrupts formations better, so Teemo should avoid being the first target he flips and instead poison the paths Singed wants to run.

          • Do not follow Poison Trail just to land one more auto.
          • Mega Adhesive is the setup; Fling is the punishment.
          • Mushrooms placed to the side of the lane catch his curved approach better than center-line traps.
          • Blind is less important than movement because much of his damage is spell and poison based.
          BuyBoots of SwiftnessSpirit VisageFrozen Mallet
        • Sion

          SionEven

          Teemo can kite and blind Sion's attacks, but Cryptic Gaze plus Death's Caress gives Sion a reliable stun-burst window if Teemo enters spell range carelessly.

          Watch for Cryptic Gaze: it stuns you long enough for Death's Caress detonation and melee follow-up.

          How to beat

          Poke from max range and back away whenever his shield is active, since trading into Death's Caress gives him the burst timing he wants. Bait Cryptic Gaze before committing to repeated autos; once the stun is down, blind his Cannibalism attacks and kite through traps. If he builds attack-damage lifesteal, do not let him free-hit during his ultimate even while blinded.

          Later Sion's late duel depends heavily on build: AP burst threatens picks, while AD lifesteal can outlast if he sticks to Teemo. Teemo should use mushrooms to prevent clean stun approaches and save blind for Cannibalism windows in side fights; in teamfights, avoid being the target that starts his engage.

          • Death's Caress shield is both defense and damage, so wait it out when possible.
          • Blind after Cryptic Gaze ends to deny his melee sustain window.
          • Feel No Pain can blunt repeated autos, making poison ticks more important.
          • Do not stand close enough for shield detonation just to finish a short trade.
          BuyMercury's TreadsBanshee's VeilQuicksilver Sash
        • Sivir

          SivirFavoured

          Teemo outranges Sivir and wins short trades if he does not waste Blinding Dart into Spell Shield or eat both passes of Boomerang Blade.

          Watch for Spell Shield blocks Blinding Dart and turns your safest trade into Sivir's auto-reset window.

          How to beat

          Hold just outside Sivir's 425 attack range and tag her when she steps up for Ricochet. Bait Spell Shield with movement toward her or a mushroom zone, then Q after the shield is down and keep chasing with Move Quick if Boomerang Blade misses. Do not stand in the return path of Boomerang Blade just to finish an auto.

          Later Teemo remains stronger in an isolated side lane if mushrooms control Sivir's path, but Sivir's On The Hunt is much better in grouped fights. Split and trap flanks instead of front-lining into her team's engage speed.

          • Do not open with Q while Spell Shield is available.
          • Side-step perpendicular to Boomerang Blade, then punish during its cooldown.
          • Her short range means one blind trade usually forces her back.
          • Mushrooms behind the wave make On The Hunt retreats expensive.
          BuyNinja Tabi
        • Skarner

          SkarnerUnfavoured

          Teemo can kite Skarner before level 6, but Impale removes that spacing and lets Skarner drag him through Crystal Slash damage.

          Watch for Impale suppresses Teemo and takes away the movement gap he needs to survive.

          How to beat

          Stay at max auto range and break Crystalline Exoskeleton before Skarner reaches you, because the speed is tied to the shield. Save Blinding Dart for after he has committed into melee rather than poking his shield. Once he has Impale, only fight around mushrooms or after seeing the ult used elsewhere.

          Later Skarner wins direct side-lane catches if he has flash or a clean path, while Teemo wins the map if traps force Skarner to walk through slow zones. In teamfights, stay behind your front line and make him spend Impale on someone else before stepping forward.

          • A mushroom under your feet is better than one behind Skarner once he starts running at you.
          • Breaking Crystalline Exoskeleton early removes both speed and attack speed.
          • Do not chase him into brush after he has level 6.
          • QSS changes the duel from a catch to a kite fight.
          BuyQuicksilver SashMercurial ScimitarBoots of Swiftness
        • Sona

          SonaFavoured

          Sona has range and poke, but she is too fragile to survive Teemo's sustained autos unless Crescendo catches him first.

          Watch for Crescendo stuns Teemo long enough for Sona to land her full burst and stop the chase.

          How to beat

          Do not trade into a prepared Power Chord; wait for her to spend the empowered attack on a minion or back away until it drops. Walk in after Hymn of Valor, Q her, and keep the fight short enough that Aria of Perseverance cannot erase every poison tick. If Crescendo is up, approach from an angle rather than a straight line.

          Later Sona matters far more in grouped fights than in side-lane duels, where Teemo's traps and poison can force her away. Teemo should split or trap entrances before objectives instead of walking into Crescendo with his team.

          • Count Power Chord stacks before committing.
          • Her heal is annoying, but her health pool is still the weakness.
          • Never line up with your backline when Crescendo is available.
          • Mushrooms in river entrances punish Sona's objective rotations.
          BuyMercury's TreadsNull-Magic Mantle
        • Soraka

          SorakaEven

          Teemo has the damage to pressure Soraka, but Infuse and Wish can deny the kill if he commits too early.

          Watch for Infuse silences Teemo and prevents the finishing Blinding Dart or mushroom placement during the trade.

          How to beat

          Chip her with autos from 500 range and do not all-in while Wish is available unless she is already very low. Let Infuse land early, then re-engage after the silence when your Q and mushrooms can actually be used. Avoid standing in repeated Starcall range, because the magic resist shred makes her return damage add up.

          Later Soraka rarely wants an honest side-lane duel, but she outvalues Teemo in grouped sustain if fights start cleanly. Teemo should make the map dirty with traps, forcing Soraka's team to enter fights already poisoned and slowed.

          • Do not burn ignite-style kill pressure into Wish timing if you can wait it out.
          • Back off after repeated Starcalls; the shred is the real damage amplifier.
          • Infuse is the window marker: trade after it, not before it.
          • Trap paths to objectives so Soraka has to heal before the fight starts.
          BuyExecutioner's CallingMorellonomiconMercury's Treads
        • Taric

          TaricFavoured

          Taric is dangerous only if Dazzle starts the fight, because otherwise Teemo kites his melee damage forever.

          Watch for Dazzle stuns Teemo and gives Taric the only reliable way to enter Shatter and Radiance range.

          How to beat

          Stay near max auto range and never walk forward while Dazzle is ready unless you have a mushroom between you. If he uses Dazzle and cannot follow with melee range, immediately turn with Q and poison autos. Respect brush and fog, because Taric's kit is much weaker when he has to approach in vision.

          Later Taric does not beat Teemo in a long side lane unless he catches him first, but his armor aura and stun are better in 5v5 setups. Teemo should split or place mushrooms on flank routes where Taric must walk in before stunning.

          • A mushroom between you and Taric often ruins his Dazzle follow-up.
          • Do not trade inside Shatter range after the stun ends.
          • His armor makes short poke better than extended face-to-face autos.
          • Brush control matters more than raw damage in this matchup.
          BuyMercury's TreadsBoots of Swiftness
        • Tristana

          TristanaUnfavoured

          Tristana outranges Teemo, can jump onto him, and can reset the fight with Buster Shot if blind does not decide the burst window.

          Watch for Rocket Jump closes Teemo's spacing, damages and slows him, then sets up Rapid Fire autos outside his comfort range.

          How to beat

          Do not start a fair auto war once her range has scaled past yours; make her enter mushrooms before the real trade begins. Save Blinding Dart for Rapid Fire or immediately after Rocket Jump lands, not for poke. If she holds Buster Shot, take your damage and disengage rather than chasing into a knockback reset.

          Later Tristana outscales the direct duel in open space and is much stronger in front-to-back teamfights. Teemo's job is to own side brushes and jungle paths so she cannot use her range without first walking through traps.

          • Blind Rapid Fire, not a random single auto.
          • Place mushrooms at jump landing paths near walls and brush.
          • After Buster Shot, do not chase unless she is already poisoned and slowed.
          • Her late range makes open-lane duels worse over time.
          BuyNinja TabiWarden's MailRanduin's Omen
        • Tryndamere

          TryndamereEven

          Teemo can blind and kite Tryndamere, but Spinning Slash plus Undying Rage means one mistake turns into a forced all-in he cannot outdamage.

          Watch for Undying Rage denies Teemo's execute window and lets Tryndamere keep chasing through poison and mushrooms.

          How to beat

          Keep the lane long for yourself and short for him: poke at max range, then retreat before Spinning Slash can connect cleanly. Save Blinding Dart for the moment he reaches melee, especially if his Fury is high. When Undying Rage starts, stop trying to kill him and use mushrooms, Move Quick, and brush to run out the duration.

          Later Tryndamere becomes more threatening in the side lane because crits and Undying Rage punish any missed blind, while Teemo is better at delaying him with traps than matching him in open ground. In teamfights, blind him when he dives carries and kite backward through mushroom fields.

          • High Fury means the trade is not the same trade anymore.
          • Do not Q before Spinning Slash; Q after he commits.
          • During Undying Rage, spacing is damage.
          • Mushrooms on your retreat line are better than mushrooms on his minions.
          BuyNinja TabiWarden's MailRanduin's Omen
        • Twisted Fate

          Twisted FateEven

          Teemo wins sustained poison trades, but Twisted Fate can control the duel with Gold Card and Wild Cards if Teemo approaches predictably.

          Watch for Pick A Card's Gold Card stuns Teemo and guarantees Twisted Fate's burst before Teemo can kite.

          How to beat

          Watch the card cycle and back away when Gold Card is locked; re-enter once it is spent or times out. Stand off-angle from the minion wave so Wild Cards cannot hit both the wave and you for free. If Twisted Fate uses Gate or Destiny aggressively, trap his arrival point and blind immediately after the stun window ends.

          Later Twisted Fate affects the map more with Destiny and side-lane picks, while Teemo controls territory with mushrooms. Teemo should keep lanes trapped and avoid isolated low-health recalls where Destiny can reveal and punish him.

          • Do not trade into a locked Gold Card.
          • Move diagonally after Gold Card so Wild Cards are harder to confirm.
          • Mushrooms near likely Gate landing spots can flip the duel.
          • Destiny revealing you also ruins passive ambush setups.
          BuyMercury's TreadsQuicksilver Sash
        • Twitch

          TwitchUnfavoured

          Twitch's stealth opener and Spray and Pray range let him start the duel on his terms before Teemo can safely blind and kite.

          Watch for Ambush gives Twitch the first hit and attack speed window, often stacking poison before Teemo can answer.

          How to beat

          Do not walk through unwarded side brushes or jungle corridors when Twitch is missing; make him reveal into mushrooms instead. When he opens, Q immediately if he is in range, then move sideways out of Spray and Pray's line instead of running straight away. If he still has Venom Cask, assume the slow will punish any greedy chase.

          Later Twitch is stronger in teamfights if he opens from stealth with Spray and Pray, but Teemo can make those angles unsafe with trap coverage. In side lanes, Teemo wins only when Twitch has to walk through prepared mushroom lines rather than ambushing from fog.

          • Your passive ambush is weaker than his if neither side has vision.
          • Step sideways against Spray and Pray; the bolts are line-based.
          • Do not chase through Venom Cask slow while Expunge stacks are high.
          • Trap flank paths before objectives, not only the lane.
          BuyNinja TabiQuicksilver SashSightstone
        • Vayne

          VayneUnfavoured

          Teemo's blind is powerful, but Vayne's longer range, Condemn control, and Final Hour stealth make the clean duel favor her if she avoids the first trap.

          Watch for Condemn knocks Teemo away or into terrain, breaking his chase and creating Vayne's kill window.

          How to beat

          Fight away from walls and hold Q until Vayne commits with Tumble or Final Hour, because blind is your only way to stop Silver Bolts stacking. Do not chase into fog after she tumbles invisible; drop a mushroom on the route and reset spacing. Your best all-in starts when Condemn is down and she has already used Tumble forward.

          Later Vayne outduels Teemo in open space once finished, especially with Final Hour, while Teemo is better at controlling approaches and punishing her short paths through terrain. In teamfights, blind her damage window and force her to tumble through trapped ground.

          • Never duel Vayne with your back to a wall.
          • Blind after she commits, not before she can wait it out.
          • Mushrooms reveal her route even when Final Hour makes the trade messy.
          • Condemn down is the real engage signal.
          BuyNinja TabiWarden's MailRanduin's Omen
        • Veigar

          VeigarUnfavoured

          Teemo can punish Veigar before cage, but Event Horizon into Dark Matter and Primordial Burst kills him faster than poison can work.

          Watch for Event Horizon traps or stuns Teemo and lets Veigar land the burst combo.

          How to beat

          Stand outside the obvious cage center and harass from angles so Veigar cannot place Event Horizon around both you and your escape path. If Event Horizon misses or is used defensively, sprint in with Move Quick and force the poison trade before it returns. Do not hold low health near him, because Primordial Burst removes any chance to kite.

          Later Veigar's burst becomes more lethal in grouped fights, while Teemo's side-lane pressure depends on seeing the cage before committing. Trap flanks and force Veigar to check zones slowly instead of walking straight into his stun range.

          • Do not path through the cage edge; wait or walk out through the opening.
          • A missed Event Horizon is your best damage window.
          • Primordial Burst punishes AP-heavy Teemo harder than tankier setups.
          • Mushrooms around corners force Veigar to cast cage defensively.
          BuyBanshee's VeilHexdrinkerMercury's Treads
        • Warwick

          WarwickUnfavoured

          Warwick's sustain keeps him alive through poke and Infinite Duress locks Teemo down long enough to win the melee fight.

          Watch for Infinite Duress suppresses Teemo and lets Warwick bypass blind-based kiting.

          How to beat

          Poke only while outside Hungering Strike range and avoid extended trades that feed his passive healing. Save Blinding Dart for after Infinite Duress ends or when he reaches melee without ult, since the suppression itself cannot be stopped by blind. If Blood Scent is active on you, assume he can run you down unless mushrooms already cover the retreat.

          Later Warwick remains better at single-target catches, while Teemo can stall side lanes with traps if he never gives Warwick a clean ult angle. In teamfights, stay behind allies and keep Q for Warwick after he commits onto a target.

          • QSS is the cleanest answer to Infinite Duress.
          • Do not take repeated Hungering Strikes and call it poke.
          • Blood Scent makes low-health baiting dangerous.
          • Trap your retreat path before pressuring his tower.
          BuyQuicksilver SashMercurial ScimitarExecutioner's Calling
        • Wukong

          WukongUnfavoured

          Wukong's dash, stealth juke, and Cyclone let him force close combat where Teemo's range advantage disappears.

          Watch for Nimbus Strike closes the gap and starts Wukong's burst before Teemo can safely space him.

          How to beat

          Hold the wave away from brush and keep enough distance that Nimbus Strike requires a minion or a full commit. Blind immediately after he dashes in, but do not dump all damage into Decoy; wait for the real Wukong to reappear before chasing. If Cyclone is available, kite through mushrooms rather than trying to stand and finish him.

          Later Wukong is much stronger in teamfights because Cyclone can knock up multiple targets, while Teemo's side-lane answer is trap setup and wave control. In a duel, Teemo can win only when Wukong's first engage crosses mushrooms or Decoy is baited early.

          • Stop attacking when Decoy timing is obvious; retarget after the clone fades.
          • Blind after Nimbus Strike, not while he is still out of range.
          • Do not fight inside your minion wave if it gives him an easy dash target.
          • Cyclone beats stationary damage races.
          BuyNinja TabiWarden's MailRanduin's Omen
        • Zilean

          ZileanUnfavoured

          Zilean outranges and slows Teemo, then Chronoshift denies the kill even if Teemo wins the first health bar.

          Watch for Time Warp slows Teemo or speeds Zilean, taking away the spacing Teemo needs to keep poisoning him.

          How to beat

          Do not chase through repeated Time Bombs; sidestep after the first bomb and wait for Rewind-driven cooldowns to pass. Commit only when Time Warp has been used and you can keep him inside mushroom slow long enough for poison to matter. If Chronoshift is on him, either disengage until it expires or prepare to kill the revived target after backing out of bomb range.

          Later Zilean is stronger in grouped fights because Chronoshift can undo a pick, while Teemo is stronger at controlling side paths before Zilean arrives. Trap objective entrances and avoid spending everything on a target that Zilean can revive.

          • Time Warp is the duel, not Time Bomb by itself.
          • Do not finish him during Chronoshift unless you can also cover the revive spot.
          • Mushroom slows help offset his speed boost.
          • His 600 range means you need fog or trap zones to start trades.
          BuyMercury's TreadsBoots of SwiftnessQuicksilver Sash
        18
        Attack damage
        98.5
        Ability power
        503.69
        Armor
        100.5
        Magic resist
        44.6
        Attack speed
        1.770
        Cooldown reduction
        20%
        Critical strike chance
        0%
        Move speed
        375
        Yellow Trinket
        18

        Click an item to leave it out of the numbers.

        Resources

        Health
        2,292
        Health regen
        16.35 / 5s
        Mana
        920
        Resource regen
        14.55 / 5s

        Offense

        Attack range
        500
        Crit chance
        0%
        Crit damage
        200%
        Life steal
        0%
        Spell vamp
        0%

        Penetration

        Armor pen, flat
        0
        Armor pen, percent
        0%
        Lethality
        0
        Magic pen, flat
        24
        Magic pen, percent
        43%

        Ability damage

        at this build's ranks
        • Q

          Blinding Dartrank 5/5

          Damage
          621
        • E

          Toxic Shotrank 5/5

          Tick Damage
          81
          Impact Damage
          204
          Dot Damage
          326
        • R

          Noxious Traprank 3/3

          Damage
          711

        Before the target's resistances — Classic ships no damage type on these formulas.

        Auto-attack DPS

        at level 18
        scales with level
        Damage per second582.4
        Attacks per second
        1.770
        Average hit
        329.1
        Normal hit
        329.1
        Critical hit
        428.9
        On-hit damage
        229.3
        Armor after penetration
        0
        Magic resist after penetration
        0
        Damage increase
        +1.3%
        Time to kill
        1.7s

        On-hit

        • Spellsword25.5

          5% of ability power · magic damage

        • Toxic Shot203.8

          E, rank 5/5 · magic damage

          Not counted: the poison ticking for 4 seconds after the hit.

        Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

        18
        Attack damage
        98.5
        Ability power
        0
        Armor
        85.5
        Magic resist
        30
        Attack speed
        1.086
        Cooldown reduction
        0%
        Critical strike chance
        0%
        Move speed
        330
        18

        Resources

        Health
        1,854
        Health regen
        16.35 / 5s
        Mana
        920
        Resource regen
        14.55 / 5s

        Offense

        Attack range
        500
        Crit chance
        0%
        Crit damage
        200%
        Life steal
        0%
        Spell vamp
        0%

        Penetration

        Armor pen, flat
        0
        Armor pen, percent
        0%
        Lethality
        0
        Magic pen, flat
        0
        Magic pen, percent
        0%

        Ability damage

        at max rank
        • Q

          Blinding Dartrank 5/5

          Damage
          260
        • E

          Toxic Shotrank 5/5

          Tick Damage
          30
          Impact Damage
          50
          Dot Damage
          120
        • R

          Noxious Traprank 3/3

          Damage
          450

        Before the target's resistances — Classic ships no damage type on these formulas.

        Auto-attack DPS

        at level 18
        scales with level
        Damage per second161.3
        Attacks per second
        1.086
        Average hit
        148.5
        Normal hit
        148.5
        Critical hit
        247
        On-hit damage
        50
        Armor after penetration
        0
        Magic resist after penetration
        0
        Time to kill
        6.2s

        On-hit

        • Toxic Shot50

          E, rank 5/5 · magic damage

          Not counted: the poison ticking for 4 seconds after the hit.

        Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.

        18
        Attack damage
        98.5
        Ability power
        387.45
        Armor
        135.5
        Magic resist
        55
        Attack speed
        1.569
        Cooldown reduction
        24%
        Critical strike chance
        0%
        Move speed
        346.5
        18

        Click an item to leave it out of the numbers.

        Resources

        Health
        1,854
        Health regen
        16.35 / 5s
        Mana
        1,296
        Resource regen
        29.55 / 5s

        Offense

        Attack range
        500
        Crit chance
        0%
        Crit damage
        200%
        Life steal
        0%
        Spell vamp
        0%

        Penetration

        Armor pen, flat
        0
        Armor pen, percent
        0%
        Lethality
        0
        Magic pen, flat
        0
        Magic pen, percent
        43%

        Ability damage

        at this build's ranks
        • Q

          Blinding Dartrank 5/5

          Damage
          538
        • E

          Toxic Shotrank 5/5

          Tick Damage
          70
          Impact Damage
          168
          Dot Damage
          279
        • R

          Noxious Traprank 3/3

          Damage
          652

        Before the target's resistances — Classic ships no damage type on these formulas.

        Auto-attack DPS

        at level 18
        scales with level
        Damage per second518.6
        Attacks per second
        1.569
        Average hit
        330.4
        Normal hit
        330.4
        Critical hit
        430.3
        On-hit damage
        230.6
        Armor after penetration
        0
        Magic resist after penetration
        0
        Damage increase
        +1.3%
        Time to kill
        1.9s

        On-hit

        • Spellsword19.6

          5% of ability power · magic damage

        • Wit's End42.6

          Feedback Loop · magic damage

          Not counted: the magic resist it stacks on you.

        • Toxic Shot168.4

          E, rank 5/5 · magic damage

          Not counted: the poison ticking for 4 seconds after the hit.

        Basic attacks only — no abilities beyond the on-hit ones above, and none of the effects the calculator could not model. Crits are averaged into the per-second number.