See Teemo's counters
Patch 26.18top

Teemo Top Build & Guide — Patch 26.18

Teemo

Tactical Dashboard

Difficulty
Damage
MAGIC
Class
Marksman / Specialist
Patch
26.18

Core Abilities

Guerrilla Warfare
Stand still without acting and Teemo turns Invisible indefinitely (he can keep moving inside brush). On break he gains Attack Speed for a few seconds — fuels every brush ambush.
Blinding Dart
Blinding Dart
680-range targeted dart that deals magic damage and Blinds the target. While blinded the enemy misses every auto-attack — the trade-breaker vs auto-reliant bruisers.
Move Quick
Move Quick
Passive Movement Speed that switches off for a few seconds whenever a champion or a turret damages you, plus an active burst of speed that works even while you are being hit. It is Teemo's only tool for kiting and for getting out.
Toxic Shot
Toxic Shot
Passive on-hit: every basic attack deals bonus magic damage on impact plus a damage-over-time poison for 4 seconds. This is most of Teemo's damage.
Noxious Trap
Noxious Trap
Throws an invisible poisonous mushroom on the ground. Enemy step triggers a slow plus damage over time. Doubles as map vision and chokepoint control.

Skill Order

1
Q
2
E
3
W
4
E
5
E
6
R
7
E
8
Q
9
E
10
Q
11
R
12
Q
13
Q
14
W
15
W
16
R
17
W
18
W

Primary Combo

AAQAAWAA

Core Items

Nashor's Tooth
Sorcerer's Shoes
Guinsoo's Rageblade
Zhonya's Hourglass
Rabadon's Deathcap

Situational Items

Morellonomicon
Morellonomicon
vs healing-stacking enemies (Aatrox, Dr. Mundo, Vladimir, Yasuo with lifesteal) — Grievous Wounds cuts heals by 40% for 3 seconds
Abyssal Mask
Abyssal Mask
vs heavy AP threats (Sylas, Akali, Mordekaiser) — Magic Resist plus a passive that raises enemy magic damage taken
Wit's End
Wit's End
vs AP top laners with burst combos (Vladimir, Rumble) - Magic Resist to survive the burst window, on-hit magic damage to keep trading
Liandry's Torment
Liandry's Torment
vs stacked-HP tanks (Cho'Gath, Sion, Ornn): the burn fires off Blinding Dart and mushrooms, not off Toxic Shot autos, which do not proc it

Runes

Primary · Sorcery
Summon Aery
KeystoneSummon Aery
Manaflow Band
Manaflow Band
Transcendence
Transcendence
Scorch
Scorch
Secondary · Resolve
Second Wind
Second Wind
Overgrowth
Overgrowth
Stat shards
Adaptive ForceAdaptive ForceHealth Scaling
Offense · Flex · Defense
Why these runes

Sorcery primary: Summon Aery rides on every Toxic Shot poison auto. Manaflow Band sustains Blinding Dart mana through long lanes, Transcendence adds 10 ability haste across levels 5 and 8 (Q from 7s down to about 6.4s), Scorch finishes low-HP enemies in early lane.

Why secondary

Resolve secondary: Second Wind regenerates HP while taking damage — survives the harass phase from poke top laners (Gnar, Kennen). Overgrowth stacks permanent bonus health as minions and monsters die near you, scaling your survivability deep into the game.

When to switch secondary

Against dive comps with two or more gap-closers (Camille and Lee Sin, Irelia and Hecarim), take Inspiration instead of Resolve: Magical Footwear gives free boots at minute 12, so the saved gold buys Nashor's Tooth sooner, and Biscuit Delivery adds three free biscuits.

Win Condition

Bully an auto-reliant melee top by interrupting their combo with Blinding Dart, kite with Move Quick, and stack Toxic Shot poison. Convert pressure into map control with Noxious Trap mushrooms on river and tri-bush.

Weakness

Squishy and dash-less. Loses hard to gap-closer threats (Camille, Irelia, Renekton) that ignore Blinding Dart. Falls off in 5v5 teamfights — single-target poison cannot AOE.

Overview

Teemo is a ranged top laner built around one core trick: Blinding Dart (Q) turns off the enemy's auto-attacks for a few seconds, which deletes the win condition of nearly every melee bruiser in the role. His passive Guerrilla Warfare lets him stand still in brush and become Invisible — a stealth ambush threat the enemy must respect every time you disappear off screen. Toxic Shot (E) layers a damage-over-time poison on every basic attack: even when the enemy disengages, your damage keeps ticking on their HP bar.

His game plan is to harass the enemy top laner with auto-attack-Q-auto trades, kite with Move Quick (W) when they commit, and slowly suffocate the side of the map with Noxious Trap (R) mushrooms on river entry points and tri-bush (the brush at the junction between top lane and the river). You will never one-shot anyone — Teemo wins through sustained pressure (long-term damage instead of burst), map control (deciding who can walk where), and forcing the enemy jungler to waste sweepers on your mushrooms instead of ganking you.

Recommended Build

Starting items: Doran's Ring Doran's Ring + Health Potion Health Potion. AP, mana regen and 60 HP together fit the on-hit poke pattern. Against heavy poke top laners (Gnar, Kennen, Vladimir) start Doran's Shield Doran's Shield instead — passive HP regen survives the harass phase.

Core items (in order):

  1. Nashor's Tooth Nashor's Tooth — first item every game. 80 ability power, 50% attack speed, 15 ability haste and bonus on-hit magic damage. It scales Teemo's three damage sources at once: faster autos for Toxic Shot poison stacks, more frequent Blinding Dart casts, and on-hit magic damage from the item itself.
  2. Sorcerer's Shoes Sorcerer's Shoes — flat magic penetration (cuts the enemy's Magic Resist) lets your poison and on-hit damage punch through early Magic Resist items.
  3. Guinsoo's Rageblade Guinsoo's Rageblade — 30 attack damage, 30 ability power, 25% attack speed and 30 bonus magic damage on-hit. Its Seething Strike passive stacks 8% attack speed four times, and once it is fully stacked every third attack applies your on-hit effects twice, which doubles the Toxic Shot proc on that swing.
  4. Zhonya's Hourglass Zhonya's Hourglass — Armor plus AP plus the Stasis active that makes you untargetable for 2.5 seconds. Critical against divers and assassins (Zed ult, Camille E, Irelia all-in) — wait for them to commit, press Stasis, the entire enemy combo wastes itself.
  5. Rabadon's Deathcap Rabadon's Deathcap — final AP scaling. Multiplies all your AP-based damage (Q, E poison, mushroom damage) by 30%, plus a flat 130 AP. By minute 30, mushrooms can two-shot anyone walking through fog of war.

Situational items:

  • Morellonomicon Morellonomicon — vs healing-stacking enemies (Aatrox, Dr. Mundo, Vladimir, Yasuo with lifesteal). Grievous Wounds (a debuff that cuts the target's healing and health regeneration by 40% for 3 seconds) is mandatory because your poison ticks otherwise feed their sustain via passive healing.
  • Abyssal Mask Abyssal Mask — vs heavy AP threats (Sylas, Akali, Mordekaiser). Magic Resist plus a passive aura that raises enemy magic damage taken by 12% — your poison ticks deal more on every target near you.
  • Wit's End Wit's End — vs AP top laners with burst combos (Vladimir, Rumble). Magic Resist plus on-hit magic damage keeps the on-hit build flowing without sacrificing magic defense — single best replacement when you need MR before Zhonya's.
  • Liandry's Torment Liandry's Torment — vs stacked-HP tank teams (Cho'Gath, Sion, Ornn). Its 2% max-health burn is applied by your damaging abilities, so it rides Blinding Dart (Q) and Noxious Trap mushrooms. It does not ride Toxic Shot: the poison on your basic attacks is proc damage and does not trigger ability effects, so do not buy this expecting your autos to burn.

Boots: Sorcerer's Shoes Sorcerer's Shoes is default for magic penetration. Swap to Plated Steelcaps Plated Steelcaps vs heavy AD lane plus jungle (Renekton + Lee Sin, Camille + Graves), or Mercury's Treads Mercury's Treads vs heavy crowd control teams (3+ stun or knockup abilities, mostly AP — Malphite, Galio, Maokai).

Skill order: Max E first (Toxic Shot is most of your damage — every auto stronger), Q second (the blind goes from 2 to 3 seconds; the 7-second cooldown is the same at every rank, so extra points buy duration and nothing else), W last. Take a point in R at levels 6, 11, 16. W at level 3 is non-negotiable: the passive Movement Speed and the active sprint are your only kiting and escape tools.

Runes: Primary Sorcery with Summon Aery, Manaflow Band, Transcendence, Scorch. Secondary Resolve with Second Wind and Overgrowth. Stat shards: Adaptive Force / Adaptive Force / Health Scaling.

Pick into / Counterpicks

Draft-level matchups: when this pick shines and which champions are picked against it. Mechanical reasoning, not winrate.

Champions Teemo beats

  • Auto-attack reliant melee bruiser without dash

    Darius's Hemorrhage passive bleed needs attacks to stack to 5, and Crippling Strike W is an empowered auto. Blinding Dart Q kills the stack chain, but respect Apprehend E — its 535-unit pull out-reaches Teemo's 500 attack range, so kite from Blinding Dart range, not auto range.

    Darius
  • Auto-attack reliant melee bruiser without dash

    Garen sets up his kills with the empowered basic attack from Decisive Strike (Q), and Judgment (E) only hurts while he is standing on top of you. Blinding Dart (Q) makes the empowered attack miss, and Toxic Shot (E) poison keeps ticking through the armor Courage (W) stacks up.

    Garen
  • Auto-attack reliant melee bruiser without dash

    Siphoning Strike (Q) is an empowered basic attack, and the Soul Eater lifesteal only pays out when Nasus lands attacks. Blinding Dart (Q) breaks the stacking rhythm he needs in lane, and Toxic Shot (E) poison keeps chipping him even while Wither (W) is slowing Teemo down.

    Nasus
  • Auto-attack reliant melee bruiser who dashes only through units

    Yasuo needs landed attacks to stack Steel Tempest (Q) and to make his shield worth anything. Blinding Dart (Q) makes those attacks whiff, and Toxic Shot (E) keeps ticking through Wind Wall (W). Sweeping Blade (E) only dashes through units — kite from the wave's far side.

    Yasuo
  • Short-range auto-empowered bruiser

    Frenzied Maul (W) is an empowered attack whose bigger second hit only lands if the first one does. Blinding Dart (Q) makes it miss, Relentless Storm attack-speed stacks fall off while he hits nothing, and Thundering Smash (Q) is too slow to catch Teemo kiting on Move Quick (W).

    Volibear

Champions that beat Teemo

  • Multi-dash diver who ignores Blinding Dart

    Bladesurge (Q) refunds its cooldown whenever it kills a marked target, so blinding one basic attack costs her nothing — the next dash is already back. Flawless Duet (E) then chains a stun onto Teemo, and Defiant Dance (W) soaks the Toxic Shot (E) poison he is counting on.

    Irelia
  • All-in juggernaut with CC immunity

    Olaf's Ragnarok R cleanses and blocks disables, so your blind still lands (blinds and slows are not removed by it), but he keeps walking at you through the CC you do not have. Undertow Q slow catches Move Quick W kite, and Reckless Swing E applies true damage that bypasses MR.

    Olaf
  • Hard-engage AP threat who one-shots squishy ranged tops

    Malphite's Unstoppable Force (R) is a charge that knocks him airborne, not a stun, so Blinding Dart (Q) cannot proc off it, and it lands on his 615-health frame. Granite Shield absorbs the opening Toxic Shot (E) tick, and Seismic Shard (Q) steals his Move Quick (W) speed.

    Malphite

Key matchups

  • Darius: Blind his next attack with Blinding Dart (Q) the second he commits Apprehend (E) — without the next auto, his Hemorrhage bleed stack chain breaks. Stay 680 range away (Blinding Dart range), kite with Move Quick, and never let him land Decimate (Q) outer blade twice in a row.
  • Camille: Hardest matchup pre-6. Her Hookshot (E) closes any gap you create with W, then her Precision Protocol (Q) deals true damage in two auto windows that Blinding Dart only half-disables. Start Doran's Shield, take Second Wind, and play under turret until Zhonya's Hourglass is online — the Stasis cancels her E2 follow-up.
  • Gnar: Trade in mini Gnar form when his Rage bar is low. His Boomerang Throw (Q) out-ranges yours and his Hop builds Rage fast. Once he transforms into Mega Gnar, hug turret — his GNAR! (R) can knock you into terrain for a stun, deleting Teemo from the map.
  • Renekton: Don't trade pre-6 unless his Fury bar is empty. His Slice and Dice (E) double-dash closes Move Quick gap, and his Ruthless Predator (W) point-and-click stuns through your blind (it's not an auto). Farm safe under tower, scale to Nashor's, then Blinding Dart his Fury-empowered Q.
  • Aatrox: Blinding Dart kills his Q3 sweet-spot windup (the third The Darkin Blade swing). Wait for him to start the Q3 wind, press Q, watch him miss the empowered hit. Once Umbral Dash (E) is giving him lifesteal he simply heals through the poison, so close out your trades before he can attack his way back to full HP.

Power spikes & win conditions

  • Level 2: With Q + E you have everything for a poke trade — auto, Q to blind the return auto, auto again with poison. Most melee tops cannot answer the first two levels without burning Flash.
  • Level 6: Noxious Trap unlocks the map control game. Seed three mushrooms at tri-bush (between top lane and the river) and river entrance — the enemy jungler has to sweeper-clear them or eat poison ticks on every gank attempt.
  • Nashor's Tooth Nashor's Tooth completion (~ minute 11-13): Damage spike. 50% Attack Speed plus on-hit magic damage means your wave clears in one rotation and your trade damage jumps. Look for kills on cooldown.
  • Guinsoo's Rageblade Guinsoo's Rageblade online (~ minute 22-25): Anti-tank spike. Seething Strike doubles your on-hit damage every third attack once fully stacked, so even a Sion or Cho'Gath drops in 8-10 autos under poison stacks. Force side lane fights and Baron pressure now.

Common mistakes

  • Throwing Blinding Dart at maximum range on cooldown. Q has a long cooldown for what it does (7 seconds at every rank) — wasting it for poke removes your only answer to an enemy all-in. Hold Q until the enemy commits a key auto (Darius Q outer, Aatrox Q3, Camille Q2), then blind that auto.
  • Placing all mushrooms in lane. Mushrooms are most valuable on river entry points and tri-bush, not stacked in your wave. A mushroom in lane survives 5 minutes; a mushroom on enemy jungle entrance forces a sweeper and a pathing rework.
  • Trading without Move Quick passive active. Move Quick's passive Movement Speed is disabled for 5 seconds whenever you take champion or turret damage. If you walk into a trade already damaged, you have no kiting speed — wait the 5 seconds for the passive to refresh, then commit.
  • Staying invisible in lane during a 2-versus-1. Guerrilla Warfare invisibility breaks the second you act. Hiding in brush while your team fights bot wastes you — push the wave, threaten side objectives, force them to send two people for you.
  • Ulting walls for mushroom bounces. Noxious Trap bounces off other mushrooms for extra range but cannot bounce off walls. Trying to fling a mushroom over Baron pit terrain just wastes the cast — use the bounce only when you already have a mushroom placed on the river path.

Advanced tip

Use the brush-walk invisibility shuffle to bait skill-shots. Walk into a lane brush, stand still for 1.5 seconds to trigger Guerrilla Warfare, walk back out — the enemy now sees you fade in mid-step. Most players will instinctively throw a skill-shot at your last known position, missing entirely. This creates free trade windows: every time their main skill-shot (Renekton Q empowered, Darius Q, Aatrox Q1) hits empty air, you have a 7-12 second window where their kit cannot pressure you. Combine with Move Quick active for a guaranteed all-in approach from a brush angle they cannot pre-skillshot.

Past patches

No previous versions available.

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