VRC.LOL

Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Teemo

the Swift Scout

Teemo is a ranged magic-damage specialist who wins space through poison, Blinding Dart and prepared Noxious Traps. He can pressure waves and objectives without standing on top of them, but safe spacing, mushroom placement and knowing when an opponent can close the gap matter more than simply dealing damage from range.

TopMostly magic damageRanged attacks
Usual roleTop
ClassMarksman · Mage
DifficultyMedium · 6/10
Basic attacksRangedRanged basic attacks · 500 range.
Damage profileMostly magic damageMost normal kit pressure is magic. Magic resistance may help, but control, penetration and true damage still matter.
Reference patch16.20.1

Strengths and limits

What Teemo does well, and what can go wrong

These are kit-level patterns, not a promise that every lane or matchup plays the same way.

Good patterns

  • Uses spells to shape space, punish predictable movement or control an approach.
  • Can maintain ranged damage when positioning and target access remain safe.
  • Ranged basic attacks can contribute without entering melee distance when spacing is preserved.

Limits to respect

  • Important pressure falls while key spells are unavailable or miss their intended area.
  • Loses reliable output when forced away, controlled or reached before creating distance.

Riot ally tips

Use these while learning the champion
1

Teemo's mushrooms can be used to farm creep waves very effectively.

2

Place your mushrooms at key locations on the map, such as by the Dragon or Baron Nashor, to reveal when your enemies might be attempting to kill them.

Riot opponent tips

What an opponent is told to watch for
1

Teemo's Toxic Shot punishes players who get hit and back out, so stay at a safe range until you're ready to commit.

2

It can be valuable to use Oracle's Lens(Trinket) to destroy mushrooms around key locations.

Source boundaryTip text and kit data come from Riot Data Dragon 16.20.1. VRC.LOL’s strength and limit summaries are independently written.

Practical champion reading

How to read Teemo in a real fight

Use these patterns to ask better questions before choosing an item, target or commitment. They describe the kit, not a guaranteed result.

Damage delivery

Primarily magic pressure

Magic resistance can reduce the broad spell profile, but positioning and cooldown tracking still decide whether the important abilities connect.

Fight rhythm

Repeated access matters

The threat grows while this champion can keep attacking a useful target. Break target access, create distance or use control before the repeated pattern settles in.

Range and access

Spacing protects repeated output

Ranged attacks are useful only while a safe line to the target remains. Flanks, hard control and blocked escape routes can remove that advantage quickly.

Typical team job

Maintain safe, repeatable damage

Target access and survival time usually matter more than one ambitious hit. Reposition between attacks and avoid giving up the safe damage line.

Control check

Identify the exact movement restriction

Tenacity can shorten only eligible control. Displacements, airborne effects and repeated slows need their own positioning, blocking or movement answer.

Protection and sustain

Do not buy a counter that has no target

Reserve anti-heal and anti-shielding for a visible problem in the full team composition; they are not default answers to every champion.

Resource pattern

Mana and cooldowns both matter

A spell being available does not mean the complete sequence is sustainable. Watch the resource bar as well as the setup and escape cooldowns.

Read the whole teamThe same champion can create a different problem after changing role, items or allies. Re-check the visible match before committing to a defensive answer.

Defensive item reference

What can help against Teemo?

Start with the threat that is actually affecting the match. These are conditional comparisons, not an automatic counter build.

Pre-game choices
DEFENSIVE BOOTS

Either defensive pair can be valid

Plated Steelcaps answer repeated attacks; Mercury's Treads answer magic resistance and reducible control.

Pick one pair for the larger team-wide problem. Do not buy both pairs.
Repeated attacksReducible controlSlows
MAGIC DEFENCE

Magic defence

Kaenic Rookern · Force of Nature

Magic resistance can reduce the broad spell profile.

Choose a role-appropriate option only when repeated or burst magic damage is the problem.
REPEATED ATTACKS

Repeated attacks

Plated Steelcaps · Frozen Heart

These can reduce attack-focused pressure when their stats fit your champion.

Do not use this as an answer to physical spells that are not attacks.
CONTROL AND ONE KEY SPELL

Control and one key spell

Mercury's Treads · Quicksilver Sash · Banshee's Veil · Edge of Night

Tenacity and a removable-control active can help against the relevant disabling effects.

Check the current tooltip and whether the exact effect can be shortened, removed or blocked.
REPEATED SLOWS

Repeated slows

Boots of Swiftness

Slow resistance can be more useful than Tenacity when repeated slowing strength is the main problem.

It gives no armour or magic resistance, so compare the rest of the opposing team.
Player decidesChampion identity is a starting point, not an automatic purchase. Compare the full opposing team, current item tooltips and the problem that is actually deciding fights. Never buy two completed pairs of Boots.

Normal Draft and Ranked role map

Where Teemo fits on Summoner's Rift

Each lane is assessed separately. Open a role to reach its queue-specific build and matchup preparation.

JungleSecondary

Historical reference. Recommendation review pending. Teemo has a secondary role listed in this historical reference. It is less common than the primary roles, but it has a recognisable role-specific plan.

Review this roleOpen matchup
MidPlayer-chosen flex

Historical reference. Recommendation review pending. Teemo can be selected here as a deliberate player-chosen strategy, but it is not a primary role. The pick still needs a matchup and team plan.

Review this roleOpen matchup
BotPlayer-chosen flex

Historical reference. Recommendation review pending. Teemo can be selected here as a deliberate player-chosen strategy, but it is not a primary role. The pick still needs a matchup and team plan.

Review this roleOpen matchup
SupportSecondary

Historical reference. Recommendation review pending. Teemo has a secondary role listed in this historical reference. It is less common than the primary roles, but it has a recognisable role-specific plan.

Review this roleOpen matchup

Situational AP purchase

When should you buy anti-heal?

Buy healing reduction when enemy healing or regeneration is deciding fights and you can keep damaging the relevant target. Grievous Wounds reduces healing; it does not reduce shields, magic damage or crowd control.

Start with the component

Oblivion Orb can provide healing reduction without immediately paying for a completed Morellonomicon. Fit the component around your core damage, mana and survival needs; check the current queue's item tooltip.

Finish when it fits the fight

Complete Morellonomicon when its stats and slot efficiency suit your build. Do not treat it as a mandatory first item just because your champion deals magic damage.

Coordinate coverage

Multiple Grievous Wounds sources do not add their percentages together. Another reliable applier may cover the same target, but you may still need your own source for a separate fight or target.

Playing Teemo: Poison and mushroom damage can refresh healing reduction while they keep damaging a champion. This makes you a useful applier against sustain, but a trap that nobody triggers provides no coverage. Check the debuff duration after the last damage tick.

Will the fight last long enough?

If you die before dealing damage, you apply no healing reduction. If your target dies before healing, there is little healing to prevent. The debuff applies on qualifying damage immediately; it does not need to build up. It remains briefly after your last hit, so teammates can benefit even after you disengage.

Only healing during the active debuff counts. For example, 40% reduction prevents 80 of a 200-point heal, or 400 of a 1,000-point heal, before other modifiers. Compare that with the damage, penetration or survival you delayed; neither example guarantees a kill. Healing after the debuff expires is unaffected.

See the Oblivion Orb and Morellonomicon references for current effects and queue availability. These are situational decisions, not a measured best-build claim.

Kit reference

Teemo abilities

Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

Abilities Data Dragon 16.20.1Cooldown / Cost / Range Data Dragon 16.20.1
P
Passive

Guerrilla Warfare

What it doesIf Teemo stands still and takes no actions for a short duration, he becomes Invisible indefinitely. If he's in brush, Teemo can enter and maintain his Invisibility while moving. After leaving Invisibility, Teemo gains the Element of Surprise, increasing his Attack Speed for a few seconds.

Practical readGuerrilla Warfare is an automatic part of the kit involving basic-attack interaction. Track when its condition is active instead of treating every fight the same way.

Q
Q ability

Blinding Dart

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

Practical readBlinding Dart contributes vision information and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Cooldown7 secCost70/75/80/85/90Listed range680 units
W
W ability

Move Quick

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

Practical readMove Quick creates setup or area pressure. Place it where the opponent must choose between entering its space, changing route or giving up the immediate contest.

Cooldown14 secCost40Listed range20 units
E
E ability

Toxic Shot

What it doesEach of Teemo's attacks will poison the target %i:OnHit% On-Hit, dealing damage on impact and each second after for 4 seconds.

Practical readToxic Shot contributes basic-attack interaction and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.

Listed range680 units
R
Ultimate

Noxious Trap

What it doesTeemo throws 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. If Teemo throws a mushroom onto another mushroom it will bounce, gaining additional range.

Practical readNoxious Trap creates setup or area pressure. Place it where the opponent must choose between entering its space, changing route or giving up the immediate contest.

Cost75/55/35Listed range600/750/900 units

Levels 1–18

Teemo · Health / Mana · Abilities

Base values exclude items, runes, temporary buffs and mode-specific modifiers. Cooldowns are the listed base cooldown before ability haste.

Level 1615 Health334 Mana
Level 3768 Health371 Mana
Level 61,026 Health433 Mana
Level 111,528 Health553 Mana
Level 162,120 Health696 Mana
Level 182,383 Health759 Mana

Cooldown Data Dragon 16.20.1

Q
Basic abilityBlinding Dart

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

All ranks7 sec
W
Basic abilityMove Quick

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

All ranks14 sec
E
Basic abilityToxic Shot

Can receive its first point from level 1. Later ranks normally become available at levels 3, 5, 7 and 9.

CooldownRead current tooltip
R
UltimateNoxious Trap

First rank becomes available at level 6; later ranks normally become available at levels 11 and 16.

CooldownRead current tooltip
Open every levelHealth and mana from level 1 to 18
LevelHealthManaAbility milestone
1615334 ManaChoose the first basic ability
2690352 ManaAdd another basic ability or rank
3768371 ManaAdd another basic ability or rank
4851391 ManaSpend one ability point
5936411 ManaSpend one ability point
61,026433 ManaFirst ultimate rank normally available
71,119455 ManaSpend one ability point
81,216478 ManaSpend one ability point
91,316503 ManaSpend one ability point
101,420528 ManaSpend one ability point
111,528553 ManaSecond ultimate rank normally available
121,639580 ManaSpend one ability point
131,754608 ManaSpend one ability point
141,872636 ManaSpend one ability point
151,995666 ManaSpend one ability point
162,120696 ManaFinal ultimate rank normally available
172,250727 ManaSpend one ability point
182,383759 ManaSpend one ability point
How the numbers are calculatedLevel values use Riot Data Dragon 16.20.1 base and growth statistics with League’s non-linear champion-stat growth curve. Queue starting levels can differ: Normal Draft and Ranked normally begin at level 1, while ARAM and Swiftplay use faster starting rules.

Choose the next question

Turn the profile into a pre-game plan

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