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Game patch 26.20Data Dragon 16.20.1

Reference patch 16.20.1

Teemo Support · Ranked Flex

Teemo has a reviewed secondary role here. It is less common than the primary roles, but it has a recognisable role-specific plan.

Reviewed secondaryRanked Flex
Champion overview
Review patch unknownRecommendation review pending

These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.

Recommendation patch
— Data Dragon
Build validation patch
16.19.1 Data Dragon
Item lookup patch
16.20.1 Data Dragon

Ranked Flex · Support

AP vision Support

Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Reviewed secondary
S
Draft / Ranked opening · separate from item 1

World Atlas

400 gold

Starts Support income and progresses into wards.

1
First item

Zaz'Zak's Realmspike

400 gold

Completes the damage-focused Support quest for poke and mushroom contact.

2
Boots

Malignance

2,700 gold

Adds mana, haste and an ultimate-triggered damage zone for Noxious Trap.

3
Core

Sorcerer's Shoes

1,100 gold

Adds flat magic penetration against targets without meaningful magic resistance.

4
Late

Liandry's Torment

3,000 gold

Adds health and sustained burn to repeated poison and mushroom damage.

5
Flexible

Morellonomicon

2,850 gold

Adds anti-heal only when the opposing team repeatedly restores meaningful health.

6
Final option

Cryptbloom

3,000 gold

Adds percentage magic penetration with a team heal after takedowns in later fights.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeCrowd controlMikael's removes eligible crowd control from an ally; check that the effect can actually be cleansed.View full route

Best when: Mikael's removes eligible crowd control from an ally; check that the effect can actually be cleansed.

  1. First itemZaz'Zak's Realmspike
  2. BootsMalignance
  3. CoreSorcerer's Shoes
  4. Mikael's Blessing
  5. FlexibleMorellonomicon
  6. Final optionCryptbloom
AlternativeTeam gets burstLocket gives nearby allies an immediate shield when enemy burst lands together.View full route

Best when: Locket gives nearby allies an immediate shield when enemy burst lands together.

  1. First itemZaz'Zak's Realmspike
  2. BootsMalignance
  3. Locket of the Iron Solari
  4. LateLiandry's Torment
  5. FlexibleMorellonomicon
  6. Final optionCryptbloom
AlternativeCannot start fightsShurelya's movement speed helps the team engage or disengage when positioning is the problem.View full route

Best when: Shurelya's movement speed helps the team engage or disengage when positioning is the problem.

  1. First itemZaz'Zak's Realmspike
  2. BootsMalignance
  3. CoreSorcerer's Shoes
  4. Shurelya's Battlesong
  5. FlexibleMorellonomicon
  6. Final optionCryptbloom

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeCrowd controlMikael's removes eligible crowd control from an ally; check that the effect can actually be cleansed.View full route

Best when: Mikael's removes eligible crowd control from an ally; check that the effect can actually be cleansed.

  1. First itemZaz'Zak's Realmspike
  2. BootsMalignance
  3. CoreSorcerer's Shoes
  4. Mikael's Blessing
  5. FlexibleMorellonomicon
  6. Final optionCryptbloom
AlternativeTeam gets burstLocket gives nearby allies an immediate shield when enemy burst lands together.View full route

Best when: Locket gives nearby allies an immediate shield when enemy burst lands together.

  1. First itemZaz'Zak's Realmspike
  2. BootsMalignance
  3. Locket of the Iron Solari
  4. LateLiandry's Torment
  5. FlexibleMorellonomicon
  6. Final optionCryptbloom
AlternativeCannot start fightsShurelya's movement speed helps the team engage or disengage when positioning is the problem.View full route

Best when: Shurelya's movement speed helps the team engage or disengage when positioning is the problem.

  1. First itemZaz'Zak's Realmspike
  2. BootsMalignance
  3. CoreSorcerer's Shoes
  4. Shurelya's Battlesong
  5. FlexibleMorellonomicon
  6. Final optionCryptbloom

Recommendation review pending

Runes and summoner spells

Runes and summoner spellsTeemoSupport

A marksman Support still operates on reduced income. Fleet supports short trades and retreat timing; Heal keeps the shared lane safer.

Ranked Flex
Primary tree

Precision

Fleet FootworkPresence of MindLegend: AlacrityCut Down
Secondary tree

Inspiration

Biscuit DeliveryApproach Velocity
Summoner spells
FlashHeal
Coordinate the Bot pair

Check which defensive spell the Bot partner selected before duplicating Heal, Barrier or Exhaust.

Match the lane threat

Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nearby partners.

Static alternatives

Compare the problem before changing the plan

These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

Crowd control

Mikael's Blessing

Mikael's removes eligible crowd control from an ally; check that the effect can actually be cleansed.

Team gets burst

Locket of the Iron Solari

Locket gives nearby allies an immediate shield when enemy burst lands together.

Cannot start fights

Shurelya's Battlesong

Shurelya's movement speed helps the team engage or disengage when positioning is the problem.

Only when enemy healing is deciding fights

Oblivion Orb

Oblivion Orb supplies healing reduction without committing to a completed Morellonomicon. Skip both when healing is not the problem or an ally already covers your target reliably. Healing reduction does not reduce shields.

Conditional component, not a core item. Complete Morellonomicon only when its stats and slot efficiency justify delaying another purchase.

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

Adapt the plan

What to do when the game changes

Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.

Even plan

Balance lane pressure with protection for the carry

1
Lane

Hold the ability that makes opponents respect your lane and trade when both Bot-lane partners are ready.

2
Map play

Recall and move on safe wave timings; an unsupported roam can cost the carry an entire wave or a dive.

3
Fights

Control one approach and keep enough protection for the enemy's most likely engage.

Pings, movement and objectives

Teemo Support map plan

Turn information into a shared decision. Move with an ally and preserve the tool that makes the next fight safe.

Ahead

Make the lead open the map

Ping
Use On My Way before changing angle, then Assist Me on Dragon after Bot is safe to move. Use Danger if the carry starts following through an unsafe route.
Map movement
Roam after a pushed wave, shared recall or when the carry can collect safely. Deep wards still require the Jungler or another nearby ally.
Objective
Arrive early, clear the enemy entrance and hold the key engage or peel spell. Do not chase away from Dragon and hand the opponent a free route back in.
Even

Create one clear numbers advantage

Ping
Use On My Way before an engage or roam, Enemy Missing as soon as a lane opponent disappears, and Danger when your carry cannot follow.
Map movement
Leave only on a safe wave or recall timing. If the carry would lose a full wave or face a dive, stay Bot and communicate that you are not moving.
Objective
Help Bot finish the wave, then enter river with the Jungler. Set vision before starting and avoid turning an even objective into an unseen gamble.
Behind

Stop the next loss before seeking a play

Ping
Use Retreat or Danger before an ally enters darkness, Enemy Missing immediately, and Assist Me when you need company to restore defensive vision.
Map movement
Do not abandon a crashing wave or vulnerable carry. Move after the wave is stable and use the nearest safe ward line rather than forcing deep vision.
Objective
If your team cannot enter river safely, ping Retreat and trade for farm, vision or another map resource. Contest only after creating a safe route together.
Objective setup

Four calls, in order

Pings create a shared plan; they do not replace checking waves, vision and who can move.

  1. 1
    Before the move

    Around a minute before Dragon, ping the plan, spend gold if needed and make sure Bot and Mid know whether they can move.

  2. 2
    Enter together

    Walk with the Jungler or another ally. Sweep one route, place useful entrance vision and never face-check alone.

  3. 3
    Before starting

    Check nearby waves and enemy positions. Hold the spell that either starts a reachable fight or protects your main damage dealer.

  4. 4
    During the contest

    Keep enemies away from the safe entrance, mark the reachable threat and avoid chasing so far that Dragon is left unprotected.

Later objectives: Use the same pattern for Rift Herald or Baron: communicate first, move through controlled vision with an ally, then choose engage or peel before the fight begins.

Use the guide

Put Teemo into a real matchup

Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.

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