
Guardian's Hammer
950 goldAdds attack damage, health and life steal for physical champions who rely on repeated basic attacks in Swiftplay.
Game patch 26.21Data Dragon 16.21.1
Reference patch 16.20.1
Teemo has an established solo-lane plan with the income and space needed to trade, manage waves and influence a side lane.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Swiftplay · Top
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Adds attack damage, health and life steal for physical champions who rely on repeated basic attacks in Swiftplay.

Statikk Shiv gives Teemo a fast first completion, wave control and an Energized hit that helps create room for poison and mushroom pressure.

Boots of Swiftness support spacing and reduce repeated slow strength. Choose Sorcerer's Shoes instead when damage against low-resistance targets matters more than movement.

Malignance adds mana and ability haste for more Noxious Traps, with an ultimate-triggered zone when a trap reaches a champion.

Liandry's Torment rewards repeated poison and mushroom contact, especially when health-stacking targets survive the first hit.

Shadowflame is the common damage finish while enemies remain low on magic resistance and Teemo can repeatedly push them below the low-health threshold.

Rabadon's Deathcap multiplies the completed ability-power core. Buy it when income and tempo support a pure damage finish rather than a defensive or penetration answer.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Complete build choices
Recommendation review pending
Best when: Choose Sorcerer's Shoes when spacing and repeated slows are manageable and the opposing team remains low on magic resistance. Decide from the lane and full opposing team before completing Boots.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Best when: Riftmaker can replace Shadowflame when durable fights last long enough to use its combat scaling. Do not choose it only because one target has high health; compare Liandry's, penetration and survival first.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Best when: Void Staff replaces Shadowflame when enemy magic resistance makes percentage penetration the stronger answer. Check completed enemy items, not champion class alone.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Best when: Zhonya's Hourglass replaces a luxury damage finish when surviving the first commitment decides the fight. Move it earlier only when the dive is already deciding repeated fights.
Buy this only after selling the Guardian starter when all six permanent slots are needed.
Runes and summoner spells
Use range to manage the wave and take measured trades without surrendering the escape route. Teleport supports the long solo lane.
Teleport preserves recalls and side-lane access. Ignite is a deliberate pressure trade-off, not a universal upgrade.
Keep the defensive secondary runes when repeated poke or one committed trade can decide the lane.
Static alternatives
These choices are not selected from live scores. Use one only after you identify the stated match problem yourself.

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.
Zhonya's stasis can absorb a committed dive or lethal burst window.
Situational AP purchase
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.
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.
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.
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.
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
Ability names, descriptions and numeric fields come from Riot Data Dragon. Practical reads are independently written; the current in-game tooltip remains authoritative.

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.

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

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.

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.

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.
Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Hold a favourable wave, pressure the enemy away from farm and keep enough vision to survive the second opponent.
Push before moving to an objective; arrive through a known route rather than giving up the wave and your shutdown.
Use the lead to occupy space for the team. Do not chase through the entire enemy formation for one target.
Keep health and minions balanced so one poor trade does not decide the lane.
Move after the wave is handled and communicate if the opposing Top laner leaves first.
Choose between front-line duty, side pressure and carry access according to the champion kit.
Farm near safety, avoid repeating the losing trade and ask for help only when the wave creates a realistic window.
Do not follow a stronger opponent through unseen river. Signal the move and recover guaranteed resources.
Contribute control or pressure to the nearest safe target instead of trying to repair the score alone.
Pings, movement and objectives
Manage the long lane before leaving it. A useful move begins with a handled wave, a visible route and a teammate who knows you are coming.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.
Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.
Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.
Decide whether you are engaging, front-lining, flanking or protecting a carry before the fight begins.
Later objectives: Repeat the same process around later major objectives: handle nearby income, communicate the route, enter through vision and agree on the fight before committing.
Use the guide
Compare a specific opponent, return to the champion overview, or choose another champion without losing the queue distinction.