
Doran's Blade
450 goldGives early attack damage, health and lane sustain.
Bot · Ranked Solo/DuoMatchup guidePatch 16.20.1
Build, runes, abilities and practical pre-game checks in one queue-aware reference.
Role fit
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.
These patches track recommendation review, build validation and item lookup separately. Updating item data does not complete a build review.
Ranked Solo/Duo · Bot
Follow the completed-item order as a pre-game reference. Components and owned items do not create extra inventory slots.

Gives early attack damage, health and lane sustain.

Completes the first reliable sustained-damage item.

Adds attack speed and movement speed for spacing fights.

Makes critical strikes hit harder after the early core.

Moves armour penetration forward when targets begin buying armour.

Adds a revive for high-value late fights after your damage core is established.

Adds high attack damage and sustain after the route can already reach targets and survive long enough to keep attacking.
Complete build choices
Recommendation review pending
Best when: Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.
Best when: Zhonya's stasis can absorb a committed dive or lethal burst window.
Best when: Banshee's spell shield can protect the first important cast against you.
Best when: Void Staff becomes valuable when the target has bought meaningful magic resistance.
Runes and summoner spells
Preserve firing space and turn longer fights into sustained damage.
Avoid duplicating the same defensive spell without a reason. Barrier protects the user; Heal can protect both nearby lane partners.
Choose Cleanse only when removable crowd control is the lane or fight problem and you can use it reliably.
Matchup notes
Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.
Treat Vex as one part of the map state. Their Jungler, nearby waves and which teammates can move determine whether the same trade or rotation is safe.
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.

Banshee's spell shield can protect the first important cast against you.

Void Staff becomes valuable when the target has bought meaningful magic resistance.
Ability reference
Ability reference Data Dragon 16.20.1
Cooldown / Cost / Range Data Dragon 16.20.1
Guerrilla 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.
Blinding Dart contributes vision information and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 7 · Cost 70/75/80/85/90 · Listed range 680Move 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.
Cooldown 14 · Cost 40 · Listed range 20Toxic 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 range 680Noxious 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.
Cost 75/55/35 · Listed range 600/750/900Doom 'n Gloom is an automatic part of the kit involving hard crowd control and damage. Track when its condition is active instead of treating every fight the same way.
Mistral Bolt is a ranged cast involving its listed effect. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
Cooldown 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range 1200Personal Space contributes protection or sustain and damage. Its value changes with cooldown, range and target access; recognise the setup before moving into its effective area.
Cooldown 16/15/14/13/12 · Cost 75 · Listed range 475Looming Darkness creates setup or area pressure. Place it where the opponent must choose between entering its space, changing route or giving up the immediate contest.
Cooldown 12 · Cost 70/80/90/100/110 · Listed range 800Shadow Surge is a ranged cast involving movement or repositioning and damage. Respect its line or target area, and avoid spending it when the opponent can simply step away before the important exchange.
Cooldown 140/120/100 · Cost 100 · Listed range 2000/2500/3000Adapt the plan
Judge the whole lane or map state, not only personal kills. Choose the situation closest to the current game.
Pressure farm with your Support while keeping the wave and river warded; two opponents can still punish an isolated carry.
Move after the wave is secured and attack the objective from a position your team can defend.
Deal damage to the closest safe target and preserve the shutdown. The lead matters only while you remain alive.
Match the opposing carry's income and trade when both lane partners can participate.
Finish the wave before rotating unless the fight is immediate and clearly reachable.
Stand behind allied control and build damage on reachable targets before stepping toward the back line.
Farm near tower or with nearby allies. Give up isolated minions instead of offering another kill.
Avoid being first into river and trade an unsafe objective for income when the team cannot contest.
Wait for enemy cooldowns and attack whoever enters your safe range; survival creates more damage than a desperate flank.
Pings, movement and objectives
Protect income and coordinate with Support. Your movement should follow the wave, while your pings make target choice and danger clear before the fight begins.
Pings create a shared plan; they do not replace checking waves, vision and who can move.
Finish safe farm and communicate the recall or move before the objective setup begins.
Walk with Support or another ally and choose the side where enemy engage cannot reach you first.
Keep an exit route and identify the nearest target you can damage without crossing enemy control.
Continue useful damage without chasing away from the objective or donating a shutdown.
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.
Keep preparing
The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.