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Mid · Ranked Solo/DuoMatchup guidePatch 16.20.1

Teemo vs Vex

Build, runes, abilities and practical pre-game checks in one queue-aware reference.

TeemoVSVex

Matchup guide

Choose the matchup

Search every champion, choose the assigned role, then open the exact queue page.

VS
Role
Selected laneMid

Choose two champions from the list.

Role fit

MidTeemo

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.

Player-chosen flex
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 Solo/Duo · Mid

Marksman solo-lane reference

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

Player-chosen flex
S
Draft / Ranked opening · separate from item 1

Doran's Blade

450 gold

Provides attack damage, health and lane sustain for physical trades and last hits.

1
First item

Kraken Slayer

3,000 gold

Adds attack speed and repeated-attack damage for a sustained physical-damage core.

2
Boots

Berserker's Greaves

1,100 gold

Adds attack speed and movement speed for champions whose repeated basic attacks remain central to the route.

3
Core

Infinity Edge

3,500 gold

Increases critical-strike damage after a reliable critical core is established; it does not repair a route with too little critical chance.

4
Late

Lord Dominik's Regards

3,300 gold

Adds percentage armour penetration against targets who have built meaningful armour.

5
Flexible

Guardian Angel

3,200 gold

Adds a revive for a high-value late fight after the functional damage or durability core is established.

6
Late sustain

Bloodthirster

3,400 gold

Adds high attack damage and sustain after the route can already reach targets and survive long enough to keep attacking.

Complete build choices

Choose the route before play

Recommendation review pending

AlternativeToo much healingMorellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.View full route

Best when: Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.

  1. First itemKraken Slayer
  2. BootsBerserker's Greaves
  3. Morellonomicon
  4. LateLord Dominik's Regards
  5. FlexibleGuardian Angel
  6. Late sustainBloodthirster
AlternativeThey burst meZhonya's stasis can absorb a committed dive or lethal burst window.View full route

Best when: Zhonya's stasis can absorb a committed dive or lethal burst window.

  1. First itemKraken Slayer
  2. BootsBerserker's Greaves
  3. Zhonya's Hourglass
  4. LateLord Dominik's Regards
  5. FlexibleGuardian Angel
  6. Late sustainBloodthirster
AlternativeOne spell stops meBanshee's spell shield can protect the first important cast against you.View full route

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

  1. First itemKraken Slayer
  2. BootsBerserker's Greaves
  3. CoreInfinity Edge
  4. Banshee's Veil
  5. FlexibleGuardian Angel
  6. Late sustainBloodthirster
AlternativeThey stack magic resistVoid Staff becomes valuable when the target has bought meaningful magic resistance.View full route

Best when: Void Staff becomes valuable when the target has bought meaningful magic resistance.

  1. First itemKraken Slayer
  2. BootsBerserker's Greaves
  3. CoreInfinity Edge
  4. Void Staff
  5. FlexibleGuardian Angel
  6. Late sustainBloodthirster

Complete build comparison

Complete build comparison

Recommendation review pending

AlternativeToo much healingMorellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.View full route

Best when: Morellonomicon applies anti-heal. Buy it earlier only when healing is already deciding fights.

  1. First itemKraken Slayer
  2. BootsBerserker's Greaves
  3. Morellonomicon
  4. LateLord Dominik's Regards
  5. FlexibleGuardian Angel
  6. Late sustainBloodthirster
AlternativeThey burst meZhonya's stasis can absorb a committed dive or lethal burst window.View full route

Best when: Zhonya's stasis can absorb a committed dive or lethal burst window.

  1. First itemKraken Slayer
  2. BootsBerserker's Greaves
  3. Zhonya's Hourglass
  4. LateLord Dominik's Regards
  5. FlexibleGuardian Angel
  6. Late sustainBloodthirster
AlternativeOne spell stops meBanshee's spell shield can protect the first important cast against you.View full route

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

  1. First itemKraken Slayer
  2. BootsBerserker's Greaves
  3. CoreInfinity Edge
  4. Banshee's Veil
  5. FlexibleGuardian Angel
  6. Late sustainBloodthirster
AlternativeThey stack magic resistVoid Staff becomes valuable when the target has bought meaningful magic resistance.View full route

Best when: Void Staff becomes valuable when the target has bought meaningful magic resistance.

  1. First itemKraken Slayer
  2. BootsBerserker's Greaves
  3. CoreInfinity Edge
  4. Void Staff
  5. FlexibleGuardian Angel
  6. Late sustainBloodthirster

Runes and summoner spells

Runes and summoner spellsTeemoMid

A marksman Mid route needs a controlled attack sequence and protection from the shorter lane's burst and gank angles.

Ranked Solo/Duo
Primary tree

Precision

Press the AttackPresence of MindLegend: AlacrityCut Down
Secondary tree

Resolve

Bone PlatingOvergrowth
Summoner spells
FlashBarrier
Choose pressure or recovery

Ignite supports a short kill window; Teleport supports recall and map timing; Barrier protects against immediate burst.

Protect the wave plan

A more aggressive spell pair does not replace safe wave timing, river vision or an escape route.

Matchup notes

What changes when Vex is opposite you?

Pre-game kit comparison
Kit comparison

Respect the opponent's reliable threat

Track the cooldown and range of the ability that starts their safest trade. Do not treat this page as a statistical counter claim.

Your plan

Use the route you prepared

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.

Ability reminders

Teemo reminders

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

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.

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.
They burst me

Zhonya's Hourglass

Zhonya's stasis can absorb a committed dive or lethal burst window.

One spell stops me

Banshee's Veil

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

They stack magic resist

Void Staff

Void Staff becomes valuable when the target has bought meaningful magic resistance.

Ability reference

Compare both kits

Ability reference Data Dragon 16.20.1

Cooldown (s) / Cost / Listed range (units) Data Dragon 16.20.1

Teemo

  1. P
    Guerrilla Warfare

    If 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.

  2. Q
    Blinding Dart

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

    Cooldown (s) 7 · Cost 70/75/80/85/90 · Listed range (units) 680
  3. W
    Move Quick

    Teemo 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.

    Cooldown (s) 14 · Cost 40 · Listed range (units) 20
  4. E
    Toxic Shot

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

    Listed range (units) 680
  5. R
    Noxious Trap

    Teemo 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.

    Cost 75/55/35 · Listed range (units) 600/750/900

Vex

  1. P
    Doom 'n Gloom

    Vex periodically becomes empowered, causing her next basic Ability to fear enemies and interrupt dashes. Whenever a nearby enemy dashes, Vex applies a mark that can be consumed for bonus damage that also reduces the cooldown of her empowered state.

  2. Q
    Mistral Bolt

    Launch a damaging missile that accelerates mid-flight.

    Cooldown (s) 8/7/6/5/4 · Cost 45/50/55/60/65 · Listed range (units) 1200
  3. W
    Personal Space

    Gain a shield and damage nearby enemies.

    Cooldown (s) 16/15/14/13/12 · Cost 75 · Listed range (units) 475
  4. E
    Looming Darkness

    Summon a damaging and slowing zone that applies Gloom to enemies.

    Cooldown (s) 12 · Cost 70/80/90/100/110 · Listed range (units) 800
  5. R
    Shadow Surge

    Fire a missile that marks an enemy champion. Recast to dash to them and deal damage.

    Cooldown (s) 140/120/100 · Cost 100 · Listed range (units) 2000/2500/3000

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

Manage the wave and keep both sides of the map visible

1
Lane

Trade when your key ability and minion position favour you; an even lane does not require a forced solo kill.

2
Map play

Move on a completed wave and return before several waves are lost to the tower.

3
Fights

Position for the champion's reliable damage or control instead of beginning with the lowest-percentage spell.

Pings, movement and objectives

Teemo Mid map plan

Mid can reach either side, but the wave pays for every move. Communicate the opponent first, then move only when the route and destination are credible.

Ahead

Use priority to arrive first, not recklessly

Ping
Ping Enemy Missing when the opponent leaves, On My Way before entering river and Danger on the route the opponent may use.
Stay or roam
Roam after clearing the wave and choose the side where allies can participate. Return before several waves are lost.
Objective
Reach river with the Jungler, control one entrance and preserve the spell that stops an enemy engage or secures the first target.
Even

Turn one managed wave into map pressure

Ping
Use Enemy Missing immediately, then On My Way only when you are genuinely moving rather than considering it.
Stay or roam
Move after the wave is handled. If following requires entering fog alone, ping Danger and take the safe route instead.
Objective
Help establish river vision before the start. Do not burn the only control spell on poke if it is needed to protect the entrance.
Behind

Clear safely and warn both side lanes

Ping
Ping Enemy Missing early and repeat Danger on the threatened side. Use Retreat if matching the roam would expose you to another kill.
Stay or roam
Follow through established vision or remain Mid and recover farm. A late blind follow often loses both positions.
Objective
Approach behind the front line and use reliable control or range. Trade the objective if the team cannot safely enter river.
Objective setup

Four calls, in order

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

  1. 1
    Handle the wave

    Push, catch or communicate the wave before leaving so the opponent does not gain a free move and free income.

  2. 2
    Signal the route

    Use On My Way for the route you are actually taking and Danger where an unseen opponent may arrive.

  3. 3
    Enter together

    Move through controlled vision with the Jungler or another ally instead of face-checking the objective alone.

  4. 4
    Choose the job

    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.

Keep preparing

Use the champion page or choose another opponent

The matchup page is a pre-game reference. It does not predict the result or alter its recommendation from changing live match data.

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