Arrr, VRC.LOL

Game patch, matey 26.20Data Dragon 16.20.1

Arrr, reference patch 16.20.1

Teemo Arrr, mid · Normal Draft

Teemo can be picked here as a deliberate sailor-chosen strategy, but it be nay a primary role. Th' pick still needs a matchup and crew course.

Sailor-chosen flexArrr, standard Summoner's Rift preparation
Arrr, champion overview
Review patch be unknownRecommendations await inspection

These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.

Recommendations’ patch
— Data Dragon
Build check’s patch
16.19.1 Data Dragon
Item lookup’s patch
16.20.1 Data Dragon

Arrr, normal Draft · Mid

Marksman solo-course reference

Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Sailor-chosen flex
S
Draft / Ranked opening · separate from gear 1

Doran's Blade

450 doubloons

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

1
First aboard gear

Kraken Slayer

3,000 doubloons

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

2
Boots

Berserker's Greaves

1,100 doubloons

Adds attack speed and movement speed fer champions whose repeated basic attacks remain central to th' course.

3
Core

Infinity Edge

3,500 doubloons

Increases critical-strike damage after a reliable critical core be established; it does nay repair a course wit' too little critical chance.

4
Late

Lord Dominik's Regards

3,300 doubloons

Adds percentage armour penetration agin' targets who have built meaningful armour.

5
Flexible

Guardian Angel

3,200 doubloons

Adds a revive fer a high-value late fight after th' functional damage or durability core be established.

6
Arrr, late sustain

Bloodthirster

3,400 doubloons

Adds high attack damage and sustain after th' course can already reach targets and survive long enough to keep attacking.

Shipshape loadout choices

Pick th' course afore play

Recommendations await inspection

AlternativeArrr, too much healingMorellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.Spy full course

Arrr, best when: Morellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.

  1. First aboard gearKraken Slayer
  2. BootsBerserker's Greaves
  3. Morellonomicon
  4. LateLord Dominik's Regards
  5. FlexibleGuardian Angel
  6. Arrr, late sustainBloodthirster
AlternativeArrr, they burst meArrr, zhonya's stasis can absorb a committed dive or lethal burst window.Spy full course

Arrr, best when: Arrr, zhonya's stasis can absorb a committed dive or lethal burst window.

  1. First aboard gearKraken Slayer
  2. BootsBerserker's Greaves
  3. Zhonya's Hourglass
  4. LateLord Dominik's Regards
  5. FlexibleGuardian Angel
  6. Arrr, late sustainBloodthirster
AlternativeArrr, one spell stops meBanshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.Spy full course

Arrr, best when: Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.

  1. First aboard gearKraken Slayer
  2. BootsBerserker's Greaves
  3. CoreInfinity Edge
  4. Banshee's Veil
  5. FlexibleGuardian Angel
  6. Arrr, late sustainBloodthirster
AlternativeArrr, they stack magic resistVoid Staff becomes valuable when th' target has bought meaningful magic resistance.Spy full course

Arrr, best when: Void Staff becomes valuable when th' target has bought meaningful magic resistance.

  1. First aboard gearKraken Slayer
  2. BootsBerserker's Greaves
  3. CoreInfinity Edge
  4. Void Staff
  5. FlexibleGuardian Angel
  6. Arrr, late sustainBloodthirster

Shipshape loadout comparison

Shipshape loadout comparison

Recommendations await inspection

AlternativeArrr, too much healingMorellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.Spy full course

Arrr, best when: Morellonomicon applies anti-heal. Buy it earlier only when healing be already deciding fights.

  1. First aboard gearKraken Slayer
  2. BootsBerserker's Greaves
  3. Morellonomicon
  4. LateLord Dominik's Regards
  5. FlexibleGuardian Angel
  6. Arrr, late sustainBloodthirster
AlternativeArrr, they burst meArrr, zhonya's stasis can absorb a committed dive or lethal burst window.Spy full course

Arrr, best when: Arrr, zhonya's stasis can absorb a committed dive or lethal burst window.

  1. First aboard gearKraken Slayer
  2. BootsBerserker's Greaves
  3. Zhonya's Hourglass
  4. LateLord Dominik's Regards
  5. FlexibleGuardian Angel
  6. Arrr, late sustainBloodthirster
AlternativeArrr, one spell stops meBanshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.Spy full course

Arrr, best when: Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.

  1. First aboard gearKraken Slayer
  2. BootsBerserker's Greaves
  3. CoreInfinity Edge
  4. Banshee's Veil
  5. FlexibleGuardian Angel
  6. Arrr, late sustainBloodthirster
AlternativeArrr, they stack magic resistVoid Staff becomes valuable when th' target has bought meaningful magic resistance.Spy full course

Arrr, best when: Void Staff becomes valuable when th' target has bought meaningful magic resistance.

  1. First aboard gearKraken Slayer
  2. BootsBerserker's Greaves
  3. CoreInfinity Edge
  4. Void Staff
  5. FlexibleGuardian Angel
  6. Arrr, late sustainBloodthirster

Arrr, runes and summoner spells

Arrr, runes and summoner spellsTeemoMid

A marksman Mid course needs a controlled attack sequence and protection from th' shorter course's burst and gank angles.

Normal Draft, matey
Arrr, primary tree

Precision

Press the AttackPresence of MindLegend: AlacrityCut Down
Arrr, secondary tree

Resolve

Bone PlatingOvergrowth
Arrr, summoner spells
FlashBarrier
Pick pressure or recovery

Ignite supports a short kill window; Teleport supports recall and sea chart timing; Barrier protects agin' immediate burst.

Protect th' wave course

A more booty aggressive spell pair does nay replace seaworthy wave timing, river vision or an escape course.

Arrr, static alternatives

Compare th' problem afore changing th' course

These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

Arrr, Only when enemy healing is deciding fights

Oblivion Orb

Arrr, 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.

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

Zhonya's Hourglass

Arrr, zhonya's stasis can absorb a committed dive or lethal burst window.

Arrr, one spell stops me

Banshee's Veil

Banshee's spell shield can protect th' first aboard fit fer th' captain's eye cast agin' ye.

Arrr, they stack magic resist

Void Staff

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

Arrr, Situational AP purchase

Arrr, When should you buy anti-heal?

Arrr, 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.

Arrr, Start with the component

Arrr, 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.

Arrr, Finish when it fits the fight

Arrr, 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.

Arrr, Coordinate coverage

Arrr, 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.

Arrr, Playing Teemo: Arrr, 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.

Arrr, Will the fight last long enough?

Arrr, 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.

Arrr, 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.

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

Arrr, kit reference

Teemo tricks

Trick names, descriptions and numeric fields come from Riot Data Dragon. Practical reads be independently written; th' present in-battle tooltip remains authoritative.

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

Guerrilla Warfare

Arrr, what it doesEnglishIf 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.

Arrr, practical readGuerrilla Warfare be an automatic part o' th' kit involving basic-attack interaction. Track when its condition be active instead o' treating every fight th' same way.

Q
Q trick

Blinding Dart

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

Arrr, practical readBlinding Dart contributes vision ship's intelligence and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

CooldownArrr, 7 secCost70/75/80/85/90Arrr, listed rangeArrr, 680 units
W
W trick

Move Quick

Arrr, what it doesEnglishTeemo 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.

Arrr, practical readMove Quick creates setup or area pressure. Place it where th' foe must choose betwixt entering its space, changing course or giving up th' immediate contest.

CooldownArrr, 14 secCost40Arrr, listed rangeArrr, 20 units
E
E trick

Toxic Shot

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

Arrr, practical readToxic Shot contributes basic-attack interaction and damage. Its value changes wit' cooldown, range and target access; recognise th' setup afore moving into its effective area.

Arrr, listed rangeArrr, 680 units
R
Ultimate

Noxious Trap

Arrr, what it doesEnglishTeemo 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.

Arrr, practical readNoxious Trap creates setup or area pressure. Place it where th' foe must choose betwixt entering its space, changing course or giving up th' immediate contest.

Cost75/55/35Arrr, listed rangeArrr, 600/750/900 units

Adapt th' course

What to do when th' battle changes

Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.

Even course

Manage th' wave and keep both sides o' th' sea chart visible

1
Course

Trade when yer key trick and minion position favour ye; an even course does nay require a forced solo kill.

2
Sea chart play

Move on a completed wave and return afore several waves be lost to th' tower.

3
Fights

Position fer th' champion's reliable damage or control instead o' beginning wit' th' lowest-percentage spell.

Pings, movement and prizes

Teemo Mid sea chart course

Mid can reach either side, but th' wave pays fer every move. Communicate th' foe first aboard, then move only when th' course and destination be credible.

Ahead

Use priority to arrive first aboard, nay recklessly

Ping
Ping Foe Lost overboard when th' foe leaves, On Me Way afore entering river and Peril on th' course th' foe may use.
Arrr, stay or roam
Roam after clearing th' wave and choose th' side where crewmates can participate. Return afore several waves be lost.
Prize
Reach river wit' th' Jungler, control one entrance and preserve th' spell that stops an foe engage or secures th' first aboard target.
Even

Turn one managed wave into sea chart pressure

Ping
Use Foe Lost overboard immediately, then On Me Way only when ye be genuinely moving rather than considering it.
Arrr, stay or roam
Move after th' wave be handled. If following requires entering fog alone, ping Peril and take th' seaworthy course instead.
Prize
Lend a hand establish river vision afore th' set sail. Do nay burn th' only control spell on poke if it be needed to protect th' entrance.
Behind

Clear th' deck safely and warn both side lanes

Ping
Ping Foe Lost overboard early and repeat Peril on th' threatened side. Use Retreat if matching th' roam would expose ye to another kill.
Arrr, stay or roam
Arrr, follow through established vision or remain Mid and recover farm. A late blind follow often loses both positions.
Prize
Approach astern o' th' front line and use reliable control or range. Trade th' prize if th' crew cannae safely enter river.
Prize setup

Arrr, four calls, in order

Pings create a shared course; they do nay replace checking waves, vision and who can move.

  1. 1
    Handle th' wave

    Push, catch or communicate th' wave afore leaving so th' foe does nay gain a free move and free income.

  2. 2
    Signal th' course

    Use On Me Way fer th' course ye be actually taking and Peril where an unseen foe may arrive.

  3. 3
    Arrr, enter together

    Move through controlled vision wit' th' Jungler or another ally instead o' face-checking th' prize alone.

  4. 4
    Pick th' job

    Decide whether ye be engaging, front-lining, flanking or protecting a carry afore th' fight begins.

Later prizes: Repeat th' same process 'round later major prizes: handle nigh th' ship income, communicate th' course, enter through vision and agree on th' fight afore committing.

Use th' chart

Put Teemo into a real matchup

Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.

Arrr, prepare a matchupArrr, champion overviewArrr, browse champions