
World Atlas
400 doubloonsArrr, starts Support income and progresses into wards.
Game patch, matey 26.20Data Dragon 16.20.1
Arrr, reference patch 16.20.1
Teemo has a reviewed secondary role here. It be less common aboard than th' primary roles, but it has a recognisable role-specific course.
These patches keep recommendation review, build checks and item lookup on separate charts, matey. Fresh item data does not finish a build review.
Arrr, normal Draft · Support
Follow th' completed-gear order as a pre-battle reference. Components and owned gear do nay create extra inventory slots.

Arrr, starts Support income and progresses into wards.

Completes th' damage-focused Support quest fer poke and mushroom contact.

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

Adds flat magic penetration agin' targets without meaningful magic resistance.

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

Adds anti-heal only when th' opposing crew repeatedly restores meaningful hull.

Adds percentage magic penetration wit' a crew heal after takedowns in later fights.
Shipshape loadout choices
Recommendations await inspection
Arrr, best when: Mikael's removes eligible crowd control from an ally; inspect that th' effect can actually be cleansed.
Arrr, best when: Locket gives nigh th' ship crewmates an immediate shield when foe burst lands together.
Arrr, best when: Shurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.
Recommendations await inspection
Arrr, runes and summoner spells
A marksman Support still operates on reduced income. Fleet supports short trades and retreat timing; Heal keeps th' shared course safer.
Inspect which defensive spell th' Bot partner picked afore duplicating Heal, Barrier or Exhaust.
Exhaust answers a committed damage dealer; Ignite adds pressure and anti-heal; Heal protects both nigh th' ship partners.
Arrr, static alternatives
These choices be nay picked from live scores. Use one only after ye identify th' stated clash problem yourself.

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

Locket gives nigh th' ship crewmates an immediate shield when foe burst lands together.

Shurelya's movement speed helps th' crew engage or disengage when positioning be th' problem.

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

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.

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.

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.

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, 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.
Adapt th' course
Judge th' whole course or sea chart state, nay only personal kills. Pick th' situation closest to th' present battle.
Deny space wit' yer course partner, but keep th' carry moored to th' wave instead o' roaming at every opportunity.
Move first aboard wit' an ally, establish vision and protect th' course yer crew will use to enter.
Set sail only when crewmates can follow, then change to peel if an foe reaches th' protected carry.
Hold th' trick that makes foes respect yer course and trade when both Bot-course partners be shipshape.
Recall and move on seaworthy wave timings; an unsupported roam can cost th' carry an entire wave or a dive.
Control one approach and keep enough protection fer th' foe's most likely engage.
Stay fer a crashing wave, block a dive and avoid spending th' key defensive trick on low-value poke.
Enter darkness wit' another sailor and ward th' nearest useful entrance instead o' reaching fer deep vision.
Peel first aboard and punish overextension. A blind engage rarely repairs a losing battle.
Pings, movement and prizes
Turn ship's intelligence into a shared decision. Move wit' an ally and preserve th' tool that makes th' next aboard fight seaworthy.
Pings create a shared course; they do nay replace checking waves, vision and who can move.
'Round a minute afore Dragon, ping th' course, spend doubloons if needed and make sure Bot and Mid know whether they can move.
Walk wit' th' Jungler or another ally. Sweep one course, place useful entrance vision and ne'er face-inspect alone.
Inspect nigh th' ship waves and foe positions. Hold th' spell that either starts a reachable fight or protects yer main damage dealer.
Keep enemies astern from th' seaworthy entrance, mark th' reachable threat and avoid chasing so far across th' waters that Dragon be left unprotected.
Later prizes: Use th' same pattern fer Rift Herald or Baron: communicate first aboard, move through controlled vision wit' an ally, then choose engage or peel afore th' fight begins.
Use th' chart
Compare a specific foe, return to th' champion overview, or choose another champion without losing th' queue distinction.