Teemo is a champion in League of Legends played in the Top lane, classified as a Specialist (Marksman / Mage). He uses Mana (334 – 825.63 at max level) and deals Magic damage. Teemo was released on February 21, 2009, making him one of the original champions in the game. He was last updated in patch V26.04. Store price: 225 Blue Essence / 260 RP — one of the cheapest champions in the entire roster.
📊 Base Statistics
| Statistic | Base Value | Max Value (lvl 18) |
| HP | 615 | 2660.16 |
| Mana (MP) | 334 | 825.63 |
| Attack Damage (AD) | 54 | 113 |
| Armor (AR) | 24 | 121.34 |
| Magic Resist (MR) | 30 | 55.56 |
| Movement Speed (MS) | 330 | 330 (fixed) |
| Attack Range | 500 (Ranged) | 500 (fixed) |
| Base AS | 0.69 | — |
| Bonus AS | 0 – 66.47% | — |
| Missile Speed | 1500 | — |
| Crit. DMG | 200% | 200% |
💡 Key Stat Note: Teemo has a 500 attack range — longer than most top lane melee champions (typically 125–175 range). This is the foundation of his lane bully pattern: auto-attack from outside retaliation range, stack Toxic Shot poison, and retreat before they can respond. Combined with Move Quick’s passive 28% bonus MS at max rank, he kites with annoying efficiency.
👻 Passive: Guerrilla Warfare
INNATE: Teemo gains invisibility after 1.5 seconds without moving, taking damage, performing actions that break stealth, channeling, or being in stasis. He maintains stealth as long as he remains idle and is not displaced.
While in brush, Teemo gains stealth even while moving and can move without breaking stealth — but will lose stealth if knocked up.
INNATE — ELEMENT OF SURPRISE: When Teemo breaks stealth, he gains 20% / 40% / 60% / 80% bonus attack speed (based on level) for 5 seconds.
💡 Passive Abuse Guide: Guerrilla Warfare in brush is Teemo’s most powerful and most underused mechanic. Moving inside brush while maintaining invisibility lets you reposition aggressively without breaking stealth. Stand still in lane for 1.5 seconds before a trade to proc Element of Surprise — the 80% attack speed at max level combined with Toxic Shot on-hit poison means the first 3–4 autos from stealth deal massive burst damage. Enemies who don’t know your position literally cannot react in time.
🎯 Q: Blinding Dart
| Parameter | Value |
| Cost | 70 / 75 / 80 / 85 / 90 Mana |
| Cooldown | 7 seconds |
| Cast Time | 0.25 seconds |
| Target Range | 680 |
| Speed | 2500 |
| Magic Damage | 80 / 125 / 170 / 215 / 260 (+ 70% AP) |
| Blind Duration (champion) | 2 / 2.25 / 2.5 / 2.75 / 3 seconds |
| Blind Duration (minions/monsters) | 4 / 4.5 / 5 / 5.5 / 6 seconds |
ACTIVE: Teemo shoots a dart at the target enemy that deals magic damage and blinds them for up to 3 seconds. A blinded target cannot deal damage with basic attacks — every auto-attack they launch during the blind window misses completely. The blind duration is doubled against minions and monsters (up to 6 seconds).
💡 Why Q is Broken Against Specific Champions: A 3-second blind completely shuts down auto-attack-dependent champions — Tryndamere, Master Yi, Vayne, Yasuo, Fiora, Jax. Their entire damage output comes from basic attacks, and Blinding Dart nullifies it for 3 full seconds. Against these matchups, Q the moment they activate their damage ability (Tryndamere’s Spinning Slash, Yi’s Q landing) and watch their entire combo whiff. This is Teemo’s strongest hard-counter mechanic.
🏃 W: Move Quick
| Parameter | Value |
| Cost | 40 Mana |
| Cooldown | 14 seconds |
| Cast Time | None |
| Passive Bonus MS | 12 / 16 / 20 / 24 / 28% |
| Active Enhanced Bonus MS | 24 / 32 / 40 / 48 / 56% |
| Active Duration | 3 seconds (prevents removal) |
PASSIVE: Teemo gains 12–28% bonus movement speed after 5 seconds without taking damage from enemy champions or turrets.
ACTIVE: Teemo doubles the bonus movement speed for 3 seconds, and prevents the speed bonus from being removed for the duration. Casting Move Quick does not interrupt Guerrilla Warfare stealth.
💡 Kiting Tool: The active’s “prevents removal” clause is key — it means slows and movement impairing effects cannot strip the Move Quick bonus during those 3 seconds. Use it reactively when being chased, not proactively before a trade. The passive 28% bonus MS activates after just 5 damage-free seconds, making Teemo permanently fast during the laning phase whenever he’s not in active combat.
☠️ E: Toxic Shot
| Parameter | Value |
| Type | Permanent Passive (always active) |
| Magic Damage On-Hit | 9 / 23 / 37 / 51 / 65 (+ 30% AP) |
| Poison Magic Damage per Tick | 6 / 12 / 18 / 24 / 30 (+ 10% AP) per second over 4 seconds |
| Monster On-Hit (160%) | 14.4 / 36.8 / 59.2 / 81.6 / 104 (+ 48% AP) |
| Monster Poison Tick (160%) | 9.6 / 19.2 / 28.8 / 38.4 / 48 (+ 16% AP) |
| Poison Duration | 4 seconds (refreshes on re-application) |
PASSIVE: Teemo’s basic attacks are permanently empowered to deal bonus magic damage on-hit and inflict poison on the target. The poison deals magic damage every second over 4 seconds, with subsequent hits refreshing the full poison duration. Toxic Shot deals 160% damage against monsters.
💡 DoT Compounding: Toxic Shot’s real damage comes from refreshing the poison with every auto. Each hit resets the 4-second poison timer while stacking more on-hit damage simultaneously. In a sustained trade at 500 range, an enemy champion takes: on-hit damage + fresh poison tick damage + previous poison tick still ticking. The cumulative DoT from 4–5 consecutive autos significantly exceeds what raw AP numbers suggest — particularly when combined with AP items that amplify both the on-hit and the poison.
🍄 R: Noxious Trap
| Parameter | Value |
| Cost | 75 / 55 / 35 Mana + 1 Charge |
| Cooldown | 0.25 seconds (cast) |
| Recharge Rate | 35 / 30 / 25 seconds per charge |
| Target Range | 600 / 750 / 900 |
| Collision Radius | 160 / 150 |
| Effect Radius | 450 |
| Bounce Distance Cap | 350 / 450 / 550 |
| Maximum Charges | 3 / 4 / 5 |
| Poison Tick Damage | 50 / 81.25 / 112.5 (+ 12.5% AP) per second over 4 seconds |
| Slow | 30 / 40 / 50% |
| Mushroom Duration | Up to 5 minutes |
| Mushroom HP | 6 (2 dmg from ranged, 3 from melee) |
ACTIVE: Teemo tosses a poisonous mushroom to the target location that becomes stealthed after arming over 1 second, lasting for up to 5 minutes and granting sight of its surroundings. If the mushroom lands on an already-placed one, it will bounce forward again for its cast distance, up to a cap — which can happen repeatedly for massive placement range.
Upon enemy contact, the mushroom explodes, inflicting poison to nearby enemies (50/81.25/112.5 + 12.5% AP per second over 4 seconds) and slowing them by 30/40/50% for 4 seconds, as well as revealing them.
Mushrooms have 6 maximum health and can only be destroyed by champion basic attacks — 2 damage from ranged, 3 damage from melee. They cannot be destroyed by abilities.
💡 Mushroom Placement Strategy: The bounce mechanic is Teemo’s most underrated tool. Tossing a mushroom onto an existing one chains it further — letting you place mushrooms in locations physically unreachable from Teemo’s position, including over walls, deep into enemy jungle, and at max range on objectives. With 5 charges at R3 and a 25-second recharge rate, you can maintain a substantial section of the map permanently poisoned and slowed. Prioritize Baron and Dragon pit approaches, jungle entrance chokepoints, and lane bushes the enemy support wards.
🎯 Strategies and Gameplay Tips
Early Game (Levels 1–6)
- 500-Range Poke Pattern: Most top lane opponents are melee (125–175 range). Stand at your auto-attack range edge and throw autos constantly. They cannot retaliate without walking toward you, during which time Move Quick passive keeps you ahead of their movement. Stack Toxic Shot poison on every single approach they make.
- Brush Stealth Trades: If a brush is nearby, step into it and stand still for 1.5 seconds before the enemy approaches. Break stealth with an auto at the last moment — the 80% attack speed bonus from Element of Surprise plus Toxic Shot on-hit makes the first 3 autos from stealth hit like a truck. Most top laners have no idea this passive exists until level 9+.
- Q Against AA-Dependent Laners: Identify immediately whether your opponent is auto-attack reliant. Against Tryndamere, Jax, Fiora, or Wukong — Blinding Dart on cooldown is your primary trade tool. Q every time they activate a damage-triggering ability, then auto freely during the 3-second blind window.
Mid Game (Levels 7–13)
- Mushroom Zone Control: Roam the map with your R charges and establish mushroom fields at key chokepoints — river entrances, dragon pit sides, baron approach, enemy jungle quadrant entrances. Mushrooms at these locations provide vision, slow chasers, and deny entire movement corridors to the enemy team without Teemo ever needing to be present.
- Bounce Chain Placement: Use the mushroom bounce mechanic to place shrooms over walls and into locations enemies won’t think to check. A mushroom placed over the baron wall from inside your side of the river is invisible to any enemy ward coverage. Stack bounces for maximum reach from safe positions.
- Split Push Threat: Teemo is one of the better split push picks at this stage — Move Quick passive gives sustained lane movement speed, Toxic Shot clears waves with on-hit damage, and mushrooms placed behind him punish any enemy collapse attempt with slow + poison. Maintain Guerrilla Warfare stealth when the enemy jungler approaches.
Late Game (Level 14+)
- Full Mushroom Coverage: By level 16+, Teemo has 5 R charges with a 25-second recharge. The entire river, both objective pits, and multiple jungle entrance paths can be simultaneously mushroomed. Every approach to an objective forces the enemy through poison clouds and 50% slows — this alone shifts entire objective fights in your team’s favor.
- Peel Position: In late teamfights, Teemo shouldn’t be at the front. Stand behind your frontline at 500 range, throw Q on any diver to blind their burst combo, and let Toxic Shot autos tick poison on targets your team is fighting. Your Noxious Trap slow field around the fight area disrupts enemy repositioning entirely.
- Vision Denial: Teemo’s mushrooms grant permanent map vision in areas they’re placed. Late game, covering the baron and dragon pits with mushrooms means your team always has sight advantage around objectives — without spending gold on additional control wards. This vision information alone can win games by enabling perfect timing on objective smites.
❌ Common Mistakes and How to Avoid Them
- Dumping All Mushrooms Randomly: Placing mushrooms in random lane positions wastes their map control potential. Mushrooms at lane bushes are wards — mushrooms at objective pit entrances are fight-deciding traps. Prioritize high-traffic chokepoints over convenient near-lane placement.
- Breaking Stealth Unnecessarily: Jumping out of Guerrilla Warfare stealth without waiting for the full Element of Surprise attack speed to accumulate wastes the passive entirely. Wait the full 1.5 seconds before committing to a trade. Breaking stealth during a chase before you actually auto is also a common error.
- Using W Proactively: Activating Move Quick before taking damage wastes the slow-removal component entirely. The active’s most valuable effect is preventing movement impairment for 3 seconds — save it for when an enemy CC or slow lands, not before it does.
- Not Destroying Enemy Mushrooms: Enemy mushrooms (opponent Teemo or similar) have only 6 HP — two ranged attacks destroy them. Many players ignore enemy Teemo mushrooms entirely, walking through the same poisoned path repeatedly. Two autos on any visible mushroom clears it permanently.
- Poor Q Timing: Blinding Dart against a target who is mid-animation on an ability means the blind hits after the ability damage is already dealt. Q must hit before the auto attack — anticipate the swing animation, don’t react to it. Against Tryndamere specifically, Q the moment he activates Spinning Slash, not after he lands.
⚙️ Recommended Build and Itemization
Core Items
- Liandry’s Torment: Made for Teemo. The burn passive stacks with Toxic Shot poison and mushroom DoT simultaneously — three persistent damage-over-time sources on any target at once. HP scaling amplifies the burn against tanky targets, solving Teemo’s traditional weakness against bruisers and tanks.
- Nashor’s Tooth: Attack speed + AP is Teemo’s primary stat combination. More attacks per second = more Toxic Shot on-hit procs = more poison refreshes = more sustained damage. The on-hit AP scaling synergizes directly with E’s on-hit component. Non-negotiable core item.
- Rabadon’s Deathcap: AP multiplier that amplifies Blinding Dart damage, Toxic Shot on-hit and poison tick, mushroom poison tick, and Liandry’s burn simultaneously. Third item Rabadon’s transforms Teemo from an annoyance to a genuine deletion threat on squishy targets.
Situational Items
- Void Staff: Against teams building magic resistance. Percent magic penetration at this build stage ensures Toxic Shot and mushrooms remain effective damage sources regardless of how much MR enemies stack.
- Demonic Embrace: AoE burn from HP stacking. Teemo is inherently squishy — Demonic Embrace provides both survivability and additional DoT stacking that layers with the existing Toxic Shot + Liandry’s multi-source damage formula.
- Shadowflame: Against shield-heavy compositions (Janna, Lulu, Shields). The passive critical damage against shields means Blinding Dart and mushrooms deal amplified damage to shielded targets — punishing the exact protective tools that normally make Teemo’s poke less threatening.
⚔️ Counter Picks & Matchups
✅ Teemo Counters
1. Tryndamere
Blinding Dart completely nullifies Tryndamere’s entire kit. His damage output is 95% basic attacks — a 3-second blind on every trade means he literally cannot deal damage during Teemo’s counter-attack window. Teemo outranges him by 375 units (500 vs 125), and Move Quick ensures he cannot close the gap safely even with Spinning Slash.
2. Master Yi
Alpha Strike makes Master Yi think he’s untouchable — until Blinding Dart lands the moment he exits Alpha. His entire combat pattern is basic attacks with Wuju Style bonus damage. Blind negates this for 3 seconds, during which Teemo pokes freely from range. Mushrooms placed in his jungle paths deny his farm and reset patterns.
3. Nasus
Nasus needs to Q-farm stacks safely and reliably. Teemo’s 500 range harassment with Toxic Shot makes every stack attempt costly — each Q stack Nasus gets costs him a chunk of HP from poison. Move Quick passive ensures Nasus cannot chase Teemo down even with his Wither slow, and mushrooms in the lane area punish any aggressive approach.
❌ Teemo is Countered By
1. Rammus
Rammus’s Powerball initiates from outside Blinding Dart range, and Puncturing Taunt forces Teemo to auto-attack into Rammus’s Defensive Ball Curl thorns — dealing full reflected damage through the blind duration. His natural magic resistance stacks with Spiked Shell and Force of Nature, making Teemo’s magic damage the least threatening AP option against him. The Taunt CC also interrupts Guerrilla Warfare stealth.
2. Galio
Galio’s passive converts magic damage into attack speed, meaning Teemo’s Toxic Shot poison actually buffs him. His Colossal Smash deals mixed damage bypassing Teemo’s MR. Winds of War deals physical damage ignoring Teemo’s armor-stacking limitations. Most critically, Galio can engage through Guerrilla Warfare stealth with Righteous Gust without needing vision of Teemo’s exact position.
3. Singed
Singed simply doesn’t care. He runs through mushroom fields to soak poison (which barely matters to his health pool), he can’t miss with basic attacks (eliminating Blinding Dart’s primary value), and Fling throws Teemo behind him negating the entire 500-range advantage. Singed’s natural bulk and poison resistance composition makes Teemo’s DoT-heavy kit functionally irrelevant against him.
FAQ
Q: Can Teemo place mushrooms over walls?
A: Yes, using the bounce mechanic. Throw a mushroom at an already-placed mushroom — it bounces forward for the cast distance again, potentially clearing a wall and landing on the other side. Multiple bounces can chain for enormous placement range. This is how experienced Teemo players get mushrooms into areas no one wards, including inside objectives, over baron wall, and deep into enemy jungle.
Q: How long does Guerrilla Warfare stealth last once activated?
A: Indefinitely — as long as Teemo remains idle and is not displaced. There’s no time limit on the stealth itself. Inside brush, he maintains stealth even while moving (but breaks it if knocked up). This means a Teemo standing still in a bush near an objective can wait minutes for the perfect ambush moment before committing.
Q: Does Blinding Dart work on abilities?
A: No — blind only affects basic attacks. Abilities still deal full damage during the blind window. This is the critical difference between Teemo countering AA-reliant champions (Tryndamere, Yi, Jax) and being much less effective against ability-casters (Lissandra, Viktor, Cassiopeia). Always identify the enemy’s primary damage source before deciding how to prioritize Q usage.
Q: What’s the optimal mushroom placement priority?
A: In order of priority — (1) Dragon and Baron pit entrances before objective timers. (2) River bushes and river chokepoints for permanent vision. (3) Enemy jungle quadrant entrances to track movement and deny camps. (4) Lane bushes to counter enemy support warding attempts. (5) Under objectives immediately after securing them to deny enemy approach.
Q: Is Teemo viable in competitive/high elo play?
A: Teemo is consistently underrated in high elo. His map control through mushrooms, his hard-counter potential against specific top lane picks, and his split push capability make him situationally excellent. The key is picking him into favorable matchups (auto-reliant opponents) rather than blind-picking him into ability-heavy compositions where Q provides minimal value. In the right matchup at any elo, Teemo is genuinely oppressive.