
Champion guide
Patch 26.16Teemo
The Swift Scout
- Marksman
- Top
- Mana
He blinds the brawler who gets close, he vanishes in a bush without moving, and he leaves a whole map mined behind him. None of it is fair.
Where these numbers come from
They are pulled from the mode's own files for patch 26.16, the one currently live. The source is community-run rather than an official Riot API, and the game shifts with community votes, so a gap with your own game is always possible.
Base stats
- Health
- 460+82
- HP regen (per 5s)
- 5.3+0.65
- Mana
- 240+40
- Mana regen (per 5s)
- 6.9+0.45
- Attack damage
- 47.5+3
- Attack speed
- 0.69+3.38 %
- Armor
- 21.75+3.75
- Magic resist
- 30+0
- Attack range
- 500
- Move speed
- 330
Abilities
Passive
Camouflage
If Teemo stands still and takes no actions for a short duration, he becomes Invisible indefinitely. After leaving Invisibility, Teemo gains the Element of Surprise, increasing his Attack Speed for a few seconds.
QBlinding Dart
5 ranks- Cooldown
- 8 s
- Cost
- 70/80/90/100/110 Mana
- Range
- 680
- Damage
- 80/125/170/215/260 (+70 % AP)
Deals 80/125/170/215/260 (+70 % AP) magic damage and Blinds the target for 1.5/1.75/2/2.25/2.5 seconds.
WMove Quick
5 ranks- Cooldown
- 17 s
- Cost
- 40 Mana
- Range
- Self
Passive: Teemo's Movement Speed is increased by 10/14/18/22/26% unless he has been damaged by an enemy champion or turret in the last 5 seconds. Active: Teemo sprints, gaining 20/28/36/44/52% Movement Speed for 3 seconds. This bonus is not lost when struck.
EToxic Shot
5 ranks- Cooldown
- 0 s
- Cost
- No cost
- Range
- 680
- Damage
- 10/20/30/40/50 (+30 % AP)
- Damage
- 6/12/18/24/30 (+10 % AP)
Teemo's basic attacks poison their target, dealing 10/20/30/40/50 (+30 % AP) magic damage upon impact and 6/12/18/24/30 (+10 % AP) magic damage each second for 4 seconds.
RNoxious Trap
3 ranks- Cooldown
- 1 s
- Cost
- 75/100/125 Mana
- Range
- 230
- Damage
- 200/325/450 (+50 % AP)
Teemo places 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.
In short
Teemo is a top lane marksman who wins through denial and zone control. Blinding Dart nullifies a target's auto attacks for its full duration, which turns any melee brawler harmless for the length of a trade. Toxic Shot poisons every attack for free, so his harassment costs no mana at all and never stops.
Camouflage is the piece that changes everything in this version: stand still long enough and you go invisible with no time limit, plus an attack speed burst on breaking it. Finally, his mushrooms turn the jungle and river brush into permanently mined terrain. In exchange, he's fragile, short-ranged in melee terms and unable to clear a wave quickly. A caught Teemo is a dead Teemo.
Strengths and weaknesses
He owns the best answer on the roster to any opponent who lives on auto attacks: the blind lasts long enough to lose the whole trade, and its cooldown is short. His attack range lets him farm safely and poke at will since the poison costs nothing. His mushrooms are vision, slow and damage rolled into one, which covers whole areas your team has no way to watch otherwise.
Fragility is the price. He has no escape outside of Move Quick's speed boost, and that disappears the instant he takes damage. He doesn't push fast, he loses most duels once the blind is spent, and an enemy team that buys detection erases a good chunk of his map control work.
Laning phase
Never burn Blinding Dart for pure poke. Against a melee fighter it's your entire defense, hold it for the exact moment he opens the trade or dives on you. The rest of the time, harass with auto attacks, the poison handles the damage without touching your mana bar.
Use Move Quick passively most of the time, it saves you from ganks simply by giving you the head start to disengage. And remember your Camouflage: standing a few seconds in the jungle entrance brush makes you invisible, which punishes an enemy jungler crossing without vision. Drop your first mushroom on your escape path or in river brush, never on the wave.
Power spikes
Your first real spike is Nashor's Tooth. Attack speed multiplies your poison, and poison is the majority of your real damage: it's the item that turns an annoying harasser into a serious damage source. Liandry's Torment follows the same logic, since your damage over time fits exactly what it rewards.
Level six is more of a strategic spike than a combat one. Three well-placed mushrooms around the dragon or jungle entrances change how the enemy team moves for the next ten minutes. Don't throw them into a wave to squeeze out a bit of push, one mushroom on a forced path is worth three thrown at random.
Teamfights and positioning
You play the flank, never the center. Your job isn't a damage spike, it's blinding the right target at the right moment, usually their physical carry or a fighter who just dove in. A well-placed dart cancels more damage than anything you could deal yourself.
Before the fight even starts, mine the ground. Mushrooms placed on retreat paths and choke points win fights after the fact, killing stragglers and revealing flanks. In a forced fight where you're the weak point, back off and harass from the edge of your range, your value comes from staying alive and relevant, not from a heroic engage.