Changelog16 May 2013
30 March 2013
Version 2 release, Happy Easter Teemo! Major revamp. Ongoing revisions.
31 December 2012
Guide is approved.
05 December 2012
Version 1 release for the pre-season of Season 3.
ADVANCED TEEMO THEORY
ADVANCED TEEMO THEORY
Traditional on-hit and bruiser builds were severely nerfed after the end of Season 2. The removal of Madred's Bloodrazors, Ionic Spark, with additional nerfs to Wriggle's Lantern, Nashor's Tooth has resulted in significant changes to Teemo's play style. Even Executioner's Calling, a staple Teemo item for The Rain Man and Satashi, was changed. This course will now introduce you to viable Teemo strategies in Season 3 and excel in solo queue.
While there are no formal prerequisites, you should be familiar with Teemo and his basic choice of builds.
In order to be an effective ranked Teemo player, you need to understand ranked queue and solo/mid lane strategies and matchups. As such, there are required readings:
Psychology of League of Legends
Laning Mechanics and Improving Gameplay
how 2 winner (General etiquette and expectations)
AP Ratios: An Overview
(Teemo not analyzed, but valuable information on AP champs)
Minion Tanking, Wave Manipulation and Zoning Top
I'm a Gold player since Season 2 and 3 and have mained Teemo because of his unique play style, versatility, and fun factor.
This guide who show you Teemo's versatility and complexity. Teemo is an easy champion to play, but difficult to master.
LATEST CHAMPION CHANGES
- Ability Power ratio on impact reduced to 0.3 from 0.4
- Damage reduced at later ranks to 200/325/450 from 200/400/600
Teemo Taxonomy and SystematicsTeemo can be built in any style -- AD or AP or hybrid. The damage type is not as important and how aggressive or defensive you build him.
You can build glass cannon AP (RDC, Nashors), tanky AP (RoA, Liandry), AD Carry (Bloodthirster, IE), bruiser (Wits, Mallet), and so forth.
In all cases, there is more in common between tanky builds and glass cannon builds, independent of the kind of damage output.
+ high damage output through all game phases
+ high risk, high reward play style, often dependent on who kills the other faster
+ for AP, incredibly powerful shrooms provide a major zoning advantage + force oracle purchases
- reliant on catching enemies out of position or isolated, as opposed to team battles
- overlap in roles with AP carry and AD carry
- harder positioning + unpredictability in team fights
- easily focused down with CC, squishy, global taunt
- burst oriented damage, despite Teemo's kit favouring sustained damage
+ strong survivability
+ more focused on sustained damage
+ team fight presence is more consistent
- low damage output late game
- front-line build to tank damage, despite Teemo's kit being ranged
- forces heavy exchanges/aggression, instead of poke/harass
There are exceptions:
It is difficult to have sustain when you build in the AP route because Teemo scales very poorly from spell vamp. This makes him reliant on many health potions or flask. It is much more noticeable for glass cannon AP and hybrid builds, where Teemo cannot build lifesteal (no AD damage) and doesn't have regen from tanky items (such as Catalyst/RoA or Warmogs).
Teemo building lifesteal is less than optimal, but better than spell vamp. His magic scaling from Toxic Shot does not scale with lifesteal damage, but if you are building AD damage (with its associated strengths/weaknesses), it can help prolong his laning phase.
Building movement speed on Teemo has diminishing returns, though it does synergize very well with his W. Items like Statikk Shiv, Phantom Dancer generally push him into more of an ADC kind of role. Zephyr is viable with both ADC and Bruiser builds.
Some MS is possible with AP builds, incorporating either Lich Bane, Twin Shadows.
There is also slowing the enemy champion's MS: Phage, Mallet, Trinity Force work great for harassing.
Boots of Swiftness and Boots of Mobility are not recommended because they are quite cost-ineffective.
Introduction to Teemo Skills
If Teemo stands still and takes no action for 2 seconds, he becomes stealthed. Moving or taking actions will break Teemo out of stealth and will boost his attack speed by 40% for 3 seconds.
THEORY AND PRACTICE
SCOUTING: Use before minion spawn at invasion-prone routes to spot the enemy team moving in.
SURPRISING: Use at lvl 1 when they are standing on top of you in a bush, to engage for first blood; use it defensively at towers as well when the enemy is pushed
DELAYING: Use as a last minute escape by stealthing in lane (try to avoid brushes, if they have AoE spells)
AMBUSHING: As a team fight by ambushing behind the enemy line of fire
DAMAGING: Use during laning phase in lane to get the attack speed bonus for harassment (pressing key "S" is "stop", to have Teemo stop autoattacking and stay still for the passive trigger)
BAITING: Bait enemies to an area (they think you don't know that you know they know you stealthed in their vision range, good if you're building tanky)
Q: BLINDING DART
Teemo shoots a venom-coated dart at the target enemy, dealing magic damage and blinding them for a few seconds, causing all their autoattacks to miss for its duration.
THEORY AND PRACTICE
Great utility; without Q, Teemo would not be viable top lane.
BLINDING: use on the AD Carry in team fights, completely disables AA or forces cleanse/QSS
ENGAGING: use in 1v1 fights to completely block autoattack and shift engage to your favour
NUKING: use it as a DPS AP nuke as part of the Teemo harass combo (AA -> Blinding Shot -> AA)
FINISHING: use it as a finishing nuke combo combined with ignite (Move Quick -> AA -> Ignite -> Blinding Shot)
W: MOVE QUICK
For 3 seconds, Teemo gains double his passive movement speed and will not lose it regardless of whether he is hit or not.
THEORY AND PRACTICE
It's what makes Teemo a Swift Scout.
CHASING: use it as a speed boost to catch the enemy during engagements
ESCAPING: use it to run away! (run to a safe tower or through a mushroom field)
COMMUTING: quickly run to lane from fountain after recalls
E: TOXIC SHOT
Teemo deals extra magic damage with his autoattacks. Additionally, his attacks will poison the target, dealing magic damage each second for 4 seconds.
THEORY AND PRACTICE
This constitutes a significant amount of Teemo's DPS. It allows him to posthumously secure kills, or after fights, from the ticks of his poison.
DAMAGING: every auto-attack will poison your enemy
HARASSING: his poison will tick after you disengage, maximize poison damage by lowering engage time and waiting between attacks
R: NOXIOUS TRAP
Teemo places a trap which stealths and arms after 1 second. The traps last 10 minutes.
THEORY AND PRACTICE
Shrooms are part traps, part wards, part CC/AoE nukes. They trigger many AP item effects, such as Liandry's burn, Rylai's Slow, and 33% spell-vamp.
WARDING: Use it at critical brushes/paths/objectives for team and lane vision (see later chapters)
DAMAGING: Use offensively by placing during fights, and having it explode by the enemy champ or minions
ZONING: Place in areas in lane to ensure the enemy follows one path, making it easier to harass
WAVE CLEARING: Use it to farm minions quickly
SECURING: Secure objectives by placing shrooms in a perimeter, allowing your team to defend or take objectives
Skill Sequencing and Order TheoryPRIORITIZE TOXIC SHOT
It is core for Teemo to dominate early in laning phase.
Q OR W AS SECONDARY PRIORITY?
This is situational depending on your build and particular matchups, and subject to judgement.
Factors supporting getting Q:
- if you are going AP and need a nuke
- if you are facing an auto-attacking champion, even if you are not building AP.
- if you are dependent on early exchanges and winning laning phase
Factors supporting getting W:
- if you need movement speed to harass/dodge against faster enemy champions
- if you are building non-AP tanky and are playing for the late-game
- if you are facing a champion that does not use auto-attacks
- if you do not need extra damage to secure kills
SHROOMS AND SCALING
Shrooms have critical damage at lvl 6/11/18 -- take advantage of this timing and play more aggressive when you reach these levels. Wave-clearing also is much more powerful at these periods
Shrooms are globally leveled up. Save mana by placing shrooms before upgrading them when you reach these levels.
Summoner Spells and Innovationhttp://www.lolking.net/charts?region=all&league=ranked&type=spell-popularity&range=monthly
This chart alone should tell you the current meta favours Flash/Ignite on practically everybody. Teemo is no exception to this.
However, there are innovative opportunities for unorthodox play styles, especially in normals. Here are some notable combinations.
IGNITE + FLASH
Standard setup -- ignite is powerful on Teemo particularly because of poison damage over time. Flash is the best escape in the game.
IGNITE + EXHAUST
Great for aggressive play, but will assuredly signal to the jungler to camp you because you can't escape nearly as well.
TELEPORT + FLASH
Teleporting to shrooms for ganks, powerful lvl 3 teleports to bot lane for first blood -- this is underrated, but the lack of ignite really hurts your ability to secure kills.
EXHAUST + FLASH
A decent combination, especially for escaping and chasing. What you sacrifice in aggression you gain in survivability -- a bit more versatile than Ignite + Flash.
GHOST + FLASH
Similar to its popularity on Twisted Fate, this combination gives you mobility as well as escape.
Runes and Cost-Efficiency Theory
Most cost-efficient runes at lvl 1 for Teemo (in order of gold value):
REDS: AS, AD
YELLOWS: Armor, AS
BLUES: AP, MR
QUINTS: AP, Lifesteal, AS, AD
Efficiency is calculated by the gold value of each stat * rune stats. Gold value from each stat is derived from common items. For more information, refer to this: http://leagueoflegends.wikia.com/wiki/Gold_Efficiency
A slightly outdated quantitative analysis of Season 2 rune stats can be seen here:
NOTA BENE: ATTACK SPEED
You'll notice that generally AS-related runes have very good gold efficiency -- this is because in Season 3, AS was nerfed across the board. However, it impacted only really daggers; most high-end AS items tend to have good cost-efficiency like in Season 2.
The changes to attack speed for Season 3 runes can be seen here:
"This makes attack speed runes worth more now. A full set of marks is 15% attack speed, which is 1.25 daggers. A full set of damage marks is 8.55 damage, which is part of a Long Sword. Damage marks are 342 gold's worth of stats; attack speed marks are 500 gold's worth of stats."
Because Teemo is one of two hybrid auto-attackers in the game (the other being Kayle), attack speed's impact is 2x efficient, as it multiplies both AD and AP damage.
However, stacking AS runes (as well as stacking AS items) is not as effective as it is made out to be early game because once enemy champions can just disengage from you, making the sustained damage from attack speed becomes meaningless. In this case, you need more hard damage (i.e., AD/AP) to burst and harass and make every engagement stronger.
This should serve as a caution against over-valuing gold efficiency, and not looking at the contribution of runes to fights.
NOTA BENE: COOLDOWN REDUCTION
Teemo does not scale efficiently at all with CDR early game.
"Nonsense! I want to put a million shrooms on the map with my Nashor's Tooth," you say, but hear me out.
This poor scaling is due to something called "AP Scaling per second".
The excel sheet: https://docs.google.com/spreadsheet/ccc?key=0Aide09023sspdFFrS3JxcFZ5bFFuRm90OHZXMHJNU3c#gid=56
It is important to understand this to see why Teemo is fundamentally weak at scaling with CDR. His W, which allows you to spam Move Quick, does not do damage. His E, an autoattack buff, does not scale with CDR either. This leaves Teemo's Q and R as the only things that are CDR reliant for DPS. Taken by its glance, Teemo has one of the worst CDR scaling in the game -- 19.11% effect on AP-scaling DPS compared with the standard 66.67% for Mid-AP champions.
That's not all -- the 19.11% effect is assuming that shrooms are being used like a nuke -- meaning that you are maximizing them at all times by keeping shroom stock at 0, and that you are blowing them up on an enemy champion at all times at every battle.
Of course, thats not how Teemo functions. The complicated part is that Teemo is rewarded for inefficient use of his ult because shrooms can also be used to provide vision/ward, to slow enemies when escaping, to catch them when they are engaging, not simply blowing them up in battle. Hence while Teemo has a 19.11% scaling for AP/CDR, it is not fully reflective of the 'stockpiling' of future damage taken from current mana costs. This is not something that other champions can do, despite having better CDR scaling -- Ahri cannot simply 'reserve' her ult at various places on the map to do future damage. She has to use it then and there, in a battle.
Even given the unique scaling nature of Teemo's ult, CDR is ultimately inefficient compared to simply building AP for it. The tradeoff of stronger shroom damage vs. more shrooms is complicated, but I have sided with more shroom damage, because of the incredible scaling that the Q and E provides as a spin-off benefit from AP in terms of the tradeoff between AP vs CDR on Teemo.
After a critical amount of AP, CDR becomes viable -- but it should never be rushed on Teemo. Nashors, Athenes, and Morello are viable AP items on Teemo late-game, and one of many situational picks.
But early game (before level 6), CDR does absolutely nothing. This is why CDR blues are not considered for Teemo.
Teemo also has no mana issues early game, so it is also why MP5 yellows are not considered.
E.G. AS/AP RUNE PAGE
E.G. TANKY AD RUNE PAGE
E.G. HYBRID RUNE PAGE
FINAL NOTE ON SITUATIONAL MATCHUPS
Remember to switch out armors for AS, and MR for AP, depending on the lane. If you are playing Mid lane Teemo you do not need armor most of the time; if you are playing Top lane you do not need MR most of the time.
Masteries and Strategic PracticeMasteries, in contrast to runes, are a lot more rigid and dependent on overall strategy.
Currently, 21/9/0 and 9/21/0 are the best setups for Teemo.
Here are examples of both, each for various AD and AP builds:
COMPLEMENTARY VS ANALOGOUS STRATEGY
The important aspect of masteries is that it aligns with your overall strategy and objectives.
There are generally two overall strategies for Teemo: to build him well-rounded, or to pigeon-hole him.
For example, if your team composition lacks a tank and you are definitely building tanky, you would want 9/21/0 masteries, tank runes, and a tank build. This is considered a fully analogous build. You will fill a particular role in the team, even if it opens up risk (for example, against champions building BOTRK or Liandrys).
On the other hand, you can also "complement" between builds and runes and masteries. For example, you can take on offensive runes and build, but have a defensive mastery tree. Or have defensive runes, and offensive masteries.
Generally, complementary strategies are superior in laning phase because they give you the flexibility to be able to respond and adapt to situations, as opposed to cornering yourself into a role. If your enemy sees you stacking HP, they can build anti-HP items and destroy you late game.
Most importantly, these decisions need to be made before the game even starts.
Starting Items and Alternate Starting Items
Flask used to be a core item, but after the price nerf the pay-off is simply too high now. Only start it along with a ward if you expect a very passive enemy jungler.
The current meta favours stacking pots and sight wards to ward off attacks and prolong laning phase as long as possible. This favours most Teemo matchups generally.
Consider "cloth 5" if playing against an auto-attack heavy champion such as Xin Zhao or if you feel you will struggle against an AD caster. You can build it into ninja tabi later on instead of Sorc's.
The Season 3 Doran's Blade gives you all the sustain you need for laning phase. It is very cost-efficient and more useful than the previous Doran's, which relied on the lifesteal % on AD. This now allows you to build an AP path but still maximize early sustain. Consider getting a 2nd Dorans to completely crush in lane.
Why not Doran's Ring at all? Simply put, Teemo has no need for the MP5 regen because he has no mana issues early game. While he does benefit from the 15AP, the other passives are not useful on him -- it would be like building Doran's Ring on Kennen. Doran's Blade fits Teemo's kit better.
Consider also getting an elixir for early laning phase engagements and dives. The key is to pop it right before you die, so if the player you're against is not paying attention, what they thought was a 1-for-1 trade becomes a secured kill in your favour because the last second HP boost mitigates their ignite.
Boots is now a delayed choice, because it does not provide nearly the same amount of MS as it did in Season 2. You can use W and get away without a boots purchase for a significant amount of time compared to last season.
These are standard survivability items on nearly every champion. GA is great late game, and QSS is to counter champions like Warwick and Malzahar. Banshees is recommended for teams with heavy CC. These items are recommended to be bought as they are needed, and should never be rushed.
GLASS CANNON AP TEEMO
Haunting Guise is a good early game item because of its marginal item advantage and gives you more survivability.
Marginal item advantage is how accessible an item route is to ensure that your gold is spent immediately as opposed to deferred. For example, all else being equal, a champion that is saving up for a Needlessly Large Rod (1600g) with 1200g saved is going to struggle against a champion that built a Kage's Lucky Pick (765g) and a Tome (435g) in lane until they finish their end-game builds. Items like Haunting Guise which have more affordable item paths confer a laning phase advantage. It is even better if they build into late game items.
These items give you great DPS. Liandry's Lament procs from shrooms and Q, and additionally do more damage on shrooms because they slow. Together, they give you 30 MPen, which is very strong in the mid-game.
Lich bane is great on Teemo because he is constantly using spells and is also an auto-attacker. The season 3 Malady is now also more viable late game because of its 0.1 scaling on total AP. It also benefits from higher AS values as it is faster to shred MR. It becomes very cost-efficient late-game.
TEST YOUR BUILDS
I encourage everyone to try testing/comparing builds and looking at the stats and DPS. http://lolbuildtester.com/
Fundamentals of Teemo MechanicsEarly Game (Laning Phase) -- zoning, warding, shoving
Early game about Teemo is all about zoning. Keep your distance from your enemy, poke and harass. Bush control is also importantly against many matchups: namely Garen, Rengar, Nidalee. Lastly, warding is paramount, as you are priority target for junglers to gank before you are Level 6 and have shrooms to start gaining lane control.
The strength of Teemo is how he can shove a lane very easily and deny his opponent gold. Abuse your range if you're against a melee champion and deny them CS, with your area warded for any possible ganks from their jungler.
Also important is stutter-stepping.
For StarCraft Terran players, it is the same technique used by marines to stim and kite. Because Teemo's AS at this point in the game is about less than 1.0, you can move, attack, move, attack, move, attack when engaging an enemy OR disengaging an enemy. Yes, it is a micro-intensive skill, but it is what separates the good Teemos from the great Teemos.
NB: Be careful when stutter-stepping against heroes with both gap closers AND stuns, such as Jax and Irelia. For these cases, it may be better to disengage completely to stay securely out of range.
Principles of Ganking PhaseMid Game (Ganking Phase) -- shrooming, split-pushing, roaming
Mid game is where Teemo is dominant, where the focus is on taking down the enemy top tower (if it isn't down already), shrooming your perimeter (in addition to some wards), and extending to split-pushing or roaming.
Courtesy of MysticalZelda is an excellent guide on shroom placement throughout the map:
Examine the map carefully. Notice that shrooms are placed in all the important areas: where enemy champions are likely to cross, places where there are important reasons to be there, and places that are not redundant with wards.
Teemo is also an excellent champion to split-push a lane, because he has the following attributes:
- mobility and stealth
- a strong team presence (though not global like Shen)
- ability waves to clear quickly
Split-pushing a lane means that you are baiting a 2v1 gank at top, so your team can achieve team objectives without you (other towers, Dragon, buffs).
An excellent guide to split pushing can be found from Team Dignitas: http://www.team-dignitas.org/articles/blogs/League-of-Legends/1637/The-Essence-of-Split-Pushing/
Shrooms should be placed to prevent overextending past a 2v1 gank that you cannot escape or reverse double kill. The technique is to "layer" the shrooms so that the jungler must go through several shrooms to get to you, allowing you time to escape. Always keep your shroom stock low. You should never be full mana as a Teemo, ever. Make full use of your efficiency and timings.
Take advantage of shroom scalings at lvl 6, 11, and 16. At these timings, clearing a wave with a shroom is very efficient and their damage comparative to champions' HP and MR scalings is favourable.
Alternatively to split-pushing, Teemo is also excellent at roaming and counter-jungling. Once top lane is secured with shrooms and wards, and the lane is pushed, consider helping mid-lane out with a push, or counter-jungling within safe distance. Shrooming and giving vision to mid lane save them wards is also very helpful.
Teemo is not good at ganking because he lacks CC, but is amazing at shredding down other lane towers. If you must gank, try going from behind the enemy through the side bushes at mid or from the tower lane. No need to tower dive, either -- just scaring champions and forcing a flash can be immensely helpful.
Team Strategy and Managerial ScienceLate Game (Team fight Phase) -- baiting, map control, ninja tactics
Late game Teemo is all about ensuring your team secures objectives, and denying the enemy team from securing objectives. Objectives are: dragon, Baron, team/enemy blue/red buffs, and towers. Shrooms and wards should be placed in areas where they the enemy team is more likely to be together.
While split-pushing is viable, it should never be your focus of the game at this point, or your team will accuse you of being a solo one man team -- you are not Shen, and you do not have a global ult to teleport to your team. Always stay in close range to your team while securing map control through wards and shrooms.
On the other hand, you can split-push, purposely overextend, and force the enemy to come to you. At that point, take use of the Camouflage passive while safe, hide away, and waste the enemy's time from baiting. This is incredibly annoying to the enemy team as your team secures an objective, such as Dragon. Obviously, make sure there is no Oracle's active when doing this.
The danger zone for Teemo is when you are neither close to your team nor split-pushing -- this leads to situations when your team might engage 4v5, or get ganked 5v4. It is important to always have someone on the enemy team paying attention to you, to avoid poor team engagements. Likewise, it is important to pay attention to your own team, and not be passively farming minion waves at tower because that's not really a split push either.
Always continue placing shrooms wherever you go, both as a security measure in case you get turned on, and also in preparation for the team fights at this stage of the game.
There's no I in TeemoAP Teemo team fights are a bit tricky, because you lack the health of bruiser Teemo to truly engage directly. The important thing is that if you ever are focused, to be completely decisive. Either trade with an enemy and take one down with you, or completely disengage. There is little point to building DPS on Teemo if you are alive for only a few seconds in team fights, which defeats the concept of damage per second. You need to stay alive for as long as possible to do as much damage as possible.
NEVER initiate team fights as AP Teemo. You are weak, you cannot bait, and your AA range is incredibly low. You are best as a followup, to plant a shroom in the middle of the battleground, or to run past the team to dive the enemy ADC and take them down. Always use Teemo's W to escape, never to initiate or catch up in team fights. This leaves it available to run away (if you lose the team fight) or to catch the remaining heroes (if you win the team fight).
Do not bait in team fights. This is a completely different dynamic from laning phase and split-pushing. 5v1 is very different from 2v1 and 3v1.
Always blind the AD Carry. It will force them to use Quicksilver Sash, Cleanse, or disengage from the fight, saving your team valuable seconds from tanking heavy ADC damage. Blinding the AD Carry is always better than blinding anyone else on the other team, even with the high DPS from Blind Shot with AP builds.
Using Camouflage to start a "pincer attack" or an "ambush" behind your enemy team, after your team engages, is also incredibly effective. Again, make sure the enemy doesn't have Oracles to pull this off.
Always plant a shroom during the team fight. DPS from a shroom onto your enemy team is huge. Likewise, ensure that a shroom is in stock when you are going into a fight, and do not plant them all beforehand for scouting.
Leave kills for others. It's very easy to KS as AP Teemo, his DPS can be very high. But at the same time, it is also much harder for you to hard carry a game. Let teammates share some gold and help get your team to victory.
Common top lane matchupsHARD
She bursts you down, she can catch up to you, she does more damage than you, she out-sustains you. Be careful -- you need to tower hug, pink ward, or get an advantage before level 2-3 when her combo kicks in.
So long as you are able to dodge his Ruptures, you should be fine. Most Cho'gaths build tanky, so it is best to try to take advantage of early game, especially before his lvl 6 nom, before the lane becomes a passive farm lane.
Don't listen to championselect.net. The matchup can be very easy to very hard, depending on the skill of the Darius. Always, always harass and poke if his E is on cooldown. Always be cautious if it is up, because getting caught by his E means you take his entire combo of damage. Try to win the lane before level 6, when getting caught be E also means taking true damage from his ult ("GETTING DUNKED"). Teemo's autoattack range is essentially in the range of his pull. If you continuously dodge his E, you will win lane, if you get caught by his E, you will lose lane.
Her DPS has improved dramatically in Season 3. Try to bait her to overextend, and then unleash your autoattacks on her. Early kills will determine who wins the lane. Her burst is very similar to Akali. What she lacks in sustain she makes up by having a stun.
Blind shot is not blocked by her parry AND stops all her autoattacks. You should not lose.
A good Galio can zone you hard if he lands his skill shots. Try to win early when he is not building MR yet.
All about trades. You will win if you ensure that you get more than 1 auto attack for every Q Parrley he lands on you, and make sure you get lots of pots. He will win later if you do not win early game from his superior sustain with oranges.
Incredibly easy. Run when Q is up, attack when Q is down.
Just dodge his bots and W blind/stun, and then harass. You do more DPS than him, and he is squishier.
The true bruiser that can out-farm you, out-sustain you, zone you, and scales better than you ever can. All while building tanky. Her gap-closer also means your harass can turn into dangerous trades and be followed by her combo. Play cautious, ask for help.
Damage is reliant on his AoE poke and combo. Be careful, try to dodge them, and poke. A skillful matchup. Land your Q at the right times.
A lane all about trading. Win your trades early, before he can sit back and continuously poke at you. Blind him when he is in ranged mode with the AS steroid, and run when he is in melee and about to thunder blow you. Win as early as you can, because he will do nothing but stack AD.
Your Q denies her virtually all her damage. Harass her when her E is on cooldown as well.
All about trades. Fortunately, Kennen is very weak early and you do more damage than he does.
Can be hard depending on the skill of opponent. Dodge his AoE cast, and try to engage him directly when doing trades. He has high mobility, like you. Make sure to shroom well after 6 to prevent him from leaping from the bushes.
Can be difficult like Irelia because of his ranged harass, sustain, constantly replenishing energy, scaling DPS and the fact that you can't blind a blind man.
Malphite builds armour, not MR. nuff said
Easy. In top lane, just get bush control, and dodge his skill shots. You will be able to do way more dps than he can with his spells. And if he uses it on you, and not your wave minions, he will have no shield.
Just poke poke poke. He has no real way to get to you to fully engage.
Skillful matchup, though it benefits your side dramatically before lvl 6. A good nidalee will play passive until lvl 6 and start trying to kill you with cougar form. Try to win before then. You will not have bush control until lvl 6, when your shrooms will beat her traps.
Dependent on his axe accuracy and your dodging ability. If you dodge his axes and poke him back, you win. If you tank them and get hit by his combo, you lose.
Aegis blocks your auto attack, but not your poison. Can be a difficult AD caster, depending on his skill and frequency of trades and pokes. Play against him as you would gangplank.
She can't even get to you!
Be careful of his gap-closers. Try to win early, before his lvl 6 gives him the ability to tower dive and bully you. You do more DPS than he does, but he has greater sustain and CC.
A good rengar can melt you because he has better sustain, DPS, and also disengagement. Play passive, and try to get him to overextend from bushes. Also get bush control whenever possible.
Be careful of her combo and her scaling. Try to win early by poking and dodging.
Can be easy or hard depending on the early laning phase. Try to win early, before Rumble scales on his AP well. He has superior sustain and sustained DPS as time goes by.
Very easy. You are faster than him and he literally cannot attack you without diving.
Just poke, you do more DPS than him, and he is squishy. If it's AD sion, he's not going to be able to farm at all.
As long as you dodge Rake, you can out-DPS Talon in lane easily.
A toss-up. His stealth and disengagement may allow him to win trades. If you do not win before level 6, you will not win the lane. Buy a pink ward to help you secure kills.
Your Q blocks his entire combo of Q+W damage. It does take skill to land your blind at the right time, though. A very snowball-y matchup for both sides.
The anti-Teemo. His ghouls blow your shrooms up, he out ranges, he out sustains you, he out damages you. Try to win at lvl 1-3, otherwise you will need to stay back and farm and try to win trades whenever possible. Ask for help. If you have an early game lead, though, you can easily carry it to the late game.
Dodge his souls, dodge his knives, and you will win from pure harassment.
Teemo ExpertsHigh-elo Teemo players are hard to come by, so this is a place to list players who currently main Teemo in ranked at a high level. Check them out, look at their builds, watch their replays and spectate their games.
Diamond I xBlotter: http://www.lolking.net/summoner/na/32037279
Diamond I The Rain Man: http://www.lolking.net/summoner/na/166365
Diamond I Proto Olimar: http://www.lolking.net/summoner/na/248791
Diamond Diverge: http://www.lolking.net/summoner/na/20946928
Diamond wounded goat: http://www.lolking.net/summoner/na/22114701
Diamond Rainbow Farts: http://www.lolking.net/summoner/euw/19536959
Diamond Whoosh1: http://www.lolking.net/summoner/na/20509342
Diamond Feel the Teemo: http://www.lolking.net/summoner/euw/19298399
Diamond ThiS Is SeASiDe: http://www.lolking.net/summoner/euw/20465712
Diamond Choileft: http://www.lolking.net/summoner/na/20702349