Wild Rift Guides

Teemo Baron Lane Wild Rift Guide

Teemo Baron lane counters include Wukong, Sion, and Kennen. See the best build, runes, matchups, and game plan for Wild Rift Patch 7.3.

How to play

  • Poke when the enemy steps up to farm Use your range and poison, then back away before they can force a longer fight.
  • Save your blind for their attacks Use your 1st ability to make an enemy's basic attacks miss when they commit. Save your 2nd ability to move away if they keep chasing.
  • Place mushrooms on likely routes Use your ultimate to place mushrooms on river entrances and nearby paths before pushing farther up the lane.

Strengths

  • His blind switches off auto-attackers mid-trade, flipping whole matchups in his favor.
  • Constant ranged poison poke that most melee laners cannot farm through.
  • Shrooms turn the whole map into vision, zone control, and steady damage.

Weaknesses

  • Very squishy with only Move Quick's (2nd) short dash and speed for mobility, so a gap-closer can still be fatal when that window is unavailable or insufficient.
  • Little teamfight presence beyond poke and traps placed ahead of time.
  • Falls behind against sustain laners who heal through the poke.

Build Snapshot

Rune Setup

Summoner Spells

Teemo Baron Lane Counters

Who counters Teemo Baron Lane in Wild Rift (WR)? These champions beat Teemo in the Baron lane matchup, with how each one wins. Learn to play around them or ban them in ranked.

  • Wukong: Warrior Trickster (2nd) can leave a clone to absorb Blinding Dart (1st) or disguise Wukong's retreat, while his ability burst still works through blind. Watch which body continues moving and save Move Quick (2nd) to escape Cyclone's (Ult) knockup path.
  • Sion: Sion's shield soaks your poke, his waveclear ignores your zone control, and his health pool outlasts your poison. The blind means little against a champion who barely autos.
  • Kennen: Kennen's damage and stun marks come mainly from abilities that blind does not stop. Teemo does have Move Quick's (2nd) dash and speed, so preserve it to leave Slicing Maelstrom (Ult) instead of describing him as having no escape.
  • Aatrox: Aatrox deals his damage with Q (1st) sweeps, not autos, so your blind barely matters, and with World Ender (Ult) up he runs you down and heals through your poke. The early levels are the only part you win.
  • Mordekaiser: Mordekaiser's shield absorbs poke and most of his damage comes from abilities that blind does not stop. Realm of Death (Ult) removes access to mushrooms planted outside it, but Teemo can still blind, poison, dash, camouflage, and place new traps during the duel.

Champions Teemo Is Strong Against

Teemo's best matchups in Wild Rift. Teemo holds an edge against these picks in the Baron lane role, so look to press the advantage and contest objectives.

  • Nasus: You poison every stack attempt and blind his empowered strikes, so a scaling champion gets zoned out of his own scaling. Wither (2nd) is the one tool he has that actually catches you.
  • Tryndamere: Critical strikes are his whole champion, and your blind makes them miss. Even his undying window cannot kill what it cannot hit.
  • Vayne: Blinding Dart (1st) prevents Vayne's attacks from connecting and therefore delays Silver Bolts (2nd) stacks during the blind. She can still Tumble (1st) to reposition, Condemn (3rd) Teemo away or into terrain, and resume percentage-health true damage afterward, so disengage before the blind expires.
  • Jax: Blinding Dart (1st) denies Jax's attacks, but Counter Strike (3rd) also dodges Teemo's attacks before stunning him, and Leap Strike (1st) still closes the gap. Poke before Jax commits, hold the blind for after Counter Strike (3rd), and use Move Quick's (2nd) dash to avoid the stun radius.
  • Yone: Yone has to walk through your poison to reach you, and the blind blanks the empowered autos his combos rely on. He only out-scales you if he gets to farm in peace.

Early Game

Pressure last-hits without pushing so far that one gank ends the lane. Use Toxic Shot (Passive) attacks when the opponent is occupied with a minion, then leave their retaliation range before the poison finishes ticking. Save Blinding Dart (1st) for an attack-reliant champion's commit rather than spending it on harmless poke. Guerrilla Warfare (3rd) in brush can create an ambush, and Move Quick (2nd) can reposition Teemo without breaking camouflage during its allowed duration. From level 5, place mushrooms on the river approach and the lane route a gank must cross, giving each one time to arm.

Mid Game

Your power is denial and tempo rather than a direct engage. Push the Baron lane only as far as your vision allows, then place mushrooms on the entrances to Herald, the enemy's likely flank, and your own retreat. Herald is usually the better first conversion when the map is even, and Teemo helps by making the nearby paths costly to contest. Do not spend every charge in one obvious line, since sweepers can erase the whole setup. Keep enough mushrooms to rebuild control around the next objective.

Late Game

Choose the side lane only when your trap network and map information make the push survivable. Before Baron or a late dragon, seed several different approaches and keep one charge for the fight itself. A mushroom in the enemy's retreat or under a diver can matter more than another trap stacked in a swept choke. Poke from the edge of vision, preserve Move Quick (2nd) for repositioning, and join your team before the objective is already being contested.

Teamfights

Begin with the ground already prepared. Bounce or place mushrooms where an engage, retreat, or flank will cross them, then attack from behind the champion who can absorb the response. Spend Blinding Dart (1st) on the most dangerous attack-reliant threat when they commit, not on the first target in range. If a diver reaches you, kite through a trap and use Move Quick (2nd) after incoming damage stops suppressing its passive speed. Teemo wins the fight by stretching it across hostile ground, not by standing still for a damage race.

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