Teemo Wild Rift champion guide - Mid Lane

Mid Lane · Wild Rift Guide

Teemo Mid Lane

Teemo Mid Lane Guide

Updated for Patch 7.3E
A Tier

Teemo Mid Lane Wild Rift overview and best build snapshot

How to play

  • Take short trades with poison Attack when the enemy uses a spell on the wave, then move out of their reach.

  • Use camouflage to approach from the side Your 3rd ability makes you camouflaged. Use it to approach from the side for a surprise attack instead of walking into enemy spells.

  • Set mushrooms before nearby fights Use your ultimate to place mushrooms at river entrances and escape routes before your team starts a fight.

Guide author

Royal

Royal has reached Rank 1 in EU and NA, and Legend and Sovereign on the Chinese server. Created by Royal with input from high elo and professional players and the WildRiftGuides Discord community.

Rank 1 on this champion? Help improve this guide and receive credit. Contact us on Discord.

Strengths

  • Blinding Dart (1st) hard-counters champions that rely on auto-attacks, turning their biggest trading tool into a wasted animation.
  • He controls space: poison shoves waves, brush stealth sets up ambushes, and mushrooms fill the map with vision and damage.
  • Constant poison poke grinds down immobile targets and zones objectives without ever risking his fragile body.

Weaknesses

  • Short range and a tiny health bar mean a diver can kill him if Move Quick's (2nd) dash and speed are unavailable or insufficient.
  • Blind only stops auto-attacks, so ability-based mages and assassins ignore his single best defensive tool.
  • Weak burst and mediocre waveclear leave him unable to finish kills or contest a hard shove.
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Teemo Mid Lane Wild Rift best build, items, runes, summoner spells, and skill order

ITEM BUILD

Best Wild Rift build for Teemo Mid Lane, including items, runes, summoner spells, and skill order.

STARTING ITEM

Amplifying Tome

Early ability power, since his poison does most of the chip damage his short range can safely land.

BOOTS

Spellslinger's Shoes

Magic penetration sharpens the poison he applies every trade, which is how he wins a lane he cannot all-in.

CORE BUILD

Liandry's Torment

Toxic Shot (Passive) poisons for four seconds and subsequent attacks refresh that duration, so Liandry's burn stays active while Teemo keeps attacking. A single tag does not maintain the burn indefinitely.

Nashor's Tooth

Attack speed and on-hit damage, which compound with a passive that already poisons on every attack.

Infinity Orb

Build this third for magic penetration and bonus damage against low-health enemies. Poison, Blinding Dart (1st), and Noxious Trap (Ult) soften targets for Teemo to finish during picks and river fights.

Rabadon's Deathcap

Multiplies his ability power, and both his poison and his shrooms scale with it.

Void Staff

Build this last to help Teemo's poison and mushrooms get through late-game magic resist. Choose it over Cryptbloom when maximum personal damage matters more than ability haste and team healing.

SITUATIONAL ITEMS

Rylai's Crystal Scepter

Noxious Trap (Ult) already slows for three seconds. Rylai's adds slowing utility to Teemo's other ability damage and poison rather than being required to keep enemies in a mushroom's effect.

Lich Bane

Spellblade triggers on the attack after his Q (1st), giving a champion who otherwise only chips a real burst window.

Zhonya's Hourglass

Replace Infinity Orb when an assassin keeps reaching Teemo through his mushrooms and surviving the engage matters more than extra damage. Buy Seeker's Armguard early for the armor and ability power.

Malignance

Ultimate haste means more shrooms covering river and both side lanes, which is how much of the map he controls.

Cryptbloom

The alternative to Void Staff. Less penetration, but the ability haste and healing on takedown help when his shrooms anchor a river fight. Choose it when enemies have not built much magic resist, so trading Void Staff's extra damage for more ability haste and an area heal after takedowns is worthwhile.

Statikk Shiv

Replace Liandry's Torment when faster waveclear and pressure before river rotations matter more than sustained burn damage. Energized chain lightning helps Teemo push the wave and spreads on-hit effects across grouped targets, pairing with Nashor's Tooth for a more attack-focused setup.

Oblivion Orb

The Grievous Wounds works from the component alone, which his poison keeps permanently applied to the enemy mid.

Morellonomicon

The full upgrade over Oblivion Orb, for the games where the extra health and ability power matter alongside the anti-heal.

Oceanid's Trident

Build this when shields absorb Teemo's poison and shroom damage. Persistent poison refreshes the reduction after the triggering attack or trap, weakening shields used during the retreat.

Banshee's Veil

Build this when the enemy has a hook or point-and-click stun, which is how a Teemo dies while roaming.

Armored Advance

Boot swap against heavy physical damage. The armor helps Teemo survive the attacks that land before Blinding Dart (1st) disables the enemy carry's next basic attacks.

RUNES

KEYSTONE

Fleet Footwork

Fleet Footwork heals Teemo on the attacks he already uses to apply poison, then the movement burst helps him leave before the blinded opponent can answer.

PRIMARY

Sudden Impact

His W (2nd) dash and exiting camouflage both set up the bonus true damage on his next hit.

Chain Assault

A basic attack starts Chain Assault and Teemo's poison keeps pressure on the same target, rewarding him for adding another attack, blind, or shroom instead of changing targets.

Eyeball Collector

His roams and river shrooms convert into takedowns, so the stacks accumulate steadily.

SECONDARY

Bone Plating

Take this when the lane answers his blind with one big commit rather than trading poke for poke.

SITUATIONAL RUNES

Legend: Alacrity

Take this over Bone Plating when attack speed matters more than protection, since every attack reapplies his poison.

SUMMONER SPELLS

MAIN SPELLS

Flash

Flash

Must take. Move Quick (2nd) gives Teemo a short dash and temporary speed, but Flash is the larger instant reposition he needs against an assassin's committed engage.

Ignite

Ignite

Take this for early kill pressure in lane and on roams, since kills are what turn a mid lead into pressure on the rest of the map. The Grievous Wounds also makes it strong into champions with a lot of healing.

SKILL ORDER

Skill Priority Order

  1. 1
    Q Ability
    1st Ability
  2. 2
    E Ability
    3rd Ability
  3. 3
    W Ability
    2nd Ability
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Teemo Mid Lane Wild Rift matchups and counters

Wild Rift matchup guide for Teemo Mid Lane, covering favorable lanes and difficult counters to prepare for in ranked.

Teemo Mid Lane Wild Rift game strategy and teamfighting guide

Wild Rift game strategy for Teemo Mid Lane, from early lane control through mid and late game map play to final teamfights.

Early Game

Levels 1-8
Poke with Toxic Shot (Passive) when the opponent last-hits and save Blinding Dart (1st) for attack-reliant trades. Use Guerrilla Warfare (3rd) from brush or while idle, then exploit its attack-speed buff after revealing. Move Quick (2nd) does not interrupt camouflage, so Teemo can dash while hidden and preserve the ambush; its active also doubles the passive movement bonus for three seconds and prevents damage from removing that speed during the window.

Mid / Late Game

Levels 9+
Crash the mid wave before placing mushrooms along the river route, objective entrance, and likely flank rather than stacking every charge in one brush. Mid priority lets Teemo prepare vision and damage before Scuttle, dragon, or Herald is contested. He does not need to force a side-lane roam when no target is extended; hold the wave, deny the enemy mid's movement, and let traps reveal rotations. Keep at least one charge available to rebuild control after a sweeper clears the first line. Late game Teemo is poke and zoning with only a short dash and speed burst for self-peel, so positioning is the entire job. Your shrooms become serious area denial: a fully mined chokepoint around Baron or dragon forces the enemy to eat poison or give up the objective, and a single trap can reveal and slow an engage before it lands. You can split push a side lane on the strength of your poison shove and trap-covered routes, but never get caught alone, because Move Quick (2nd) does not make his tiny health bar survive a full collapse. Your on-hit poison holds up against tanks and squishies alike, so play around the vision you laid yourself.

Teamfights

5v5 Combat
Your value in a fight is poison and zoning, not a flashy combo. Pre-seed mushrooms across every approach the fight might funnel through, so the enemy takes damage and reveals itself before the engage even lands. Once it starts, stand at the back of your line, pour Toxic Shot (Passive) into whatever is closest, and save Blinding Dart (1st) for their strongest auto-attack carry at the worst possible moment for them. You are not diving anyone and not tanking anything: you are the chip that softens their team, the blind that turns off their marksman, and the traps that make their flank routes dangerous. Stay behind peel, keep your distance, and let the poison and the field do the killing you are too fragile to do in person.
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