Teemo Mid Lane Wild Rift overview and best build snapshot
Best Build
Quick snapshot of the default setup for this guide.
Items
Summoner Spells

Spell 1
Flash

Spell 2
Ignite
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.
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

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

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

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.

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

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.

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

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

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.

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

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.

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

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.

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.

The Grievous Wounds works from the component alone, which his poison keeps permanently applied to the enemy mid.
The full upgrade over Oblivion Orb, for the games where the extra health and ability power matter alongside the anti-heal.

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.

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

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 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

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

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.

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

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

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

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
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
- 11st Ability
Q - 23rd Ability
E - 32nd Ability
W
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.
Good Matchups
These champions are favorable matchups for this pick in Wild Rift. You have advantages against them and can play more aggressively.

Yasuo
His whole trade pattern is auto-attacks woven between dashes, and one Blinding Dart (1st) erases that damage. Wait until Yasuo has used Wind Wall (2nd), because it can block the dart on the way to him.

Yone
Yone's combo leans on auto-attacks between dashes, so a well-timed Blinding Dart (1st) cuts much of his damage when he commits. Unlike Yasuo, Yone has no Wind Wall (2nd) to block it.

Ziggs
Move Quick (2nd) and camouflage help Teemo dodge Ziggs's artillery, but Ziggs still has Short Fuse's (Passive) empowered Bouncing Bomb (1st), Hexplosive Minefield's (3rd) slow, and Satchel Charge (2nd) to displace Teemo or hop away. Pressure after Satchel (2nd) is spent rather than calling Ziggs completely immobile.

Vladimir
Vladimir's early game is weak, his sustain only works if he heals in peace, and your poison keeps ticking even while he pools, so the farm his scaling needs never comes free.
Teemo Counters
These champions counter this pick in Wild Rift and can be difficult matchups. Learn how to play against them or consider banning them.

Lux
Lucent Singularity (3rd) and Light Binding (1st) reach beyond Teemo's Blinding Dart (1st), and the blind does nothing to Lux's spell-based burst. Stand off the direct binding line, use Move Quick (2nd) to sidestep rather than trade into her zone, and punish only after Light Binding (1st) misses because one root gives Final Spark (Ult) enough time to finish the combo.

Orianna
Her ball out-ranges your poison, her shield soaks the chip you land, and your blind does nothing to a mage whose damage is all abilities.

Zed
Zed's damage comes from shurikens and his ultimate, not autos, so your blind barely dents his burst, and his shadows close onto your squishy frame the moment your dart is down.

Heimerdinger
Heimerdinger's turret nest out-damages you in lane and zones you off the wave, your blind does nothing to turrets, and the grenade stun catches you on the walk-up.
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.

