Meta, tier list & top-player builds from the China server · live
提莫 · 迅捷斥候 Mage S
✅ Patch 7.2e · stats updated 2026-09-12 · real builds of 19 top-ranked China server players captured 2026-09-11
Difficulty Damage Toughness Utility
How the strongest players on the Wild Rift China server (国服) build Teemo: live win/pick statistics by rank bracket, the most-used item and rune sets, and the real loadouts of the top ranked Teemo players, captured in-game.
📖 How to play TeemoCounted on 20 real builds captured from the Chinese client, player by player. Independent from the official API above.
Taken from the official in-game China leaderboard. Spells, runes and items of every public top player.
19 of the top 30 players have a public match history; the others keep theirs private.












































































The toughest lane matchups for Teemo on the Wild Rift China server, with why each is hard and exactly how to play it.
Why Dr. Mundo counters Teemo: Cleavers are not basic attacks — the blind weeps — and he regenerates your poke for breakfast: your whole kit is a tickle.
How to play Teemo into Dr. Mundo: Dodge the cleavers and take the experience. Mushrooms are worth more than the lane: seed the jungle and the objectives.
→ Dr. MundoWhy Singed counters Teemo: He runs faster than your kiting, the gas burns longer than your poison, and he flings you into his tower.
How to play Teemo into Singed: NEVER chase him into the gas: rule number one of the game. Mushrooms on his proxy routes: charge him the toll.
→ SingedWhy Warwick counters Teemo: His sustain drinks your poke and his R eats you whole despite the blind: appetite beats eyesight.
How to play Teemo into Warwick: Blind DURING his active W, when he hunts you. Mushrooms in a crown around you: his R lands where you decide.
→ WarwickWhy Irelia counters Teemo: If she reaches you with resets you are dead; if she does not, she is the dead one: binary, and you pick the track.
How to play Teemo into Irelia: Never a low wave near you. Blind her stun window and kite back: every whiffed dash of hers is half a kill.
→ IreliaWhy Kayle counters Teemo: A poke mirror with a timer: before 5 you torture her, after 9 her AoE attacks ignore your blind.
How to play Teemo into Kayle: Maximum pressure before her 5: deny experience, not just cs. After 9, defensive mushrooms and never a 1v1 in the open.
→ KayleThe champions Teemo works best alongside on the Wild Rift China server, lane by lane, with the reason each pairing works.
Blinding Dart (Q) does nothing against abilities and dashes, and that is exactly how you die: Shadow Dash (E) taunts the diver before he reaches you and Stand United (R) shields you from half a map away. It is the peel your page says you lack.
Fling (E) throws whoever chases him backwards, straight into the Noxious Trap (R) carpet you already planted, and Mega Adhesive (W) roots them there while the poison works. Two kits that win by attrition instead of burst.
Your page says you offer teammates almost nothing: Unstoppable Force (R) is the engage you cannot provide, and the pile it leaves on the ground sits inside your Noxious Trap (R) field while Toxic Shot (P) keeps ticking.
You are among the squishiest champions in the game and a single all-in ends your game: Footwork (E) dashes to you and shares his shield, and All Out (R) removes whoever is jumping on you instead of leaving them in your face.
Only if you build a pure poke composition, two champions who hit from outside and never walk in. Thundering Blow (E) sends whoever steps up back into your Noxious Trap (R) field. Against real hard engage the plan collapses.
Cursed Touch (P) makes every magic hit carry true damage, and you are magic from the Toxic Shot (P) poison to the mushrooms: it even amplifies the damage that keeps ticking after you retreat. Curse of the Sad Mummy (R) pins them on the traps for 1.5 seconds.
Below 35% health the Blood Hunt (W) bonuses surge to 150%, and between poison and mushrooms you keep half their team permanently under that line. Infinite Duress (R) is then the hard crowd control your page says you do not have.
You always die the same way: someone closes the gap and you have nothing left. Frenzying Taunt (E) nails them where they stand, away from you, and Blinding Dart (Q) leaves them blind for the whole time they are stuck.
Crescent Guard (R) knocks back everyone except his marked target and blocks ranged damage: it is the peel the squishiest champion on the team needs the instant an assassin lands, and Move Quick (W) does the rest.
Terrify (Q) sends them running with no control, and if you planted Noxious Trap (R) behind them they run over the mushrooms on their own. You also play the same game: his camouflage and Guerrilla Warfare (E) turn every brush into an ambush.
Only if you play the map instead of grouping: Noxious Trap (R) mushrooms on the enemy jungle paths are permanent vision plus a slow, and Thrill of the Hunt (R) turns that information into a leap onto whoever is walking alone.
Deadly Flourish (W) roots anyone who has just taken damage from an ally, and Toxic Shot (P) keeps poisoning for seconds after you have already backed off: his root stays armed almost permanently. Curtain Call (R) then executes whoever is slowed on a mushroom.
The Frost Shot (P) slow layered on the mushroom slow means nobody disengages from your half of the map. Her page says she has no self-peel at all, and Blinding Dart (Q) on an auto-attack diver is the one piece of peel you can actually give.
You protect nobody, so you want a carry who saves himself: Arcane Shift (E) is his exit. Beyond that you are two champions who hit from outside and never walk in, and Blinding Dart (Q) shuts down whoever jumps him.
Chain of Corruption (R) roots the group and spreads to whoever stands next to them: a motionless pile on top of your Noxious Trap (R) mushrooms ends the fight. And Blighted Quiver (W) stacks magic damage on the same targets Toxic Shot (P) is already poisoning.
Only with a real frontline in front of you. Bullet Time (R) is a stationary channel people walk around, and the mushroom slow plus Make It Rain (E) is the only lockdown the two of you can produce: neither of you peels for the other.
Your page says a single successful all-in ends your game: Whimsy (W) polymorphs the diver the instant he lands and Rampant Growth (R) knocks him off while adding bonus health. Whimsy's speed on top of Move Quick (W) makes you impossible to catch.
Move Quick (W) is only speed, not an escape: the Dark Passage (W) lantern is. Flay (E) and Death Sentence (Q) remove whoever reached you, and The Box (R) at 99% layered on the mushroom slow is a wall nobody walks through.
Unbreakable (E) intercepts projectiles in front of the squishiest champion on the team. And Concussive Blows (P) also stacks from allied attacks: your attack rhythm brings the mark to four quickly and stuns the target.
Black Shield (E) absorbs the crowd control that kills you, which is the only way you actually die. And Dark Binding (Q) roots for two seconds: a target held on a mushroom and inside the Toxic Shot (P) poison never recovers.
Take him against a composition built around one assassin, the one who jumps you once and ends it: Chronoshift (R) rewinds exactly that death. Twisted Timeflow (W) meanwhile is a shield and speed stacked on Move Quick (W).
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | S | 51.26% | 3.7% | 20.53% | #7 / 41 |
| Mid | A | 51.38% | 1.68% | 20.53% | #10 / 39 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | S | 51.14% | 3.59% | 20.45% | #7 / 41 |
| Mid | A | 51.05% | 1.66% | 20.45% | #9 / 38 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | A | 51.61% | 1.68% | 14.27% | #10 / 41 |
| Mid | A | 50.53% | 3.2% | 14.27% | #12 / 39 |
| Lane | Tier | Win% | Pick% | Ban% | Pos. |
|---|---|---|---|---|---|
| Baron | B | 50.09% | 1.59% | 7.3% | #17 / 39 |
| Mid | C | 48.61% | 2.3% | 7.3% | #35 / 41 |
Teemo is a ranged Mage in Wild Rift built entirely around poke, disruption, and vision denial rather than raw stats — his kit deals heavy magic damage from a safe distance while offering almost nothing in survivability. He chips opponents down with Blinding Dart's damage-and-blind and the stacking poison of Toxic Shot, then leans on Guerrilla Warfare's camouflage to vanish, reposition, or line up an ambush nobody sees coming. Easy to pick up but demanding to master, Teemo rewards patient poking and clever mushroom placement far more than it rewards standing and fighting.
Skill order: Q > E > W — take a point in Noxious Trap (R) every time it's available.
Play Teemo like a skirmisher, not a brawler: stand at the very edge of Blinding Dart's range and poke every time the enemy pushes onto the wave, since the blind means they simply can't hit back. Pre-cast Guerrilla Warfare in a lane bush before an opponent walks up for a guaranteed opening blind, or use it to vanish the moment a trade goes wrong. Farm behind the passive poison rather than committing to full auto-attack strings, and respect anything that can close the gap quickly — Teemo's early game is about denying fair fights, not winning unfair ones.
From the mid game onward, Teemo should never be near the frontline — stay at the outer edge of fights and let Blinding Dart and auto-attacks chip away at whoever is safest to reach. Save the blind for the diver or assassin jumping onto a carry rather than spending it purely on poke damage; shutting down their auto-attacks can single-handedly swing the exchange. Pre-plant Noxious Trap around choke points, flanking brush, and objective pits before the fight actually starts so the mushrooms punish divers and contests automatically, and keep Move Quick active to kite along the edge rather than standing still.