The Loose Cannon - Zoner
2XKOTeemo Guide - Moves, Combos, and Overview
Overview
Teemo is one of the most effective zoners in 2XKO, built around evasive movement, traps, and projectiles. By controlling space with his Specials and forcing opponents to navigate hazardous mushrooms,
Teemo excels at slowing the pace of the match and punishing opponents who attack recklessly.
This guide covers everything you need to succeed with
Teemo in 2XKO. You'll learn his gameplan in neutral, his best Fuse, and what makes a champ have strong synergy with his kit to help build the best team.
If you’re finding his zoning frustrating to play against, we also break down how to beat
Teemo's zoning with counterplay tips to push through his endless barrage of stone and 'shrooms, so you can take control of the fight.
Strengths And Weaknesses
- Best zoner in the game, excels at maintaining the advantage at range.
- Extremely good at using Double Down Fuse. Great Super Tags and Super Combos.
- Short and small body make some attacks and mixups miss Teemo, that normally work on the rest of the roster.
- Lowest health pool in the game.
- High execution floor for combos.
- Stubby normal attacks and no standard jab make Teemo weak in close range scrambles.
Unique Mechanics
Bandle Merit Badges

Mushroom Badge
Once
Teemo obtains the Mushroom Badge, the mushrooms poison the enemy and deals damage over time.
Mushroom Badge is a particularly powerful buff because even blocked mushrooms inflict poison and generate a lot a of chip damage.
How to Obtain Mushroom Badge
- Land 10 explosions from mushrooms to fill the badge.
- Both blocked and successful hits count.
Tag mushrooms count towards badge progress.
S2 Special Super Mushroom count as two normal mushrooms
Dart Badge
After
Teemo obtains the Darts Badge, darts inflict poison on successful hits and deal damage over time.
How to Obtain Dart Badge
- 12 successful dart hits total,
- Ex: A solo dart = 1, while a 3 round burst of darts = 3
Tag Darts count towards badge progress
S1 Special Super Darts do NOT count towards badge progress
Slingshot Badge
After
Teemo obtains the Slingshot Badge, the projectile catches on fire resulting in increased damage (60 damage from a regular Slingshot, 80 from a fiery Slingshot)
Also adds extra hit stun and block stun.
How to Obtain Slingshot Badge
- 5 successful Slingshot hits
Guerilla Tactics

Teemo's clump or grass can be used to turn him invisible more quickly, teleport to it, or light it on fire.
Down
H Attack will set the grass on fire. When
Teemo has already obtained the Slingshot Badge, he can also use the fiery projectile to light the grass.
The fire is useful to float with Parachute to mixup your air movement, and it also functions as a wall when zoning that hits opponents if they try to walk through it.
Retreat!
Inputting
Down
S2 Special when the grass is already out will quickly teleport him to the grass.
When the grass is behind
Teemo he can use it to retreat the safety or to bait and Dodge opponents attacks. If the grass is behind the opponent, he can use it to crossup and attack from behind.
Neutral
Normals
Darts
Teemo does not have a standard jab for his
L Attack like the rest of the cast. Instead he shoots Darts.
The trade off for the extra range is that this attack is comes out much slower than every other Champs regular
L Attack.
Darts alter
Teemo's inertia and can be used to bait out enemy anti-air attacks when jumping in. He can also quickly whiff punish enemy attacks with Darts.
Frying Pan
Teemo's best attack button for neutral is definitely his standing
M Attack. This move is one the fastest
M Attack of any champ, and has decent range.
While you don't want to spend too much time in normal attack range, when you are at close distance,
M Attack should be your go-to poke button.
Block Strings
Teemo can connect mid-range
L Attack darts into
Down
M Attack >
H Attack or whatever string you want from the
M Attack.
- At max range, this does not block string. If you're opponent is prepared and very advanced, they may low parry the
Down
M Attack.
M Attack>
H Attack >
Forward
S1 Special is good option for keeping close and pressuring your opponent.
- With no charge,
S1 Special is safe on block but leaves
Teemo negative. With charge,
S1 Special allows
Teemo to start an attack while the opponent is still in blockstun.
Specials
Mushrooms & Slingshot
As much as possible, you want to always have mushrooms on the screen. Good mushroom placement is what makes zoning possible for
Teemo.
- If you try to Zone with his darts, slingshot, and parachute without having mushrooms as an obstacle in your opponent's path, you're going to get punished a frequently.
In neutral, you can jump
Air
S2 Special rand
Forward
S2 Special to easily space out the mushrooms to land on top of each other and bounce forward towards the opponent.

Always vary your your rhythm between mushrooms and slingshots so that your patterns do not become easily predictable.
For example, if your opponent knows you're going to forward mushroom or charge a neutral slingshot, they can jump over the projectiles and hit you with a big punish.
However, if you are intentional about your timing, you can wait and anti-air with
Down
H Attack, fire a
Down
S1 Special slingshot, or get creative and dash under their jump-in.
Zoning and Stalling
Assist's are really good at converting successful hits into combos.
Teemo's primary gameplan is to slowly eat away at the opponents health before they can get close to him.
During this time, if a Assist attack hits or one of
Teemo's projectiles hit with the Assist champ close to it, Handshake
Tag and convert for a full combo.
- When your Assist is on cool down, focus on zoning and stalling for time until your assist is ready to go again.
Teemo should not be trying to go aggressive in neutral or approach the enemy if he does not have Assist available.
Tagging Out
Generally, when you are going to Handshake
Tag out, charge a Slingshot while calling your Assist so the projectile can offer some protection while tagging.
If you plan to Quick
Tag out, mushrooms and vertical Slingshots will make it safer to do so.
Combo Examples
S1 Super Finisher
Teemo's BnB combo that can be used mid-screen and in the corner.
- When using
Double Down, you can call Assist just before or after the
Down Forward
H Attack, then
Double Down
Tag to enable them to continue the attack during
Teemo's Super (exact timing depends on Assist Champ).
S2 Super Finisher
Showcasing two powerful Super interactions with
Teemo:
- In the corner he can solo combo off of his grab
S2 Special Super can be used mid-combo as a way to extend the combo for greater damage
This combo route doesn't have to start with a grab. Any combo that leads into
Forward
S1 Special in the corner can be extended with
S2 Special Super mushroom.
Ultimate Finisher
Teemo's The
Forward
S1 Special > mushroom only works in the corner. You can also use
S1 Special Super as a finisher instead of his Ult here.
- Because
Teemo is so good at using multiple Supers and
Double Down, you generally will want to save Super meter for either 1 bar Super. But if you need the extra damage to secure the KO, keep this combo in mind for landing you Ult.
As Assist Champ
When to Forward Assist
Mushroom Assist is best for Point champs who have want to zone similar to
Teemo. If you're Point champ is more aggressive and close range,
Back
Tag is generally going to be a better option.
The mushroom does hit on the ground opponents, so it can be used to extend combos (primarily used in the corner).
You can also use it after knockdowns, to add a layer of pressure on the opponent's wakeup.

When to Back Assist
Teemo's Dart Assist has a broader range of usefulness. The attacks come out quickly and often catch the opponent off guard.
Since it has good range, your Point champ can crossup the opponent, and let the Darts hit the opponent from behind and convert into a combo.
Fuse Strategy
Double Down
Double Down is by far
Teemo's best Fuse. Even champ's who don't normally run
Double Down will typically still use it in
Teemo teams because he is just that good at utilizing the Fuse.
S1 Special Super can been done raw in neutral or on block into Assist +
Double Down
Tag. Paired with champs that have good high/low or left/right mixups, this is one of the easiest ways to consistently break through opponents defenses at all levels of play.
Both of his Supers are also great at using
Double Down Super combos. Especially his
S2 Special Super because the giant mushrooms hits opponents that are laying on the ground.
2x Assist
2X Assist is likely
Teemo's worst Fuse in a vacuum. His Assists are ok, but not so great that'd it'd be worth being able to use two of them in a row.
Only run
2X Assist if you're other champ has poor synergy with
Double Down and has amazing Assists.
Freestyle
Freestyle is also pretty good with
Teemo because it makes it easier for him to set up cross ups with grass, and he has decent high/low mixups.
Additionally, he fire off all three
L Attack darts as long as the first is started before Handshake
Tag which makes him good at locking down blocking opponents for his teammate to mixup.
Juggernaut and Sidekick
Teemo is one of the weaker champs when it comes to using the solo Fuses.
Juggernaut doesn't add much benefit, as his regular combos are already very good and Fury cancels aren't very important for him.
Sidekick would be a better choice as
Teemo really wants to have an Assist to help him with zoning and block pressure. Someone with a long range Assist like
Jinx would be a good starting choice.
Champ Synergy
Ahri

Double Down is what make
Ahri and
Teemo team so strong, because they both can use multiple Supers in a single combo, and they each have Super that the other champ can attack during.
Whichever champ started the combo, call Assist right before using Super so you can use
Double Down HS
Tag to start attacking. Starting with
Ahri's
S2 Special Super allows
Teemo to get in a few
Forward
S1 Specials for example.
When
Teemo is Point, and zoning with mushrooms and grass,
Ahri's
Forward
Tag can be used to catch approaching opponents off guard. On hit she gets a Handshake
Tag combo, and on block HS
Tag to
Ahri sandwiches the opponent between her and
Teemo's mushrooms.
Yasuo

For this duo, the best Fuse is
Double Down. The most deadly strength of this team is when
Teemo is Point, and you block string into
S1 Special Super,
Double Down Handshake
Tag during the Super, and
Yasuo goes for any of his many mixups. This is so hard to defend against it's almost free damage.
Once any combo has started, the damage gets crazy no matter which champ is on Point. Both can HS
Tag, quick
Tag, or
Double Down Super into the other mid-combo,
Teemo is also really good at extending Yasuo's combos because
Teemo's
Down Forward
H Attack and
S2 Special Super hit on the ground opponents.
An easy extension to any of
Yasuo's combos is to Stance >
Down
H Attack >
Tag
Hold to swap to
Teemo, then
Down Forward
H Attack to pop them up and continue the combo.
Jinx

The ultimate keep away team comes with the secret strength of tilting many opponents.
Either champ can be point, and spam projectiles and Assists. Anytime you end up landing a counter hit with Slingshot or mushrooms,
Jinx's rocket Assist can juggle and allow her to convert into a full combo.
Even though
Teemo's
Back
Tag keeps him positioned back, if you HS
Tag during
Jinx's machine gun, he still has time to run up and convert into a combo. Most of the optimal routes end with a
Tag Launcher back to
Jinx, which she can finish off with Super or
Double Down shenanigans.
The down side is that both champs share similar weakness, and can struggle to open up players with good defense and anti-zoning abilities. In these scenarios, mix up your projectile and trap usage, and go for
Teemo's
S1 Special Super >
Double Down
Tag > in neutral to let
Jinx run up and try get land a successful mixup.
How to Beat Teemo
Destroy Mushrooms
Every champ should try to destroy
Teemo's mushrooms before advancing on him, but some some champs have moves that naturally are invulnerable to projectiles.
- Examples include:
Ahri,
Vi, and
Yasuo's
S1 Special Supers.
Additionally, you can use you're own projectiles to safely destroy his mushroom. Even if you don't any of these moves, every champ can destroy mushrooms by attacking them, you'll just need to be a bit more careful with your spacing.
Generally, it's better to stay grounded when
Teemo's mushrooms are on screen and try to destroy them. Even if you jump over them and land a hit on
Teemo, the mushrooms explosion will often hit you out of your combo.

Getting Passed Slingshot
Teemo players may also end block strings with Slingshot to push you back and be safe on block. You can parry this on reaction, but it's very difficult as the timing varies based on distance and how much charge they do.
- If you do get this parry, you get a big punish, so it's worth at least trying occasionally.
General Anti-Projectile Strategies
Be Patient
Rushing in without thinking is exactly what
Teemo wants you to do. That's how he gets damage in and converts combos.
The best thing you can do is stay relaxed and take your time. Slowly take space, and push him to the corner while destroying mushrooms. You'll have a major advantage once you do.
Parry
Mostly for Sling shots, parries give you more frame advantage and at closer ranges, you can attack quick enough to punish
Teemo for using slingshot.
Body Block
When all else fails, use you're Assist to block
Teemo's projectiles. This frees your Point champ up to Punish
Teemo with a counter hit.
Champ Specific Abilities
As mentioned above, many champs have moves that either go through projectiles, or destroy projectiles on hit. Make sure to keep in mind which of you're champs moves have anti-projectile properties.
While not a complete list, here are a few examples:
Braum's
S2 Special (and
Hold)
Blitzcrank's
S2 Special
Darius
S2 Special Super
Ekko's
Down
S2 Special
Warwick's
S1 Special run- etc.
Super Mushroom

If
Teemo throws out
S2 Special Super in neutral, you have a chance to bypass it if you are mid-range or closer.
The giant mushroom does not immediately have a hitbox so any champ can dash through and Punish
Teemo before the attack fully activates.
- Note that the Mushroom can still hit you after you've started attacking
Teemo, so doing a move like Throw which makes you invulnerable during the animation is your best choice.
If you're Assist champ is already KO'd or you are using
Sidekick, use a forward moving Assist to smash into the mushroom and explode it. There's not much downside to this as the champ is already KO'd.
The other best option is to block it, or jump and block if you are in a position that allows.
- Important note: The giant mushroom expires if
Teemo tries to chase you across the stage. At mid-screen you can run away. If
Teemo stays still, the mushroom will reach you, but he's out of range to convert into a combo, and you can just block. - If he chases you, keep running away and the mushroom will dissapear.