Teemo·Support Guide

Guerrilla WarfareP
Blinding DartQ
Move QuickW
Toxic ShotE
Noxious TrapR
Win rate48.8%
Pick rate0.3%
Ban rate3.4%
Matches4 358-
Teemo Support has a 48.8% win rate and 0.3% pick rate in Emerald + and is currently ranked D tier. Below, you will find a very detailed guide for Teemo Support, where we explain strengths and weaknesses of the champion, powerspikes, and game plans for each stage of the game. Step up your game with our Teemo Support guide!
Teemo Top
Teemo Jungle
Teemo Mid
Teemo Bot
Teemo Support
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Teemo Strengths & Weaknesses

His Passive can be really obnoxious to deal with, especially when he is hiding in a brush and moving in and out while pelting his laner with his Blinding DartQ and Toxic ShotE.

He is the bane of ADC mains as his Blinding DartQ quite literally makes them miss their auto-attacks. This can reduce the effectiveness of the carry for a while, which gives his team some time to engage/disengage freely.

The Ultimate Noxious TrapR can act as a substitution for vision, as well as deal a lot of damage when kept in the right spots. This is especially useful when it comes to avoiding ganks.


Very squishy and layered crowd control can get rid of him immediately. He is vulnerable when his Blinding DartQ is down, and can be engaged upon if his Move QuickW movement speed is reduced.

His Ultimate Noxious TrapR can easily be gotten rid of by the enemy by purchasing Control Wards. Enemy Junglers with leaps and dashes can also bypass these mushrooms by taking odd routes.

He falls off quite drastically during the late game and can only resort to split pushing. This puts his team in a disadvantageous state and causes a lot of tension to build up within the team.

Game plan
Early game
0 - 15 min
Teemo is Strong

Use the lane brushes to get an edge on the enemy laners. You can easily poke them with your Blinding DartQ and auto-attacks as you will be hidden.

If the enemy laner roams, don’t bother trying to contest their roam. Instead, push the minion wave and start earning turret plate gold.

You will want to riddle the lane brushes with your Ultimate Noxious TrapR and use them as cover to keep chunking your opposition out. It should be pretty easy to do during the early game.

Mid game
15 - 25 min
Teemo is Average

Although you are a Support, you can easily decide to take matters into your own hand if you have a good enough lead. Do not do anything rash though, else you will easily be the reason why your team loses.

The map should be filled with your Ultimate Noxious TrapR traps. They not only do damage but also give vision of an area until it explodes or disappears.

During team fights, make sure that you stick with your backline at all times. Playing too far forward will easily get you killed.

Late game
25+ min
Teemo is Strong

Use your Blinding DartQ to prevent the enemy ADC from doing anything in this game. Always focus on the champion that is close to your carry for maximal effectiveness.

Try to lure enemies into fighting near your Ultimate Noxious TrapR infested areas. It will allow you to auto-win a major fight due to the amount of damage your Ultimate Noxious TrapR traps do.

Ensure that your Ultimate Noxious TrapR traps are in the choke points during neutral objective fights. This will make it really hard for the enemy team to do anything in the fight.

Power Spikes
Early game0 - 15 min

At level 6, Teemo can place tons of mushrooms Noxious TrapR around the lane. This can help him prevent ganks from the enemy Jungler, and make it harder for the enemy bot lane from playing aggressive.

Teemo is strong early and can bully the enemy down a ton. However, it depends heavily on the matchup and he must always position carefully so he doesn’t take unnecessary damage.

When he has completed his first component item, Teemo’s poke and damage output in the lane will be a lot higher.

Mid game15 - 25 min

He can roam around the map and place his Ultimate Noxious TrapR mushrooms in heavy traffic areas. It will allow him to detect enemies as well as get kills on unsuspecting low health targets.

His first ability will be maxed out at level 9. This will let him deal hefty amounts of burst damage and will let him kill his enemies quickly.

He isn't outstanding in team fights, so he should either resort to securing picks and blowing people up with his abilities or just split pushing till the enemy responds to him.

Late game25+ min

Level sixteen will further reduce the cooldown of his Ultimate Noxious TrapR and increase the damage of his mushrooms. Enemies will have a hard time traversing choke points now.

He will have a lot of ability Haste now, which means he can drop a lot more mushrooms around the map. The enemies will have to invest heavily in vision to keep themselves safe.

He will complete his build during this phase of the game, which will allow him to one-shot squishy targets. His Blinding DartQ blind should come in handy during this phase of the game as well.

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