Rumble is a teamfighting mage who is unique in the way that he does not utilize mana, instead using Heat as a resources, that when managed well, can turn him into a terror to lane against, and when managed poorly actually causes him to silence himself. Regardless, he is an extreme threat in teamfights with his ability to use The Equalizer to burn through an enemy teams health with and force them into retreat, or to force them into a bad fight by laying it behind them in a choke. Still, with that in mind he has some pretty glaring weaknesses.
Passive – Junkyard Titan
Every spell Rumble casts gives him Heat. When he reaches 50% Heat he reaches Danger Zone, granting all his basic abilities bonus effects. When he reaches 100% Heat, he starts Overheating, granting his basic attacks bonus damage, but making him unable to cast spells for a few seconds.
Q – Flamespitter
Rumble torches opponents in front of him, dealing magic damage in a cone for 3 seconds. While in Danger Zone this damage is increased.
W – Scrap Shield
Rumble pulls up a shield, protecting him from damage and granting him a quick burst of speed. While in Danger Zone, the shield strength and speed bonus is increased.
E – Electro Harpoon
Rumble launches a taser, electrocuting his target with magic damage and slowing their Movement Speed. Rumble can carry 2 harpoons at a time. While in Danger Zone the damage and slow percentage is increased.
R – The Equalizer
Rumble fires off a group of rockets, creating a wall of flames that damages and slows enemies.
There are very few champions that have such obvious indicators of their ability to trade as Rumble does. if his heat gets too high, for example, if he is one spell from overheating, pressure him.
Very short trades are the name of the game. Wait for him to use the flamespitter, trade in a minion wave, and escape back into your own minion wave so that his Electro Harpoons cannot slow you for long enough to bring his Flamespitter back up.
Do not underestimate the damage that comes out of The Equalizer. Yes it is 'Eventual' damage, as opposed to burst damage, but it hurts a lot, and 'Eventual' doesn't mean never. The longer you're on it, the more it hurts, and when he has his Liandries Torment, it hurts a lot.
Don't start a teamfight with Rumble MIA. He's flank/Ult your team, and that'll ruin you.
He can do a lot of damage faster than Rumble can do his eventual damage, he can also sustain through part of it, and even has minor CC he can hit Rumble with. Not to mention that if he gets on top of Rumble, he can't really run away.
He can just kill him and stop him from running away with the flip. Once he's caught he doesn't have an escape, and he won't do as much damage to Volibear as Volibear does to him. Even if he did, Voli's passive is going to save him from lethal damage.
Ouch. Darius can hurt Rumble really badly. He has the ability to trade in minions and gains health from trading well. He can pull Rumble in, stacking hemorrhage and taking advantage of Rumbles lack of actual mobility. As long as you don't make the mistake of trading poorly away from a minion wave, you'll be fine and can dunk him at six if he doesn't play defensively enough.
He tries to hit a creep, you stun into combo, he runs away, because he can't outdamage you, his flamespitter is useless, you repeat this and win the lane, it's a true nightmare for him, and doing this enough means you'll kill him. I'll always recommend taking Teleport so that you can use your advantage elsewhere, but if you were ever going to take ignite in a matchup, it should be one as easy as this one.
Take Magic Resist. Maw of Malmortius for AD Laners, and Veil/Spirits Visage for tanks. AP champions can build Athene's or Abyssal Scepter.
Camille is a highly damaging, physical damage robot assassin-fighter champion. She's mobile and brings a fair amount of crowd control in the form of knock ups, slows and the ability to anchor enemies to an area with her ultimate. Even with all of these features, she is still more or less another mobile assassin champion, and thus, shares many of their weaknesses. Weaknesses we'll learn to exploit today.
Passive – Adaptive Defenses
Basic attacks on champions grant Camille a shield maximum health against their damage type (Physical or Magic)
This effect has a 20-10 second cooldown.
Q – Precision Protocol
Camille's next attack deals bonus damage and grants bonus movement speed. This spell can be recasted for a short period of time, doing significantly increased bonus damage if Camille delays a period of time between the two attacks.
W - Tactical Sweep
Camille blasts in a cone after a delay, dealing damage. Enemies in the outer half take are slowed and take extra damage, while also healing Camille.
E – Hookshot
Camille pulls herself to a wall, leaping off and knocking up enemies upon landing.
R – The Hextech Ultimatum
Camille dashes to target champion, anchoring them to the area. She also deals bonus magic damage to the target with her basic attacks.
All of Camilles abilities have extremely long cooldowns, even at max rank. Trading around her cooldowns can put her in a bad place, fast.
Camille's shield only works on one of the two damage types. Hit her when she is vulnerable to yours.
Camille's abilities are somewhat hard on the mana pool. Do yourself the favor of being patient against an aggressive Camille and punish her lack of mana.
Her Ultimate has a short range, stay further away from her, so that she can't use it on you.
You can stay out of her range, and crush her from outside her ability range, and when you land enough poke, jump in and punish her for having low health. He can also peel her off of him.
His damage isn't prevented by being anchored to an area, if she tries to take advantage of the extra damage he takes from her autos, she has to stand in his Judgment, and in his ult range. He can also stave off the extra damage with his W.
If she jumps on Illaoi, Illaoi is going to hurt her very badly. Pulling her soul out, then ulting, and then continually slamming her with tentacles.
Build armor, and a QSS if you really find yourself incapable of avoiding her CC.
One of Riots more recent creation (At the time of writing) Kled is a high damage top laner with a unique mount mechanic. His mount, Skaarl, takes damage for him, which effectively just allows him to have another healthbar. Being on his mount also gives him bonus damage and different abilities, however, he has a unique weakness to go with that unique mechanic. When he's off his mount, he's kind of awful, as we'll see today.
Passive – Skaarl, the Cowardly Lizard
Kled rides his trusty steed, Skaarl, who takes damage for him. When Skaarl's health depletes, Kled dismounts.
While dismounted, Kled's abilities change and he deals less damage to champions. Kled can restore Skaarl's courage by fighting enemies. At maximum courage, Kled remounts with a portion of Skaarl's health.
Q – Bear Trap on a Rope
Kled throws a bear trap that damages and hooks an enemy champion. If shackled for a short duration, the target takes additional physical damage and is yanked toward Kled.
When dismounted, this ability is replaced by Pocket Pistol, a ranged gun blast that knocks back Kled and restores courage.
W - Violent Tendencies
Kled gains massive attack speed for four attacks. The fourth attack deals more damage.
Kled dashes, dealing physical damage and gaining a short burst of speed. Kled can then reactivate this ability to dash back through his initial target, dealing the same damage.
Kled and Skaarl charge to a location, leaving a speed-granting trail behind them and gaining a shield. Skaarl locks onto and rams the first enemy champion encountered.
Punish Kled when Skaarl is gone. He's far weaker then.
Like most champions, champions that outrange Kled give him a hard time.
Don't underestimate his burst. With Skaarl around, he has a lot of it.
Trade around Kleds cooldowns, when you see Violent Tendencies go down, plan to trade then.
You can stop his dash, denying him at least one ability in Joust, and typically you can use your superior positioning to run him into a wall, or at the very least, disengage.
You have the artificial durability to avoid dying, and the damage to...Well...Damage him. If he runs in on you, you can just stun him, and you can shield through Violent Tendencies.
You just outrange him, and can poke Skaarl from out under him, before leaping in and smashing through him with your hammer
Health and armor, is what you want against Kled. He just does raw damage. There really isn't anything specific to take against him.
Mordekaiser is a really weird champion. This latest iteration was Riot’s attempt to recreate the meta by building him into a botlane juggernaut, so he has a bunch of odd features like the ability to control Dragons, gain extra experience when with a support and building Relic Shield first. Unfortunately, he’s not a good bot laner and will lose in the vast majority of cases, which leads to him mainly being played top. This means he doesn’t get to benefit from any of his gimmicks. He’s just relegated to the list of forgotten champions.
Mordekaiser is a juggernaut who has good dueling skills and good pushing power.
Unfortunately, he’s really easy to take control of. In this guide, I’ll teach you how to become the master in any lane he’s in.
Passive – Iron Man
Mordekaiser has a shield which fills up whenever he deals damage, and depletes over time.
Q – Mace of Spades
Mordekaiser’s next 3 basic attacks are empowered, dealing extra magic damage. His third attack deals 2 the amount of damage.
W – Harvester of Sorrow
Passive: Mordekaiser gains bonus experience when he has another player in his lane.
Active: First cast: Mordekaiser selects a friendly unit. For the next 4 seconds, they gain bonus movement speed when moving towards one another and dealing extra magic damage in an AOE field if they’re close enough.
Second cast: Mordekaiser deals magic damage to all enemies nearby and heals himself and his ally based on how many enemies were hit.
E – Siphon of Destruction
Mordekaiser deals magic damage to all enemies in a cone in the target direction. He gains extra shield for Iron Man for each enemy hit.
R – Children of the Grave
Passive: If Mordekaiser kills or assists in the killing of a Dragon, he can create a ghost of them.
Active: Mordekaiser places a curse on an enemy champion. For the next 10 seconds, they are dealt magic damage each second and Mordekaiser is healed. If the champion is killed, Mordekaiser takes control of their ghost, which can be used to deal damage.
Mordekaiser heals a lot if he hits you with his W. Stand away and he won’t be able to heal as much.
Mordekaiser does well in sustained fights, but does poorly against burst.
If Mordekaiser has his ult on you, move away from the fight, because it’s when he’s at his strongest. He can turn skirmishes around by deleting you and giving his team an additional champ.
Mordekaiser’s E is how he stacks most of his shield.
Mordekaisers will usually max W, which gives him a huge heal. Don’t be baited.
Mordekaiser has no CC of any sort, so he’ll usually buy a Rylai’s or Hextech Gunblade.
Mordekaiser has no mobility and is easily kited.
You outdamage him and are more useful in midgame. You’re a better dueler. You basically do everything he does but better.
You outtrade him. Don’t let him get near the minion wave.
You can harass him constantly with your auto attacks and blind him on his 3rd Q.
Build damage against Mordekaiser. In most cases, you’ll be able to kill him easily. Boots of Swiftness are also good against him, as he’ll generally build a Rylai’s.
What do you want? Whatever it is, Kayle can do it! While Kayle is most commonly played top, mid, or in the jungle, Kayle ADC isn’t actually that bad. She has a short range compared to other ADCs, but she actually has a good damage output when building crit, and also has a game-changing ult. Kayle Support also has a slow, a heal/speed up, and an ultimate that can save your stupid ADC from the worst of situations. Do you want damage? Kayle can do it! Do you want utility for your teamcomp? Kayle can do it! Do you want to passively farm? Kayle can do it!
Kayle is a special type of fighter, one who builds full attack speed and uses her ult to keep her tanky. She has one of the highest late game damage outputs, but also has decent burst during the midgame and is a lane bully in laning phase. She pushes fast, can outduel anyone and can teamfight well!
It may seem like her only weakness is an ugly model, but there’s a number of small things that most players may not understand completely against Kayle. In this guide, I’ll be teaching you to turn this angel into nothing more than a corpse.
Passive – Holy Fervor
Kayle’s basic attacks and Reckoning reduce enemy champions’ armor and magic resistance, stacking up to 5 times.
Q – Reckoning
Kayle throws a ball of energy at a target enemy, dealing magic damage and slowing them.
W – Divine Blessing
Kayle heals a target and speeds them up.
E – Righteous Fury
For 10 seconds, Kayle’s auto attacks do extra magic damage, gain range, and do splash damage.
R – Intervention
Kayle’s target is immune to all damage for a few seconds.
Playing against Kayle is all about understanding her cooldowns. Without her ultimate, she’s very susceptible to ganks and solo kills. Without her Righteous Fury, she loses a huge part of her damage.
Kayle does increasingly large damage during a sustained fight due to her passive, especially when she builds her Guinsoo’s Rageblade. Don’t take long trades with her unless you’re sure you can win.
Kayle can bait easily with her heal and ultimate, both of which can be used on friendly champions. Don’t go chasing low health targets if you fear Kayle may be around.
Kayle is hell if you’re playing a melee, low-mobility champ. She can slow you with her Q, then hit you with a barrage of attacks without you able to reach her or run away.
Your best bet against Kayle is to either wait for a gank or to play something like Singed, where you don’t have to interact with her at all.
Kayle only gets stronger as the game goes on. Be sure to try to snowball other lanes so that she can’t solo carry at 40 minutes.
You can just jump on her constantly, and you can tank her shots and deal equal damage. Consider buying Frozen Heart. Go Fervor and build full tank.
Your Counterstrike can block each of her autoattacks, which is 90% of Kayle’s damage. Run straight at her if she starts to attack you, then use your leap to close the gap and attack her. Build Hextech Gunblade and you can heal up her harass and gain some MR with your ult.
She can block your ultimate with her own, but you can harass her constantly by spawning balls. You outrange her and can stun her. Build Morellonomicon first.
You can shield a good portion of her damage and can run her down. Kayle doesn’t do great against fast enemies. Build generic Ryze items, but consider building Frozen Heart if behind.
Kayle does magic damage, so magic resist items work well against her. However, she’s also heavily auto attack based, so items like Frozen Heart and Randuins work equally as well.
"What's a Galio" goes the old reddit meme. Galio is an older champion, but one who still has niche uses today. He's unique in the fact that he can build MR and gains AP from it, and he has an AOE taunt Ultimate that can utterly annihilate a team. His damage and shields aren't anything to scoff at, and against many AP midlaners. laning against Galio can be frustrating and even dangerous given how easy he is to gank for after six.
Passive – Runic Skin
Galio gains Ability Power equal to 50% of his total Magic Resist.
Q – Resolute Smite
Resolute Smite: Galio fires a concussive blast from his eyes, slowing and dealing damage to enemies caught near the impact point.
Galio fires a concussive blast from his eyes. Enemies hit take magic damage and are slowed for for 2.5 seconds.
W – Bulwark
Galio shields an ally Champion, increasing their Armor and Magic Resist, and restoring Galio's Health each time that Champion suffers damage.
Galio protects a friendly champion for 4 seconds, increasing their Armor and Magic Resist Each time the ally takes damage, Galio is healed. Bulwark heals for 20% less for each consecutive hit.
E – Righteous Gust
Galio claps his wings, unleashing a gust of concussive wind that damages enemies and leaves a directional draft in its wake that increases ally Movement Speed.
Galio unleashes a gust of concussive wind that deals magic damage to enemies in its path. A directional draft then remains for 5 seconds, increasing the Movement Speed of allies following it
R – Idol of Durand
Galio assumes the form of a statue, taunting nearby enemies and storing concussive energy as they attack him. Galio then bursts from his statue shell, releasing the stored energy to damage surrounding foes.
Galio channels for 2 seconds, taunting nearby foes and blocking 50% of incoming damage.After channeling, Galio deals magic damage to surrounding enemies, plus an additional 10% damage for each attack he suffered while channeling.
Not playing a champion that does primarily magic damage goes a long way. Galio is a relic from a time when League still had harsher punishment for incorrect champion picks, so he still abides by many of those rules, this means he also has a harder time against champions that he wasn't made to counter.
Playing a champion with a delayed disable is a good idea against Galio. If he ults a Volibear for example with Rolling Thunder active, it'll interrupt his ultimate, which is basically most of what he offers his team.
Galio's mana costs are unforgiving. Usually if you just sustain through the lane, you'll leave him a bad position in which you can pressure him. This is even better for you if you're using a manaless champion.
She has her own shield and a lot of damage that, while it comes out in bursts, is available often enough for her to abuse Galio. She also has her own form of hard CC and no mana gating to make her question whether or not she actually has the resources to kill Galio.
Much like Riven he does a lot of damage really fast, and has his own built in hard CC. Even if Galio tries to run and hide under his tower, Pantheon has the ability to very quickly effect other lanes, punishing him for being passive.
Is this 2012? Fiddlesticks can cancel Galio's ultimate with two different abilites with fear or his crow. He also has really good sidelane ganks, if for some reason he's ever given the opportunity to roam, however these two should never kill each other without jungle assistance.
You should always be building Magic Resistance. Banshees Veil is good, do NOT build Mercury Treads unless he's the biggest threat on the team as they do not decrease the length of his taunt. A QSS has a lot of value since it denies him the CC that goes with his ultimate as well.
Nautilus is a massive tank of a champion who brings survivablilty and CC to a team. At all stages of the game, Nautilus has higher than average survivability and a lot of Crowd Control to disrupt teamfights with, most often targeting priority backliners when it comes to group engagements, and trying to scatter the enemy team to make the carries easier targets to eliminate
Passive – Staggering Blow
Nautilus's basic attacks deal bonus physical damage and root his target
Q – Dredge Line
Nautilus hurls his anchor forward in a line. Enemies hit are Airborne icon dragged towards Nautilus and he simultaneously dashes to them, dealing them magic damage and briefly stunning them
W – Titans Wrath
Nautilus shields himself for up to 10 seconds, causing his basic attacks to deal bonus magic damage over 2 seconds to his target and all enemies around them while the shield holds.Titan's Wrath resets Nautilus' autoattack timer
E – Riptide
Nautilus creates 3 waves of explosions that radiate from him, each dealing magic damage to all enemies hit and Slow icon slowing them by an amount decaying over 1.5 seconds.Enemies can be hit by multiple waves, with each wave beyond the first dealing half damage.
R – Depth Charge
Nautilus sends out a depth charge that chases a Depth Charge Target target enemy champion, dealing magic damage, Airborne icon knocking them up for 1 second and stunning them on arrival. All enemies hit along the way are also dealt magic damage, are knocked up for 1 second, and are also stunned.
A lot of Nautilus' trading potential is based on his Titans Wrath, which has an 18 second cooldown. It's significantly easier to outdamage him and gain dominant positioning in lane, and even freeze the lane in some cases given how few ways he has to unfreeze it, with no long range abilities to do so, without putting himself in harms way.
Putting minions in between you and Nautilus can win you the lane. He can't combo you if he misses his Dredge Line, and it'll collide with anything it touches, pulling him towards it and his damage is negligible if he misses an ability, without sunfire cape, meaning that early trades can be yours to take
Run away from Depth Charge. The ability has more CC than damage, and once it's over Nautilus doesn't have access to it thanks to it's cooldown being consistently longer than a minute, and as you reach the mid game, you'll be able to punish him for not having it. It also makes him harder to gank for.
She just wins this lane. Outdamages him in trades, and has the ability to stun him for every trade he takes by riposting his first auto attack. She also has the mobility to dodge out of his Dredge Line if she predicts it's timing correctly (It'll typically be right after he gets free of the riposte stun) as well as the ability to kill him consistently due to just how hard she beats him, and to snowball really, really hard as a result and carry the entire game herself.
Riven has the damage to punish Nautilus' long cooldowns, as pieces of her combo rotation will be up twice before his Titans Wrath comes back up once. Riven also has an AD scaling shield to mitigate enough of Nautilus damage to outtrade him, the mobility to chase him down, or run away from the Depth Charge, the CC to stop him from running or to stop him from chasing and the ability to snowball from her leads and carry the game.
He can't kill Nasus, he just doesn't have the damage to compete with Nasus lifesteal, especially without ignite. But if he takes ignite, he'll get beaten for different reasons. Nasus can just stack as long as he has the vision to ensure that he won't die to a gank, and then at 6 he becomes even less able to die. If he's been farming, he can even kill Nautilus, and naturally, Nasus can and will carry the game.
The ability to run from the Depth Charge? Gnar has that. The ability to kill Nautilus as time goes on? Gnar has that. The ability to become a highly damaging pseudo-tank that carries the game off of solo killing Nautilus? Gnar has that too. Gnar is just generally good, and when he gets his hands on a Frozen Mallet he has serious kill pressure on a lone Nautilus and as a result, splitpush pressure too, since the top laner can no longer stop him.
Aside from the early game, Nautilus doesn't do much damage without building AP, so you can generally just focus on building your own core items. If you find yourself taking too much damage from early trades, you can buy some early MR, but make sure you check the minion wave sizes to ensure that's not where all your health is going.
As you walk through the jungle towards your blue buff, you notice that there’s a key teamfight on the other side of the map. You start your teleport, noting who’s low on health and what you might have to protect yourself from.Suddenly, you hear a low “WOOHAA” and a monkey comes out of nowhere, spinning like a Beyblade. You fly into the sky, only to land straight in the path of his staff. In less than a second, you’re dead. 5 seconds later, your toplaner is dead.
Wukong is a fighter with powerful utility and high base damage. He’s good in wombo combo compositions and is good in early skirmishes.
In order to stop Wukong from killing you out of nowhere, you need to know how to exploit his weaknesses. In this guide, I’ll be teaching you to deal with this monkey.
Passive – Stone Skin
Wukong gains armor and magic resistance for each enemy nearby.
Q – Crushing Blow
Wukong’s next auto attack gains range, deals extra damage, and shreds armor.
W – Decoy
Wukong enters stealth and leaves a clone of himself which deals damage after a few seconds.
E – Nimbus Strike
Wukong dashes to an enemy, dealing damage to it and 2 enemies nearby and gaining attack speed.
R – Cyclone
Wukong grows faster and starts to deal damage in a large area around him, knocking up all enemies.
Wukong will cast Decoy after casting Nimbus Strike in lane. Save your abilities until he comes out of Decoy.
Wukong’s Decoy deals damage. Don’t stand next to it.
You can tell that it’s a Decoy because he suddenly awkwardly stops moving.
Wukong’s Q reduces your armor. Fight him after the debuff runs out.
Having a pink ward will allow you to kill him if he tries to go invisible.
You can stop him from dealing a lot of damage with your ult. Because he’s heavily burst based, you can win fights by ulting at the right time. Harass him in lane often with your auto attacks.
Your shrooms can affect him when he’s invisible. Use your blind on him when he dashes at you, as itmeans that he’ll most likely try to use his Q on you. Harass him.
You can see where he is when invisible with your Tremor Sense and you can trade well with him.
You can block all of his damage by building armor. Your taunt will stop him from getting away with his clone and while you don’t do as much damage, you can gank a lot more often.
Build armor. That’s pretty much it.
YOU’RE READING THIS VOLIBEAR GUIDE, MY WAY. VOLIBEAR IS THE BEST JUNGLER, TOP LANER, AND SUPPORT IN THE GAME. LOOK AT THIS CRAZY BEAR! DROPPING BOMBS ON THOSE ENEMIES. BOOM! BOOM! BOOM! THAT’S REAL LIGHTNING THERE! OF COURSE, WE ALL KNOW HE’S NOT AS GOOD AS THE ‘DYR BUT HOW ELSE ARE YOU GOING TO BE ABLE TO TOWER DIVE AT LEVEL 3 AND SURVIVE? HOW ELSE WOULD YOU BE ABLE TO LOCK AN ENEMY IN PLACE WHILE YOU POUND ON THEM WITH YOUR ULTIMATE? WHAT OTHER CHAMPION LETS YOU EXECUTE SOMEONE BASED ON YOUR HEALTH?
Volibear is a tanky fighter who has very strong base stats, but falls off late game. He excels in early game skirmishes.
In order to stop Volibear from soloing your entire team after getting 7 kills in laning phase, you need to know what weaknesses he has and how to exploit his cheese. In this guide, I’ll be helping you send this bear back to the Freljord.
Passive – Chosen of the Storm
When below 30% health, Volibear gains a huge heal.
Q – Rolling Thunder
Volibear goes on all fours, making him run faster and making his next basic attack flip the enemy over his head.
W – Frenzy
Volibear gains attack speed on each auto attack. After 3 auto attacks, he gains the ability to cast Frenzy, which deals more damage the less health the enemy has.
E – Majestic Roar
Volibear roars, dealing damage to all enemies nearby and slowing champions but fearing all minions and monsters.
R – Thunder Claws
Volibear’s basic attacks start spreading lightning to all nearby enemies, dealing damage.
If you’re farming top, Volibear can flip you into his minions. If you try to try to trade, the minions will kill you. If you try to walk away, Volibear will get a free trade on you. Be very wary of this cheese.
Volibear can trade with you in your minions because he can fear them away.
Volibear is very good at sustained trades, with his execute, heal, and his bonus damage on auto attacks.
You can tell if Volibear’s passive is down by clicking on him and checking out his debuffs.
Volibear is not good at pushing fast. Try getting a champion who can push him in.
Volibear’s ultimate gives him the equivalent of two BF Swords extra on each of his auto attacks. Don’t fight him when that’s on.
Volibear is easy to kite late game. You have to make sure you pick a few champs with CC.
Your E can block most of his damage. Be careful of his execute. At level 6, your steroid is a little stronger thanhis. Build Blade of the Ruined King first.
Your true damage works well against his healing. You can run him down with permaslows if he tries to run away. Both of you get stronger as you last longer in fights, but you do more damage. Build Black Cleaver first.
You can just kite him forever. Simple as that. Build Bloodrazor.
Volibear tends to stack health, so health shredding items like Blade of the Ruined King are good. In addition, hisheal can be greatly reduced by Grievous Wounds, so Ignite or Morellonomicon are good.
You’re ready to lane. You’ve bought your items, you’ve chosen your favorite champion, and you’re with a team you trust. You walk up and the enemy laner is nowhere to be seen. You alt-tab to watch Dyrus get camped by 4 enemies. Suddenly you hear sounds coming from your League Client. You click back in only to see yourself at half health as Teemo pokes at you. You hear “Minions have spawned” and groan. You recall and come back to lane a minute later. Teemo is level 2. As soon as you walk up to the minions to farm a little, you feel a thousand spikingdarts line your front. You resign yourself to farming under turret. The wave is under your turret. Somehow you had to tank a full wave in order to get it into the right position. You’re low on health. Teemo pokes you with his darts whenever you come near the caster wave, so you resign yourself to only melees. As you try to get the cannon minion, you’re blinded and it dies. In anger, you charge at Teemo and lose a large chunk of your health. You walk back, angry that you’re being harassed like this. You hit a shroom. You enjoy your coffee as you quit the game and play Dota instead.
Teemo is a magic using Marksman with powerful zoning tools through his shrooms.
In order to stop this tiny Satan from destroying your fun, you need to know how to take advantage of his weaknesses. In this guide, I’ll be teaching you how to turn the tables and make him the one to ragequit.
Passive – Camoflauge
If Teemo stands still for 1.5 seconds, he gains stealth. When he moves or attacks, he gains attack speed depending on his level. If he’s stealthed in a bush, he can move around the bush without losing stealth.
Q – Blinding Dart
Teemo shoots a dart, dealing damage and blinding.
W – Move Quick
Teemo moves quick.
E – Toxic Shot
Teemo’s basic attacks do extra magic damage and poison damage over time.
R – Noxious Trap
Teemo places a mushroom, which stealths itself. If an enemy champion moves onto the mushroom, it explodes, dealing damage over time and slowing.
Never go near a bush. It’ll always have Teemo stealthed inside or a shroom. Either thing is bad.
Teemo is vulnerable to gap closers. His Move Quick has a long cooldown.
Buying Oracle Alteration will help counter Teemo’s shrooms.
Teemo is very vulnerable to ganks pre-6. Beg your jungler for a gank, because that’s going to be the only timeyou’ll be able to get a gank.
Teemo has some trouble harassing under turret, because his poison attracts turret aggro.
Teemo’s Blind stops all basic attacks, so don’t empower your basic attacks until he casts his Blind, or your effectwill be wasted.
Shyvana as a jungler is generally a strong farmer and duelist. Try focusing on early ganks to snowball your lanes,because if you just farm or try to counter jungle her, she’ll simply outstat you.
Don’t follow the exact path that Teemo is following, as he’s likely to just be running over his mushrooms.
Most of your damage doesn’t come from basic attacks, so he can’t stop your damage with his blind. In addition, your passive can block his auto attacks. Your harass with spears equals his harass, but you have more burst. Get Ignite for this lane, and try to snowball. In midgame you can roam while he’s stuck top. Build Maw of Malmortious first.
Your Q range is almost equal to his basic attack range, so if he tries to auto attack you, you can just trade by using your flames on him. You can block his damage with your shield, and you can slow him. In midgame, you’ll be far more useful. Build Abyssal first.
You can just run him down. If you’re good at Olaf, you can probably cheese him with the two axes trick early. There’s two paths you can go. Either max Q first and build Black Cleaver or max W first and get Ravenous Hydra or Spirit Visage and just heal up all the damage he does to you. When you hit 6, go all in, because you get a huge power spike that he doesn’t get. While blinded, just spend the time casting your Q and E.
You can’t be harassed by his auto attacks. You’re much stronger in the midgame. Just farm.
Teemo does a lot of magic damage, so magic resistance is really good. Banshee’s Veil is especially good because it stops you from walking through one shroom. Zz’Rot portal is also pretty good as a first item because it blocks a lotof his damage, he can’t push that fast, and it let’s you roam while still farming.