| Patch: v188.8.131.52
| If Teemo stands still and takes no action for 2 seconds, he becomes stealthed. Moving or taking actions will break Teemo out of stealth and will boost his attack speed by 40% for 3 seconds.
|| Rank Up
| (Active): Teemo shoots a venom-coated dart at the target enemy, dealing magic damage and blinding them for a few seconds, causing all their autoattacks to miss for its duration.
Cost: 70 / 80 / 90 / 100 / 110 mana
Cooldown: 8 seconds
Magic Damage: 80 / 125 / 170 / 215 / 260 (+0.8 per ability power)
Blind Duration: 1.5 / 1.75 / 2 / 2.25 / 2.5 seconds
| (Passive): Grants increased movement speed until struck by a champion or turret. This bonus is restored 5 seconds after last being struck by a champion or turret.
Passive Movement Speed: 10 / 14 / 18 / 22 / 26%
| (Active): For 3 seconds, Teemo gains double his passive movement speed and will not lose it regardless of whether he is hit or not. The passive is restored after the duration of the active.
Cost: 40 mana
Cooldown: 22 seconds
| (Passive): Teemo deals extra magic damage with his autoattacks. Additionally, his attacks will poison the target, dealing magic damage each second for 4 seconds. This poison will not stack but the duration will be refreshed with every subsequent attack.
Magic Damage On Hit: 9 / 18 / 27 / 36 / 45 (+0.14 per ability power)
Magic Damage Per Second: 6 / 12 / 18 / 24 / 30 (+0.14 per ability power)
Total Magic Damage: 33 / 66 / 99 / 132 / 165 (+0.7 per ability power)
| (Active): Teemo places a trap which stealths and arms after 1 seconds. It detonates if an enemy steps on it, poisoning all enemies nearby to be dealt magic damage every second for 4 seconds plus slowing them and providing vision of them (doesn't reveal stealthed units) for 4 seconds. This poison will not stack but the duration will be refreshed with every subsequent detonation. Mushrooms have 100 health and can be destroyed by autoattacks if they are visible, but they are immune to spell damage.
The traps last 10 minutes. Teemo will store one every several seconds, the charge time will be affected by cooldown reduction, and can have a maximum of three stocked up. Each cast requires and uses a trap.
Cost: 75 / 100 / 125 mana
Activation Radius: 120 (estimate)
Explosion Radius: 400 (estimate)
Sight Radius: 425 (estimate)
Cooldown: 1 seconds
Magic Damage Per Second: 50 / 100 / 150 (+0.2 per ability power)
Total Magic Damage: 200 / 400 / 600 (+0.8 per ability power)
Charge Receive Time: 35 / 21 / 27 seconds
Slow: 30 / 40 / 50%