How to win lane as Teemo against Heimerdinger · 50% win rate over 304 Emerald+ games · Updated 2026-07-27
| Stage | Favoured | Why |
|---|---|---|
| Level 1 | Heimerdinger | Heimerdinger's H-28G Evolution Turrets are placed before you reach camouflage threshold, auto-attacking you as you try to last-hit and denying any safe window to poke. |
| Level 2 | Heimerdinger | His W (Hextech Micro-Rockets) combined with turret fire at level 2 chips more than your single E poison can answer without a blind to stop his autos. |
| Level 3 | Teemo | Your full Q-E-W kit is live: blind his auto-attack, kite the turrets with Move Quick, and deny the wave without entering stun grenade range. |
| Levels 4-5 | Teemo | Q is near-maxed and your shroom radius has expanded — zone his turret placement with mushrooms on drop spots and punish any forward step with blind-into-poison. |
| Level 6 | Even / skill | Both UPGRADE!! and Noxious Trap acceleration arrive simultaneously; his turret emplacement zones one path and your mushroom spread zones another — neither side has a clear duel advantage. |
| First item | Even / skill | Your first item DoT and mushroom burst are threatening but his AP burst from Shadowflame or Luden's one-shots a positioned mushroom approach; trades stay even on time. |
| Two+ items | Heimerdinger | His full AP build makes the UPGRADE!! turret emplacement and rocket burst genuinely lethal if you misjudge approach distance — respect his damage ceiling and split push rather than duel. |
This is a ranged-vs-ranged poke war, not a melee stomp, and Heimerdinger front-loads his advantage hard. His H-28G turrets arrive before you can safely stand still long enough to go invisible, so Guerrilla Warfare offers almost no safety at level 1 — his turrets auto you the moment you root in place. Take your E first to lay poison on him through auto-attacks during the turret setup phase, but stay at max range and never step inside a full three-turret cluster to get a last-hit. His rocket (W) fires in a straight line on a visible charge-up — watch for it and sidestep, because the burst damage is real. At level 2 he can follow a W poke into the turret field and you have no blind yet to punish the auto follow-up; keep trading at the tip of auto range and give up a cannon if it means staying healthy.
The full Teemo vs Heimerdinger report continues with the mid-game plan, the late-game and teamfight plan, every power spike to play around, and the win conditions for both sides — plus cooldown tracking and the live enemy-jungle tracker inside the app.
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Playing the other side? Heimerdinger vs Teemo guide →
All Teemo top lane matchups →