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What Stax Told Mako Before He Left DRX
r/ValorantCompetitive

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What Stax Told Mako Before He Left DRX

MaKo went on stream and said

"After Stax left and I had to become IGL I didn't realise Stax was carrying/dealing with so many things...Stax told me before he left, 'once you're the IGL, you start to get hasty and just go out and die first'...He was so right. Who's IGLing on T1? It's not Stax. If it was Stax he wouldn't have aced on Breach that game."

"This is messed up. Why am I the senior of the team? When I first joined DRX, only BuZz was my junior. Where did everyone go? They all left...am I next? The GEN.G guys, their junior is Karon....he's the same age as me. So why am I the senior here?? I want some seniors too!"

"When I watched the replay of the recent game, they said the old DRX feel was gone. They're right, it's definitely different. But when 3 of 5 players are gone then it can only be different."


FNATIC vs Team Vitality / Champions Tour 2024: EMEA - Stage 2 - Regular Season / Post-Match Thread
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Celebrating the VALORANT Esports community.


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FNATIC vs Team Vitality / Champions Tour 2024: EMEA - Stage 2 - Regular Season / Post-Match Thread
false

FNATIC 2-1 Team Vitality

rib.gg | vlr.gg

Haven: 13-6

Icebox: 6-13

Lotus: 13-7


FNATIC | rib.gg | Liquipedia | Twitter | Twitch | VLR | YouTube

Team Vitality | rib.gg | Liquipedia | Twitter | Twitch | VLR | YouTube


Join the subreddit Discord server by clicking the link in the sidebar!


Overall Scoreboard

FNATIC RATING ACS K D A
Chronicle Sova 1.22 227 44 35 21
Alfajer Iso 1.20 241 52 37 13
hiro Cypher 1.07 159 36 35 13
Derke Yoru 1.03 226 47 44 13
Boaster Omen 0.95 144 29 39 26
Team Vitality
trexx Sova 1.23 237 47 42 20
runneR Neon 1.20 211 43 41 11
ceNder Omen 1.10 171 34 39 19
Sayf Iso 1.06 191 39 43 15
Kicks Killjoy 1.02 145 27 43 14

Map 1: Haven

Team ATK DEF Total
FNATIC 9 4 13
DEF ATK
Team Vitality 3 3 6

Haven map stats (past 90 days)

Team Win % ATK Win % DEF Win %
FNATIC 100.0% 75.0% 57.1%
Team Vitality 0.0% 42.9% 25.0%
All teams 50.4% 49.6%

FNATIC RATING ACS K D A
Alfajer Iso 1.59 330 23 10 7
Chronicle Sova 1.31 243 16 9 4
hiro Cypher 1.17 201 16 10 4
Boaster Omen 1.09 143 10 9 9
Derke Yoru 0.64 148 8 16 6
Team Vitality
trexx Sova 1.23 220 13 14 8
ceNder Omen 1.04 136 9 12 6
Sayf Iso 1.03 198 13 15 6
runneR Neon 1.02 165 10 16 5
Kicks Killjoy 0.96 156 9 16 0

Detailed Haven Statistics

Map 2: Icebox

Team DEF ATK Total
FNATIC 3 3 6
ATK DEF
Team Vitality 4 9 13

Icebox map stats (past 90 days)

Team Win % ATK Win % DEF Win %
FNATIC 20.0% 46.3% 42.9%
Team Vitality 66.7% 55.1% 44.3%
All teams 52.5% 47.5%

FNATIC RATING ACS K D A
Chronicle Sova 1.19 249 17 14 4
Derke Reyna 1.07 194 13 16 4
Alfajer Killjoy 0.95 184 11 16 4
hiro Gekko 0.87 103 8 15 2
Boaster Viper 0.60 78 3 18 5
Team Vitality
runneR Killjoy 1.41 248 19 9 2
ceNder Viper 1.39 253 18 9 7
trexx Sova 1.25 245 17 11 6
Sayf Iso 1.19 188 13 11 4
Kicks Gekko 1.06 179 12 12 8

Detailed Icebox Statistics

Map 3: Lotus

Team ATK DEF Total
FNATIC 8 5 13
DEF ATK
Team Vitality 4 3 7

Lotus map stats (past 90 days)

Team Win % ATK Win % DEF Win %
FNATIC 62.5% 54.5% 58.0%
Team Vitality 25.0% 50.0% 36.0%
All teams 53.3% 46.7%

FNATIC RATING ACS K D A
Derke Raze 1.39 336 26 12 3
hiro Fade 1.18 172 12 10 7
Boaster Omen 1.16 210 16 12 12
Chronicle Viper 1.15 190 11 12 13
Alfajer Killjoy 1.07 210 18 11 2
Team Vitality
trexx Fade 1.21 247 17 17 6
runneR Cypher 1.16 220 14 16 4
Kicks Gekko 1.03 100 6 15 6
Sayf Neon 0.97 187 13 17 5
ceNder Omen 0.88 123 7 18 6

Detailed Lotus Statistics

How ratings are calculated


Team Heretics vs FUT Esports / Champions Tour 2024: EMEA - Stage 2 - Regular Season / Post-Match Thread
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Team Heretics vs FUT Esports / Champions Tour 2024: EMEA - Stage 2 - Regular Season / Post-Match Thread
false

Team Heretics 2-0 FUT Esports

rib.gg | vlr.gg

Sunset: 13-10

Split: 13-6


Team Heretics | rib.gg | Liquipedia | Twitter | Twitch | VLR | YouTube

FUT Esports | rib.gg | Liquipedia | Twitter | VLR | YouTube


Join the subreddit Discord server by clicking the link in the sidebar!


Overall Scoreboard

Team Heretics RATING ACS K D A
RieNs Sova 1.35 237 39 22 19
Wo0t KAY/O 1.23 255 37 27 16
MiniBoo Neon 1.19 222 32 29 13
Boo Omen 1.13 211 31 27 22
benjyfishy Cypher 0.93 189 27 32 17
FUT Esports
cNed Raze 1.18 257 36 33 9
MrFaliN Breach 1.09 168 25 29 27
AtaKaptan Omen 1.01 162 23 35 14
qRaxs Gekko 1.01 176 25 37 11
yetujey Cypher 0.96 190 28 32 8

Map 1: Sunset

Team ATK DEF Total
Team Heretics 7 6 13
DEF ATK
FUT Esports 4 6 10

Sunset map stats (past 90 days)

Team Win % ATK Win % DEF Win %
Team Heretics 83.3% 61.0% 62.9%
FUT Esports 50.0% 53.3% 50.0%
All teams 51.6% 48.4%

Team Heretics RATING ACS K D A
RieNs Sova 1.64 340 29 11 8
Wo0t KAY/O 1.20 236 17 16 13
MiniBoo Neon 1.09 217 16 19 7
Boo Omen 0.96 153 13 17 14
benjyfishy Cypher 0.83 132 12 18 8
FUT Esports
cNed Raze 1.37 311 22 17 7
MrFaliN Breach 1.16 207 15 16 20
yetujey Cypher 1.09 203 18 16 3
qRaxs Gekko 1.06 195 15 20 6
AtaKaptan Omen 0.86 133 11 18 8

Detailed Sunset Statistics

Map 2: Split

Team DEF ATK Total
Team Heretics 9 4 13
ATK DEF
FUT Esports 3 3 6

Split map stats (past 90 days)

Team Win % ATK Win % DEF Win %
Team Heretics 60.0% 42.2% 54.8%
FUT Esports 50.0% 49.3% 57.8%
All teams 49.1% 50.9%

Team Heretics RATING ACS K D A
Boo Omen 1.30 269 18 10 8
MiniBoo Neon 1.29 226 16 10 6
Wo0t Iso 1.27 274 20 11 3
RieNs Breach 1.06 133 10 11 11
benjyfishy Cypher 1.03 246 15 14 9
FUT Esports
AtaKaptan Omen 1.16 190 12 17 6
MrFaliN Breach 1.03 129 10 13 7
cNed Raze 0.98 202 14 16 2
qRaxs Gekko 0.96 157 10 17 5
yetujey Cypher 0.83 176 10 16 5

Detailed Split Statistics

How ratings are calculated



Alec Dawson Interview with Spilo Summary
r/Competitiveoverwatch

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Alec Dawson Interview with Spilo Summary

Biggest changes of season 11?
Cassidy's flash now has a much more understandable and natural radius, compared to magnetic grenade being unpredictable
Magnetic grenade wasn't very beloved, they wanted to do something for quite a bit of time

What were the goals of the Season 11 patch?
Hitting top meta
Shifting power in heroes that haven't been changed in a while
Kiriko and Sojourn have been around and very prominent for a long time at the top meta, but they've started to see that Sojourn's popularity is dropping at a rapid rate
Roadhog's pretty popular - they don't try to aim for a certain popularity level by playing favourites with heroes
Sojourn and Illari are a good example of shifting power. Railgun now have a better base to work with, there's a lot more they can do with her now
Symmetra, D.va, Reaper got lost in the armour changes

_

What measures do you use to decide which maps need changes?
Community feedback is important, surveys are also done to figure out which maps and modes people like and don't like. Both inform "some targets", as well as intuition
The game's design philosophy has changed over time - old maps had brutal chokepoints, while newer maps are more breathable with lots of flank routes. Map changes in season 13 will open up some of those old maps and apply new design philosophies to them
A lot of learnings have been put into practice on Runasapi. Runback times are more polished, there are more direct and simple paths, areas around the points are more open. The final point is more of a choke, unlike Toronto where it's wide open
Push doesn't often "end" because teams aren't able to get that final 10%

_

"New heroes should be launched on the safe side of strong" - How does that statement from September 2023 apply to the hero releases since?
Illari was in the ballpark of what they meant, around 55-57% winrate which is a bit higher than normal
Mauga was average during the trial, but then they pushed too far and made him too tanky
Venture was also in the ballpark. Was a top 3 DPS during their launch period (2 weeks), remained strong after the first nerfs, and is still good after further tweaks. Considered a success
Trials give enough information that they feel confident putting heroes into competitive straight away

_

Supports with high skill ceilings and utility are often meta in high ranks (Baptiste, Kiriko, Lucio). But lower skill supports don't have that, are you looking to address that in future or current heroes?
It's okay if heroes never reach the highest levels never reach the highest levels of competitive play, like Moira. It's fine if heroes are a little more simple to understand, although they spent a lot of time looking at ways to introduce utility into Moira's kit. But it distracted from the main gameplay loop that people have grown attached to

_

Projectile heroes aren't as strong in OW2 because their utility has become a lot less effective, is that something you're looking at?
That's not necessarily true. Pharah is really strong, Venture is strong, it just may not feel like that because Cassidy is SO popular right now. Pharah has tripled her playtime in the last 3 weeks
There's a little to be done. Hanzo is one they've been talking about a lot recently, because he's lost his identity. Wondered if they should change storm arrows or bring back his one-shot at certain thresholds. They're playing with making some of the more squirrely heroes 225hp, which would also benefit Hanzo as he'd be very effective against them. Unsure of what his identity is going to be in the future

_

When people complain about meta it's often about the heroes that deny engagement, like Roadhog, Torbjorn. People will pick the more passive heroes which punishes active heroes. Fast characters are countered by characters that don't have to put in the same amount of effort. Is that factored in balancing?
Yeah
Lower skill heroes tend to be more consistent, while higher skill heroes have more of a payout. Looking at ways for heroes to be more proactive, introduce more risk. Currently looking at it for Mauga, who plays really well in highly coordinated teams but otherwise doesn't
During development, Venture's primary fire would break into shrapnel. It was purposefully weak but gave an option to deal with things at a longer range like turrets. But despite it being ineffective, players were hanging back and shooting. So they got rid of it to encourage going in, as well as adding the shields

_

Does the team prioritise balancing heroes that are more unpopular? Tracer has been "soft meta" for quite a long time with minor complaints, but when Roadhog or Mauga became meta for a much shorter period of time, people hated it. Does that factor into your decisions?
It does
Tanks get a lot more attention because a lot of the gameplay goes through them. Mauga and Roadhog are very survivable and they can blow people up
Heroes have a threshold for how long they can be meta before Blizzard have to come in and act. It differs greatly between heroes. If you see it once in every x amount of games it's okay, it doesn't need to be changed unless it's the thing you see every single game
We like Widow on certain maps, but we wouldn't want it on every map

_

Wrecking Ball is unkillable without CC, but too easily killable with it
We want weaknesses, Overwatch is built on it
How extreme should weaknesses be?
We're looking at things with Wrecking Ball, but also looking at things more broadly. Should some of these things be less effective on tanks? We're looking at sleep dart again, maybe hack should take a little bit longer to work on tanks? 👍
We think there's a way to smooth out Wrecking Ball
Wrecking Ball is one of the few characters who is more survivable then he was previously

Players want less hard counters. A lot of older designs have very, very hard counters
Some heroes they've made are a bit too well-rounded, they do a little bit of everything, especially supports
We have different goals for each role. In the beginning of OW2 we wanted supports to be more scrappy, to be able to fight back. That approach has since been scrapped, but you can see its effects in Illari's design

Scrapped because supports got too good at surviving, damaging, taking care of themselves, despite all the effort required for the DPS to reach them
Space Ranger has a lot of mobility, but maybe down the line supports don't need so much

_

What is your most valuable source of feedback?
Make sure we get feedback and testing from both high and low level players. Is it approachable, is there a lot of skillful elements?
Look where feedback is consistent. Both positive and negative feedback helps because it paints a fuller picture
Controller was a big blindspot for Lifeweaver. There is now controller playtesting, because they missed it and it affects a large amount of their playerbase
It's really hard for players perceptions of a character to change. Players believe that because Sojourn and Kiriko are good at the "top of the top of the top" so they're good everywhere, influencing their popularity despite not being the case
Metas are not static, they differ from region to region. Korea plays a lot more Ana and are better with her. It depends what players latch onto, and not necessarily balance changes or because it's the perfect strategy
Metas are not static, they differ from region to region. Korea plays a lot more Ana and are better with her, and they don't play Roadhog. It depends what players latch onto, and not necessarily balance changes or because it's the perfect strategy

_

Role passive plans
One of the big reasons they're there is for consistent behaviour across a role
Some things they want to tune BUT at the next patch looking at heroes themselves. As a tank you don't necessarily feel the passive, but a kit change is a lot more pronounced and make the biggest change to their performance

_

What's the team's stance on how a solo tank should feel?
Our next patch is going to focus on that, hero by hero
They set rules of engagement, decision making, dictate flow
If you're not feeling satisfied, not living in the success of your team, you're not having as much fun
We see it, tanks don't feel they can make as many plays offensively or defensively for themselves
We won't make them unkillable, but more playmaking, more decision making

_

Do psychological or objective facts influence balancing more
If we see people aren't having fun, we're going to act, even if the game is in a perfect state of balance
The most important thing is people enjoying Overwatch, how they feel when playing the game, are they playing the game, are they engaging the way we want them to?
We can't be too reactive

_

Pickable passives
During the event, each role will have 3 additional passives you can choose from. Example given: More ammo on DPS
We'll talk about what those passives might be later
Testing things, gameplay systems. Is the choice interesting? Will people change their passive before changing their hero?
Testing gameplay systems, it's a small look into something bigger we might do depending on how it goes

_

Initial first takes on Season 11 changes
Roadhog down significantly, Sojourn down significantly, starting to see Ashe pop up a bit
Symmetra up, Illari rising quickly, Junkerqueen up Pharah continues to trend upward and upward, we're aware
Pink Mercy caused a spike in Mercy, even in comp
Cassidy very popular
A lot of role diversity
Mauga is slightly below average, doing better in more coordinated environments. Looking at things longer term for Mauga, like Cardiac Overdrive, and how effectively can he set squishies on fire?

_

Upcoming
Bugfixes happen constantly
Space Ranger is highly mobile and versatile. She brings some utility that only one character has at the moment, games are going to be really fast
Roadhog won't get more defensive capabilities, want to make Winston's ultimate and right click better, Reinhardt's charge 300 damage again

_

6v6
Not mentioned




Alec Dawson teases that Space Ranger will offer utility that exists in the support cast that only 1 hero has at the moment
r/Competitiveoverwatch

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Alec Dawson teases that Space Ranger will offer utility that exists in the support cast that only 1 hero has at the moment

Also I'm the Spilo interview, he teased another tank patch coming soon where they're looking at things like 300 damage Reinhardt charge (not official) and improvements to Primal.

(Other post was deleted for misleading title, but there was good conversation)











✨3⃣ Days Until Debut✨
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✨3⃣ Days Until Debut✨

The three members each have their own favorite games and unique personalities! Their Oshi marks also reflect these traits, so please check them out again!

🚩Oshi Mark
Remia 🔋🔭
Arya ♦️🔪
Jira ⛰️

https://preview.redd.it/3-days-until-debut-v0-4elf1c7yj09d1.jpg

VSPOEN #VSPOEN_DEBUT




Tips of Forcing Teemo From Master to GM
r/CompetitiveTFT

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Tips of Forcing Teemo From Master to GM

Remember to subscribe our Youtube Channel: https://www.youtube.com/@CNTFT

======

Me——Master-GM in EUW. Not with the most skillful play style but still trying to having fun: https://lolchess.gg/profile/euw/autochess%20xjdrtf-EUW/set11

I am the author of this post:)

======

There are some Teemo Players like carelessd and ShouRemMaoMi making videos on my channel.

https://www.youtube.com/watch?v=70099oe4fo8

https://www.youtube.com/watch?v=iDT83d88Csc

https://www.youtube.com/watch?v=aXZss423OFc

The earliest written post I saw was on NGA, but after learning it, I dropped from 500 points to 0, feeling there is still room for optimization.Later, after learning Teemo from various Challengers, I summarized some of my own insights.

Those familiar with me know I'm a Teemo fan. During the PBE period, I was playing Teemo when his damage was 800 while mixing with Challenger teams.

This post is more of a Q&A and discussion rather than a complete guide.

https://preview.redd.it/tips-of-forcing-teemo-from-master-to-gm-v0-6f0e23nr509d1.png

Recent Performance

Currently at 350 points. More than 60% of my recent games were Teemo, including one game where Teemo transitioned to Bard.

https://preview.redd.it/tips-of-forcing-teemo-from-master-to-gm-v0-fqrjz9wu509d1.png

Basic Comp

https://preview.redd.it/tips-of-forcing-teemo-from-master-to-gm-v0-y2x1vnaz509d1.png

Five units cannot be moved; split items equally without fearing bad equipment. Teemo's Blue and Amumu's Stoneplate are the top priorities.

On this basis, you can make 4 Wardens, 3 Storyweavers, 2 Bruisers, 2 Ghostly, etc., but the five cards above are 99% unchangeable. Do not break the comp for the sake of traits.

Why It Can Be Played

1. Fewer contested, more same-cost comp

At the start of the season, there were 2-3 Kai'Sa in every game, making it almost impossible for Teemo to reach 3 stars. Currently, while Kai'Sa can still be played, she appears significantly less. Other compositions don't need Teemo at all.

With Ghostly Senna/Zyra, Janna Lux, Neeko, Twilight Siphon, and others, the 2-cost pool is greatly compressed, making it easy to find 3-star Teemo. You can wait until others finish rolling before searching.

2. More front and back comps at the end of this seasons

Since Dryad-Fated developed, it has remained a very balanced and strong composition. I believe Dryad-Fated will continue to be a staple until the World Championship. Warden Sniper, after a period of glory, has now become another stable AD composition. Apart from Built Different, who would use Ashe?

These two compositions, as classic AP and AD lineups, are perfectly countered by 3-star Teemo. With a 3-item 2-star Amumu in the front and a 3-star Teemo in the back, it's almost a 90% win.

I expect these two compositions to be familiar enough by the World Championship. Teemo's current stats and strength are entirely worthy of being brought out as a surprise to secure points.

3. Lux

Yes, although the main play is Teemo, Lux cannot be left out under any circumstances, even if Lux is unequipped or the front line is 3 Wardens.

Lux provides porcelain to tank Amumu, AP to strengthen Teemo, and control to keep Teemo safe. This trinity cannot be replaced. Even a 2-star Lissandra is not good enough.

What is Teemo afraid of? Obviously, he fears face-rushing warriors like Yone, which Lux can effectively limit. Everyone should remember the early set's dominant Yone being countered by Twin Terror Lux.

During the PBE period, I was often frustrated by Lux controlling the backline, making it much more comfortable when included in the same composition.

4. Blocking other comp' units

Only Teemo needs 3 stars in the entire composition, but the rest are fine at 2 stars. Other compositions need these cards at 3 stars.

Amumu and Lux can block Janna Annie, Illaoi can block all Ghostly compositions needing 3 stars, and holding onto Nautilus can block Wardens and Lillia. If possible, fielding 3 Wardens can further strengthen.

5. Not requiring Blighting Jewel

A Teemo with Blighting Jewel secures the top 2, but even without Blighting Jewel, a skilled Teemo can still earn points. Many Lotus Snipers and poorly positioned Lillia will be your captives.

Teemo Equipment Q&A

Mana Reg + Red + DMG

1. Blue = Blighting Jewel > Shojin

Even with Blighting Jewel, don't greed for infinite mana regeneration. Teemo without Blue for activation is useless.

Previously, Xuan corrected one of my views: With Blighting Jewel, Blue's mana regeneration efficiency is 15 points higher than Shojin's, as Guinsoo requires an attack, while Blue Blighting Jewel can continuously cast skills.

No Blighting Jewel? Blue must be prioritized, but Teemo needs to play rhythmically, so give Shojin early if available, with later opportunities to transfer to Lux. A Shojin-equipped Teemo can still win the game.

2. Red is essential, much better than Morellonomicon or Nashor

For Teemo, attack speed = coverage efficiency. Morellonomicon provides 25 more AP but 30 less attack speed and less increased damage. AP can be supplemented through various methods in the game, but attack speed is more valuable, making Red more valuable.

As for Nashor, I would use it when getting Ba BOOM! for a hybrid Nashor Red to further increase attack speed, thus enhancing coverage rate. Most of the time, Nashor is just transitional equipment for Teemo when unneeded items are dismantled later. I would prefer Warmog/Red in early game.

3. What to make as the third item?

When can you make Gunblade? At least one prismatic combat augment or a gold augment + 3 Honored, making Gunblade's output close to or even surpassing Hat. Even then, it's not prioritized, as Hat is always stronger.

However, I still don't recommend Gunblade. In my view, Gunblade is equipment for bullying weak players. Though healing frontline Wardens seems appealing and Gunblade can effectively prevent enemy Lux, Lillia, or Yone from rushing, in reality, it doesn't help much against these counters. Only by mutual elimination can a glimmer of hope be found.

Think of Teemo entirely as Kai'Sa. Have you seen Kai'Sa equipped with Gunblade to heal the frontline and delay time? The goal is for the enemy's backline to fall before my frontline dies, so even a 1 HP Teemo + Amumu can outlast a 2-star Annie.

Experienced Teemo players should have seen this scenario: Teemo dies in about 15 seconds, but the mushrooms thrown out clear the enemy within 20-25 seconds, and Lux finishes off. In the first 15 seconds, Gunblade often heals low-HP Warden attachments without equipment, not consistently healing Amumu, making the tankiness provided very limited.

Recommended output items are JG Hat prioritized, meaning rod combinations. Guardbreaker can barely serve as a substitute, especially with Jeweled Lotus, magnifying its benefits. These three are the best output items, with Giant Slayer noticeably weaker, taking valuable items from Shiv, Red, and Shojin.

4. Special Equipment

Venomous Teemo is viable, but the downside is choosing between 3-star Teemo and 1-star Kai'Sa at this rhythm point, possibly transitioning with 3 Inkshadow + Sivir Teemo. Requires higher judgment of combat power but is very strong.

Composition Traits Q&A

1. Core is Amumu + Lux + Illaoi

Teemo is more like a side main carry in the Comp. Most of the time, the core three + Teemo + Sivir cannot be changed. Only Venomous Kai'Sa qualifies to replace Sivir to enhance Teemo's strength, or late-game 2-star Xayah to replace Sivir.

2. Don't be obsessed with 4 Wardens or 3 Storyweavers

Both are optional, especially for lvl 7n opening 3 Storyweavers 4 Wardens. It's a huge loss to replace Lux with Zoe. What can Zoe offer compared to Lux?

3. Make use of Exalted if possible; proficiency in 3 Exalted is crucial

Teemo's playstyle requires 3-star Teemo but staying at lvl 6 means death. So, if the situation permits, try to use Exalted to transition, eat economy, and change monsters, even staying until the game ends. For example, sacrificing 3 Storyweavers' Blue Angel for 3 Exalted = output remains while gaining extra economy, which can be fully recovered at 6 population.

Try to gather Teemo + Lux + Amumu + Sharpshooter + 3 Exalted at lvl 6. Although Teemo's damage output is slow, it needs to burst. Exalted can provide a silver econ + gold combat augment at stage 3, using as much as possible.

Other Equipments

1. Amumu

Consume targets: all armor, magic resist, and most belts

Highest priority, 2 Stoneplates are not too many, but Redemption, Spark, Warmog are all viable. If AP is high outside, Dragon's Claw can be considered (but not recommended at the start; wait for Stoneplate Spark).

Belt: Generally used for Lux's Nashor later. If there are 2 belts early, make Warmog without hesitation; it's Amumu's best transitional equipment.

Spark: Don't underestimate Spark. Teemo's mushrooms don't need magic penetration to kill the enemy backline. Early tears and bows are unlikely to turn into Shiv before stage 5. Spark provides health and damage to Amumu.

Stoneplate/Dragon's Claw: Though there's dilution between two Stoneplates, Amumu's healing is super sufficient, more than Dragon's Claw. Only if Dragon's Claw cannot be made and AP is high will it be considered.

Rarely consider Vest: for physical damage resistance, double Stoneplate + Amumu healing is better. Vest limits physical damage resistance, but three armors can make Protector for Nautilus. Vest priority is low.

2. Lux

Consume targets: secondary carry, excess bows, rods, tears

Shojin Nashor Shiv choose 2, third item can be JG, Gunblade, Hat, Guardbreaker, but no completed items should be on Lux before stage 4.

I personally dislike Shojin Nashor Shiv altogether, as Shiv will be activated after first skill cast. Generally, early bows and tears should always be equipped on Teemo.

3. Other Wardens (like Illaoi, Nautilus, Sett)

Consume targets: Thief

You'll notice 1 and 2 leave many gloves. While gloves can make output items for carry, Thief provides the highest value as cheap tank items for the front line.

<br>

Augments

I'll write a few I find useful

1. Learning to Spell/Lucky Ricochet/Ba-BOOM!/Jeweled Lotus—Stats

Few suitable for Teemo's stat boost, especially Learning to Spell. Accumulate AP from stage 2 with Teemo + a completed item for win streak, greatly expanding item choices later.

3. Golden Ticket—Economy

Mostly for lvl 6-7 rolling for 3 stars. Golden Ticket can guarantee top 4, but only by quickly rolling 3 stars to suppress rhythm. Later, it still lacks a prismatic augment's combat strength, depending on luck for a win.

4. Living Forge—Special Equipment

A bit luck-dependent, but Blighting Jewel, Manazane (replaces Blue for rhythm, late game average), Eternal Winter, Diamond Hands, and Innervating Locket are all good items. Not so unlucky to get none. If unlucky, grab Wit's End or Idol for Bard Tahm.

5. Big Grab Bag/Over Encumbered/Buried Treasures/Lucky Gloves/Thieves' Guild/Pandora/Golden Remover—Perfect Items

Items, items, and more items. Don't worry about low damage in stage 2, win streak from stage 3. Big Grab Bag provides scattered items, reforges, greatly likely to form perfect items for Teemo + Amumu. These two with 3 perfect items are the best augment combat strengths.

6. Healing Orbs/Two Healthy—Health

Another reason not to recommend Gunblade; these two are far better. With Two Healthy, recommend lvl 7 core 5 + Aatrox Riven for mid-game dominance. Each with half Warmog health is ridiculously tanky.


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