
Darius
Top Lane Juggernaut
Noxian juggernaut—bleed stacks into resettable execute

Teemo
Top Lane Ranged
Ranged poison lane bully with blind and shrooms
Matchup Dynamics
How This Matchup Works
Win by stacking Hemorrhage with Q – Decimate blade hits and W – Crippling Strike resets; pull with E – Apprehend when Teemo mobility or main trade spell is down. The lane pivots at level 3 (E) and level 6 (R – Noxian Guillotine resets); first Stridebreaker at ~11:00 opens dives and roams.
Early Game (1-5)
Teemo Favored - Trade after Teemo Blinding Dart or Toxic Shot used; step to Q blade (outside 205 handle) for heal; freeze 5–6 minions near tower at 3:20–4:00; ward tri/pixel at 2:30.
Mid Game (6-11)
Teemo Favored - Complete Stridebreaker by ~11:00; shove→hover Herald 8–10; force pull when Flash down (~300s); play short lane and threaten dive on stacked wave.
Late Game (12+)
Skill Matchup - Stack before fights; pull priority carry from fog; fight around river chokes; avoid blind face-checks; turn on objective after pick at 20:00.
Key Interactions
- Step into Q blade; deny Teemo counter: Cast Q from brush; use Sweeper/Control Wards to clear R – Noxious Trap; Q heal offsets poison if blade hits 1–2 champs
- Hook after Teemo main mobility/CC: Hold E – Apprehend until Teemo uses Toxic Shot or Blinding Dart; pull during end-lag (~0.2–0.3s) to force trade.
- Ghost timing vs Flash windows: Force long chases with Ghost; if enemy Flash is down (300s), walk past minions and angle E behind to cut off escape.
- Ult threshold discipline: Count stacks; R – Noxian Guillotine at 5 stacks (~25–35% HP on most tops) unless shields/stasis available; cancel auto for instant R if needed.
Darius
Strengths
- Q – Decimate sustain trades; heals scale on blade hits
- W – Crippling Strike resets for fast 5-stack setup
- E – Apprehend punishes dashes or long wind-ups
- R – Noxian Guillotine resets convert leads to plates
Weaknesses
- Kiteable before Stridebreaker; struggles into blinds/disengage
- Missing Q blade removes sustain; long fights vs Teemo shields/mitigation risky
- Vulnerable to early 2v1 without vision on slow-push
Teemo
Strengths
- Teemo uses Blinding Dart and Toxic Shot to control spacing/trades
- First mythic shifts mid-game tempo
- Can force short trades while Darius W/Q are down
Weaknesses
- Cooldown-reliant; vulnerable right after key spell use
- Struggles if pulled off minion wave into short lane
- Objective setups weak vs E pull + Ghost flanks
Power Curve Comparison EXPERIMENTAL
Power Curve Visualization
Win Conditions
Darius's Win Condition
- Freeze 5–6 minions at 3:20–4:00; force trades on Q blade + W reset; call jungler on cannon crash
- Buy Plated Steelcaps/Mercury’s by 6–8 (1200g/1250g); pick Bramble/Executioner’s if Teemo sustains
- Hit Stridebreaker (3300g) by ~11:00; shove→ward rift; threaten dive with Ghost + E pull
- Arrive 15s early on objectives; pull carry from fog; stack to 5 then R reset for turn
Teemo's Win Condition
- Cheater recall on wave 3 if HP even; buy anti-burst/armor vs Darius
- Fight only when Darius Q/W down; keep wave mid-lane to kite back
- Hold Flash for E; bring TP to cover map plays
Laning Phase Guide
Level/Phase | Darius | Teemo |
---|---|---|
Level 1 | Start Q – Decimate; slow-push 3 waves; trade after Teemo Blinding Dart used; step to blade edge; ward pixel 2:30; all-in only if HP>60% + Ignite down | Start Blinding Dart; last-hit; deny Q blade by stepping inside 205; ward tri 2:30; crash 3rd wave to reset |
Level 2 | Take W – Crippling Strike; short trade auto>W reset>walk out; hold E; punish if Teemo uses Toxic Shot | Take Toxic Shot; trade on Darius W/Q cooldowns; keep minions between to block pull |
Level 3 | Unlock E – Apprehend; freeze near tower; pull when enemy uses dash/commit; Q blade heal then back; control ward raptors 3:30 | Respect pull; thin wave to break freeze; stand behind casters; call jungler if wave stuck |
Level 4-5 | Threaten 5-stack on cannon waves; take short trades ≤3s; prep wave for 6; deep ward 4:00 | Trade on large waves; avoid extended fights; poke and back off; track Ghost |
Level 6 | All-in: E pull > auto > W reset > Q blade > autos to 5 stacks > R; dive only with wave + Ghost; track Stopwatch | Respect execute; buy early armor or stasis; flash E pull; kite with Toxic Shot or Blinding Dart spacing |
Level 7-8 | Complete Stridebreaker ~11:00; shove then roam river; fight with item spike; place pinks on river entrances | Match push on timers; avoid river skirmishes without vision; ping jungler on crashes |
Level 9 | Max Q; perma-short lane; take plates if vision; prep TP for 14 min timer (360→240s) | Max primary trade spell; thin waves; hold wave outside tower to deny dives |
Power Spikes
Level Spikes
Darius | Teemo | ||
---|---|---|---|
Level | Description | Level | Description |
3 | Major E unlocks guaranteed Q blade > W reset windows off enemy CDs | 3 | Major Toxic Shot or core combo online—use to disengage or force short trades |
6 | Critical R resets enable dives and snowball on 5 stacks | 6 | Major Noxious Trap adds execute/escape; deny Darius all-in windows |
9 | Major Q max improves heal; sustain through poke to force fights | 9 | Minor First max rank increases poke/DPS; fight on item parity |
11 | Minor R2 lowers CD; skirmish frequency increases |
Item Spikes
Darius | Teemo | ||
---|---|---|---|
Item | Description | Item | Description |
Phage (1100g) | On-hit MS helps stick through kiting | Bramble Vest (800g) | Anti-heal vs Q and bleed sustain |
Stridebreaker (3300g) | Active gap-close to secure E range | Early Armor/MR Boots (1200g/1250g) | Reduce Darius burst/CC chain |
Black Cleaver (3000g) | Armor shred + haste for extended fights | Core Mythic (2900–3300g) | First mythic changes mid-game tempo |
Plated Steelcaps/Mercury’s Treads (1200g/1250g) | Defense vs AD/CC to reach target |
Best Build for Darius
Starting Items
Doran's Shield + Health Potion
Core Items
Stridebreaker (3300g) → Black Cleaver (3000g) → Plated Steelcaps/Mercury’s (1200g/1250g)
Runes
Primary: Conqueror, Triumph, Legend: Tenacity, Last Stand
Secondary: Bone Plating, Unflinching
Summoner Spells
Flash + Ghost
Priority Build Path
Active dash + slow grants guaranteed pull angles
Shreds armor so R execute hits earlier
Mitigates AD or tenacity vs CC comps
Converts burst to bleed; synergizes with resets
Situational Adjustments
- Sundered Sky: Need sustain in extended fights vs bruisers/tanks
- Thornmail: Enemy healing high; pairs with W reset and pulls
- Force of Nature: Heavy AP + slows; improve chase
- Sterak's Gage: Need shield/tenacity vs burst and CC
Key Patterns
Lethal Combos
Ghost (if up) > E – Apprehend > auto > W reset > Q blade (hit edge) > autos to 5 stacks > R – Noxian Guillotine
R reliably kills at ~25–35% HP on 5 stacks; earlier with Cleaver + IgniteToxic Shot or key disengage > burst/CC > kite back beyond Apprehend range
Saves Flash for pull; buys time for jungler or cooldownsTrading Combos
Q blade hit > step in to cancel handle > auto > W reset > step back
Keep trades ≤3s unless Ghost; fight after enemy Q/E downBlinding Dart poke on last-hits > Toxic Shot to disengage
Avoid extended fights into Darius Q healLethal Thresholds
- Darius Kill Range: R kills ~25–35% at 5 stacks; with Cleaver + 2 items, secure at ~35–45% on squishies
- Teemo Kill Range: Wins when kiting out Q and dodging pull; kill ranges depend on ignite/burst and Darius Ghost down
- Critical Levels: 3 (E pull), 6 (R resets), 9 (Q max), 11 (R2)
Level by Level Game Plan
Level | Primary Goal | Lane Position | Trading Opportunities | Kill Windows | Setup Opportunities |
---|---|---|---|---|---|
1 | Cheater slow-push & sustain | Hold wave just outside tower | Q blade after Teemo Blinding Dart used | Low; only with large minion lead | Ahead: zone with Q; Even: track jungle; Behind: thin & farm |
2 | Add reset threat | Short lane | auto>W reset>back out; no E yet | Low-Med if enemy misplays | Ahead: heavy trades; Even: keep wave; Behind: conserve HP |
3 | Hook timing mastery | Freeze 5–6 near tower | E after enemy dash/commit; Q blade then back | Medium off pull | Ahead: call jungler; Even: deny crash; Behind: ask cover |
4-5 | Stack pressure before 6 | Short lane on cannon | Short 2–3s trades; prep all-in | Medium with Ignite | Ahead: deep ward 4:00; Even: hover river; Behind: farm safely |
6 | First execute | Fight on vision | E>W>Q>autos to 5>R | High at 5 stacks | Crash then reset; track Stopwatch/Flash |
7-8 | Spike to mythic | Push then hover Herald | Stridebreaker force > pull | Medium on item lead | Ahead: dive; Even: contest vision; Behind: trade sides |
9+ | Q max sustain | Perma short lane; threaten plates | Repeat Q>W trades | Medium on pull | Set TP timers (14 min Unleashed) |
Mid Game (11-16) | Side lane draw + collapse | Side → collapse to objectives | Long chases with Ghost | High on isolations | Pink river, 20:00 Baron/Atakhan |
Late Game (16+) | Front-to-back picks | Flank through fog | Stack on frontliner then R backline | High if access; low vs triple peel | Track flashes & stasis; force timers |
First Back Goals
Ideal Back (1100–1400g)
- Phage (1100g)
- Control Ward (75g)
Crash 3rd/cannon wave ≈2:30–5:00; base on bounce to hold freeze
Standard Back (700–900g)
- Ruby Crystal (400g)
- Boots (300g)
- Control Ward (75g)
Reset on slow-push when wave returns to you
Anti-Heal Back (800–1200g)
- Bramble Vest (800g) or Executioner’s Calling (800g)
Base if opponent sustaining through trades
Teamfight Tips
Aspect | Darius | Teemo |
---|---|---|
Primary Role | Frontline juggernaut / clean-up execution | Top Lane Ranged |
Target Priority | ADC without Flash APC with no stasis isolated bruiser near pit |
Kite Darius; peel carries; mark flanker |
Objective Control | Arrive early; pull jungler off pit; turn after pick | Start on vision; disengage Darius pull angles |
Positioning | Fight in river/jungle entrances; stack off whoever steps up Avoid open mid lane vs multiple kites |
Hold chokes with CC; save mobility for pull |
Other Tips | Buffer E during enemy dash wind-ups Count stasis/Flash—skip those targets |
Bait Q with feints; punish when Q/W on CD Spread to reduce E multi-pulls |