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Spirit Blossom Teemo: Scarecrow, Rifle and Flute

Spirit Blossom Teemo · from the PoC community · 2026-10-14

Seed Flashbombs before the first draw, turn played cards into Terrify and grow Puffcap pressure into a six-star draw chain.

Build

Needs 6★Champion level 30

Overview

Start the enemy deck with Flashbombs, then turn cheap card plays into more trap activations. Stolen cards help you keep playing while Mischiefmaker's Flute and Puffcap Proliferation increase Puffcap density. Six stars can turn a trap-heavy enemy draw into repeated draws and team buffs.

This is the most popular trio across the collected clears, guide builds and player scores, and multiple players recommend all three relics together. Compared with the rare-relic spell guide, this version puts traps in the deck immediately and uses stolen cards rather than recurring champion spells as its main fuel.

The build

Harmless Scarecrow

Playing a card whose actual cost is at least three triggers Terrify 1. Discounted stolen cards can fall below that threshold, so check the cost you pay. Terrify advances trap activations and stolen-card generation. At fifteen or fewer cards in the enemy deck, its team buff and Overwhelm help finish through blockers.

Hextech Rifle

Game Start plants six Flashbombs in the top eight enemy cards. A Flashbomb that misses is replanted in the top eight, preserving ammunition when the enemy has no units. Early traps mean your star-power engine can start before the champion arrives.

Mischiefmaker's Flute and Puffcap Proliferation

The Flute gives Spellshield and plants Puffcaps when its carrier deals damage, including damage to units. The rune plants Puffcaps when your side damages the enemy Nexus; unit damage alone does not trigger the rune. These are different triggers. Level 30 and three Epic slot upgrades are required for this trio.

How to play

Look for an opening that activates traps and gives you useful stolen cards. The four-star free stolen card can help development, but playing a non-Burst card passes priority; account for the enemy's attack before chasing another trigger.

Play Spirit Blossom Teemo when it is safe to start dealing damage. Use stolen cards to add Puffcaps through the two-star power, and keep enough hand space for the cards traps generate. At three stars, heavier trap activations give deeper discounts, which can make a strong card affordable but stop it from meeting Scarecrow's three-cost threshold.

At six stars, a foe drawing a card with at least five traps buffs allies, makes the foe discard a random card and draw again. More densely trapped cards can continue the sequence; a lightly trapped draw stops it. Terrify activating traps is not itself the same event as drawing a card, so do not assume every Terrify starts the six-star chain.

Drafting and alternatives

Favor cheap useful plays, Nexus damage and attacks that let your protected champion deal damage. Keep your hand manageable instead of taking every stolen card simply because it is discounted.

Wicked Harvest can replace the Rifle when you want the champion's entry damage to seed Puffcaps through the Flute. That unit damage does not directly activate the Nexus-damage rune. Hidden Tome is another backed third-slot plan with Scarecrow and Rifle, trading the Flute's personal damage payoff for mana on champion play and level-up. The full trio also works below six stars, but without the forced-draw finish explained here.

Star-power checkpoint

Six-star Hohohoho supplies the repeated draw, discard and team buffs. I'll Take That Too improves stolen-card discounts and HEHEHE rewards playing stolen cards. Four-star Pilfered Plans supplies an opening stolen card. The listed rune is the Nexus-damage Puffcap rune, not an effect that activates on every instance of unit damage.

Sources

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