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Teemo: Echoing Spirit and double Guardian’s Orb

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

Stack two sets of random Epic items on a deck full of cheap champion copies, then win through upgraded Elusive attacks.

Build

Needs 3★Champion level 30

Overview

Use the one-cost champion as a cheap way to distribute Epic items. Echoing Spirit puts many extra copies in your deck; two Guardian's Orb triggers on each summon give those copies repeated chances to become powerful attackers.

It's his most popular trio in 10★ clears and guide builds. It trades the Scout guide's guaranteed extra attack for a second batch of random items. You keep the champion on the board at Round End, but repeat summons now depend on spare copies, removal or rewards rather than automatic shuffling.

The build

Echoing Spirit

Game Start creates seven champion copies in your deck, and champion spells cost one less. More copies make it easier to draw your main unit and give random item grants more chances to land on that card. The relic does not guarantee a champion in every opening hand.

Two Guardian's Orb

Each Orb grants Epic items to three random cards in your deck when its carrier is summoned. Two copies produce two sets of grants. The targets remain random: you cannot choose Scout, Double Attack or a specific stat item, and drawing a card is not the same event as summoning the carrier.

Level 30 opens all three Rare slots. Upgrade one to Epic for Echoing Spirit; both Orbs are Rare and can be equipped together.

How to play

Mulligan for Teemo and useful early blockers. Develop him for the first two Orb triggers, then inspect which cards received items before choosing your next play. Attack when Elusive can connect safely; an enemy with Elusive or a removal spell can still stop a fragile opening.

Extra copies in hand become Mushroom Cloud champion spells while he is in play. They plant Puffcaps and shuffle a champion copy back into the deck. Keep a spare when you need a replacement after removal rather than converting every copy immediately.

Use Stress Defense or a blocker to survive while the item engine develops. Do not sacrifice an upgraded champion merely for another summon unless you can replace him and the extra item rolls justify the lost stats. At three stars, the attack power plants ten Puffcaps before Nexus-strike effects resolve; a levelled champion's Nexus strike then doubles the Puffcaps already in the enemy deck.

Drafting and alternatives

Champion copies, champion draw and useful item rewards strengthen the plan. Cut expensive cards that rarely contribute, while keeping enough early defense to survive until your upgraded attacks matter. More champion copies improve the item concentration without making the outcome certain.

Galeforce replacing one Orb supplies Scout and shuffles the champion into your deck at Round End. That's the repeat-entry plan from his other guide, with more pressure but more reliance on redrawing him. Historical multiple-revival builds with Guardian Angel use older relic text; the current relic grants Deathless, so do not expect its former behavior.

Star-power checkpoint

Three-star Armed and Ready II plants ten Puffcaps when allies attack. Two-star Strike Swiftly supplies the second starting gem and a Burst-speed Fleeting Poison Dart after a trapped enemy draw. The Orb triggers need no particular star power, but the attack plan assumes three stars.

Sources

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