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
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
- Teemo relics by u/One_Caterpillar8670, 2024-08-11, 2 points (observed 14 Oct 2026).
- Teemo after relic changes by u/Valuable_Motor9229, 2026-05-06, 10 points (observed 14 Oct 2026).
- Player-voted builds, local snapshot collected 13 Oct 2026.
- Champion guide builds and recorded clears, local snapshot collected 13 Oct 2026.
- Champion mechanics and level rewards, local data checked 14 Oct 2026.