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The goal of the deck is to flood the board with gear for Ornn and use your hidden cards to control showdowns. Teemo is mostly used as a 2-drop but games 2 and 3 you will want to swap to the other teemo as need be. List is still a work in progress but general flow is teemo turn 1, turn 2 move in and play a hidden card while holding up interaction. (or chemtech cask/stupefys at dreaming tree) turn 3 either bounce teemo to hand or pull him back while placing a different unit at the battlefield. Hold your runes here. Turn 4 you can slam an ornn and feel confident you'll have answers to protect. With 3-4 gear out and a mitt-full of interaction you should be able to continue holding for the W. Big plays for end-game revolve around Time warp with 2 battlefields controlled, Double time warping with hextech anomaly/temporal portal (while at power nexus) and using the hold trigger twice for a 5 point swing (conq, hold+ability2x), playing units to fields with mf in base, and abusing any power disparity with switcheroo/convergent mutations.





















































