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Teleport
Teleport
Overview
EffectsAfter channeling for 4 seconds, teleport to target allied structure. Upgrades to Unleashed Teleport at 10 minutes, which allows you to target allied structures, minions, or wards. On arrival, grants 50% bonus movement speed for 3 seconds.
Cooldown360 seconds
Unleashed Teleport: 330 − 240 (based on level) seconds
Cast RangeGlobal
Breaks StealthYes
Level7
ExternalLinks
Game Info Wikiwiki.leagueoflegends.com

Overview[]

Teleport is a 'targeted' summoner spell. It is used to quickly travel from a current location to a friendly turret or minion anywhere on the map. It is not stopped like Recall upon taking non lethal damage, but it still can be stopped with crowd control abilities such as stuns, roots and silences.

Strategy[]

Teleport is great for ganking if the enemy commits to a fight and is around friendly minions or turrets. Teleport is also used to quickly switch lanes to defend an unguarded tower. The most common use for Teleport in the late game is to allow a champion to splitpush a lane separately from the rest of the team and be able to teleport to regroup in case of a fight. Another use for teleport is a backdoor maneuver where a high damage per second champion places a ward inside or near the enemy base and teleports to that ward. From there that champion will attempt to bring down as many towers and inhibitors as possible.

Notes[]

  • Since patch v8.23 the Summoner Spell teleport is no longer cancellable by the caster itself.
  • Teleport renders the targeted minion invulnerable for the duration of the teleport (when targeting a minion). It is possible to use teleport on a minion targeted by an enemy tower when teleporting to assist a push, preventing tower damage for those 4,5 seconds.
  • Teleport destination point isn't random. Instead, one appears on the side of the object closest to their nexus.
  • Teleport particle can be seen through the fog of war and any stealthed objects targeted by the spell will be revealed for the spell duration.
  • When using teleport on an allied tower, the tower does not become invulnerable. Also, if the tower is destroyed as you are channeling or the channel itself gets cancelled, the spell will be put on its full cooldown.
  • While standing at an end of a wall or other standing out part of terrain, using Teleport slightly increases vision radius just around the corners in the fog of war.

Trivia[]

Teleport can be used on any friendly minion or turret. Additionally, it can be used on a number of allied structures and creatures. These include:

  • Wards like Sight Ward and Vision Ward and this will now reveal the ward to enemies for a few seconds.
  • Flags like Jarvan IVSquareJarvan IV's Demacian Standard.
  • Targetable passive abilities such as ZacSquareZac's Bloblets.
  • Destructible traps like ShacoSquareShaco's Jack In The Box and TeemoSquareTeemo's Noxious Trap.
  • Pets likeAnnieSquareAnnie's Summon Tibbers, HeimerdingerSquareHeimerdinger's H-28G Evolution Turret, MalzaharSquareMalzahar's Voidling, YorickSquareYorick's Omen of War, Omen of Pestilence and Omen of Famine.

However, Teleport does not work on:

  • Indestructible traps like CaitlynSquareCaitlyn's Yordle Snap Trap.
  • Champion copies like MordekaiserSquareMordekaiser's Children of the Grave and ShacoSquareShaco's Hallucinate.

Patch History[]

Patch 12.1

While League of Legends is indeed a team game, it generally evolves in phases—as the game progresses, you interact with your team more. Lane phase lets you flex your individual skills, but it also needs some outside influence to keep things from getting too predictable. However, right now, there’s too much disruption happening too early and too often. This is especially the case with frequent Teleport fights in bot lane. And this isn't bad for bot laners only; top and mid players also lose out on the ability to express their laning skills in the same way. Currently, it often feels like bot lane gets decided by outside influence, and mid and top get decided by the influence they have on bot lane (rather than on how well they play their own lane).
Teleport also tends to crowd out other summoner spells because, when wielded properly, it flexibly offers both safety and a high level of game influence. Today, you can use it to quickly get back to your own lane and farm, but you can also use it to intervene in other lanes. In an effort to bring back some balance, we're reshaping the spell by tempering its offensive capabilities early, and then upgrading it later on to retain its exciting mid-to-late game impact.

TELEPORT COOLDOWN [420-210 seconds (based on level)] 360 seconds at all levels
UNLEASHED TELEPORT Teleport can only be used on allied towers. Once tower plating falls at 14 minutes, Teleport transforms into Unleashed Teleport, which can target allied towers, minions, wards, and certain allied constructs (same as Season 2021 Teleport)
UNLEASHED TELEPORT COOLDOWN 240 seconds


Patch 10.6

We're following up with our top lane changes from 10.5 with an additional set of changes for Death's Dance and Teleport. This combination should continue reinforcing our initial goals of helping top laners that are coming out of laning phase build carry items to be a threat throughout the game. The Teleport change should also shift some of its power as an excellent lane sustain tool to a more late-game splitting-and-flanking tool.


Death's Dance

ITEM BUILD : [Caulfield's Warhammer + Pickaxe + Vampiric Scepter + 625g]
Caulfield’s Warhammer + Aegis of the Legion + Vampiric Scepter + 500g
STATS : [80 AD, 10% CDR]
50 AD, 10% CDR, 30 Armor, 30 MR
UNIQUE PASSIVE : Stores [30% of all post-mitigation damage received] 20% for melee (30% for ranged) and takes it as damage over time true damage

Teleport Teleport

COOLDOWN : [360 seconds]
420-240 (levels 1-18)
CAN'T CATCH ME Grants 3 seconds of 30-50% movement speed upon teleport completion based on character level (increased by 10% at levels 6 and 11)


v8.23
Channel time reduced but can no longer be canceled.

Channeling Teleport is often enough to deter enemies from an aggressive push or dive, even if you have no intention of following through. The mind game is interesting, but should be accompanied by a higher commitment. Laners can still use Teleport to shut down cross-map plays elsewhere, but now they'll sacrifice more tempo in their own lane to do so. Also, if you pick a bad Teleport, there's no going back so you're probably gonna die. Click carefully.

CHANNEL DURATION : [4.5] 4 seconds
COMMIT Teleport can't be canceled by its caster once cast


v8.14
Cooldown increased.

Teleport has emerged as a dominant summoner spell in most lanes. This is particularly problematic bot lane, where it's often taken on champions who simply wish to avoid conflict in the laning phase and scale into the late game. For now, we're increasing the cooldown to give combat summoners a longer window in which to punish Teleport users.

BASE COOLDOWN : [300] 360 seconds
CANCELED COOLDOWN : [200] 240 seconds


v7.9

Usability improvements.

CLOSE ENOUGH : If Teleport is cast off-screen, it’ll search for a nearby unit to target
HI, RUMBLE : Spells can no longer be queued during Teleport’s channel time


v6.21

Bugfixed.

THAT’S NOT WHERE I TELEPORTED : Teleporting to a ward nearby a thin wall no longer has a chance of placing you on the other side of it


v6.13
Channel time increased. Clarity improvements for both allies and opponents.

For the power an extra champ brings to a fight, Teleport plays are generally too successful. Widening the window for enemy reaction means Teleports will more frequently fail to create advantages if teams don’t coordinate properly. At the same time, well-executed Teleport plays still deserve to be rewarded, so we’re making it easier to tell exactly where your reinforcements will come in.

CHANNEL DURATION : [3.5 seconds] 4.5 seconds
DROP ZONE : Teleport drops its caster [in a random spot near the target] on the side of the target closest to the caster's nexus. For example, champions now always appear behind their towers.
I SPY : Teleport's visuals are now always visible (even through Fog of War) if you have vision within 500 units of the target location
COME THRU Teleport now issues a soundless “On My Way” ping at the target location


v5.22
Cooldown increased on turrets. Channel time increased.

Ah, Teleport. A summoner spell made contentious over a season's worth of scrutiny, TP simply didn't have the windows necessary to play around to make it anything short of amazing, even considering the aggressive or defensive options at your disposal. The ability to impact the map every 5 minutes isn't one to be taken lightly, and while we have other changes alongside this to disincentivize Teleport as your 'every game' choice (Rift Herald says hi), we're taking extra measures to ensure that the burden of making the most of your Teleports is even higher, and that the 'get-out-of-jail-free' card isn't as free as it seems.

COOLDOWN ON TURRET CAST : [240 seconds] 300 seconds
CHANNEL TIME : [3.5 seconds] 4 seconds


v4.21

  • [NEW] Documentation! : You can now Teleport to wards by clicking on the minimap.

v4.10
We're generally happy with what the new Teleport changes are achieving, but it's a little too strong as a lane recovery ability. Particularly in competitive play we were seeing a lot of top laners constantly using Teleport as a way of stagnating the early lane rather than trying to set up for global map pressure.

  • COOLDOWN: Cooldown when teleporting to towers now 200 seconds ⇒ 240 seconds

v4.4
We like the offensive pressure that comes from taking Teleport, but its defensive use (ie: lane recovery or base protection) could use some love.

  • "NEW" UTILITY: Teleporting to an allied turret reduces the cooldown of Teleport by 100 seconds (total 200 second cooldown. 300 seconds if Teleport is used on an object.).
  • CANCELLATION PENALTY: Cancelling a Teleport in progress reduces the cooldown of Teleport to 150 seconds ⇒ 200 seconds
  • Teleport particles and sound effects updated


v3.05

  • Fixed a bug where Teleport's "incoming" visual effect on the target unit would disappear if cast on an expiring temporary unit, such as Jarvan's Standard or Thresh's Lantern


v1.0.0.139

  • Fixed a bug where Teleport could be used after being affected by Crowd Control effects
  • Fixed a bug where casting Cleanse could interrupt Teleport

v1.0.0.129

  • Summoner's Insight no longer reduces cooldown

v1.0.0.125

  • Fixed a rare bug with Teleport causing it to not function properly

v1.0.0.124

  • Fixed a bug where Champions could be pulled across the map while teleporting

v1.0.0.123

  • Using Summoner Teleport on a ward will no longer reveal the ward through fog of war to enemies. Instead, it will destealth the ward to be seen if an enemy is near and reveal the teleport particle through fog of war to enemies

v1.0.0.121

  • Teleporting to a ward will now reveal the ward to enemies for a few seconds

v1.0.0.118

  • Cancel delay increase to 1 second from 0.5

v1.0.0.101

  • Fixed a bug where Summoner Teleport refreshed your W slot's cooldown when used

v1.0.0.100

  • Can no longer be cast while rooted

v1.0.0.97

  • Now removes stealth when used

v1.0.0.83

  • Will now allow you to travel to all allied towers, not just the forward most towers in a lane

v1.0.0.63

  • Fixed a bug with Teleport where the spell could be cast on a minion right before it died, allowing the player to Teleport invisibly to a location

v1.0.0.61

  • Can now be canceled

v1.0.0.52

v0.9.25.34

  • Fixed a bug with Teleport where if your champion dies while teleporting, the target it is teleporting to remains bound

v0.9.25.24

  • Cooldown increased from 4.5 minutes to 5

v0.9.22.15

  • Now has a new particle

v0.8.22.115

  • Will now cancel when stunned, rooted, silenced, netted, taunted, and slept

June 19, 2009 Patch

  • Cooldown tooltip changed to correctly show the cooldown as 5 minutes

May 23, 2009 Patch

  • Cooldown reduced from 4 minutes to 3.5 minutes

May 9, 2009 Patch

  • Cooldown reduced from 5 minutes to 4

April 11, 2009 Patch

  • Reduce cooldown from 7 minutes to 5 minutes

Alpha Week 7

Alpha Week 6

  • Cooldown decreased to 6 minutes from 7 minutes

Alpha Week 5

  • Cooldown increased to 7 minutes from 3 minutes

Alpha Week 4

  • Cooldown increased to 3 minutes from 2 minutes

Alpha Week 3

  • No longer makes the target invulnerable




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