It is possible to use Teleport on a minion targeted by an enemy turret when teleporting to assist a push, preventing turret damage from occurring for about 4 seconds.
While champions could use displacing abilities to move the targeted minion, the teleporting champion will still arrive at their intended position.
Teleporting to a ward or stealthed trap reveals it (except if it's in a Brush and no enemies are inside the brush, the visual effects of the Teleport are still visible in this case) during the channel but it cannot be destroyed.
Teleport is canceled if a targeted turret is destroyed during the channel.
While standing at the end of a wall or other standing out part of terrain, using Teleport slightly increases sight radius just around the corners in the fog of war.
Teleport will not cancel if a targeted ward or trap expires during the channel.
The teleporting champion will always appear on the side of the object that is facing own nexus. Prior to V6.13, when a turret was targeted, a random location around it was chosen.
Teleport does not cancel the user's current movement or attack order, which the champion will continue pursuing after the channel ends, unless a new one is given.
Successfully completing the channel will destroy any targeted missiles inbound that would otherwise follow the user to the new location.
Teleport is mainly used to minimize laning downtime after Recalling or respawning, to prevent enemy laners from gaining an advantage.
Teleport is great for ganking if the enemy commits to a fight and is around friendly minions, turrets, or wards.
Teleport is also used to quickly switch lanes to defend an unguarded turret.
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 turrets and inhibitors as possible.
It is also possible to use it to escape enemy champions that lack any way to interrupt channeled abilities, such as Vladimir, or with the interrupt on a long cooldown ultimate, such as Ashe, or requires an ally for the interrupt, such as Kalista. This is particularly useful for tanks without reliable escape mechanisms such as Dr. Mundo or Cho'Gath, since they are more likely to survive the channel.
Teleport can be used to prolong or save the life of an allied Zac by making one of Zac'sBloblets invulnerable for the Teleport duration.
In addition to any friendly minion or turret, Teleport can be used on a number of allied constructs. These include, but are not limited to:
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.