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The Loop (Games)
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Teleport is a unit-targeted summoner spell that
blinks your
champion to the target allied unit after a few seconds of
channeling.
Notes
- Teleport has no cast time.
- Teleport is disabled while
grounded,
rooted, or unable to cast.
Nearsight will prevent the caster from using Teleport globally.
- The user may select their target for Teleport via the minimap.
- Teleport renders a targeted
minion completely
invulnerable (even to the
Nexus Obelisk) and unable to act.
- Teleport's visual effects can be seen through the fog of war.
- Teleporting to a
ward or
stealthed trap reveals it to enemies. The target ward or trap cannot be damaged however.
- The target ward or trap is only revealed if it is within an enemy's sight radius and their sight isn't being obstructed.
- 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.[1]
- 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's tooltip does not factor in Summoner spell cooldown reduction when displaying its cooldown.*
- The tooltip does factor in other modifiers from
Howling Abyss aura).
and the game mode (e.g. - The resulting cooldown after the
channel is completed or
interrupted is properly affected by all Summoner spell cooldown reduction including .
- The tooltip does factor in other modifiers from
Interactions
- The following table refers for interactions while the user is
channeling Teleport:
Strategy
- Teleport is mainly used to minimize laning downtime after 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 , or with the interrupt on a long cooldown ultimate, such as , or requires an ally for the interrupt, such as . This is particularly useful for tanks without reliable escape mechanisms such as or , since they are more likely to survive the channel.
- Teleport can be used to prolong or save the life of an allied by making one of invulnerable for the Teleport duration.
Targets
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:
However, Teleport does not work on:
Untargetable units such as , , or
Farsight Wards.
Clones such as and .
Trivia
- The first icon of was a purple variant of the first icon for .
- Prior to being a summoner spell, the alpha items and served the same function as Teleport.
- enchantment that shared the same name as this summoner spell during the Black Market Brawlers event. Details are shown in the section below. was also a boot
Boot Enchantment
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References
- ↑ "After teleporting to a turret, how does the game decide where you land on its circumference?". Reddit. 14 May 2016. Retrieved 15 May 2016.
List of Items
- Starter items
- Pots and Consumables
- Trinkets
- Distributed items
- Boots
- Basic items
- Epic items
- Legendary items
- Mythic items
- Ornn's Mythic item upgrades
- Champion exclusive items
- Minion and Turret items
- Removed items
Media
Patch history
- Bonus movement speed increased to 50% at all levels from 30 / 40 / 50% (based on level).
- Cooldown reduced to 420 − 210 (based on level) seconds from 420 − 240 (based on level).
- New Effect: Now removes homestart and homeguard bonus movement speed.
- Bug Fix: Cooldown tooltip now properly updates when using .
- Cooldown changed to 420 − 240 (based on level) seconds from 360 at all levels.
- New Effect: Now grants 30 / 40 / 50% (based on level) bonus movement speed for 3 seconds on arrival.
- Undocumented: Cast no longer breaks
stealth.
- Channel duration reduced to 4 seconds from 4.5.
- New Effect - Commit: Teleport can't be canceled by its caster once cast.
- Cooldown increased to 360 seconds from 300.
- Canceled cooldown increased to 240 seconds from 200.
- Level requirement increased to 7 from 6.
- If cast off-screen, it'll search for a nearby unit to target.
- Spells can no longer be queued during channel time.
- If Teleport's channel is interrupted by someone other than yourself, the camera will now snap to your location.
- 6.15 - August 3rd hotfix
- Teleport VFX now once again globally visible through the Fog of War.
- This was done because the V6.13 change ended up inconsistent/buggy, and it is possible that the range restriction may be reintroduced in the future.
- Channel duration increased to 4.5 seconds from 4.
- Teleport destination point is no longer random on target, Instead, you now appear on the side of the object closest to your nexus.
- Teleport VFX now shown if you have vision within 500 units of target point.
- Teleport now does a soundless "On the way" ping to your allies.
- Reduced cooldown for Teleporting to an allied turret removed.
- Channel duration increased to 4 seconds from 3.5 seconds.
- Reduced cooldown for Teleporting to an allied turret increased to 240 seconds from 200.
- Teleporting to an allied turret now refunds 100 seconds of the cooldown.
- Cooldown refunded for cancelling Teleport reduced to 100 seconds from 150 seconds.
- New particles and sounds
- Undocumented: Channel duration reduced to 3.5 seconds from 4 seconds.
- Undocumented: Spell is available from Summoner level 6 instead of level 2.
- Icon updated.
- Fixed a bug where "incoming" visual effect on the target unit would disappear if cast on an expiring temporary unit, such as or .
- Fixed a bug where could be used after being affected by crowd control effects.
- Fixed a rare bug causing it to not function properly.
- Fixed a bug where champions could be pulled across the map while teleporting.
- Using Summoner 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.
- Using ward will now reveal the ward to enemies for a few seconds. on a
- Wards and are no longer targetable/manipulated by spells (except Summoner ).
- Cancel delay increased to 1 second from 0.5.
- Fixed a bug where Summoner refreshed your W slot's cooldown when used.
- Can no longer be cast while rooted.
- Now removes stealth when used.
- Will now allow you to travel to all allied turrets, not just the forward most turrets in a lane.
- Fixed a bug where the spell could be cast on a minion right before it died, allowing the player to teleport invisibly to a location.
- can now be cancelled.
- can no longer be used while being revived by .
- Fixed a bug where if your champion dies while teleporting, the target it is teleporting to remains bound.
- Cooldown increased to 5 minutes from 4.5.
- Added a new particle effect.
- will now cancel when stunned, rooted, silenced, netted, taunted and slept.
- Now has a golden particle.
Spatial Accuracy – Reduces cast time by 0.5 seconds, and reduces its cooldown by 5 seconds.
- Tooltip fixed to correctly show the cooldown at 5 minutes.
- Cooldown reduced to 3.5 minutes from 4 minutes.
- Fixed a bug that caused you to teleport in 2 seconds instead of 3.
- Cooldown reduced to 4 minutes from 5 minutes.
- Cooldown reduced to 5 minutes from 7 minutes.
- Fixed cast range.
- Cooldown reduced to 6 minutes from 7 minutes.
- Cooldown increased to 7 minutes from 3 minutes.
- Cooldown increased to 3 minutes from 2 minutes.
- no longer makes the target invulnerable.
Spatial Accuracy reduces cast time reduction decreased to 0.5 from 1.
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