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'''Teleporting''' to an allied [[minion]] or [[ward]] will make it invulnerable for the duration of the channel, but it will '''not''' make [[turret]]s invulnerable.
 
'''Teleporting''' to an allied [[minion]] or [[ward]] will make it invulnerable for the duration of the channel, but it will '''not''' make [[turret]]s invulnerable.
 
== Strategy ==
 
* {{si|Teleport}} is mainly used to minimize laning downtime after {{si|Recall|Recalling}} or respawning, to prevent enemy laners from gaining an advantage.
 
* {{si|Teleport}} is great for '''ganking''' if the enemy commits to a fight and is around friendly [[minion]]s, [[turret]]s, or [[Ward|wards]].
 
* {{si|Teleport}} is also used to quickly '''switch lanes''' to defend an unguarded [[turret]].
 
* Another use for {{si|Teleport}} is a '''[[backdoor]]''' maneuver where a high damage per second champion places a [[ward]] inside or near the enemy base and {{si|Teleport|teleports}} to that [[ward]]. From there that champion will attempt to bring down as many turrets and [[inhibitor]]s as possible.
 
* It is also possible to use it to '''escape''' enemy [[champion]]s that lack any way to interrupt channeled abilities, such as {{ci|Vladimir}}, or with the interrupt on a long [[cooldown]] ultimate, such as {{ci|Ashe}}, or requires an ally for the interrupt, such as {{ci|Kalista}}. This is particularly useful for tanks without reliable escape mechanisms such as {{ci|Dr. Mundo}} or {{ci|Cho'Gath}}, since they are more likely to survive the channel.
 
* {{si|Teleport}} can be used to prolong or save the life of an allied {{Ci|Zac}} by making one of {{cai|Cell Division|Zac|Bloblets}} invulnerable for the {{si|Teleport}} duration.
 
 
[[File:Teleport_Targets|center]]
 
   
 
== Notes ==
 
== Notes ==
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{{Summoner spell cooldown table}}
 
{{Summoner spell cooldown table}}
  +
 
== Strategy ==
 
* {{si|Teleport}} is mainly used to minimize laning downtime after {{si|Recall|Recalling}} or respawning, to prevent enemy laners from gaining an advantage.
 
* {{si|Teleport}} is great for '''ganking''' if the enemy commits to a fight and is around friendly [[minion]]s, [[turret]]s, or [[Ward|wards]].
 
* {{si|Teleport}} is also used to quickly '''switch lanes''' to defend an unguarded [[turret]].
 
* Another use for {{si|Teleport}} is a '''[[backdoor]]''' maneuver where a high damage per second champion places a [[ward]] inside or near the enemy base and {{si|Teleport|teleports}} to that [[ward]]. From there that champion will attempt to bring down as many turrets and [[inhibitor]]s as possible.
 
* It is also possible to use it to '''escape''' enemy [[champion]]s that lack any way to interrupt channeled abilities, such as {{ci|Vladimir}}, or with the interrupt on a long [[cooldown]] ultimate, such as {{ci|Ashe}}, or requires an ally for the interrupt, such as {{ci|Kalista}}. This is particularly useful for tanks without reliable escape mechanisms such as {{ci|Dr. Mundo}} or {{ci|Cho'Gath}}, since they are more likely to survive the channel.
 
* {{si|Teleport}} can be used to prolong or save the life of an allied {{Ci|Zac}} by making one of {{cai|Cell Division|Zac|Bloblets}} invulnerable for the {{si|Teleport}} duration.
  +
 
[[File:Teleport_Targets|center]]
   
 
== Targets ==
 
== Targets ==
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However, {{si|Teleport}} does not work on:
 
However, {{si|Teleport}} does not work on:
 
* Indestructible traps like {{cai|Yordle Snap Trap|Caitlyn}}.
 
* Indestructible traps like {{cai|Yordle Snap Trap|Caitlyn}}.
* Champion copies like {{cai|Children of the Grave|Mordekaiser}}, {{cai|Hallucinate|Shaco}} and {{Cai|Mirror Image|LeBlanc}}.
+
* Champion copies like {{cai|Hallucinate|Shaco}} and {{Cai|Mirror Image|LeBlanc}}.
   
 
== Trivia ==
 
== Trivia ==
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[[fr:Téléportation]]
 
[[fr:Téléportation]]
 
[[pl:Teleportacja]]
 
[[pl:Teleportacja]]
[[ru:Телепорт]]
+
[[ru:Телепорт (Заклинание)]]
 
[[zh:Teleport]]
 
[[zh:Teleport]]

Revision as of 17:15, 13 June 2019

Teleport is a targeted summoner spell. It can be cast on a friendly turret, minion or ward anywhere on the map to teleport to them after a small channel. It is not stopped like Recall Recall upon damage, but can still be disrupted by hard crowd control abilities such as Stun icon stuns, Root icon roots, and Silence icon silences.

Teleporting to an allied minion or ward will make it invulnerable for the duration of the channel, but it will not make turrets invulnerable.

Notes

  • Teleport Teleport renders the targeted minion invulnerable for the duration of the Teleport Teleport, even against the Nexus Obelisk. It is possible to use Teleport Teleport on a minion targeted by an enemy turret when teleporting teleporting to assist a push, preventing turret damage for those 4 seconds. It will also stop the minion from attacking or moving. While champions could use crowd control abilities to move the targeted minion, the teleporting teleporting champion will still arrive at the original position.
  • Stealthed objects targeted by the spell Teleport Teleport will be destealthed for the duration of the Teleport Teleport.
  • When using Teleport Teleport on an allied turret, the turret does not become invulnerable, although it can still attack. If the turret is destroyed as you are channeling, the Teleport Teleport particle will vanish and your Teleport Teleport will be cancelled.
  • While standing at an end of a wall or other standing out part of terrain, using Teleport Teleport slightly increases vision radius just around the corners in the fog of war.
  • Turrets cannot be teleported teleported to within the first 15 seconds of a game.
  • Stealth Ward icon Stealth Wards can expire during the channel, but this will not prevent the caster from arriving at its original position.
  • The teleporting 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, random location of the its circumference was chosen.[1]
  • The cooldown of this spell can be reduced by summoner spell cooldown reduction.
Summoner spell haste
Summoner's Rift icon Summoner's Rift
Base cooldown ▶ 360s
(Teleport)
300s
(Flash)
240s
(ClarityHealUnleashed Teleport)
210s
(CleanseExhaustGhost)
180s
(BarrierIgnite)
90s
(Smite)
20s
(Hexflash)
Cooldown reduction icon Haste
12 (Ionian Boots of Lucidity item) 321.43s 267.86s 214.29s 187.5s 160.71s 80.36s 17.86s
18 (Cosmic Insight rune/Dawncore item) 305.08s 254.24s 203.39s 177.97s 152.54s 76.27s 16.95s
30 (Cosmic Insight rune/Dawncore item Ionian Boots of Lucidity item) 276.92s 230.77s 184.62s 161.54s 138.46s 69.23s 15.38s
36 (Cosmic Insight rune Dawncore item) 264.71s 220.59s 176.47s 154.41s 132.35s 66.18s 14.71s
48 (Cosmic Insight rune Ionian Boots of Lucidity item Dawncore item) 243.24s 202.7s 162.16s 141.89s 121.62s 60.81s 13.51s
Howling Abyss icon Howling Abyss
Base cooldown ▶ 300s
(Flash)
240s
(ClarityHeal)
210s
(CleanseExhaustGhost)
180s
(BarrierIgnite)
80s
(Mark)
20s
(Hexflash)
Cooldown reduction icon Haste
70 (Howling Abyss aura) 176.47s 141.18s 123.53s 105.88s 47.06s 11.76s
82 (Howling Abyss auraIonian Boots of Lucidity item) 164.84s 131.87s 115.38s 98.9s 43.96s 10.99s
88 (Howling Abyss auraCosmic Insight rune/Dawncore item) 159.57s 127.66s 111.7s 95.74s 42.55s 10.64s
100 (Howling Abyss auraCosmic Insight rune/Dawncore itemIonian Boots of Lucidity item) 150s 120s 105s 90s 40s 10s
106 (Howling Abyss auraCosmic Insight runeDawncore item) 145.63s 116.5s 101.94s 87.38s 38.83s 9.71s
118 (Howling Abyss auraCosmic Insight runeDawncore itemIonian Boots of Lucidity item) 137.61s 110.09s 96.33s 82.57s 36.7s 9.17s

Strategy

  • Teleport Teleport is mainly used to minimize laning downtime after Recalling Recalling or respawning, to prevent enemy laners from gaining an advantage.
  • Teleport Teleport is great for ganking if the enemy commits to a fight and is around friendly minions, turrets, or wards.
  • Teleport Teleport is also used to quickly switch lanes to defend an unguarded turret.
  • Another use for Teleport Teleport is a backdoor maneuver where a high damage per second champion places a ward inside or near the enemy base and teleports 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 Vladimir, or with the interrupt on a long cooldown ultimate, such as Ashe Ashe, or requires an ally for the interrupt, such as Kalista Kalista. This is particularly useful for tanks without reliable escape mechanisms such as Dr Dr. Mundo or Cho'Gath Cho'Gath, since they are more likely to survive the channel.
  • Teleport Teleport can be used to prolong or save the life of an allied Zac Zac by making one of Zac's Zac's Bloblets Bloblets invulnerable for the Teleport Teleport duration.

Targets

In addition to any friendly minion or turret, Teleport Teleport can be used on a number of allied constructs. These include, but are not limited to:

However, Teleport Teleport does not work on:

Trivia

Oops Emote
"You belong in a museum!"
This article or section may contain obsolete information, but exists here for historical purposes.

Teleport was also a boot enchantment costing 600 Gold 600 during the Black Market Brawlers event.

Media


Patch history

V8.23
  • Channel duration reduced to 4 seconds from 4.5.
  • New Effect - Commit: Teleport can't be canceled by its caster once cast.
V8.14
  • Cooldown increased to 360 seconds from 300.
  • Canceled cooldown increased to 240 seconds from 200.
V7.22
  • Level requirement increased to 7 from 6.
V7.9
  • If cast off-screen, it'll search for a nearby unit to target.
  • Spells can no longer be queued during channel time.
V6.23
  • If Teleport's channel is interrupted by someone other than yourself, the camera will now snap to your location.
V6.13
  • 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.
V5.22
  • Reduced cooldown for Teleporting to an allied turret removed.
  • Channel duration increased to 4 seconds from 3.5 seconds.
V4.10
  • Reduced cooldown for Teleporting to an allied turret increased to 240 seconds from 200.
V4.4
  • 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.
V4.1
  • Icon updated.
V1.0.0.139
  • Fixed a bug where Teleport's Teleport's "incoming" visual effect on the target unit would disappear if cast on an expiring temporary unit, such as Jarvan IV's Jarvan IV's standard standard or Thresh's Thresh's lantern lantern.
V1.0.0.139
  • Fixed a bug where Teleport Teleport could be used after being affected by crowd control effects.
V1.0.0.125
  • Fixed a rare bug 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 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
  • Using Teleport Teleport on a ward will now reveal the ward to enemies for a few seconds.
V1.0.0.120
V1.0.0.118
  • Cancel delay increased to 1 second from 0.5.
V1.0.0.101
  • Fixed a bug where Summoner Teleport 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 turrets, not just the forward most turrets in a lane.
V1.0.0.63
  • 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.
V1.0.0.61
  • Teleport Teleport can now be cancelled.
V1.0.0.52
  • Teleport Teleport can no longer be used while being revived by Guardian Angel Guardian Angel.
V0.9.25.34
  • Fixed a bug where if your champion dies while teleporting, the target it is teleporting to remains bound.
V0.9.25.24
  • Cooldown increased to 5 minutes from 4.5.
V0.9.22.15
  • Added a new particle effect.
V0.8.22.115
  • Teleport Teleport will now cancel when stunned, rooted, silenced, netted, taunted and slept.
July 10, 2009 Patch
  • Now has a golden Teleport Teleport particle.
June 26, 2009 Patch
  • Spatial Accuracy mastery 2011 Spatial Accuracy – Reduces Teleport's Teleport's cast time by 0.5 seconds, and reduces its cooldown by 5 seconds.
June 19, 2009 Patch
  • Tooltip fixed to correctly show the cooldown at 5 minutes.
May 23, 2009 Patch
  • Cooldown reduced to 3.5 minutes from 4 minutes.
May 15, 2009 Patch
  • Fixed a bug that caused you to teleport in 2 seconds instead of 3.
May 9, 2009 Patch
  • Cooldown reduced to 4 minutes from 5 minutes.
April 11, 2009 Patch
  • Cooldown reduced to 5 minutes from 7 minutes.
Alpha Week 7
  • Fixed cast range.
Alpha Week 6
  • Cooldown reduced 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
  • Teleport Teleport no longer makes the target invulnerable.
  • Spatial Accuracy mastery 2011 Spatial Accuracy reduces cast time reduction decreased to 0.5 from 1.

Template:Summoner spell footer

References