(→Notes) |
|||
Line 2: | Line 2: | ||
== Notes == |
== Notes == |
||
− | * The user may select |
+ | * The user may select their target for '''Teleport''' via the minimap. |
− | * '''Teleport''' renders a targeted {{tip|minion}} completely {{tip|invulnerable}} (even to the {{tip|Nexus Obelisk}}), {{tip|disarm|disarmed}}, and {{tip|root|rooted}} for the duration of the channel |
+ | * '''Teleport''' renders a targeted {{tip|minion}} completely {{tip|invulnerable}} (even to the {{tip|Nexus Obelisk}}), {{tip|disarm|disarmed}}, and {{tip|root|rooted}} for the duration of the channel. |
+ | ** It is possible to use '''Teleport''' on a {{tip|minion}} targeted by an enemy {{tip|turret}} when teleporting to assist a push, preventing turret damage from occurring 4 seconds. While champions could use crowd control abilities to move the targeted {{tip|minion}}, the '''teleporting''' champion will still arrive at their original position. |
||
* '''Teleporting''' to a {{tip|ward}} or {{tip|stealthed trap}} reveals it (except if it's in a {{tip|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. |
* '''Teleporting''' to a {{tip|ward}} or {{tip|stealthed trap}} reveals it (except if it's in a {{tip|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. |
* '''Teleport''' is canceled if a targeted turret is destroyed during the channel. |
||
* 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. |
* 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. |
||
− | * {{tip|Stealth Ward|Stealth Wards}} can expire during the channel |
+ | * {{tip|Stealth Ward|Stealth Wards}} can expire during the channel but '''Teleport''' will not be canceled. |
* 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.<ref>[https://www.reddit.com/r/leagueoflegends/comments/4jch1e/after_teleporting_to_a_turret_how_does_the_game/ "After '''teleporting''' to a turret, how does the game decide where you land on its circumference?"]. Reddit. 14 May 2016. Retrieved 15 May 2016.</ref>. |
* 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.<ref>[https://www.reddit.com/r/leagueoflegends/comments/4jch1e/after_teleporting_to_a_turret_how_does_the_game/ "After '''teleporting''' to a turret, how does the game decide where you land on its circumference?"]. Reddit. 14 May 2016. Retrieved 15 May 2016.</ref>. |
||
* '''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. |
* '''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 {{tip|channel}} will {{tip|homing projectile destruction|destroy}} any targeted {{tip|projectiles|missiles}} inbound that would otherwise follow the user to the new location. |
* Successfully completing the {{tip|channel}} will {{tip|homing projectile destruction|destroy}} any targeted {{tip|projectiles|missiles}} inbound that would otherwise follow the user to the new location. |
||
+ | * '''Teleport''' cannot be cast on allies the user cannot {{tip|sight|see}} while under the effects of {{tip|nearsight}}. |
||
{{Summoner spell cooldown table}} |
{{Summoner spell cooldown table}} |
Revision as of 01:58, 4 May 2020
Teleport is a unit-targeted summoner spell that blinks your champion to the target allied unit after a few seconds of channeling. It is not stopped upon damage like but can still be interrupted by all crowd control effects that break channels, in addition to roots and grounding.
Notes
- The user may select their target for Teleport via the minimap.
- Teleport renders a targeted minion completely invulnerable (even to the Nexus Obelisk), disarmed, and rooted for the duration of the channel.
- 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 4 seconds. While champions could use crowd control abilities to move the targeted minion, the teleporting champion will still arrive at their original 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 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.
- Stealth Wards can expire during the channel but Teleport will not be canceled.
- 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 cannot be cast on allies the user cannot see while under the effects of nearsight.
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:
- Wards
- Pets such as , , , and .
- Destructible traps such as , , and .
However, Teleport does not work on:
- Untargetable traps such as .
- Clones such as and .
- Exception:
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
Recipe
Template:Item data Teleport
Media
Patch history
- Cooldown changed to 420 − 240 (based on level) seconds from 360 at all levels.
- New Effect: Now grants Error: Parameter '3' is not accepted. bonus movement speed for 3 seconds on arrival.
- 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.
- 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.
Template:Summoner spell footer
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.