Teleport is a targeted summoner spell. It can be casted 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 upon damage, but can still be disrupted by hard crowd control abilities such as stuns, roots, and 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.
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.
Teleport renders the targeted minion invulnerable for the duration of the Teleport, even against the Nexus Obelisk. It is possible to use Teleport on a minion targeted by an enemy turret when 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 champion will still arrive at the original position.
Stealthed objects targeted by the spell Teleport will be destealthed for the duration of the Teleport.
When using 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 particle will vanish and your Teleport will be cancelled.
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.
Turrets cannot be teleported to within the first 15 seconds of a game.
Stealth Wards can expire during the channel, but this will not prevent the caster from arriving at its original position.
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, random location of the its circumference was chosen.
The cooldown of this spell can be reduced by summoner spell cooldown reduction.
Summoner spell CDR
Base cooldown ▶
▼ Cooldown reduction
A Teleport can also be cancelled by the caster itself by activating the spell again, but doing so will put the spell on a 2/3rdscooldown (without modifiers: 200 seconds; as opposed to the full 300 second cooldown).
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.