Teleport is a 'targeted' summoner spell. It is used to quickly travel from a current location to a friendly turret or minion anywhere on the map. It is not stopped like Recall upon damage, but it still can be stopped with crowd control abilities such as stuns, roots and silences.
Teleport is great for ganking if the enemy commits to a fight and is around friendly minions or turrets. Teleport is also used to quickly switch lanes to defend an unguarded tower. The most common use for Teleport in the late game is to allow a champion to splitpush a lane separately from the rest of the team and be able to teleport to regroup in case of a fight. 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 towers and inhibitors as possible.
A teleport can also be cancelled by the caster itself by clicking on the spell again, but doing so will put the spell on a 180 seconds cooldown rather than the full 300 seconds.
Teleport renders the targeted minion invulnerable for the duration of the teleport (when targeting a minion). It is possible to use teleport on a minion targeted by an enemy tower when teleporting to assist a push, preventing tower damage for those 4 seconds.
Teleport particle cannot be seen through the fog of war, however any stealthed objects targeted by the spell teleport will be revealed through the fog of war.
When using teleport on a allied tower, the tower does not become invunerable. Also, if the tower is destroyed as you are channeling, the teleport particle will vanish and you will still teleport to the location after the duration.
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.
Teleport can be used on any friendly minion or turret. Additionally, it can be used on a number of allied structures and creatures.
Cooldown increased on turrets. Channel time increased.
Ah, Teleport. A summoner spell made contentious over a season's worth of scrutiny, TP simply didn't have the windows necessary to play around to make it anything short of amazing, even considering the aggressive or defensive options at your disposal. The ability to impact the map every 5 minutes isn't one to be taken lightly, and while we have other changes alongside this to disincentivize Teleport as your 'every game' choice (Rift Herald says hi), we're taking extra measures to ensure that the burden of making the most of your Teleports is even higher, and that the 'get-out-of-jail-free' card isn't as free as it seems.
COOLDOWN ON TURRET CAST : 240 seconds⇒ 300 seconds
[NEW]Documentation! : You can now Teleport to wards by clicking on the minimap.
We're generally happy with what the new Teleport changes are achieving, but it's a little too strong as a lane recovery ability. Particularly in competitive play we were seeing a lot of top laners constantly using Teleport as a way of stagnating the early lane rather than trying to set up for global map pressure.
COOLDOWN: Cooldown when teleporting to towers now 200 seconds ⇒ 240 seconds
v4.4 We like the offensive pressure that comes from taking Teleport, but its defensive use (ie: lane recovery or base protection) could use some love.
"NEW" UTILITY: Teleporting to an allied turret reduces the cooldown of Teleport by 100 seconds (total 200 second cooldown. 300 seconds if Teleport is used on an object.).
CANCELLATION PENALTY: Cancelling a Teleport in progress reduces the cooldown of Teleport to 150 seconds ⇒ 200 seconds
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