Fixed a bug where Teleport's "incoming" visual effect on the target unit would disappear if cast on an expiring temporary unit, such as Jarvan's Standard or Thresh's Lantern.Teleport particles and sound effects updated.CANCELLATION PENALTY: Cancelling a Teleport in progress reduces the cooldown of Teleport to 150 seconds ⇒ 200 seconds.300 seconds if Teleport is used on an object.). "NEW" UTILITY: Teleporting to an allied turret reduces the cooldown of Teleport by 100 seconds (total 200 second cooldown.We like the offensive pressure that comes from taking Teleport, but its defensive use (ie: lane recovery or base protection) could use some love. COOLDOWN: Cooldown when teleporting to towers now 200 seconds ⇒ 240 seconds.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. We're generally happy with what the new Teleport changes are achieving, but it's a little too strong as a lane recovery ability. Documentation! : You can now Teleport to wards by clicking on the minimap.Yorick's Omen of War, Omen of Pestilence and Omen of Famine. Wards like Sight Ward and Vision Ward and this will now reveal the ward to enemies for a few seconds.Additionally, it can be used on a number of allied structures and creatures. Teleport can be used on any friendly minion or turret. 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.
Also, if the tower is destroyed as you are channeling, the spell will be canceled and placed on its full 300 second cooldown. When using teleport on an allied tower, the tower does not become invulnerable.Teleport particle can be seen through the fog of war and any stealthed objects targeted by the spell will be revealed for the spell duration.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 renders the targeted minion invulnerable for the duration of the teleport (when targeting a minion).A teleport can also be canceled 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.From there that champion will attempt to bring down as many towers and inhibitors as possible. 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.
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. Teleport is also used to quickly switch lanes to defend an unguarded tower. Teleport is great for ganking if the enemy commits to a fight and is around friendly minions or turrets. It is not stopped like Recall upon damage, but it still can be stopped with crowd control abilities such as stuns, roots and silences. It is used to quickly travel from a current location to a friendly turret or minion anywhere on the map.