• Top

A Teleport flank is placing a ward in a hidden spot behind or beside the enemy team, then Teleporting to it when the fight begins so you land on their carries. The ward is what makes it work, because you arrive where they cannot see you coming.

What it is

Teleport is a unit-targeted summoner spell. You channel for a few seconds and then teleport to the target, which can be a friendly minion, turret, ward or other allied unit. You cannot move, attack or cast during the channel, and it can be interrupted. The destination is the target's position when the channel starts, not where it is at the end.

That makes the target the whole problem. A minion in the open is visible and lets the enemy see you coming. A ward in a bush or behind a wall is not. Teleporting to a ward reveals it to enemies if it is inside their sight, and the channel timer is visible to all players at the target location, so the hidden spot is the point.

In mid and late game this is how a top laner gets into fights. If you have few kills in teamfights, holding Teleport for the Dragon or Baron fight and arriving from the side is worth more than using it to return to lane. Completing the toplane quest also gives Unleashed Teleport as a bonus spell, which adds to this.

How to do it

  1. Keep Teleport for the fight

    Check the cooldown before the objective. If Teleport is up, plan the flank before the fight starts, and do not spend it on a lane return that your team does not need.

  2. Pick a ward angle

    Choose a spot that is behind or beside the enemy team, in a bush or against a wall, and out of the enemy's sight radius. The point is a target they do not already see. Practice the angles for each objective.

  3. Ward before the fight

    Place the ward in advance, not during the fight. Wards expire, so place it shortly before the objective, and keep a way to replace it in case the enemy clears it.

  4. Start the channel when the frontline commits

    Start Teleport when the enemy frontline has committed to your team, not before. The channel takes a few seconds and shows a timer to everyone, so starting early gives them time to turn.

  5. Select the ward with the minimap

    Cast Teleport on the ward. You can select the target from the minimap, and when the target is far away the targeting has a 400 unit forgiveness radius. Click the ward, not a nearby minion, so you land in the hidden spot.

  6. Land on a carry

    When you arrive, go straight for the carry in reach, and use your lockdown or burst on the target. Do not land in range of their crowd control. If the fight is already lost when you land, retreat instead.

Watch it

What to watch for: Watch the mid game chapter from 8:55 and the TP flanks chapter from 15:12.

Video: TELEPORT GUIDE | The Best Ways To Use Teleport — Coach Chippys

Common mistakes

  • You Teleport to a minion in plain sight. The enemy sees you coming and turns. Use a hidden ward.
  • You start the channel too early. The timer is visible to everyone, so the enemy team has time to react. Start it when the frontline commits.
  • You ward inside the enemy's sight. Teleporting to a ward in their sight reveals it. Place it outside their vision.
  • You Teleport into a lost fight. If your team is already dead, the flank only adds you to the pile. Check the fight first.
  • You hold the ward spot too long. The ward expires or gets cleared, and you have no target. Place it close to the fight.

Practice drill

  • In a custom game, place a ward behind a neutral objective, then Teleport to it and time the channel. Learn how long it takes so you can start it at the right moment.
  • In your own games, name your ward angle before each Dragon or Baron fight and check whether you could have used it. Success is arriving as the enemy engages, not before.

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