Teleport

3 min readWinio Team

Teleport is instant movement from one location to another without travelling through the intervening space, often after a cast time, channel, delay, or other source-specific setup.

What is Teleport in Dota 2?

Teleport is the broad movement mechanic behind long-distance relocation tools such as Town Portal Scroll and several hero or map abilities. The movement itself changes the unit’s position directly, but the action may require preparation before that movement occurs. Some teleports are channeled, some have a delay, and others use different restrictions.

Players also use “TP” as shorthand for teleporting or for the Town Portal Scroll. Because many teleport sources have different valid targets, cancellation rules, disjoint behavior, and interactions with root or leash, the surrounding context determines which teleport mechanic is meant.

How Teleport is used in a match

Teleport lets teams react across the map. A hero can return to defend a tower, join a fight, move from base to a lane, or shift to a safer farming area without walking the entire distance. Teams constantly track who has a teleport available because that determines how quickly numbers can change around an objective.

Teleport can also be used defensively to escape. The player begins the required setup and tries to complete it before enemies apply enough damage or control to stop the attempt. Choosing a safe destination and understanding the enemy’s interrupt options are part of the decision.

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Do not confuse Teleport with...

Teleport is broader than blink. Blink usually means short-range instant self-repositioning, while teleport can cover much longer distances and may require a channel or delay. Forced movement is also different because the unit is moved through space rather than instantly relocated.

TP-out

TP-out is an attempt to escape danger by starting a teleport and completing it before the enemy can kill the hero or interrupt the action.

A TP-out is most commonly associated with a Town Portal Scroll, although the general idea can apply to another escape teleport. The player chooses a safe destination, begins the required cast or channel, and relies on the opponent lacking enough damage or an appropriate interrupt. Whether the attempt succeeds depends on the teleport source and the enemy tools available at that moment.

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