Skip to main content

Origin · Channel · Arrival · Exit

Dota 2 teleport guide: arrive with a job, not just a destination

A teleport trades one map position for another. Make the trade only when your arrival can still change a named outcome, the destination is supportable, and the map you leave behind does not cost more.

Reviewed August 28, 2026. TP Scroll availability, price, cooldown, targets, channel and destination rules, interruption, repeated-teleport behavior, Boots of Travel, buildings, Outposts, Twin Gates, facets, abilities, and alternate modes can change. Verify the live tooltip, inventory, map, combat evidence, Demo Hero, and Valve’s official Dota 2 updates.

The origin-to-exit teleport model

Teleport value

Useful outcome created after arrival minus the channel, destination risk, resources, lost origin pressure, revealed position, follow-up, and exit costs.

Availability is not a reason to teleport. A fast arrival can still be useless if the ally is already dead, the target structure falls, the destination is controlled, your spells cannot affect the fight, or the abandoned lane gives away a larger objective.

Arrival rule: name what you leave, what completes the channel, where you arrive, which job you perform, what the enemy can answer, and how you leave or stay productively afterward.

The five-step TP Scroll decision test

  1. Verify availability. Read the live scroll, item, ability, cooldown, legal targets, channel behavior, interruption rules, and map state.
  2. Name the arrival job. Define the save, defense, kill, wave, structure, objective, information, farm, formation, or escape your hero can still change.
  3. Price both maps. Compare arrival time and destination safety with the wave, structure, farm, vision, pressure, and information you abandon.
  4. Prepare completion. Choose a target and landing square, communicate the channel, preserve follow-up resources, and set a cancel condition.
  5. Convert and exit. Finish the smallest valuable job, then keep a route, return option, movement spell, buyback plan, or useful position.

Verify current teleport mechanics instead of copying a permanent table

Scroll state

Read the current inventory slot, charges, cost, cooldown, target rules, cast range or selection behavior, channel cue, consumption, and cancellation outcome.

Destination state

Check which buildings, units, heroes, Outposts, or other targets are currently legal and where the arrival position is placed around them.

Interruption state

Test the relevant stun, root, leash, silence, forced movement, death, target destruction, command, immunity, and special hero interaction.

Repeated-arrival state

Observe current channel changes, target congestion, destination markers, previous allied teleports, and whether different teleport sources interact.

Valve’s 7.20 update added the dedicated TP slot, changed Boots of Travel cooldown interaction, and revised how root and leash states interact with teleporting. Dueling Fates changed the starting-scroll state and added a channel-cancel input option. Historical patch notes are evidence that the live client—not this article—owns the current values.

Estimate useful arrival, not channel time alone

  1. Notice and decide. Count the information delay before you recognize the play, read the map, choose a destination, and issue the command.
  2. Complete the live channel. Use the current displayed or observed timing, including target-specific and repeated-arrival behavior.
  3. Gain control at the square. Include landing placement, turn, vision, terrain, enemy zones, stuns, projectiles, and time needed to cast, attack, save, or move.
  4. Compare with the deadline. Will the ally, wave, structure, target, objective, or exit still exist when your first useful action happens?

A teleport that completes before a death can still be late if your first action cannot affect the result. A later arrival can still be correct if it protects the next wave, punishes the dive, saves a structure, starts a trade, or occupies the route the enemy must use to leave.

Defend or counter-gank with a finish-before-loss test

What survives?

Identify the ally, structure, wave, objective access, vision, or escape route that can realistically remain when you arrive.

What can you do?

Check your health, mana, spells, items, damage, control, saves, immunity, target access, and whether allies can follow the same plan.

Where do you land?

Prefer a square that permits the job without placing every responder into the same disable, vision disadvantage, choke, or retreat path.

What answers?

Count enemy reinforcements, TP markers, gates, buybacks, control, vision, tower pressure, and the objective they can take from your abandoned origin.

Do not reduce the call to tower tier, hero role, or a promised kill. The useful question is whether your actual arrival changes the loss into a better state than farming, walking, trading elsewhere, or preserving the teleport.

Keep a split-push return ticket before showing on the far lane

  • Name the pressure job. Fix a wave, force a defender, damage a structure, reveal a response, take safe resources, or delay an enemy grouping.
  • Preserve the return. Check live teleport availability, legal targets, destination survival, lane access, Boots behavior, Twin Gates, movement abilities, buyback, and allied formation.
  • Read commitment. Track which enemies show, which remain missing, what can cancel or catch you, and whether their response opens a better objective for allies.
  • Leave before the trap closes. Use wave position, missing heroes, vision loss, destination loss, cooldown changes, smoke threats, and objective deadlines as exit evidence.

Use the Split Push guide for the full pressure-and-exit framework. The teleport is valuable because it keeps two map jobs plausible; spending it carelessly can remove the threat before the wave creates anything.

Evaluate Boots of Travel as a map-access investment

Current access

Read the live item for targets, cooldown, channel, movement, upgrade, scroll interaction, interruption, and inventory behavior.

Useful frequency

Count how often the lineup can create a valuable distant arrival—not how often the button could theoretically be pressed.

Opportunity cost

Compare map access with combat stats, dispel, save, initiation, damage, survivability, ordinary boots, buyback, and the timing of the next objective.

Return structure

Check whether waves, summons, heroes, buildings, vision, and safe routes will provide legal, useful destinations when the plan needs them.

Valve’s 6.84 update introduced an upgraded Boots of Travel path that could target allied heroes, while 7.20 later changed its relationship with TP Scroll cooldown. That history rejects fixed price, target, and cooldown prescriptions. Buy map access for a repeatable job in this match, not because a permanent role chart says to.

Plan the channel, cancellation, and interruption branch

  1. Set a completion condition. Arrive if the named target, ally, structure, wave, square, resources, and follow-up remain usable.
  2. Set a cancel condition. Re-evaluate if the target dies, objective falls, square becomes controlled, allies leave, a larger trade opens, or your origin suddenly matters more.
  3. Know the current cost. Verify what a cancel, interruption, destroyed target, death, or completed teleport does to charges, cooldown, position, and information.
  4. Protect the channel. Use fog, distance, immunity, allied control, route choice, target durability, or a safer source only when the live rules support it.

A fake teleport is useful only if the information it creates changes an enemy action and the cancellation cost is acceptable. A cancel is not automatically a save; it can expose your location, lose time, surrender the destination, or leave both map jobs unfinished.

Prepare the arrival square before selecting the target

  • Vision: establish who sees the destination, incoming markers, nearby paths, high ground, hidden enemies, wards, summons, and the retreat route.
  • Geometry: include target placement, arrival ring, trees, cliffs, chokes, tower zones, creep movement, unit collision, area control, and forced movement.
  • Formation: avoid stacking responders into one control layer; assign who arrives first, who holds a different angle, and who preserves the next response.
  • Target durability: price whether the building, unit, hero, or other live target remains legal through the channel and what happens if its state changes.
  • First action: decide whether you save, stun, damage, clear, zone, scout, retreat, protect a structure, or wait for the enemy to cross a better line.

Compare teleporting with walking, gates, and other movement

Walk or movement ability

Slower travel may preserve the teleport, hide the final destination, keep a combat item available, or enter from a safer angle.

Twin Gate or map route

Current gates, portals, terrain, paths, and objectives can trade channel commitment for different visibility, access, and interception risk.

Hold position

Staying can protect a wave, structure, farm area, ward line, objective approach, or the threat of responding to more than one place.

Trade elsewhere

If arrival cannot finish before loss, convert the enemy commitment into a structure, wave, vision, Roshan access, farm, or safer next map state.

Outlanders introduced Outposts as teleport targets, and New Frontiers expanded the map and added Twin Gates. Map movement choices evolve, so compare the live route network rather than treating TP Scroll as the only global response.

Read enemy teleports as evidence, not certainty

Visible evidence

Use observed inventory, cooldown use, destination effects, minimap cues, buildings, units, Boots, gates, deaths, buybacks, and hero abilities.

Missing information

Mark unknown scroll state, fogged destinations, alternate movement, canceled channels, changed targets, hidden heroes, and outdated observations.

Pressure test

Push a wave, show briefly, threaten a structure, clear vision, or start a reversible objective to learn who can respond and from where.

Conversion

After forcing a response, act on the new map: disengage, take the opposite lane, enter Roshan, ward, smoke, farm, defend, or isolate the responder.

DotaSense does not read TP Scroll or Boots of Travel cooldowns, detect a destination or channel, identify interruptions, track enemy teleports, see the arrival square, or decide whether a teleport is good. Any reminder is manually chosen context; players own the live evidence and decision.

A focused teleport replay drill

  1. Find one completed or canceled teleport. Pause when the need first becomes visible, not when the channel begins.
  2. Record both maps. Note origin wave and pressure, destination deadline and square, resources, legal targets, alternative movement, and enemy responses.
  3. Name the intended job. Write the first useful action, the outcome it should change, the cancel condition, and the exit.
  4. Measure the real arrival. Include notice, decision, channel, landing control, and time to the first useful spell, attack, save, move, or objective action.
  5. Write one conditional rule. Tie the next teleport to observable origin cost, destination safety, deadline, job, response, and exit evidence.

Dota 2 TP Scroll and teleport FAQ

What is the TP Scroll cooldown?

Read the current scroll tooltip and cooldown state. Inventory, cooldown sharing, penalties, targets, and item interactions have changed, so a copied permanent number is unsafe.

When should I teleport to help a fight?

Teleport when your realistic arrival can still change a named outcome and that value exceeds what you abandon. Include the channel, square, enemy control, allied survival, follow-up, lanes, objectives, and exit.

Should I cancel if the fight changes?

Use current cancel rules and your planned condition. Cancel when the job disappears or the square becomes losing unless arriving still creates a better defense, trade, save, objective, or escape.

When are Boots of Travel worth it?

When their current map access repeatedly creates more useful arrival value than the combat stats, ordinary boots, buyback, or other item job you delay.