16 May 2016 - 23:51

MSI: Double-Teleport Meta

MSI just ended and one of the strategies that we saw was the double-teleport (both on mid and top laners). With that known, I found it useful to study this strategy and understand how is it being used and how teams are taking advantage of it.
Dot Esports

We had a total of 36 games on MSI (25 of group stage and 11 from playoffs). In those 36 games, we saw at least one team running double-teleport in 30 games, meaning 83% of the games played had at least one team with double-tp. Although it looks like teams want to run double-tp and play around that to create advantages, all in all, at least at MSI, it did not have an impact on the win rate. When a team with double-tp faced a team with only one teleport, 52% of the times the team with only one tp won the game. Despite that, the difference in the group stage was interesting. In that stage, teams running only one teleport (while the enemy had double-tp) won 60% of the games. Although, when we take a closer look at that, we see that almost every match where that happened, the team that won with only one teleport ended the tournament in a much better seed than the enemy team. We should take that into consideration that it could mean that the winning team is better all-in-all than the enemy and, with that, they do not even need the double-tp to create advantages.


The use of double-tp has only one objective: have better map pressure and create number advantage with that. But, what are the other teams/mid players using as Summoners Spells when they are not running teleport? We took a look into it. First, we should know some information about the current meta for mid lane: (MSI stats from oracleselixir.com)

  • Ryze is the most contested picks at the moment with a P+B% of 92.7%.
  • Azir is the second most contested pick (if we do not consider Ekko since he is played top often and he was not that much picked this tournament) with a P+B% of 90.2%.
  • After this two, we saw 12 more champs being played, highlighting Ekko, Zed, Lissandra and LeBlanc.

Since we know this, there are some things we can think about. If Ryze is the most played champion at midlane and he has hard CC’s and huge burst, you will need to find a way to counter that. Although Azir is good one-on-one against Ryze, for a better performance on lane, he must run Exhaust to fight the Rogue Mage. With that, and if Ryze chooses to run teleport, the team will have better map pressure and possibility to create number advantages on side lanes.

With that known, and with Ryze vs Azir being one of the most played matchups on MSI, it was expected that Exhaust was one of the most used summoner spells at mid lane, after the teleport (because of Ryze). In the end, when there was a teleport on the enemy midlaner [most of them because of Ryze – 17 games that Ryze played with teleport (89% of the Ryze picks), two with exhaust], 60% of the matches there was an exhaust on the enemy mid laner. The possibility to create number advantages on side lanes is created. For your information, the other 40% are from Ignite (20% - especially because of LeBlanc and the pressure you want to put on lane with that champion), Cleanse (8% - also used against Ryze), Heal (8%) and Barrier (4%).

But, how are teams taking advantage of using double-teleport on mid and top lane?

First, the team composition needs to fit this game plan. It is expected to have a top and mid laner with teleport so there are some things that the champions that fill that positions need to have!

In the current meta, it is likely that the top laner has some tankiness (the current meta is largely between Poppy, Maokai and Ekko). As you can see, the champions that are chosen to be played on top tend to bring a large amount of crowd control. With the ability to lock down the enemy, these champion’s teleports can make a huge impact and completely turn around the fight.

The same is expected from a mid laner using TP’s. There are some characteristics that a champion must have to be played mid with teleport:

  • Crowd Control to impact and turn around fights when using tp.
  • Wave Clear so they can push their lane, TP to another and comeback without losing a huge amount of experience and gold while the enemy must make an option: help teammates and lose experience/farm or stay in lane and let the team in a number disadvantage.

And this is why Ryze (and even Azir) fits this good the current meta.

But, how are teams taking advantage of this champions by using teleport?

It is all about creating number advantages. One team tries to force the enemy player to use teleport, either by making him teleport to lane, so he does not lose experience and gold, or by obligating him to teleport to another lane/objective to contest it from the enemy. Obviously, if the team has already a teleport advantage (double-tp against 1-tp only) this advantage is already created and they will try to force something into a side-lane by teleporting both players and creating a 4x2 on bot lane or even a 5x2. Here are some examples of how SKT used the teleport advantage to win over RNG:


If your team wants to run a double-tp comp, always remember, the teleports are your font of advantage but you must not over commit if you made a bad move with your teleports. The enemy team always has time to react and if you did not get what you wanted from that and it seems risky to try it, think twice.

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