Teleport & TP Scroll Guide
Master teleport mechanics, strategic TP timing, and global map presence
Understanding TP Scroll Mechanics
TP Scroll Cooldown
80 seconds
After using a Town Portal Scroll, you must wait exactly 80 seconds before you can use another TP scroll. This cooldown is shared across all TP scrolls in your inventory. Managing this cooldown is essential for maintaining map presence and responding to emergencies.
Town Portal Scrolls (TP scrolls) are the most fundamental mobility item in Dota 2. They allow you to teleport to any friendly building or unit across the map, enabling rapid rotations, defensive plays, split pushing, and farm optimization. Every hero should carry at least one TP scroll at all times.
Basic TP Mechanics
- Cost: 90 gold (always keep one in inventory)
- Channel Time: 3 seconds base (interruptible by stuns, roots, damage)
- Cooldown: 80 seconds (shared across all TP scrolls)
- Arrival Radius: Heroes appear in a 575 radius around the target
- TP Targets: Allied buildings, allied creeps (requires Boots of Travel)
Channel Time & Multiple TP Delays
Stacking TP Penalty
+0.5s per hero
When multiple heroes TP to the same location within a short time window, each additional hero adds 0.5 seconds to their channel time. This prevents instant 5-man TPs and creates strategic windows for attackers.
Channel Time Breakdown
First Hero
3.0 seconds
Standard channel time. No penalty applied.
Second Hero
3.5 seconds
+0.5s penalty. Slightly delayed arrival.
Third Hero
4.0 seconds
+1.0s total penalty. Noticeable delay.
Fourth Hero
4.5 seconds
+1.5s total penalty. Significant delay.
Fifth Hero
5.0 seconds
+2.0s total penalty. Maximum penalty.
Sixth+ Hero
5.5 seconds
+2.5s maximum cap. Cannot increase further.
Strategic Implications
- First TP advantage: The first hero to TP arrives fastest - supports should often TP first to apply disables
- Stagger TPs: Don't all TP at once - space out by 1-2 seconds to reduce cumulative delay
- Diving punishes multiple TPs: Enemies get extra time to escape or finish kills when 3+ heroes TP
- Communication: Call out TPs so team knows channel time: "I'm TPing" lets others decide if they should too
- TP scrolls reset faster: The penalty window resets after about 25 seconds - wait for reset if not urgent
Boots of Travel
Boots of Travel (BoT 1)
Cost: 2500 gold
TP Cooldown: 60 seconds
Channel Time: 3 seconds (same penalty rules)
Movement Speed: +110
TP Targets: Buildings + Allied creeps
Key Benefits
- Faster TP cooldown (60s vs 80s) for more frequent rotations
- Can TP to any allied lane creep for split push or farm optimization
- Highest movement speed of any boots (110 vs 45-55)
- Frees up inventory slot by not needing TP scrolls
- Essential for high mobility heroes (Tinker, Nature's Prophet, Storm Spirit)
Boots of Travel 2 (BoT 2)
Upgrade Cost: +4000 gold (6500 total)
TP Cooldown: 60 seconds
Channel Time: 3 seconds
Movement Speed: +120
TP Targets: Buildings + Creeps + Allied heroes
Key Benefits
- Can TP directly to allied heroes anywhere on map
- Follow allies into fights or aggressive pushes instantly
- Save teammates by TPing to them during ganks
- Highest movement speed in game (+120)
- Late game luxury item for ultimate map control
When to Buy Boots of Travel
- Split pushers: Heroes like Nature's Prophet, Lycan, Terrorblade benefit immensely from BoT 1
- Tinker: Mandatory first item - enables Rearm + TP combo for infinite map presence
- Mid game cores: After 2-3 core items (25-30 min), BoT 1 helps maintain farm while defending
- Late game (35+ min): Most cores should eventually upgrade to BoT 1 for inventory and mobility
- BoT 2 timing: Only when fully farmed (50+ min) or when you need to follow initiators (Blink heroes)
- Don't rush it: BoT is a luxury - get core damage/survivability items first unless you're Tinker
Strategic TP Decision Making
When to TP for Defense
The fundamental question every Dota player faces: "Should I TP to help my teammate?"
- TP if tower is under threat: Losing tier 1 towers is acceptable; tier 2+ towers are worth defending
- TP if you can turn the fight: Count enemies vs allies - if it's 2v1 and you make it 2v2, TP
- TP if ally has escape: If your support with escape (Force Staff, Glimmer) is being dove, TP to punish
- TP if enemies are committed: Enemies diving deep under tower? They can't escape - free kills
- TP if multiple enemies are missing: A 1v1 gank might become 1v3 - better to save the tower
- Don't TP if it's already over: If ally is dead before you arrive (6+ sec), don't waste TP
When NOT to TP (Farm Priority)
As a carry, your TP is valuable. Don't waste it on low-value plays:
- Tier 1 tower trades: If enemy is taking your offlane tier 1 but you can take their safelane tier 1, often better to trade
- Lost fights: Don't TP into a 1v5 to "help" - you'll just feed gold
- Support deaths: If your position 5 dies but tower is fine, continue farming - they'll respawn soon
- Opposite map objectives: If enemy is taking Roshan, consider pushing a lane instead of contesting
- Critical farm timings: If you're 200 gold from a crucial item (BKB, Blink), finish farming first
- Bait TPs: Enemies might gank just to force your TP, then push elsewhere - don't fall for it
Cross-Map Plays & Global Presence
Elite players use TP scrolls proactively, not just reactively:
- Counter-push: See enemies grouped on one lane? TP opposite lane and pressure their towers
- Smoke counter: If enemy smokes, TP to vulnerable lanes to apply pressure and force them back
- Farm rotation: Clear one side of map, TP to opposite side - maximize farm efficiency
- Creep waves: With BoT, TP to pushed-out lanes for quick farm, then return to team
- Objective trades: Enemy team at your tier 2? TP to their tier 1 and force a decision
- Backdoor threat: Heroes with wave clear can TP behind enemies and threaten buildings
TP Timing for Counter-Ganks
Counter-Gank TP Windows
Understanding when enemies can TP to save their allies is crucial for successful ganks. Always assume enemies have TP scrolls unless you've seen them use it recently.
Calculating TP Response Time
Detection to TP Start
1-2 seconds
Time for enemy to notice gank, assess situation, and start TP channel
TP Channel Time
3-5.5 seconds
Channel time (3s base + up to 2.5s penalty for multiple TPs)
Travel Time
0-3 seconds
Time to walk from TP arrival point to fight location
Total Response Time
4-10.5 seconds
From gank initiation to enemy reinforcement arrival
Gank Execution Timing
- Fast kills (<5 seconds): Burst damage heroes (Lina, Lion) can secure kills before TPs arrive
- Stun lock (5-8 seconds): Chain disables to kill target before help arrives
- Cancel TPs: Save one disable to cancel incoming TPs during channel (requires vision)
- Tower dive timing: Commit to dive only if you can kill within 3-4 seconds
- Smoke ganks: Smoke reveals when broken - gives ~4 second warning before you engage
- Bait TPs first: Fake pressure on one lane, then gank another while TPs are on cooldown
TP Interruption Mechanics
TP channeling is interrupted by:
- Stuns: All stuns cancel TP channel (plan your stuns to cancel enemy TP saves)
- Roots: Root effects (e.g., Crystal Maiden Frostbite) cancel TP
- Cyclones: Tornado, Eul's Scepter, Invoker Tornado all cancel TP
- Forced movement: Force Staff, Hookshot, Skewer interrupt TP
- Silence: Silencing a hero during channel cancels the TP
- NOT interrupted by: Slows, disarms, mute (can still complete TP while muted)
TP Cancel Mechanics
Manual TP Canceling
You can manually cancel your own TP at any time during the channel by pressing Stop (S key) or issuing any movement/action command. The TP scroll is not consumed and no cooldown is applied if canceled manually.
Strategic TP Cancel Uses
1. Baiting Enemy Abilities
Start TP to fake a rotation, forcing enemies to waste abilities or retreat:
- Show TP animation to make enemies think help is coming
- Enemy might blow ultimates (Ravage, Black Hole) expecting more heroes
- Enemy might retreat from dive, saving your tower/ally without using TP
- Cancel at last second if enemies don't commit
2. Fake Rotations
Mind games to force enemy decisions:
- Start TP in visible location (enemy has ward vision)
- Enemy team might back off from objective thinking you're TPing
- Cancel and continue farming once they retreat
- Works best when you recently showed yourself elsewhere
3. Abort When Situation Changes
Cancel TP when the fight outcome becomes clear mid-channel:
- Ally dies before you arrive - cancel to save TP cooldown
- Enemy reinforcements arrive making fight unwinnable - cancel
- Tower falls before you complete TP - no point arriving
- Enemy retreats after seeing your TP - cancel and save 80s CD
4. Stutter TP for Safety
Advanced technique for risky TP spots:
- Start TP, immediately cancel, reposition, start again
- Makes it harder for enemies to land skill shots on your arrival point
- Useful when TPing into dangerous areas with lurking enemies
- Creates uncertainty about your exact arrival location
Pro Tip: Watch for enemy TP animations even if canceled
- If enemy starts TP then cancels, their TP is likely on cooldown from earlier use
- This gives you a window to gank that lane knowing no TP support is coming
- Conversely, you can fake having TP on cooldown by showing a cancel
Role-Specific TP Guidelines
Position 1 - Carry
TP Priority: LOW (Farm First)
- Only TP for tier 2+ tower defense or guaranteed multi-kills
- Farming efficiency is more important than saving tier 1 towers
- After major items (BKB, Blink), can TP more liberally
- Late game (35+ min): Keep TP ready for high ground defense always
- Consider BoT timing: Usually 3rd-4th major item
Remember: Your job is to farm and get strong. Don't TP to every fight.
Position 2 - Mid
TP Priority: MEDIUM (Selective)
- TP for tower defense and high-impact fights (3v3+)
- Early game: Focus on winning mid lane - don't TP unless critical
- Mid game: Use TP to find pick-offs and join important fights
- Many mids get BoT early (Storm, Tinker, Invoker) for mobility
- Balance farm with impact - you need items but also need to make plays
Remember: You're the playmaker. TP when you can make a difference.
Position 3 - Offlane
TP Priority: MEDIUM-HIGH (Frontline)
- TP to counter-gank and create space for your carry
- Early game: TP to punish aggressive safelane dives
- Mid game: First to TP for team fights and tower defense
- Your tankiness allows you to TP into dangerous situations
- BoT timing: Usually after core items (Blink, BKB, Pipe)
Remember: Your job is to create space and be annoying.
Position 4/5 - Support
TP Priority: VERY HIGH (First Responders)
- Always carry TP scroll - most important 90 gold you'll spend
- TP to every gank where you can make a difference
- Your life is worth less - trade yourself to save cores
- Buy multiple TP scrolls to ensure you always have one
- First to TP when cores are being ganked - your disables save lives
- BoT rarely appropriate - gold better spent on support items
Remember: Your TP is more valuable than your life. Save cores at all costs.
Advanced TP Strategies
TP Scroll Inventory Management
Always buy TP from side shop or outpost when in lane. Keep 2 TPs if you have inventory space. After using TP, buy another immediately from Quick Buy or courier.
Vision for TP Saves
Place observer wards near towers so you can see enemy dives and TP cancel incoming enemy TPs. Vision wins TP exchanges.
TP to High Ground
When defending, TP to high ground position (stairs, base) rather than low ground tower. Better vision, safer position, harder for enemies to commit.
Split Push TP Threat
As split pusher, show yourself pushing dangerous lane. Force enemy TPs, then TP to team fight 5v4. Advanced rat Dota technique.
TP Cooldown Tracking
Note game time when you use TP. Add 80 seconds to know when it's ready again. Don't take risky plays when TP is on cooldown.
Coordinate TP Timings
In team fights, stagger TPs by 1-2 seconds to minimize channel time penalties. First person TPs immediately, others wait briefly.
TP After Respawn
After dying and respawning, immediately TP to lane to minimize downtime. Don't walk from fountain unless TP is on cooldown.
BoT + Blink Combo
With BoT, you can TP to creep wave, then Blink into fog for surprise initiations. Core strategy for heroes like Earthshaker, Tidehunter.
Track TP Cooldowns with Our Timer Tool
Never miss an important TP rotation again. Our DotaSense tool helps you track your TP scroll cooldown with visual indicators and audio alerts, ensuring you always know when your next TP is available.
Frequently Asked Questions
Can I use multiple TP scrolls to reduce cooldown?
No. The 80-second TP cooldown is shared across all TP scrolls in your inventory. Having 5 TP scrolls doesn't let you TP 5 times - you still must wait 80 seconds between uses. However, carrying multiple TPs ensures you always have one available after the cooldown expires.
Do Boots of Travel and TP scrolls share the same cooldown?
Yes and no. Boots of Travel have their own separate 60-second cooldown. If you have both BoT and a TP scroll, you can use one, then use the other - they don't share cooldown. This allows for two TPs in quick succession.
What happens if I TP and the building gets destroyed during channel?
If the TP target building is destroyed during your channel, the TP is canceled. Your TP scroll is consumed and the cooldown is applied, even though you didn't complete the TP. This is why you should cancel TP manually if you see the tower falling.
Can I TP to buildings under attack?
Yes, you can TP to any allied building regardless of whether it's under attack. In fact, TPing to defend towers under siege is one of the most common uses of TP scrolls. Just be aware that enemies might try to stun you upon arrival.
Does the channel time penalty apply to Boots of Travel?
Yes. Boots of Travel follow the same channel time penalty rules as TP scrolls. If multiple heroes TP to the same location (whether using TP scrolls or BoT), each subsequent hero gets +0.5s channel time, up to a maximum of +2.5s.
Is it worth buying TP scrolls early game?
Absolutely yes. Every hero should have a TP scroll from minute 0. At 90 gold, it's one of the most cost-efficient items in the game. It enables rotations, escapes from ganks (TP to safety), and defensive counter-plays. Never leave fountain without at least one TP.
Can I TP to creeps without Boots of Travel?
No. Regular TP scrolls can only target allied buildings (towers, barracks, shrines in base, ancient). You need Boots of Travel level 1 to TP to allied creeps, and Boots of Travel level 2 to TP to allied heroes.