Overview
A basic guide to help people to learn Teleburst. This will cover builds, strategies and movement for this subclass of Sentry.
Welcome!
I said I’d make this guide back in 2.12 but 2.13 was announced while I was making it so I abandoned it for a later date, aka today.
Below I will explain how I move with teleburst and how I build it.
What is Teleburst?
Let’s start of by explaining what Teleburst is.
Teleburst is a way to play a higher agressive Sentry with high burst damage and CC. Sadly since the 2.13 update early game Teleburst has been nerfed a little however overall does do much more damage going from midgame to lategame.
Teleport (Sentry’s ability that allows him to Teleburst) is very unique in the means of instantly teleporting you to your beacon after placing it and click again if you have not been hit. If you are hit before you teleport you will have a 2 second cooldown on it. So let’s cover what items can be bought with Teleport.
Yellow King Pages, this upgrade is essential to a Teleburst Sentry as with two stages for 205 solar each increases your damage from where you teleport to your beacon from 250 base to whatever it is (still adjusting to %’s which I hate… :I)
Circuits of Time, this is also essential for Teleburst Sentry as it leaves a decoy where you teleport from. Cost’s 190 solar per stage (two stages.) One stage I believe does around 150 damage at level 7 or 8.
Glass Case of Emotion, not really useful as an item as after 5 seconds makes your Teleport Beacon invisable, it’s great for backdooring or ganking with your team but is really limited in it’s potential. Cost’s 205 solar and only one stage.
Ejection Seat, this is an underrated item however is overshadowed by the likes of Silence Beacon. 175 per stage (two stages) and per stage heals around 200 at level 5 or 6. Useful for staying in lane however is yet again limited in potential.
Interrogation Answering Machine, a really bad item for Sentry as after exiting Beacon you will gain +33% attack speed for 5 seconds. Only uses are pushing or antipushing. Costs 175 solar.
Ringtones for the Deaf
Is needed for Teleburst, 2.5 seconds of Silence on enemies around you when you exit beacon for 165 solar. This upgrade will destroy any lightweight character that kite you or dash through you to escape.
My Teleburst Build
This is the current build I run and have ran since 2.12 (exception of spywatch.) The build order is pretty simple as I believe early medican is really effective and so are boots and skulls. I’ll get abilities on drop, save around 350 solar and come back for medican/boots and come back when I have enough for skulls. With the Teleburst items, I’ll only go back when I have enough to buy both stages for them.
Dependant on if I’m against a Frog/Penny/Vinnie I may get Silence before Decoy.
Movement/Becon Placement.
Movement
I personally find it easier to Teleburst enemies that I’m above because then their reactions are limited to what they can do. However you can teleburst enemies above you too. On some maps like Ribbit and Aiguillon you can Teleburst through floors. You may also find it easier to let yours teammates take the brunt of the damage and for you to travel behind them to Teleburst or to come into a fight halfway through it while the enemies are distracted.
Placement
On Ribbit you can Teleburst through top lanes ground all the way up til just above Solar Boss and behind Solar Boss too. You can also do this in mid-platforms on Ribbit too. On Aiguillon you can teleburst through top lane’s floor’s too as well as the tunnel on bottom lane.
Tozar: Building teleburst is gimmicky because it is entirely conditional on lag. With low latency, enemy players will have too much time to react to your movements and stop you from dishing out damage, after that you’re a sitting duck. It’s more viable to use your beacon to engage or deny areas by placing it on choke points or by using it to take strategic positions (cloak power up, enemy creeps, worm button).
(red ovals signify where you can Teleburst through or at least where I was able to)
Counter’s
Anything that has DoT (Lonestar Dynamite, Gnaw, Ayla Eye, Coco Blaze, Skolldir Earthquake, Genji AA, Ted Airstrike, Skree AA)
Also characters with a multiple hitting AoE ability of some kind (Genji Storm Drum, Voltar Drones, Gnaw Weedlings, Split Arrow Rocco, Eternal Flame Nibbs, Skree AA)
How do you deal with all of these? It’s pretty easy, just out manoeuvre them by dodging theur ablities and getting close enough to pull Teleburst off. With the multiple hitting AoE enemies it will be more trickier but it’s usually down to how you position yourself, like attack from above or below etc.
Overall
I hope that this guide at least helped you a tiny bit and if any of your have anything you’d like to add then please tell me and I will!