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aka: Teleporters And Transporters

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"You could go anywhere anytime. Instantly. Win any race. Flank any enemy. Get out of any situation. Do you realize how much time we spend going from place to place? Imagine a world where you're always where you want to be. THAT'S the power of teleportation."
Marina, Splatoon 2

Disappearing from one location and reappearing in another.

There are several ways this can be managed, from dematerialization/rematerialization, wormholes, bending space, and other more exotic means. There is also the question of whether the effect is technological or inherent to an individual; if it's some manner of device, expect it to break down at plot-critical moments.

Considerably cheaper than a shuttlecraft, from a special effects point of view. Star Trek only has them because the cost of landing craft effects proved to be too much for the budget of the original series. However, years later, Gene Roddenberry admitted they could have just handled things with a jump-cut between "Launch a shuttle!" and "Here we are on the surface.", as evidenced in Gene Roddenberry's Andromeda, where they don't generally have transporters, but do have very fast, rarely seen shuttles.

With very few exceptions (The Tomorrow People (1973), Stargate SG-1), such devices are capable only of comparatively short-range transport. You still need a Cool Starship to get between stars.

This technology has the potential to short-circuit the drama of a story, so all examples have limitations built in to cause the transporter/teleporter/disintegrator/whateverator to fail whenever it is needed most. (See: Plot-Sensitive Items, Phlebotinum Breakdown, and Teleporter Accident.)

The ability to accomplish the same thing without technological means also crops up from time to time, either by "magic", or as a kind of superpower. Non-technological teleportation accomplished by psychic power is often called "Jaunting", after Alfred Bester's science fiction classic, The Stars My Destination.

The Star Trek-style turn-you-into-energy-and-back-again transporter is perhaps the single most physically impossible piece of Phlebotinum in all of Science Fiction, for a large number of different reasons, including enormous temperature and data storage requirements, computational time (many times the age of the universe), massive energy output (more energy than is available in the entire universe), and unachievable transmission focusing resolution (all explained by physicist Lawrence Krauss in The Physics of Star Trek). This puts it among the crown jewels of Weird Science.note 

It also raises some hairy metaphysical questions as well, regarding just what happens to you when you step into the thing, and who exactly emerges at the other end. This issue was explored rather bleakly in the James Patrick Kelly story "Think Like a Dinosaur" (later adapted into an episode of The Outer Limits (1995)). And that's if the process works. See also Twinmaker when used as a teleporter, a teleporter that analyzes the contents of one booth, sends a description to the other, creates a clone there and destroys the original, a.k.a the Sub-Trope, Destructive Teleportation.

Due to the above, teleportation in modern works often works by warping space somehow, or passing through Another Dimension.

Used offensively to kill or incapacitate, it's Weaponized Teleportation. Used to transport characters through different locations as they fight or chase each other, it's Fighting Across Time and Space.

On a related note, video games, especially those with a science fiction theme, have embraced teleportation as a means to cross large distances or to segregate parts of the game. In some cases, making its use necessary to complete the game. That allowed other players to block the game by standing on the teleportation target. Or sometimes a Non-Player Character was occupying the target, making the game unwinnable. To solve that problem, the "last one standing" rule was implemented. Whoever arrives last, lives. If A is standing on the target, and B teleports in to A's location, A is killed. It's called a Tele-Frag. This function is so common it's counted as a kill by the arriving party, and can be a strategic maneuver.

Compare and contrast Flash Step, which only looks like teleportation but is actually Super-Speed. See Teleportation Tropes for many sub-tropes.

All teleportation that is described can be split into Stealthy, for no effects, and Flashy Teleportation, for having effects such as flashes of light or vacuum booms.

This trope is for when there's no hint as to which kind it is, a.k.a usually just Discussed Trope-type examples of teleportation, and are not Teleportation with Drawbacks, because teleportation has a lot of possible drawbacks.

Please sort examples accordingly.


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    Anime & Manga 
  • In the 2012 OAV adaptation of Ai no Kusabi, every single doorway save for the main gate of Tanagura's Eos Tower is actually a teleporter that will get you to different rooms or platforms within the tower.
  • Buso Renkin: One of the abilities of Chitose Tateyama's radar buso renkin, the Hermes Drive, is to teleport the user, and other objects up to a total weight of 100 kilograms. As the range and number of times it can be used depends on Chitose's willpower and stamina, this ability is usually only used for emergency situations such as gathering a team quickly or to evacuate people from combat.
  • Shu of Castle Town Dandelion has this as his Royalty Superpower. Transporter allows him to teleport himself and anything (or anyone) he touches to a location he's previously thought about.
  • This was the ability of the large monster in Cencoroll, who seemed to create small holes in the air and get sucked through them.
  • Brita in Darker than Black got the ability to teleport herself and touched living creatures. Clothes don't count, by the way (not that she cared much).
  • The mages of Delicious in Dungeon can use teleportation spells. Doing so they are able to leave the titular dungeon, but don't seem to be able to teleport back down into it. They have to travel the old fashioned way to get back to where they were.
  • Doraemon had the "Anywhere Door", which was a door that could take you wherever you specified. You have to be pretty specific about your target location, as it doesn't care whether or not it'd be practical for you to, say, end up walking over the threshold straight into the ocean.
  • Dragon Ball:
    • Dragon Ball Z: Since the Cell Saga, Goku has used the Instant Transmission technique, which allows him to lock onto another's ki signature and shunt himself to that spot.
    • Dragon Ball Super: The Supreme Kais have access to their own version of teleportation known as Kai-Kai, and it has no limits: they can instantly appear anywhere in the universe they desire, and can even travel to higher realms, such as the Top God Zen'O's palace.
  • Doranbalt from Fairy Tail has teleportation magic, which has saved his life and the lives of others more than once.
  • Gundam: Noticeably absent until:
    • The ∀ Gundam and the Turn X. Notable for being done with nanomachines somehow.
    • Mobile Suit Gundam 00 when Setsuna performs this in the 00 Raiser while using Trans-Am.
  • JoJo's Bizarre Adventure:
    • Stardust Crusaders: J. Geil's Hanged Man, can travel between the reflections in objects, and can temporarily manifest onto a victim to attack.
    • JoJolion: The Gingko Trees' Les Feuilles works by creating a pathway with the Ginkgo leaves as a medium, and from there anyone can send things to or away at near-light speeds as long as the leaves' paths intersect.
  • Common in Lyrical Nanoha. Cool Ships like the Arthra come equipped with them for sending crew members passengers down planets and space stations; good enough mages can transport themselves across planets and dimensions though it will require quite a bit of preparation; and powerful summoners could teleport entire armies en masse and at multiple points as a secondary ability.
    • Secondary character Yuuno Scrya has the apparently unique ability to forcibly teleport an unwilling target, which was used in the first season to bring an enemy familiar with him away from the battlefield.
  • In the end, the whole plot of Martian Successor Nadesico boils down to a fight over the Applied Phlebotinum that allows teleportation of everything from individuals to whole fleets of starships (note that the former is actually harder, as it takes a lot of effort to teleport living creatures without killing them). As a bonus, said teleportation also allows for Time Travel, or rather, vice versa.
  • Toni and Mika from Miracle Girls can teleport when their pinkies are intertwined as part of their twin powers. They can go anywhere in the world with enough concentration and are able to send only one of them at a time if they want to.
  • Naruto:
    • The Fourth Hokage used Summon Magic to instant teleport himself (and/or anything else he touches) to locations where he had placed special seals. The Second Hokage apparently developed the original version of this technique, while the Fourth Hokage mastered and perfected it.
  • The ability to teleport in Negima! Magister Negi Magi is treated as an extremely difficult and high level type of magic. Artfacts tend to be required, usually an entire rune port being involved; these are the mage versions of an airport and there are were only 11 in the Magical World. A small few can teleport without one (usually by creating an elemental gate of some sort).
  • Kazura from Night Raid 1931 can teleport as long as he can focus his vision on the target location. Kuse also has teleportation powers, although it is only limited in certain locations.
  • God Eneru and Admiral Kizaru from One Piece can transform into lightning and light respectively, allowing them to move at light speed, which basically give them this power (according to Einstein's theory of relativity, from their own point of view the transmission would be instant).
  • Among the titular Psychic Squad, Aoi is the teleporter. Her ability is a function of mass, distance and target density. Mio is her antagonist counterpart who has an ability to create Portal Doors on chosen locations, and several other characters use a little bit of telesensing for their composite abilities.
  • Psychicers in Psyren sometimes have this power. W.I.S.E. Commander Shiner's Hexagonal Transfer System fires a beam that teleports everything it engulfs to a specified location on top of standard teleportation. Lan's hypercube boxes engulf areas and then "download" the contents of one to another.
  • Sailor Moon has two flavors:
    • The most diffused method is portals. It's mostly used by some villains that can open them at will, but in the manga, Sailor Neptune showed her Deep Aqua Mirror can work this way too, with the added feature that if the enemy on the other side kills her and whoever followed her on the mission they simply come out of the Mirror slightly beaten with the Mirror's glass broken.
    • Sailor Teleport allows the user to simply reappear in a different location, but has some limits-one needs to know the destination, the distance covered is vast but limited (the manga makes clear it's unusable over interstellar distances, and in the anime's first movie it fails to cover the full distance to Fiore's asteroid), and is quite difficult to pull (in the anime it needs at least the whole Inner Senshi group, and in the manga it initially had the same limitation and needed to be used while transforming, at least the first time).
  • The Seven Deadly Sins:
    • Oslo, who is basically a fairy Hell Hound, is capable of teleporting himself and others. To teleport others he has to swallow them whole with his mouth.
    • Vivian, a masked Holy Knight who looks like a bubble-head nurse from Silent Hill, is capable of teleporting herself and others via magic.
    • Merlin, Vivian's female master, is also capable of teleporting. Merlin's mastery over it however is much more advance. She is capable of teleporting a person to and from several locations in rapid succession almost instantaneously.
  • In Star Blazers / Space Battleship Yamato, the Gamilons have a teleporter called the SMITE that can transport whole ships (or whole flocks of space mines) across relatively short tactical distances.
  • Kaori Takanashi of Talentless Nana has this as her superpower or "Talent", as it's referred to in-universe. Though she's being trained to fight the mysterious "Enemies of Humanity", she has little interest in using it aside from getting to class on time without having to spend too much time and effort.
  • Tenchi Muyo!:
Ryoko has this as an ability in most incarnations. The main limit she cites is needing to have previously been in that location.
  • Most larger spaceships just stay on orbit and beam people down Star Trek style.

    Comic Books 
  • In Bloodstrike, Roam is able to teleport the titular mercenary team around, but needs time to charge up her powers.
  • The DCU:
    • Peek-a-Boo — a Justified Criminal who's fought The Flash — has the same power as Blow Out, but is not homicidally insane... yet. She also automatically teleports away if someone touches her, but she can only go to where she can see, so her power doesn't work if she is blinded or if it is completely dark.
    • Misfit has teleportation with the added bonus that it accelerates her already super-Healing Factor. She can go almost anywhere without fault without the need to visualize her destination (at least, not specifically in the way most others do). All she has to do is want to go somewhere or to someone and she will arrive, even if she has no idea where the destination is. However, she can't take anything organic with her except herself, or else they explode.
    • The only actual superpower of DC's Ambush Bug is teleportation, an ability granted to him by his bug costume. In early appearances, he had tiny mechanical bugs that lived in his antennae and could only teleport to places where one of those bugs was located, but later he was able to teleport anywhere he wished.
    • The Justice League of America has teleportation devices for their various bases. They've even weaponized it at least once, famously trapping Doomsday in a series of portals to prevent him from escaping.
    • Nightshade of Shadowpact and Task Force X can teleport through shadows by entering the Nightshade realm at one location and exiting it at another.
    • Batgirl (2009): Clancy Johnson, "The Grey Ghost," apparently has some sort of teleporter that makes him vanish in a flash of light.
    • Supergirl:
      • In her second series, Supergirl faces several psychic villains like Psi who can teleport themselves.
      • In Supergirl (Rebirth) storyline The Girl of No Tomorrow, villainous sorceress Selena has this power. She teleports herself away when she realizes her allies are about to be defeated.
      • In Red Daughter of Krypton, Kara's Red Lantern Ring can create wormholes. She doesn't often make use of this feature because she's usually fast enough than teleportation becomes irrelevant, but it saves her life when Worldkiller-1 is taking over her Kryptonite-poisoned body and she needs to get to the Sun quick.
      • In The Supergirl from Krypton (2004), Superman, Batman and Wonder Woman use Big Barda's Mother Box to travel to and from Apokolips when Darkseid kidnaps Kara.
      • In Demon Spawn, villain Nightflame can cast magical dimensional portals.
      • The Unknown Supergirl shows that Superman keeps an "Exchange Ray" in his Fortress which allows two persons swap places. Its inner workings are not revealed, but it is apparently so easy to use that even a dog can do it (and does. Of course, Krypto the Superdog isn't your average dog).
    • Wonder Woman: During the Golden Age after her Heel–Face Turn Paula von Gunther created an interplanetary teleporter, which allowed Di to fight opponents on other planets like Venus and was originally only calibrated to take people to and from Venus.
  • Disney Mouse and Duck Comics:
    • Zapotek and Marlin's Time Machine could technically be used as this, as it can move people through time and space and simply setting the time at 0 the effect is teleportation... But the homing technology of the time machine is not quite sophisticated enough yet. They once tried to get around the problem with teleportation chambers, but had to dismantle them due being unsafe.
    • In the reboot of Paperinik New Adventures, the Guardians of the Galaxy and the Evronians have teleporter platforms. Those of the Guardians are capable of interstellar travel.
      • In the 2014 relaunch of the original series, Paperinik realizes that the Raider's chronosail (a portable Time Machine, small enough the Raider actually wears his one and two spares) can be used like this by setting the time travel to zero, like Marlin and Zapotek's time machine. As the Raider is from the 23rd century, the homing technology is sophisticated enough to pull it off... Or, if necessary, teleport a gigantic Evronian engine in a space station smaller than it.
    • In the PKNA/Double Duck crossover "Time Crime", renegade Time Police officer T32 has the time travel mechanism of his chronosail damaged... But can still use it for teleportation, as some crooks learned when they tried to rob him and had to fight a teleporting opponent with powerful fists.
  • Doctor Strange has at least one teleportation spell, though it's implied to be a considerable magical effort and also very noticeable — he's happy to take ordinary transportation if he's not certain the destination is safe, or in cases where time is not of the essence.
  • The Marvel Universe has so many forms of teleportation as well as so many ways to block it that the conflicting advancements are explicitly compared to the ongoing battle between hackers and encryption teams.
  • The Mighty Thor: Hela is notable as perhaps the only Asgardian who can travel instantaneously between the Nine Realms without needing to use the Bifrost, flying craft or secret pathways. Teleportation is a mighty useful ability to have when your job is to collect the souls of dead Asgardians and usher them to The Underworld.
  • The New Universe:
    • Blow Out has the paranormal ability to teleport, but the place he's in blows up immediately after he teleports out. This creates problems when he goes homicidally insane.
  • John Stone of Planetary has his Blitzen Suit which enables short-range teleportation.
  • Greyhound from PS238 is a high-level teleporter, capable of teleporting himself plus at least one passenger in physical contact to any place he has previously physically visited in an instant, regardless of distance (he can even teleport across dimensional boundaries). He, as well as anyone teleporting with him, keeps momentum between jumps.
  • In Sonic the Hedgehog/Mega Man: Worlds Collide, Sonic got to experience teleportation first hand when Mega Man brings him to Light Labs. He promptly wants to toss his chili dogs.
  • In the Teenage Mutant Ninja Turtles (Mirage) series, teleportation technology, due to its obvious wartime applications, is a goal for nearly every space-faring race. When Professor Honeycutt appears to have reached a breakthrough, he is hunted by two different cultures. Only one culture, the usually-benign Utroms, have achieved it, and other groups theorize that they actively, if covertly, prevent other people from obtaining it.
  • Watchmen:
    • The universe has teleportation tech — with a major drawback that things teleported tend to explode upon arrival. This effect turns out to be a major part of Ozymandias' Batman Gambit
    • Also Jon Osterman's nauseating (for Laurie at least) Manhattan Transfer.
  • Many mutants from the X-Men comics have this ability:
    • The most famous Teleporter in Comics would be Nightcrawler, long time member of the X-Men. It's his primary power and accompanied by black smoke that smells of brimstone, because he travels through a hell-like dimension when he teleports. This way of teleporting puts considerable strain on things, but fortunately for Nightcrawler (and unfortunately for his foes), his body is tougher than the average human's, making Teleport Spam a viable strategy for him. People who aren't either used to it or have Super-Toughness will often be disoriented or even knocked unconscious if Nightcrawler drags them along for a single teleport, let alone multiple ones.
    • Magik, of the New Mutants and later X-Men, can teleport herself and others through both space and time by transporting herself to the extradimensional realm Limbo and back again. Her control over the "time" aspect can be a bit spotty, though; the further through space she goes, the more chance there is she'll end up days or even weeks before or after when she departed.
    • Apocalypse and Deadpool use portable devices to affect this ability. Apocalypse's device is a Celestial matter-transporter and is fairly reliable, but Deadpool's jury-rigged device is... rather less so.
    • The female mutant Blink from Age of Apocalypse and Exiles can teleport large groups of people as well as parts of objects. In combat, she specializes in teleporting part of her targets.
    • Cable has his trademarked bodyslide. Like Apocalypse and Deadpool above, he effects it through technology rather than wielding it as a mutant power.
    • Exodus has teleportation as one of the grab bag of powers at his disposal. He can use it for anything from interplanetary teleportation to combat-focused Teleport Spam.
    • One of Legion's multiple personalities, Compass Rose, wields the ability to locate any person and teleport to their location. Unfortunately, this being Legion, the power is "kind of brutal" and somewhat less than reliable.
    • There's also Lila Cheney, who can't teleport less than intergalactic distances (she crosses most of the universe just to go half a mile).
    • Mutant villain Siena Blaze of the Upstarts was a teleporter with an interesting gimmick — not only could she teleport, she could also interfere with the electromagnetic energy spectrum in such a way as to hamper other teleporters. She forced Nightcrawler above to teleport into solid rock in this way, very nearly killing him.
    • Trevor Fitzroy's mutant power combines this with Life Drinker and Time Travel for a truly confusing case of Combo Platter Powers. Like Blink above, he's rather fond of using the Portal Cut trick to deal with enemies, though unlike Blink he requires stolen life energy to power his portals.
    • X-Force: U-Go Girl was a teleporter, but she wasn't a very good one — even after a while on the job as a superhero, porting still made her feel ill. Venus Dee Milo would more or less replace her on the roster when the team changed to X-Statix, and was a marked improvement who even had other powers besides.
    • Voght of Magneto's Acolytes has the ability to transmute herself and other people/objects into a mist state that she can teleport anywhere on the planet (and even off-planet, as she typically transported her team to and from Avalon).

    Fan Works 
  • All Your Base are Belong to Her has Dawn accidentally landing in the Gateroom, only to discover that the Ancient's technology interfaces and amplifies her power as the Key, granting her teleportation abilities. The power comes with sharply-defined limitations, though that does not prevent Dawn from emptying bank vaults and pillaging high-end clothing stores (The SGC and NID are not amused).
  • The Star Wars/Star Trek fanfic Conquest deconstructs the transporters of the latter when a force-powered individual reveals that a transporter kills the original and makes a duplicate. Later on, the Empire rigs up transporters on one of their ships. Not so they can use them for personnel, but so they can kidnap infants from the Federation.
  • In Origins, a Mass Effect/Star Wars/Borderlands/Halo Massive Multiplayer Crossover, the Big Bad (for a while, anyway) uses the canon power "Force Travel" several times. However, such great power comes with consequences.
  • Leif Melyamos of soulless shell (Redwall) can teleport, despite the fact that the canon is Demythification and isn't supposed to have magic.
  • With Strings Attached has several instances of teleportation:
    • All of the skahs wizards can do it.
    • Ringo teleports when he gets a sudden shock, back to the last safe location he'd seen or been. Once he teleported more than 400 miles away from his original location.
    • The continent of Armia on the Hunter's world has many different portgates to take travelers all over the place.
  • The Keys Stand Alone: The Soft World has a system of teleport gates called jump gates, activated by jump gems; there are also rare Free Jump Gems that allow a holder to teleport anywhere they've ever been.
  • The Calvinverse has several teleporters, most notably the MTM. Retro Chill shows that Sherman has a teleportation belt, but it never comes up again.
  • There is a major teleportation (known as "warping") network service in Warriors of the World: Soldiers of Fortune, run by Kafra Corp, that connects major cities for a fee. People also use Butterfly and Fly Wings, magically imbued items, to teleport around.
  • Child of the Storm has various characters performing Apparition. Strange can also teleport around Hogwarts, which Hermione finds bamboozling and everyone else just accepts as Strange being...well, strange.
  • In Know Thyself: the Prelude, when Trinity brings Harry into a jumping sim so that he can learn to jump on command, instead he accidentally apparates next to her. This is portrayed as a unique ability, one enough for Morpheus to bring up and demonstrate to the Council why he chose Harry to be his apprentice.
  • Homecoming, 2026: On "Who would build a security system into their cooking station?", one of the answers is defending a "pizza teleporter".

    Film — Animated 
  • BoBoiBoy: The Movie: Klamkabot's special power is the ability to teleport himself and others, and the film starts with him teleporting a whole floating island to Earth to get away from the Tengkotak gang. He bequeathes this power to Ochobot to keep it safe from the hands of evil, initially telling him that he should stick to his strategy of being on the run forever, but seeing the lengths BoBoiBoy goes to protect his friends convinces Klamkabot that his power would be safe with them.
  • Jack-Jack in Incredibles 2 is shown to be able to disappear and reappear in another location several feet away. He is also shown to be a Dimensional Traveler and the movie leaves it unclear if his teleportation is a separate power or just an example of a short-distance dimensional shift.

    Film — Live-Action 
  • Members of The Adjustment Bureau can fast travel to anywhere that is connected to a door, provided the person who opens the door must have a special hat to fulfill this condition.
  • The titular ship in Event Horizon used the Another Dimension version of this to achieve Faster-Than-Light Travel. Unfortunately...
  • One early, well-known example of teleportation in film is The Fly (1958), which was successful enough to lead to several sequels and a big budget 1986 remake (which had a sequel of its own). The entire franchise is based on the results of teleportation experiments Gone Horribly Wrong.
  • Galaxy Quest exploits the same joke with the "digital conveyer". Using it is more an art than a science, and it only works with humans. Using it on pig-lizards has negative results (of the "turns-it-inside-out-and-then-it-explodes" variety).
    • It must also be noted that the idea of conveyer is less naive that the traditional transporter. It must be actually targeted on the object to transport or place to transport back.
    • Also spoofed with the interstellar pods. The subject stands on a small circular disc reminiscent of a Star Trek transporter, whereupon a transparent goo rises up and engulfs the subject, who is then shot at ridiculous speeds across outer space and through a wormhole to their destination. One character responds after pod travel with a horrified scream.
    • The pods are noteworthy due to the fact that, according to one character, the pods themselves could be shot down during transit. That's right; not only is the traveler still in one piece and conscious during transport (as Tim Allen's character finds out), they can also be targeted by starship-level weaponry!
  • The Sonic Transducer in The Rocky Horror Picture Show. It's implied to be able to send people to other planets and through time.
  • Jumper, loosely based on the book Jumper, largely preserves the main characters abilities, including the hole in space temporarily made when teleporting and restriction of jump-along objects to man portable objects (loosened as the film goes on for Rule of Cool and dramatic effect). Significantly adds a backstory of other jumpers and a cult that hunts them down as abominations.
  • In Kiss Me Quick!, Sterliox is sent from the Buttless Galaxy to Earth via teleportation, and carries a teleportation gun that allows him to teleport himself and Dr. Breedlove all around Dr. Breedlove's castle. Breedlove is extremely impressed by this, despite the fact that earlier he himself had seemingly teleported his Sexbots from his lab to the pool. (Yes, this film somehow manages to have Negative Continuity within itself.)
  • In The Last Witch Hunter, Belial uses some sort of tree-roots-like teleporter, which works by emerging from a wall or floor, pulling the transported in and dropping them off by another wall or floor in similar manner.
  • Mars Needs Women starts with three women vanishing abruptly in bad jump cuts. The Martian later states that: "We attempted to seize three women by transponder." Their failure probably has something to do with the fact that a transponder is an entirely different device from a transporter.
  • is the 1966 British film The Projected Man, best known for its appearance on Mystery Science Theater 3000.
  • Spaceballs deliberately parodies Star Trek's transporters, down to "Shall I have Snotty beam you down, sir?" It does not go well, as the victim, President Skroob, ends with his body twisted around. It wasn't particularly necessary, as he was one room over.
  • Let us not forget the Star Trek films themselves (ST:I — VI TOS cast, VII — X TNG cast, newest one a "reboot" of TOS cast). Interestingly, the Star Trek (2009) film by J. J. Abrams uses a different visual effect for the transporter beam, to try to differentiate it from all pre-existing versions, it uses a swirling pattern as the molecules are dissolved. Also interesting to note that in this film, they have problems locking on to some people, and at one point Scotty uses a new method he developed to beam on to a ship that is far beyond normal transporter range.
  • Star Trek: Insurrection had some sort of energy beam which was being used to capture colonists and force-migrate so that the planet and its resources could be exploited. The exploiters weren't willing to commit murder, but kidnapping by teleportation was sufficient.
  • In Star Wars: A New Hope Luke makes a suggestion about being teleported off Tatooine, but no further examples of this are given (and, in context, is more a forlorn hope that C-3P0 can do magic than an actual suggestion).
  • While typically depicted as a sort of jump-gate technology, Space Bridges in the Transformers Film Series are teleportation devices utilized by the Seekers to (initially) find unpopulated solar systems to harvest. They can take passengers, but landing is apparently troublesome if you're not a giant robot.
  • The digitization laser in TRON was originally intended to be used as a teleporter, but its use has so far been limited to sending people into cyberspace.

  • Legend of Zagor:Players who assumed the role of Sallazar the Wizard can gain access to the Teleport Spell, which can be used in conjunction with magic portals that occasionally shows up in Castle Argent. By doing so players can skip from one random location to another, avoiding most major confrontations while going directly for the boss. However this method is not recommended — players can miss essential items necessary for battling Zagor and his War Dragon in the final battle in the process.
  • Lone Wolf featured a teleporting staff as early as the third book. Later, readers got to see why it was so special, when they unlock a teleporting spell that hurts them and works only by line of sight.
  • The gamebook series Star Challenge features teleportation (known there as warping) as one of the ways for interstellar — in one book, even interdimensional — travel. The other is your Cool Starship.

  • In the science fiction serial, Alterien, the Alteriens and other 4-dimensional beings teleport by way of instant wormholes that envelop them.
  • The high spirits of Adam R. Brown's Astral Dawn can teleport using only their thoughts.
  • In Captain French, or the Quest for Paradise, the function of the Ramsden relativistic drive is describe in a manner that is eerily reminiscent of long-range teleportation. Effectively, the drive converts the ship and its contents into energy and sends it light years away, where it is converted back into matter. Since the ship is moving at near-light speeds, the entire trip takes mere moments for the crew, while decades or centuries pass on the outside (roughly equal to the distance between the start and end points).
  • In Charlie and the Chocolate Factory, Willy Wonka has figured out how to send an actual bar of chocolate directly into the homes of TV viewers via an advanced television camera setup and intends to use it as a new way to advertise his products. Television-obsessed kid Mike Teavee decides he wants to be "sent by television", even pointing out in the 2005 film adaptation that Mr. Wonka's invented a teleporter yet isn't using it for anything more exciting and world-changing than candy. He defies Mr. Wonka's warnings not to mess with the setup and manages to teleport himself into a monitor...forgetting that anything transported by television always comes out smaller than it was before...
  • In Omega Rising, first in the Codename Omega series, Nuke's team have the ability to teleport. The technology requires something to lock on to, so the team have transmitters fitted into their armour. This means if they take their armour off, they're stuck. Teleporting to another place is tricky and requires confirmation, usually visual, that the space is clear. Teleporting could result in someone appearing half-way through a solid object, so using it to get inside buildings is extremely dangerous.
  • Teleportation devices known as displacers are common in The Culture. Most of the large ships have them and they can be used for things like transporting cargo and putting an anti-matter nuke in you opponents back pocket. However, it is noted that there is an average failure rate of one in seventy eight million displacements, usually with undesirable results.
    • This is a nice comment on acceptable risk. For The Culture all other methods of transport/emergency evacuation are essentially perfect, thus displacement is rarely used.
    • It should also be noted that teleportation in the Culture is not done by the disassembly/reassembly mechanism, but by the use of some vaguely described short-lived wormhole technology.
  • Marion Zimmer Bradley used this in some of her Darkover novels. Towers full of powerful psychics could send people or objects from tower to tower instantaneously.
  • In Dark Shores there are the xenthier stems, which instantly transport anything that touches them over large distance. The problem is, they are one-directional only, so a genesis stem always leads to a terminus stem and not the other way round. The Celendrial Empire spends quite a lot of money on discovering and mapping new stems to improve communication around its considerable area.
  • The Luggage in Discworld can be considered to be a transporter, since it can return previously dirty clothes washed and ironed. It can also make people disappear (by 'eating' them), and can teleport 'itself'.
    • Magical teleportation is known. Known to be a pain, anyway. Teleport mishaps are not unknown as a concept, and are very unwelcome.
    • The Nac Mac Feegle have a famous ability to get into anywhere, including Another Dimension, which is eventually explained as a form of teleportation called the "crawstep". They rarely use it to travel within a dimension; for that they have "feets".
  • Teleportation via sorcery is commonplace in the Dragaera 'Verse, where all that is needed to do so at will is Imperial citizenship and the proper training. Steven Brust makes teleporting the basis for a running gag in the Vlad Taltos novels: while Dragaerans suffer no side effects, humans become extremely nauseated by the sensations of spatial displacement and usually puke afterwards.
  • In Dragon Bones, Oreg can do this with magic. It is limited to the surroundings of castle Hurog, though.
  • Kir Bulychev's "Efforts of Love". A teleportation device is being tested, which requires one giant machine at one end (Earth) and one at the other (Titan, one of Saturn's moons). The test also involves simultaneous teleportation from both ends. On the night before the test, the man chosen for the test is visited by a strange guy, who keeps talking about love in an odd way, explaining that the love of his life is on Titan (apparently, it takes a long time to get there using conventional means). He's finally decided to marry her but has changed his mind so many times that she's decided that she was done and was about to leave Titan for Pluto, where another suitor awaited her. He drugs his host and takes his place as the test subject. As he's teleported, the original test subject walks in, but it's too late. Then a woman steps out of the Earth teleporter, who doesn't appear to be the Titan test subject. She explains that she got the Titan test subject to switch places with her, as the woman wanted to find a certain man on Earth. She is told that his current address is "Titan, Solar System". As she turns back to the teleporter, one of the engineers tells her that the next teleportation test isn't for another six months.
  • In the novel Good Omens, apparently demons can transport themselves over the telephone network. When Crowley escapes a Lord of Hell, he traps the aforementioned Lord in his answering machine's tape.
  • The Grimnoir Chronicles: Travelers from the Grimnoir books.
  • The Guardians each have a unique Gift related to what they were in life. Teleportation is common among those who yearned to see the world but were trapped in their hometowns. Currently only three Guardians have this Gift, Michael, Selah and Jake Hawkins.
  • Wizards in the Harry Potter novels have multiple means of teleportation.
    • There's the Floo Network, a government-regulated teleportation system that operates through the user's fireplace. If your fireplace is hooked up, you may enter into it and exit through any other fireplace in the network.
    • It is also possible for wizards to learn to 'apparate', that being the ability to disappear from one place and appear in another at will (with some restrictions — the last book specifies that there's a distance limit for travel by Apparition.). This, however, is difficult, highly uncomfortable and quite dangerous if done badly (failed apparition can result in the wizard getting 'splinched', i.e. leaving parts of themselves behind). For this reason, a license is required in order to legally apparate. One of the interesting non-plot tidbits we got in Half-Blood Prince was being able to see the Apparition classes held at Hogwarts.
    • Finally, there are Portkeys: objects that have a spell on them that allows the person touching them to arrive at a location. Any object can be turned into a portkey, though wizards tend to use things that would be taken as trash, since it cuts down on the chances of any Muggle accidentally picking one up. Portkeys are one-shot devices used to transport a wizard one time to one particular location which has been determined in advance when the Portkey was enchanted.
    • Supplementary material reveals that there are several magical creatures that specialize in teleportation magic. A particularly interesting example would be a bird called the Diricawl, which teleports in an explosion of feathers. The twist is that Diricawls are actually what muggles think were dodo birds, and muggles believe them to be extinct. In reality, the Diricawls escaped extinction by using their teleportation to hide from muggles when they realized they were being hunted.
  • In the Heralds of Valdemar books, this falls within the telekinetic skill called "Fetching." A skilled Fetcher can move living things without harming them; under duress they can even move themselves. Companions and other magical beings (Firecats most notably) can move themselves and a passenger this way, though it's somewhat unpleasant, especially if they make a number of "Jumps" in a row. Also, mages of high enough skill and power, or working in concert with other mages, can create Gates, which allows people to travel long distances instantly.
  • Illium:
    • Some of its cast live in the aftermath of The Singularity. Most transportation on Earth now involves "neutrino faxing" through faxnodes, which achieve instantaneous travel from any node to another by transmitting only the data of the traveler's composition from node to node, breaking down the original into raw matter, stored for the reconstruction of other travelers. Faxing is technically death and instant cloning at the other side, complete with memories. When they find out, this bothers the main characters for all of 5 seconds. Hinted at to the reader who recalls that "fax" is a shortening of "facsimile," or exact copy...
    • There is also "quantum teleportation'', which is used by the post-humans and the Olympian Gods. It actually transports the user rather than disintegrating and recreating them, as well as allowing time travel and travel between alternate universes.
  • The Hyperion series had galactic society linked by wormhole-like portals on countless worlds. The absurdly super-rich had houses with doors built out of these portals, meaning their house could technically be on a dozen or more different planets. Of course, when the portal network crashes...
  • Steven Gould's Jumper and its sequels are about a man, David Rice (and, in the ensuing decades, his wife and daughter, because apparently teleportation is catching) who can teleport to any location he can remember clearly. He remains unclear on why he can do so, despite unwilling participation in research of his ability, but the initial trigger appears to be an extreme fight or flight experience (in order by person, rape, falling, and avalanche). A freeze-frame of a high-speed video reveals a David-shaped hole in the air through which his destination is visible, implying a portal opens and passes around him. Other nuances also come into play, such as the preservation of momentum through 'jumps', the Required Secondary Powers that allow him to jump with him anything he can lift (therefore leaving things he 'can't' lift as potential restraints) and the utilization of the hole in space created and the displacement of whatever is being jumped into to pour water, air, sand, and vacuum from one place into another. It also explores the ethical implications to a limited degree, as David and family have a strict no killing policy, but he initially uses his powers to rob a bank and later uses them as a one man infil/exfil team for the government (with, again, tight restrictions).
  • Anne McCaffrey uses this in two of her series, Dragonriders of Pern and The Tower/Rowan series. In both Psychic Power is used to move people and things through space (and we find out later, time). In the Tower books, range is limited to the Talent's personal strength, though they can use purpose-built power generators to boost their powers (both range and "lifting" capacity) massively. The Dragons are apparently only limited by the lack of accurate reference points. (Riders have accidentally time-traveled by visualizing their desired location at the wrong time of day.)
  • The New Humans Arnold is an external teleporter, he lacks many of the conventional limits on range or familiarity, but cannot teleport himself, only other people/objects.
  • Larry Niven: Multiple:
    • The Known Space 'verse has humans installing "transfer booths" throughout the world, which creates all sorts of changes in society on Earth due to their virtually free running costs: Geographical identity vanishes in the face of global monoculture; people travel all over the world for minor errands like shopping; whenever anything happens on the news a massive "flash crowd" zips in from every corner of the earth after hearing about it; and whenever there is a crime, no one has an alibi. The Puppeteers' "stepping disks" also play a major role in the Ringworld sequels.
    • He also put teleporting booths in the otherwise hard-science A World Out of Time. Unlike the Known Space teleporters, these were innately short-range and required a long, unbroken string of booths to travel long distances.
    • Niven also wrote another Verse where exploring the social and economic ramifications of similar teleport technology is the main theme of the stories.
    • He explored the problems of teleportation in "Exercise in Speculation: The Theory and Practice of Teleportation" , an essay in All The Myriad Ways.
  • Isaac Asimov and Janet Asimov's The Norby Chronicles: Humanity has invented matter transmitters, or the transmit for short. It takes enormous power and complex equipment, but can send people from one location to another at around half the speed of light. Jeff is surprised to find that the used robot he purchased, Norby, has a built-in hyperspace teleportation device.
  • In Andre Norton's Storm Over Warlock and Ordeal in Otherwhere, a major Wyvern power. In Forerunner Foray, Ziantha is driven by an Artifact of Attraction to try to apport it, and succeeds.
  • Harry Harrison's short story collection One Step From Earth posited the idea of a teleportation system that involved taking two objects and connecting them across any distance by allowing them to share the same spot in another continuum (where, conveniently enough, time doesn't exist). As one character puts it: "What goes in one comes out the other." The book then goes on to explore the impact of such a thing on everything: warfare, romance, colonization, medicine, crime and punishment, and mankind's ultimate destiny as a species.
  • In addition to teleportation as an occasional Psychic Power, the Perry Rhodan universe features ubiquitous 'matter transmitters'. These generally require a receiving unit to work, but there is also a stock starship weapon that teleports large-caliber nukes without needing one of those at the target location. (It doesn't work through modern shields, but a direct hit on those or even a near miss is still bad news.)
    • Also feature Star-transmitter that allow ships/Fleet/Planet teleportation between galaxy. Not common but used as a plot coupon more than often.
  • Ruahks in A.L. Phillips's The Quest of the Unaligned get the ability to "pop" things from place to place as one of the secondary aspects of their wind magic. This power appears to have some limitations, as a ruahk in one of the preview stories explains that trying to teleport five greased pigs (It Makes Sense in Context) would require that he either chase them down and touch-pop them one at a time, which would take a while, or that he try and pop all five at range, which would wipe him out for hours.
  • Raymond E. Bank's "Rabbits to the Moon" has an experimental matter transmission device that has the unfortunate side effect the bones are not transported.
  • The Restaurant at the End of the Universe: "I teleported home one night with Ron and Sid and Meg. Ron stole Maggie's heart away, and I got Sidney's leg." The actual process seems relatively safe, though — the only issue is some protein and salt loss for first-timers, and the only mishaps are either user issues or someone helping themselves to the transport.
  • Explored heavily in The Resurrected Man by Sean Williams. Also includes neat spin-offs, like saving brain backups and teleport surgery.
  • In the Schooled in Magic series, there are two means of teleportation. The first and most common means is a gate which has a set location and can be used by anyone with or without magical talent. The second is a complicated and draining teleportation spell which only the most powerful and skillful of wizards can use.
  • Septimus and Marcia Overstrand in Septimus Heap use teleportation spells a few times. These have a rather long lag time between the start and the end of the process, which results in a few troubles.
  • Alfred Bester's novel The Stars My Destination posits a future in which people have learned to teleport ("jaunte"), but only over moderate distances (up to a few hundred miles, depending on the jaunter's skill). Jaunting through space is believed impossible, until the Action Survivor protagonist somehow jaunts several hundred thousand miles to escape from his doomed spaceship. It doesn't improve his life.
  • The time travel of Michael Crichton's Timeline involved a mix of "turn you into data, transmit, retranslate back into matter" (accomplished via super-powerful quantum computers) teleportation and alternate universes.
  • Robert A. Heinlein's book Tunnel in the Sky has a "Ramsbotham Gate" that requires equipment only at one end.
  • Tunnel Through Time by Lester del Rey has some characters going back to the time of the dinosaurs, the Applied Phlebotinum breaks down and they are stranded, then later, one of the scientists comes back to get them after developing some improvements that allow him to summon the gateway with a device like a remote control.
  • In The Wheel of Time "Traveling" was an ability lost for centuries before the events of the books, in which it eventually gets rediscovered.
  • In George R. R. Martin's shared world series, Wild Cards: "Lilith" is an assassin who teleports herself and can teleport others she grabs.
  • In the Wild Cards universe, all teleportation works the same way, by making the teleporter cross the Short Cut, although most of the time the trip is so short that even the wild carder himself isn't aware of what is happening.
    • Jay Acroyd is an interesting case of teleporter: he cannot teleport himself, but by shaping his hand like a gun and pointing it at something he can teleport that. He can teleport things as large as trucks and has virtually unlimited range, even teleporting Ti Malice directly into the Short Cut or Bradley Finn from Earth to Takis, several galaxies away.
  • The wizards in the Young Wizards series can use a transit spell (a.k.a private gating) to move around the world, to another planet, or even to another star system. Even though the spell is easy to learn and safe to use it does tire out the wizard, especially for long trips, so most wizards use it for short trips to naturally occurring world gates and then use the world gates for long distance travel, since world gate travel takes much less energy. On planets with very advanced technology non-wizards can use the world gates for inter-stellar travel.

    Live-Action TV 
  • The 4400: In "The Great Leap Forward", Marco develops the ability to teleport after being exposed to promicin. He is in the Theory Room looking at a photograph of an area of Promise City and suddenly finds himself in that exact location. Being the massive nerd that he is, Marco thinks that it is cool whereas most people are freaked out by their new abilities.
  • The Adventures of Slim Goodbody: Body Control has a transportizer that lets Slim quickly get to other areas of the city, or even teleport to his blimp. In later episodes, Slim has a wrist-mounted teleporter that his enemies don't seem to know about, and it gets him out of jams, e.g. being more or less kidnapped or locked into an announcer's booth in a stadium after cutting the wires to the microphones.
  • In The Adventures of Superman episode "The Phony Alibi", Bungling Inventor Professor Pepperwinkle creates a system for transporting people through telephone wires. As usual with Pepperwinkle, a gang of crooks befriends the naive professor, then uses his invention for evil; they commit crimes in Metropolis, then phone themselves to distant cities and make sure plenty of people see them to set themselves up with a (seemingly) perfect alibi.
  • The Adventures of Timmy the Tooth: This is ultimately how Timmy gets the Cavity Goon and Sweetie out of the base and himself and his allies inside in "Timmy in Space". It takes a few tries to get it right, though.
  • Gordon, an Inhuman from Agents of S.H.I.E.L.D., is capable of teleporting virtually anywhere on the planet, explained via quantum entanglement in-universe.
  • Andromeda did not have reliable teleportation technology, though they occasionally encountered characters with access to "tesseract fields", which most often allowed instant transport, but could also allow time travel, intangibility, and pretty much anything else the plot called for. Also, many of the more advanced beings (such as Paradine and avatars) being only loosely rooted in time and space, could pop into existence wherever they liked.
    • There was also that time-travel device built by Harper and the Perseids based on the concept of quantum entanglement, that was used to successfully send Dylan 300 years into the past and back. They also try to use it later to teleport Dylan from the edge of a black hole, unsuccessfully this time. Heisenberg is name-dropped by Beka when talking about the device.
  • Faster-than-light jumps in Battlestar Galactica (2003) resemble long-range instant teleportation more than anything else.
  • Blake's 7. Teleportation was performed through teleporter bracelets, which therefore had to be nicked from the characters, virtually every episode. Even in their first use "Cygnus Alpha", Blake was relieved of his. The Liberator's teleport bracelets were also fragile and highly prone to breakage. Those used aboard the Scorpio were sturdier, but no less nickable. (BBC budgets being what they were, the "special effect" involved was drawing a thick white line around the person before they appeared out of thin air.)
  • Vengeance demons in Buffy the Vampire Slayer can teleport anywhere anytime, however, such a power is a privilege and not a right. As punishment for her lacklustre vengeance, Anya was forced to file a flight plan for each teleportation.
    • Witches can teleport too, but require magic spells to do it.
  • Cloak & Dagger (2018): Ty has this ability, although at first he can't control it and ends up randomly teleporting places.
  • Doctor Who:
    • The TARDIS itself, by dematerializing and rematerializing somewhere else in time and space as it does, could be said to behave similarly to a teleporter, though it is made clear that the TARDIS moves through the Time Vortex to get places. The old series established the rule that "short hops" in the TARDIS — moving only a small distance in time or space — were very dangerous and for emergencies only, because many plots could have been resolved too easily if the TARDIS could be used as a teleporter. The new series quietly dropped this rule (it's possible the Doctor got better at flying the ship).
    • The Doctor has used an occasional TransMat device, most notably in "The Seeds of Death", set in a future where only weird eccentrics had any interest in any other means of transportation.
    • Emergency teleports, seen in "The Doctor Dances" and "Boom Town", are escape devices only capable of carrying one person.
    • "Bad Wolf" has not only the main characters teleported to the Gamestation by an unusually powerful transmat beam, but people secretly being teleported to a Fate Worse than Death via a secret secondary transmat system disguised as a Disintegrator Ray.
    • In the second half of the Tenth Doctor's run, he seems pretty hostile towards people (or at least humans) trying to use, develop, or exploit teleportation and teleportation-related devices.
    • "Smith and Jones": The Judoon use something called a "hydro scoop" to teleport the Royal Hope Hospital to the Moon. It involves a localized storm cloud over the target, with the raindrops rising just before it kicks in.
    • "Voyage of the Damned": The Titanic has teleport bracelets used to send passengers on shore leave. After Astrid is killed while wearing one, the Doctor tries to restore her using the safety backup, but fails as it's too badly damaged.
    • "The Woman Who Fell to Earth":
      • The antagonist uses a short-range teleporter to escape at one point.
      • At the end, the Doctor rigs the remains of an alien transport pod into a teleporter intended to send her, and only her, to the current location of the TARDIS. It instead sends her, and Graham, Ryan and Yaz, into deep space.
    • "Demons of the Punjab": The Thijarians have transmat technology, which they use to transport themselves and Team TARDIS several times throughout the episode. They also use it for security, with markers defining a border that automatically teleports intruders away. The Doctor steals some of the markers to use against them to buy time, not that she actually needed to.
    • "Kerblam!": The titular Mega-Corp's delivery robots can do this, with the one seen managing to teleport onto the TARDIS while it's in the Time Vortex, although only after the Doctor slows down when she realizes it's a teleport pulse instead of something hostile. This serves as a Chekhov's Gun when the Doctor has to get somewhere fast and realises she can hijack a delivery robot's teleporter.
  • Earth: Final Conflict:
    • An episode has a human scientist develop a teleportation device, which he uses to teleport small bombs near Taelons. When his hideout is raided, he teleports himself to a warehouse he owns, not realizing that the feds previously raided the place and moved things around, so he ended up fused with a shelf. In order to prevent himself from being captured and end this horrible existence, he teleports to the same exact location, which somehow creates Antimatter and blows up the warehouse (really, that much anti-matter should've destroyed the entire city at the least). The technology is lost, of course, and is never mentioned again.
    • There are also ID portals that send people and objects through inter-dimensional tunnels, possibly involving dematerialization. There are installed all over the world for quick transportation. Once again, the possibility of Teleporter Accidents or Tele-Frag is not mentioned.
  • Eureka:
    • A teleporter is made for plot reasons in the Season 2 finale.
    • The FTL drive developed by Fargo and Henry appears to work like a teleporter. In fact, when they send things to Titan, they don't even use a ship. The object is simply in one place, then it's in another. Which begs the question of why they even needed to build a spacecraft for the Astraeus mission.
  • This is one of Hiro's powers on Heroes.
  • In the Peter Sellers episode of The Muppet Show, Bunsen fries Kermit's nerves by causing various things — usually Beaker — to pop in and out near him. When he demonstrates it on the Muppet Labs portion, Kermit confronts him, only to be transported to Africa.
  • The agents of Odd Squad travel around squished in balls that move in pipes to get from their headquarters to the outside world. Their badges, when configured a certain way, also does this, though it's normally to teleport to the Mathroom.
  • Several characters (usually villains) in Once Upon a Time possess this ability, being able to disappear in a cloud of smoke. The colour of the smoke varies from character to character, notably being green for Zelena, and white/grey for Ingrid the Snow Queen.
  • The Outer Limits (1963) features teleportation in several episodes.
    • In the series pilot, "The Galaxy Being", a tinkering radio station engineer makes First Contact with the titular alien, who is somehow teleported from a planet in the Andromeda galaxy to Earth when a disc jockey increases the power of the station's transmitter.
    • In "The Mice", aliens from the planet Chromo send human scientists the instructions to build a "Teleportation Agency" so that one of their people can be "transmitted" from Chromo to Earth — and, eventually, vice versa.
    • In "Fun and Games", the Anderan alien "electroports" two humans to and from the site of the Gladiator Games his planet holds.
    • In "The Special One", Evil Teacher Mr. Zeno travels between Earth and his homeworld via a "lightning bolt" effect that is one of the series' most striking visuals.
  • The Outer Limits (1995):
    • In "Afterlife", the aliens have an ability to do this, beaming themselves and Stiles away at the end.
    • In "Déjà Vu", the US government is running a teleportation experiment which is designed to transport three animals (a dog, a raccoon and a goat) several miles from a testing area to a research lab. It requires the energy produced by a tactical nuclear warhead in order to work. The technology was developed by Dr. Mark Crest, based on the work of his colleague (and former lover) Dr. Cleo Lazar.
    • Important to the plot of "Think Like a Dinosaur".
  • Power Rangers: Teleportation existed in several of the show's incarnations in different ways. The original Rangers in Mighty Morphin' Power Rangers could teleport by turning into colored streaks of light, though it sometimes appeared that they were actually flying instead. In later seasons, teleportation was less common for the heroes whose powers weren't alien in origin, but villains usually maintained some form of instant transmission. For the seasons that had it, Power Rangers was considered one of the exceptions mentioned in the article lead: they could and did travel to other star systems via teleportation.
    • Power Rangers Beast Morphers establishes rules for weapon-summoning, in a way most series don't; the weapons' place in the armory has transporters around them, and when a weapon is summoned, it's beamed from the armory to the Ranger, using a device on the suit (when morphed) or the wrist communicator (when unmorphed) as a beacon. However, this means that if said device is damaged, you won't be calling for your stuff. More than once, a broken communicator has meant that it is not morphin' time, since the morphers are summoned the same way. You'd think this'd apply to the suits, too (and in fact, the Tokumei Sentai Go Busters version has the suits appearing with the same effect as the weapons, suggesting they are beamed by the same technology) but this is a series with more of a connection to the rest of the Power Rangers universe than most; Ranger power itself comes from the Morphin' Grid. However, the idea of transporting the Rangers themselves never comes up, even though large objects have been transported.
    • Power Rangers Dino Fury brings back casual teleportation with a vengeance. It's the primary method of transportation for the rangers and the villains, the only way to enter the rangers' base, and one episode revolved around a villain plot to block the rangers' communication and teleportation network. It's also likely that the same type of technology as in Beast Morphers is used to get the rangers' swords to them, as when in the base, the swords can be seen stored in a niche with the same cyan light as the teleporters.
    • Power Rangers Lightspeed Rescue has shown weapons vanishing from the base when the Rangers called for them (specifically, when the V-Lancers were introduced) and Power Rangers RPM has shown the suits doing the same (even though RPM, too, acknowledges the Morphin' Grid.)
    • Power Rangers S.P.D.: The eponymous character in the two-part episode "Sam", is a little boy with the power to teleport other objects and people.
  • In Powers this is Johnny Royale's ability. He can teleport himself, and others as well. He also has the ability to selectively teleport parts of things he's taking with him. Such as someone's head.
  • Red Dwarf:
    • The Red Dwarf crew find the Matter Paddle in "Meltdown" that can home in on Earth-like planets and teleport up to four people within a 500,000-light-year radius. Being Red Dwarf, they don't think of using it to get back to Earth and it's rarely mentioned after its debut episode.
    • In "Demons & Angels", they rework it into the Triplicator that can make two duplicates of anything, one better than the original and the other terrible.
    • A simulant beams over to Starbug in "Gunmen of the Apocalypse". They scavenge a handheld teleporter from his wrecked ship in "Rimmerworld" and find that when it isn't properly calibrated it can send the traveller to the past or future.
  • Sliders had them traveling from alternate universe to alternate universe through a portal that they opened when it was available through a device similar to a Motorola Tele-Tac cellular phone.
  • In Soap Saul and Burt try to escape the UFO using a transporter and manage to go back in time to Ancient Rome and in front of a Mexican firing squad.
  • Stargate:
    • In general, the titular Stargate acts like a transporter, dematerialzing objects that enter a Gate and rematerializing it on the other side. The main distinction is that the transmission of matter-as-energy is done through an artificial wormhole. This is a partial Truth in Television, as the current thinking on wormholes (at least stable ones) are that they can only be large enough to accommodate subatomic particles traveling through them.
    • Stargate SG-1:
      • Subverted in one episode where O'Neill and Teal'c are trapped in an experimental spacecraft. Jacob Carter shows up with a Tok'ra spaceship but they face the problem of how to get the two from the disabled craft to his. When Daniel asks if he can't just "Beam them up", Carter responds "Who do I look like, Scotty?"
      • The Asgard have an advanced and flexible beaming system that can beam things of any size and doesn't require equipment at either the site of departure or arrival. Humanity has adopted that technology in limited numbers. The Asgard transporters are far more advanced than the old Ancient "ring" transporters (that the Goa'uld use all the time) in that the Asgard ones are not particularly limited by the size of the object (the Prometheus transports a whole skyscraper in "Ex Deus Machina" for example, and in "Thor's Chariot", an Asgard vessel practically hoovers up a trio of pyramids and everything else the Goa'uld have brought). They can also transport in situations the rings wouldn't be useful rings can't get through (in "The Intruder" they beam Sheppard through the cockpit of the F-302, and in "Critical Mass" they apparently use it to beam a Goa'uld symbiote out of a body). Asgard teleporters were also the cause of some moments when people (usually O'Neill) were suddenly teleported away mid-sentence.
      • "Rings" usually refers to the short-range teleporters used by the Goa'uld, though they were originally created by the Ancients. A series of rings hovers down, and what's in them is exchanged with whatever's in the rings of a similar device at the destination end. It teleports everything on the platform (in "Descent" Jonas Quinn used it underwater and it teleported the water too), and only what's on the platform (leading to a Portal Cut in the movie). It also needs a platform to link to, the Ori were shown to have platforms that could be launched into the ground allowing them to teleport their forces anywhere they wanted. The rings created a link/beam of energy between the two destinations, meaning a ship with rings could fly into the beam and "intercept" the transport, something not possible with the Asgard beaming technology. Finally, they had an advantage over the Asgard technology, the rings could be used somewhat "blindly". In "Avalon Part 1", the Prometheus' sensors can't penetrate a cavern, preventing them from using the Asgard teleporters, but there are rings down there so they simply use those which work automatically. Finally, in "Flesh and Blood", the Asgard teleporters are down (and couldn't get through the Ori's shields anyway) so team try to use rings to teleport a nuke on board an Ori mothership, ultimately Daniel uses them to escape before the Korolev explodes, as there is apparently no way to prevent someone from using the rings.
      • There are also the Aschen transporter platforms that do not require rings. You just get on the platform and choose your destination on the small console. A small flash later you're there. No word on what happens if the destination platform is not empty.
    • Stargate Atlantis: Wraith transporters emit a visible beam that "scoops up" anyone in its path and stores them in compressed form until needed.
    • As the Goa'uld pirated Ancient technology to make theirs, the Ancient-made city of Atlantis has booths where you can be transported from one part of the city to another, with sounds similar to just one of the noises heard during ring transportation over in SG-1, showing that it's related tech.
  • Star Trek:
    • The main built-in limitation was the need for communicators to provide homing signals (directly or via forward observation) for the ship's transporter system, although practically any Negative Space Wedgie will probably also conveniently block or disrupt the transporter beams until it's been dealt with. Transporters were also supposed to be unable to beam through shields, although there have been several counterexamples.
    • Whenever there is a transporter malfunction leaving people stranded on the planet, the crew immediately forgets about the (independently-powered) shuttlecraft transporters, without even so much as a hand-wave to explain why they can't use them.
    • There's some interesting logic to Star Trek prisons — since almost every race has, or can obtain, transporters, prisoners are kept in with force fields to prevent transporter escapes. The fatal flaw with their system is they forgot to put bars on the doors in case the power goes out (which it almost invariably does.)
    • An episode in the third season of Star Trek: The Next Generation, "The High Ground", featured the dimensional-warp version of teleportation as a key plot element, which offered both unique strengths (it could bypass shields and was not traceable by normal scans) and weaknesses (it caused genetic damage to the user which was ultimately fatal).
    • A throwaway line on Star Trek: Deep Space Nine is the only examination of the social effects of the transporter that Star Trek ever had: Sisko says that when he first started going to Starfleet Academy in San Francisco, he got so homesick that he went back home to New Orleans every night to have dinner with his father. He used up an entire month's worth of transporter credits in a week. For comparison, today this would be a four-hour plane trip costing around $500.
    • In Star Trek: Enterprise the transporter was a new technology "approved for bio-transport", but with the crew reluctant to use it for anything but inanimate objects. Sheer necessity forces them to do otherwise during the Season 3 Xindi conflict, and after that 'beaming' becomes a standard tactic. However, in the episode "Vanishing Point", Hoshi Sato uses the transporter and begins to fade out of existence. It turns out to be All Just a Dream experienced in mere seconds as Hoshi was rematerialising. A recommendation is made to Starfleet to compress the transport beam.
    • The titular starship of Star Trek: Discovery can teleport herself across the galaxy via the mycelial network of interstellar Magic Mushrooms.
  • The Tomorrow People (1973): Teleportation was an innate ability of some of the characters.
  • The Twilight Zone (1985): In "Room 2426", Joseph tells Dr. Martin Decker that he has mastered the art of teletransportation and that he was sent into the prison by the resistance to teach Martin how to do it so he could escape. Martin is initially skeptical but Joseph convinces him that he has nothing to lose. After trying it, Martin wakes up in a resistance safehouse and Joseph explains to him that his belief that he could teletransport was enough for him to do so. However, it turns out that Joseph is a mole who was trying to determine the location of Martin's bacteria research. Although Joseph and Dr. Ostroff believe that teletransportation is not real, Martin is nevertheless able to transport himself to freedom.

    Music Videos 
  • The Reveal at the end of the music video for "The Stampede" by Biting Elbows is that the strange device the viewpoint character retrieves at the start teleports you to a random location whenever it touches water. This is exploited more thoroughly in the video's sequel, the music video for "Bad Motherfucker".

  • This is the main gimmick in Data East's Star Trek pinball, which requires the player to activate the Enterprise transporters and beam Kirk's crew out of the backglass.
  • Stargate has both the titular gate itself, as well as a playfield Teleporter blocked by a Horus Guardian statue.
  • Bally's Dungeons & Dragons (1987) has a "Teleport" mechanism that instantly whisks balls from one side of the table to the other.
  • The "Colony" playfield in 3-D Ultra Pinball uses these to warp pinballs around.
  • Stern Pinball's Star Trek uses this to show the Bonus Multiplier beaming up.
  • In Krull, the player can only reach the lair of the Black Fortress (a lower-level playfield) after enabling the Transfer.
  • TX-Sector is all about using "transphazers" to move pinballs around the table.
  • In Zen Studios' DOOM, the ball can be teleported to another part of the table during certain events; and sometimes there are blue portals throughout the table that accomplish the same effect. As this is a Digital Pinball Table where visual effects can make possible what's impossible for a physical pinball table, the teleportations are done the way you would expect it to happen in most works of science fiction.

    Professional Wrestling 
  • In the first Dungeon of Doom segment on WCW Saturday Night in 1995, Kevin Sullivan was shown running through a forest, having Jumped at the Call when The Master appeared to him on the JumboTron at WCW Slamboree 95. Sullivan saw an image of The Master in a forest and was simply zapped into the Dungeon. How this was accomplished was never explained.
  • The Undertaker has shown the ability to appear and disappear at will to scare whoever he is feuding with at the time. But only when the light's not on him.
  • Catrina can do this on Lucha Underground to the point she can escape submission holds. It was fortunate for the rest of the roster she was more interested in taking over as jeffe of the Temple than in wrestling matches, though her exboyfriend Jeremiah Crane was able to find a way to keep her from doing it, which allowed Ivelisse Vélez to finally give her an undeniable loss in the ring.
  • Jeff Hardy seemingly has the ability to do this as "Willow", though it's off camera so who knows. Matt Hardy meanwhile claims to be subject to being teleported to wherever the "seven deities" want him to be after becoming "broken".


    Tabletop Games 
  • Arduin RPG, The Compleat Arduin Book 2: Resources. The Ninthla is a pea-sized mutant spider that can teleport up to one mile three times per day. Its favorite tactic is to teleport inside its target's clothing/armor and inflict a bite that injects a poison that either kills or renders the victim catatonic.
  • Dungeons & Dragons:
    • Early editions feature spells that let you be this, namely "Teleport". Note that a higher-level spell was "Teleport Without Error". All translocation methods require access to some or other plane and since strategical implications are very clear, there were several ways to block it. (teleport and greater teleport)
    • So many Demons and Devils have the ability to teleport at will, in fact, that it is surprising most of them still have legs and/or wings.
    • Blink dogs can teleport to a position right behind opponents, allowing a surprise back attack.
    • If a zeugalak is struck by an electric effect, whether natural or magical, it can instantly teleport to its source.
    • 4th edition appears to limit this to "set" teleport circles, and a special ritual to try to beam yourself to one. This had the overall goal of balancing increased access to utility spells (rituals can be cast by any character) against the ridiculously powerful nature of the 3rd edition spells.
    • 5th edition has teleport, as well as dimension door, and teleportation circle. word of recall acts as teleportation, but only to one place strong linked to the character deity.
  • Games Workshop games:
    • In the background of Blood Bowl there is an alternate version of the game known as Dungeonbowl, sponsored by the Collages of Magic, that involves teams playing through a network of caves and tunnels linked together by magical teleporters. The Elven Union team, the Celestial Comets, are particularly adept at using these teleporters and when they switched to regular Blood Bowl they brought some with them that they would install on a pitch before a match. Some early editions of the game included alternate rules for playing Dungeonbowl and the 5th Edition of the game includes the Celestial Comets 2489-2490 Hall of Fame Squad with special rules allowing their players to make a special Teleport Action to move between a pair of teleporters during a game.
    • Warhammer 40,000:
      • Teleportation in the Warhammer 40,000 universe works by briefly shifting the subject into the alternate dimension known as the Warp. This is an incredibly dangerous practice as the Warp is hostile to life and its inhabitants take great pleasure in consuming the souls of mortals. The in game rules for teleportation depends on the edition but is mostly represented by allowing the player to bring units onto the battlefield during a game and/or allowing units to move great distances across the battlefield rather than moving normally.
      • Human teleportation technology is a rare and arcane science only used by the Imperium’s most elite forces such as the Adeptus Astartes and the Adeptus Mechanicus. The masters of human teleportation are the Tech-Priests of the forge world Lucius who are even capable of teleporting Titans into battle.
      • The Aeldari Aspect Warriors known as Warp Spiders were personal teleporters that allow them to move quickly around the battlefield to ambush their enemies before disappearing once again.
      • The Orks have a great verity of “tellyportas” ranging from the weaponised Shokk Attack Gunz and Tellyport Blasta to the long ranged tellyportas created by the Ork genius Orkimedes for the Battle of Armageddon. Orkimedes is also working on a tellyporta capable of transporting Boyz across interstellar distances.
      • The Necrons are thought to have the most advanced teleportation technology in the setting being able to transport destroyed and damaged warriors back to their tomb world for repair no matter the distance. The race also has access to a number of pieces of tecnoarcana, such as the Veil of Darkness and the Ghostwalk Mantle that allow instantaneous transportation. In addition to this, the Nephrekh Dynasty in particular specialises in translocation, using metagold bodies to transform themselves into pure light so that they can teleport across the battlefield.
  • The "Warp" advantage in GURPS. A later supplement built a whole power around the ability to teleport, including the ability to teleport poison out of your body. In GURPS Ultra-Tech, teleporters are assumed to be of the translocator variety — it is explicitly stated, for example, that attempting to teleport someone into a mountain would result in a 2 cubic meter cylinder being teleported into the teleporter chamber and the person being placed in a 2 cubic meter air-filled cylinder inside the mountain.
  • Sums up the Phase Out keyword in Magic: The Gathering quite well. Creatures with this ability are exiled temporarily and then brought back to the field. Unsurprisingly, most of those creatures are either Blue (primary) or White (secondary)
  • Rocket Age has a number of transporters, but only one man portable: an Ancient Martian artefact that requires a beacon at the target location to work.
  • Traveller has a set of rules worked out for psychic teleporters based on energy limitations, changes in momentum and altitude, and numerous other hard-physics factors.

  • BIONICLE has several methods that allows a being to teleport. Some beings (like Botar's species) have the power naturally, others needs to wear a Kanohi Kualsi ("Mask of Quick-Travel", allows one to teleport to any location within eyesight). Finally, the mysterious Arthaka apparently has the power to teleport anyone from anywhere, as he did when he summoned the Toa Nuva to his island.

    Video Games 
  • It is fantastically easy to teleport in Achron. The tutorials teach you cross-map teleportation before they tell you about control groups. The humans have teleporters which can send units halfway across most maps, as well as slingshots (a smaller, shorter ranged, mobile version of the teleporter). The Vecgir have an upgrade that gives their vehicles the ability to self-teleport, and can build sligates which can teleport and chronoport units. According to the dev blog, they've had to repeatedly tone teleportation down because the absurd ease with which it could be used started devolving the game into telefrag-fests where players routinely jumped their bases to different points on the map. It's a lot better now.
  • ANNO: Mutationem: The N533 Technology are devices spread throughout several areas that not only use healing elements, but also contain a derivative of teleporting between them once activated.
  • The Input/Output Tower beam in the Atari 2600 game Adventures of TRON acts as this to transport the player from one level to another.
  • The Kyranians of Avencast: Rise of the Mage use bizarre paired thrones to travel back and forth between set points.
  • In Backyard Baseball, the ball can teleport by using a powerup.
  • The Bizarre Adventures of Woodruff and the Schnibble: Near the end of the game, you acquire a teleportation device, which cuts down a great deal on your backtracking.
  • Bloodline Champions has a decent amount of this, the differences varying so much it's better just to list who can teleport: the Inhibitor, the Igniter, the Herald of Insight, the Blood Priest, the Seeker, and the Stalker — the last can go to Teleport Spam with their ultimate on.
  • Chest: Tole is able to instantly teleport for no cost, as long as he's teleporting to a location he's been to before. Most other Teleport users have to take a while to cast the spell.
  • In Chrono Trigger, Lucca's invention, the Telepod, reacts with Marle's pendant to really kick off the events of the game. Teleporters are also all over the place in 12000 BC.
  • One of the Power Pools in City of Heroes is Teleportation, containing powers that allow you to teleport allies, enemies, yourself, and everything around you, in that order. With the open profiles of the game, you can justify it however you want. (or not at all).
  • The Command & Conquer: Red Alert Series has the Chronosphere, a mass teleportation device based on time travel technology. The mass-teleport version of the Chronosphere is instantly fatal to any unshielded biological creature.
  • Command & Conquer: Red Alert 2 has a number of teleporting infantry units based on the Chronosphere technology. Fortunately, while they can move anywhere in an instant, it takes a while to materialize completely, leaving them vulnerable for a short time. There's also the Chrono Miner, whose teleportation is limited to making a return trip home with a truckload of ore.
  • In the Crusader series, the fact that the WEC has built a network of teleporters that can be "hacked" is one of the reasons for the successes of the Resistance.
  • This is Vergil's main ability in Devil May Cry. At first it appears as simply superspeed, but his katana, The Yamato, has the power to cleave through space. Whether it's opening portals, short range teleportation, or projecting the slice of the blade faster than it could possibly go. If Devil May Cry 4 and Devil May Cry 5 are any indication, it's all in the sword. As Dante and Nero can use these abilities in the former, and in the latter, Vergil apparently had to walk everywhere before getting it back from Nero.
  • Diablo II and Diablo III have waypoints, huge tiles on the ground that allow you to travel instantly between levels once you've activated them. Also in III, wizards have a short-range spell called Teleport that can bring them instantly to wherever the cursor is.
  • Corvo and Daud (and in Dishonored 2 Emily) from Dishonored have the ability to teleport short distances.
  • The Excelsior Transporter from dnd is a machine which can teleport you from town to a layer of the dungeon you've already been you, just like a transporter from Star Trek. This doesn't mesh well with the medieval fantasy setting of the game, but it's more convenient for the developers than mapping out a ton of stairs, so transporters it is.
  • Donkey Kong 64: The Bananaports are floor pads that serve this purpose. As the Kongs explore a level, they can find number-coded pads that activate upon contact. When two pads marked with the same number are activated, any Kong can stand onto either of them and teleport to the other by pressing Z. There are five pairs of Bananaports in each standard world, including the Hub Level but excluding Hideout Helm (which has only one pair). The game also features floor pads marked with Tiny Kong's face, and both are technically active already. The catch is that only Tiny can use them, and only after Cranky teaches her how to use them in the sixth world.
  • Doom:
    • This is the central part of the plot in Doom³, where teleportation is done by moving matter through Hell itself. Satan didn't like the idea of seeing stuff coming in and out of Hell just like that, and next time the people know, the Legions of Hell come barging in through the "teleporters" and start wrecking massive havoc on Mars.
    • This is the plot of the original Doom and Doom II, and it's the reason why many levels feature miniature teleporters (marked as glowing red tiles with pentagrams drawn in them). The original Quake has slipgates which attract the attention of Lovecraftian monstrosities rather than the more traditional fire-and-brimstone demons of the Doom series.
  • Edge of Eternity: The Fast Travel system is explicitly called teleportation. You can teleport between points that you find in the world, for a small fee.
  • The Elder Scrolls III: Morrowind:
    • Teleportation is subject to some very clear rules: either you teleport to a Dunmer Temple (the Almsivi Intervention), an Imperial shrine (the Divine Intervention), or you set a teleportation point with the Mark spell and later return there with the Recall spell. The Mages Guild also runs a teleportation travel business.
    • You could also move between fixed "Propylons", so long as you had the Propylon Index that activated the one you enter. They were of course out in the middle of nowhere, and the indices weren't exactly easy to find.
  • Eternal Darkness has a couple breeds of teleportation, being a magickal effect or a natural ability of Trappers; it manifests as a series of concentric energy rings racing down the target's body.
  • Parts of Eternal Sonata, such as the To Coda Ruins and the Mysterious Unison, have teleporter pads. Some let you choose where to go.
  • Etrian Odyssey: Many games feature floors within the Yggdrasil Labyrinth designed as mazes that revolve around this concept. In this kind of floor, there are spots where the party can stand on to be taken to a different part of the same floor, and the challenge consists of making way to the next floor. The game provides number-coded labels can be used to mark these spots in the map, though even with them these mazes can get very disorienting (especially if the teleportation is one-way only). The exact nature of these teleporting spots, and sometimes also the way they work, will depend on the stratum where they're located in.
  • Fallout 4 has this as a major plot point: the Institute uses molecular relay technology to transport their agents to and from the wastelands of the Commonwealth. This is a major reason why no one knows where the Institute is: one cannot conventionally enter or leave.
  • In Fate/stay night and related works, a Master can get a Servant to teleport with a Command Spell.
  • In Final Fantasy XIV, teleportation spells are among the most commonly used types of magic in the world. Such spells work by converting one's body into aether and moving through The Lifestream towards an anchoring point in the physical world — in almost all cases, a mass of Aetheryte — and rematerializing at the desired destination. There is a special teleportation spell known as "Flow" that, in theory, would allow the user to rematerialize anywhere in the physical world without the need for an Aetheryte. In practice, however, the lack of an Aetheryte to anchor oneself at a desired destination means that the risk of becoming lost in the Lifestream with no way to return makes this spell too dangerous to use. And even if you manage to emerge from the Lifestream after using Flow, you run the risk of being permanently adversely affected, such as being unable to use magic or going blind.
  • FTL: Faster Than Light makes frequent use of teleportation including teleporting boarding parties and teleporting bombs.
  • Gauntlet had these as floor tiles (in the original 2d incarnation, at least). Very annoying when a whole cluster were around, some exits were blocked by walls, and so on ... still, fun to Tele-Frag Death that way.
  • Half-Life:
    • The story of Half-Life begins with Black Mesa trying to learn how to use an alternate dimension as a means of teleportation. Half-Life 2 deals with the consequences, although the remaining Black Mesa scientists are still trying to perfect teleportation technology, which they now know much more about. A Transporter accident drives the plot forward as well. Combine teleportation technology may work, but it is far more crude. The Citadel is capable of sending objects and information through inter-dimensional space, although this sometimes destroys the original, and it requires an immense amount of energy. In Episode 1 they overload the Citadel's reactor to open a portal strong enough to send an SOS through... which blows up an entire city in the process. Teleportation technology is the only area of science in which humanity is actually ahead of the Combine. It's the only advantage humanity has, and it is far more compact and energy efficient. It also doesn't, you know, explode. At least, not all the time.
    • With the Portal games, it is revealed that Black Mesa and Aperture Science were involved in a technological arms race to develop working teleportation, leading both to cut corners. Black Mesa focused on stationary teleports and inter-dimesional transportation, while Aperture invested in portable wormholes. Black Mesa ultimately was declared the winner when they managed to open an interdimension portal resulting in a full scale alien invasion. Aperture managed to complete their project and produce a viable if somewhat expensive final product (hey, moon rocks ain't cheap), but all it might do in the long run is convince said alien invaders to stay a while longer in an effort to acquire said technology.
  • Halo:
    • The player characters get teleported around a number of times, thanks to teleportation technology developed millennia ago by the Forerunners. For example, each of the Halo rings has a "local teleportation grid" which can remotely move objects around, and there are also the fixed teleporters found at the various installations set on multiplayer maps. Given the Forerunners' mastery of slipspace (their version of cryosleep involved storing them inside slipspace, and they seem to experimented with the ability to Time Travel with it), their teleporters likely work by moving the traveller through slipspace, rather than the Star Trek method of killing you and building an identical copy at the destination.
    • The Promethean constructs (first introduced in Halo 4), who are basically a special group of Forerunner battle droids, frequently make their entrances by teleporting onto the battlefield. 4's version of the Knights, the strongest type of Promethean, have the ability to teleport in the middle of battle, making them hard to shoot down. In Halo 5: Guardians, mid-battle teleportation is given to the Promethean Soldiers instead.
  • A hand-held teleporter appears Once an Episode throughout the Henry Stickmin Series. It never works as intended, although sometimes it still produces an acceptable result.
  • Heat Signature has multiple types of teleporters. "Glitching", as it's called in-universe, isn't free:
    • Sidewinders require an uninterrupted path between origin and destination. The path can be long and indirect, even going outside the effective range, but still has to be traversible.
    • Swappers swap your location with another living being. "Glitching has a price, but you don't have to be the one who pays it."
    • Visitors teleport you freely, but return you to your origin point after two seconds. This can be bypassed by using a second Visitor device to glitch again, discarding the first timer completely once the second starts, but this is prohibitively expensive.
  • Indiana Jones and His Desktop Adventures has the magical "glyphs", stone slabs with a cross symbol. When stepped on, the player can teleport to any other glyph in the game world (if he has a map.) Note that the glyphs are placed randomly, like everything else in the Randomly Generated Levels, and thus their usefulness tends to vary — too often they end up too close to each other to truly be a shortcut.
  • Jetpack had teleport squares that linked to other teleport squares of the same color. Enemies would always take them, but the player had the option of whether or not to.
  • The Legend of Spyro: The Eternal Night: Late in the game, elite Apes start turning up with the ability to make short-range teleports while battling Spyro.
  • The Legend of Zelda: Some entries feature magical versions. Often, they provide a quick way out of the dungeon from the Boss Room. A variant appears in The Legend of Zelda: Majora's Mask, where all four major dungeons had a teleporter at the very beginning of the dungeon which lead directly to the boss room. It would only activate if you had already defeated the boss of the dungeon in a previous cycle of the game's Ground Hog Day Loop (or, in the Updated Re-release, if you had already been in the boss room), thus functioning as a Dungeon Bypass for the rest of the game.
  • Primary means of moving about in Marathon. Human teleporters can only operate between particular points within a couple of kilometers, while Pfhor teleporters are much more advanced and can teleport objects and people seemingly from anywhere to anywhere within a very large range (teleporting supplies and people planetside from orbit is trivial; one Pfhor fleet even manages it from the outskirts of the solar system).
  • Master of Orion II has 2 teleporting technologies: Subspace Teleporter for teleporting the entire ship and Transporters for boarding enemy ships and stations.
  • In The Matrix: Path of Neo teleporting is an Elite Mooks, Psychic Powers for the Master Vampire and Witch Queen. Both of whom use it to try to confuse and kill the player.
  • Mega Man, his successors X and Zero, and his counterparts Vent, Aile, Ashe and Grey constantly teleport from place to place, generally at the beginning of levels. Averted with the Battle Network and Legends series, since in one the "Mega Men" are simply packets of data traveling through a representation of computer systems and the internet, and the other is in a future so far ahead that this kind of technology has been probably lost forever.
  • The Space Pirates of Metroid are very fond of doing this and seem to have multiple styles. Sometimes they appear from nowhere, and other times they appear to materialize in beams of light. Still others have personal teleporters (mostly Commandos) that they use constantly. As well, certain creatures, like Warp Hounds and Reptillicus in Metroid Prime 3 are able to teleport naturally and magically, respectively. And Leviathans can open wormholes at will.
  • Metroid Prime 3: Corruption: A portal can be found in the fiery side of planet Bryyo, which sends you to the other side of the planet, which is very cold. The object scan even confirms that it is a teleporter. Another teleporter can be found in Pirate Homeworld, which takes Samus into a Leviathan (orbiting Phazon meteor) so she can open a wormhole to the final planet.
  • Minecraft:
    • The game lets you create portals to a hellish world (called the Nether) which you use to travel back to the surface again in an alternate-reality way. 1 block in the Nether equals 8 blocks on the earth-like main world and so people are using them to travel large distances.
    • There's a similar type of gate that takes you to "The End," a floating island in a spooky black alternate dimension. These gates can't be built, though; you have to find one in the overworld and activate it with a bunch of rare items.
    • There are also the ender pearls, items which when thrown will teleport the thrower to the landing spot.
  • In Miner 2049er, two stations feature teleporters that connect four different levels. These have to be allowed to recharge between uses.
  • In Minion Masters, Shayrakk magic gives the ability to teleport. A number of Voidborne can teleport such as, of course, The Shyrakk-Twins or the Hellbats.
  • Mother:
    • "Teleport" is one of the PSI powers in the first two MOTHER games, and it allows the player to revisit towns they have previously been to. While EarthBound Beginnings only has one Teleport level, the sequel EarthBound (1994) has two, α and β. The first game's Teleport and the second game's Teleport α require the users to run a certain distance in a straight line before teleporting; should they run into anything, the teleport fails, which results in the participants getting ash-faced. β instead has the users Spinning Out of Here without the need for a running start.
    • Ninten's unique PSI power in EarthBound Beginnings, "4th-D Slip" ("Dimensional Slip" in the Japanese version), likely involves teleportation through the use of an alternate dimension, as it allows the party to run away from any battle without fail.
    • Teleport was likely planned to be in Mother 3 as well, as shown by unused teleportation sprites of Duster and Kumatora. It was scrapped in the final release, likely because of the lack of towns to visit in the game, as well as the Saturn Table and Pork Bean making its function somewhat redundant.
  • Linking Books from Myst are portable, unlimited-range Teleporters, with the disadvantages of being hard to make, fragile, and set to a single destination.
  • Nethack has amulets of teleportation, rings of teleportation, scrolls of teleportation, spellbooks of teleport away, wands of teleportation, "teleportitis", teleport traps, quantum mechanics who can teleport the player as an attack, and magic whistles which teleport your pets to you.
    • Though most of these require a source of teleport control unless you want to teleport randomly. And if you have teleport control, you can also use TP traps and quantum mechanic attacks to your benefit.
  • Ōkami has a magic varient which allows instantaneous teleportation between each Origin Mirror you've visited.
  • In Overwatch, one of Symmetra's abilities (formerly her Ultimate Ability) lets her set up a short-range teleporter for her team: she places one end at her feet, while the other appears at whatever spot within range she is looking toward.
  • At the end of The Pedestrian (2020), the sign designer is revealed to have a working teleporter in their home studio. They use it to find the perfect place in the world to spend their day off work.
  • One of your basic abilities in The Persistence is teleporting a short distance in front of you. You can only do so so many times before your "Dark Matter" meter runs out. Since the game was designed with VR in mind, this was likely added as a way to allow players to move around without having to walk into walls all the time.
  • Phoning Home: ION can make teleporters that open rifts through which he can move to travel over long distances on the alien planet.
  • PlateUp!: Once you progress far enough in the game, you'll earn the ability to set up teleporters. These can allow you to have food prep setups spread out through the restaurant and instantly pop the dishes out in a more convenient location to pick them up, or put a similar setup in place to send your dirty dishes to a sink for cleaning.
  • In the Pokémon games, Teleport will end battles with wild Pokémon when used by either side; Abra doesn't even learn any other moves normally. Teleport can also be used outside of battle, where it works as an Escape Rope.
    • There's also the Pokéballs and Pokémon storage system. How else can you fit a 28 foot long rock snake in a ball that fits in the palm of your hand? Or drop it off in Lavender town to be picked up in Fuschia city a few days later?
    ABRA was transferred to Bill's PC.
    • Trainers themselves teleport in the Saffron Gym in Pokémon Red and Blue.
    • Trainers with a member of the Abra line, or a couple of other mons as well, can use it to take themselves to the last Pokémon center they visited.
    • Some of the villainous team buildings also have warp panels. The Team Galactic headquarters in Pokémon Diamond and Pearl has them, and the Team Rocket underground headquarters in Pokémon Gold and Silver and their remakes.
  • Prey (2006) has teleportation on a large scale, with people, buildings and one memorable occasion an entire passenger jet being transported inside a moon sized space ship.
  • Recettear: An Item Shop's Tale: A trapped chest, or Caillou's Teleport spell, teleports you to a different location in a dungeon map.
  • RuneScape has a mind-boggling variety of teleports, both fixed and portable, including (but not limited to): toadstool rings, stargate-like portals, vials of goo, crystals, magic lyres, glass spheres, endless pieces of jewellery (amulets, necklaces, rings, bracelets), animals, various items of clothing (capes, boots, gloves, hats), various weapons (ankh, various staves, including one made of bones), MANY teleport spells spread over 3 schools of magic and plenty of simple glowing-circle-on-the-ground portals. And this isn't even counting all the other forms of instantaneous travel that aren't technically teleportation.
  • In Sam & Max: The Devil's Playhouse, Max gains Psychic Powers in the form of ancient Toys of Power. One of these, a telephone, allows him to teleport to any number he dials.
  • Shadowverse: Yuwan's main mode of movement is through teleportation. He then bestows the cast with the ability to move to other worlds in pursuit of Nexus.
  • Often used in Shin Megami Tensei, as the Schwartzwelt's monoliths, the Amala Drums, the Tokyo Terminals, or Hotsuin technology.
  • Sid Meier's Alpha Centauri has two teleportation-related things: the Psi Gate (a base facility) and the Bulk Matter Transmitter (a Secret Project). The former allows you to teleport your units from base to base, subject to certain limitations. The latter increases minerals output (i.e. production) by two at every base, but its most notable feature is its movie, which provides this thought-provoking quote:
    "And what of the immortal soul in such transactions? Can this machine transmit and reattach it as well? Or is it lost forever, leaving a soulless body to wander the world in despair?"
    — Sister Miriam Godwinson, "We Must Dissent"
  • With all the expansion packs for The Sims 2, there are no less than three kinds of teleportation available.
  • Teleporters are used to go to and from the Ranch in Slime Rancher, usually blocked by Gordos who need to be fed. Notably, in order to get to the Glass Desert, you need to power up a giant ancient teleporter using Quantum Slime plorts in the Ancient Ruins.
  • Sonic the Hedgehog:
  • In The Spectrum Retreat, the third floor puzzles introduce teleporters, which pull you towards them at high speed even if the space between you and them is too small to squeeze through.
  • Space Quest V and 6 feature Star Trek teleporters that beam you to your select destination. Part of V played a homage to The Fly when Roger was spliced into a fly and in the beginning of 6, a teleport malfunction puts his waist below under the road. There is also a Noodle Incident mentioned in Space Quest V involving the Eureka's teleporter, resulting in an alien dignitary accidentally teleporting himself into space.
  • In Starcraft, most Protoss units and buildings are "built" by "warping" them in from the Protoss homeworld. (Only robotic units such as Probes are actually built.) The Protoss Arbiter ship has the Recall ability, which lets it teleport other units to its own location.
    • Teleporters also occasionally appear in Terran installations, with no explanation having been produced and distributed by the notoriously unreliable Transmatter Inc.
  • In Starcraft II, Protoss players can create a unit called the Stalker which, when researched, can use the Blink ability for short range teleport.
    • Additionally, the Protoss transport unit, the Warp Prism is described as effectively doing a slow-motion teleport: The transported units are stored as data, but the warp prism needs to move across the battlefield to the target location before reconstituting them there.
    • Gateways can also be upgraded to Warp Gates, which instead of acting like a Stargate allows the player to "warp-in" infantry anywhere within Pylon power range. The Warp Prism can also deploy as a Pylon. An upgrade to the Spear of Adun in Legacy of the Void lets the protoss warp-in any unit to a Pylon field.
    • The Arbiter is now gone, but the Mothership retains its Recall ability in the form of Mass Recall. Players can warp entire armies to any location on the map, like the enemy's base.
  • The Suikoden series has Viki, a ditzy teleportation mage who appears in every numbered game and most of the side stories. She can teleport over both space and time, the latter coming into play in that she personally experiences all the games in the order they were released in real life, despite their being in Anachronic Order. Suikoden IV also demonstrates that Mass Teleportation is well within her power. While some games in the series have extra copies of Viki's "Blinking Rune" that can be given to other characters, anybody else who equips one can only use it in battle to do minor tricks like teleporting heavy objects above the enemies' heads. It seems that only Viki can perform long-range teleportation magic. Thus, players are always glad to meet Viki, because doing so means travel just got a lot more convenient.
  • Super Mario Bros.:
    • Series-wide: The Warp Pipes. Mario enters one pipe and comes out another somewhere else.
    • Luigi's Mansion: Whenever Luigi uses his Game-Boy Horror scanner on any mirror, it will immediately teleport him back to the mansion's entrance.
    • Mario Party 6: The minigame T Minus Five puts two dueling characters in a station installed in the moon. The goal is to reach a rocket to lift off, and the only thing separating each of them is five yellow-colored teleport platforms. They begin to glow green one by one in succession, and each character has to Ground Pound theirs in the exact moment it's glowing so they can teleport to the next yellow platform in the row (if a character flubs the timing of their stomp, they'll be electrocuted and waste precious time). For each step a character manages to make upon teleoprting, the green glow in their glow will pass faster and faster, requiring a better timing to land the stomps in the exact moment. Whoever manages to teleport to the rocket's entrance door first wins.
  • Team Fortress 2: Engineers can build teleporter entrance and exit platforms to facilitate getting teammates closer to the front line.
  • Kleito from Tears to Tiara 2 has teleport spell with a pretty low success rate. In Story she can also teleport at will within bounds of Tartessos. The city can also teleport in dragons.
  • Terraria has the Magic Mirror, which teleports players their spawn point. An actual teleporter was added in the 1.2 update which could be purchased from an NPC. As well as the "Rod of Discord" item, which allowed the player to blink to where ever the mouse cursor is.
  • Touhou Project:
    • Yakumo Yukari is a nigh-omnipotent Reality Warper, but (perhaps due to her extreme laziness), her usual way of using her power in the fighting games is to teleport various objects on top of her opponent. Or teleport a subway train in to run them over.
    • Komachi Onozuka has the power to manipulate distance, which she uses to teleport in battle, change how long her boat takes to cross The Sanzu River, and, most efficiently, for slacking off.
  • Ciel's side story in Kagetsu Tohya does its best to explain plot holes and answer odd questions. One was how Arcueid got to Japan if it's on an island when a boat would have to be in daylight at least part of the time. The answer is, as a True Ancestor, she taps into the power of Gaia and vanishes from wherever she was, and then the planet slowly rebuilds her at her destination. This ability seems to be unique to her as there are no other powerful and sane True Ancestor's left.
  • Tunic: Most areas in the game have teleportation pads. These operate single routes between the pad and a hub, to go to a different area you teleport into the hub, then walk to the pad for the other area. The pads are active from the beginning of the game, but are not explained until a few hours in. It's that sort of a game.
  • Tutankham had warp portals in several places allowing the player easy passage between the top and bottom halves of the level.
  • The Unreal Tournament games have translocators which fire a small homing beacon and allows the user to teleport to its location. It can be used to Tele-Frag, but if another player shoots the beacon, it shorts out and an attempted teleport will result in death. If used while holding a flag in CTF, the flag is instantly dropped.
    • Unfortunately they had a serious side effect, prolonged use could result in Teleportation Related Dementia as well as increases in aggression and paranoia. (This never actually happens, although excessive translocating might make opponents more aggressive.) Later games mentioned they were classed as 'significantly safe' but considering it's an evil megacorporation making them...
  • World of Warcraft engineers can build a Wormhole Generator. It can teleport you to a location of your choice in Northrend. However, it may decide to deposit you 100 meters above the target location. Best have a parachute on hand.
    • There are also the Ultrasafe Transporters, which have a number of funny side-effects.
    • WoW also has hearthstones, a similar Shaman spell, summoning stones (both environmental and player-created), Mage portals, and of course the Mage spell Blink. There's also naaru ships, which work like Blink but on a much larger scale.
  • The Worms have this as a weapon, and it reaches anywhere on the map, complete with Star Trek sound effects.
  • The X-Universe series has two sets. First, we have the games' jumpgate network, which instantaneously transport objects entering them to the gate they're paired with. Works like Stargate gates, except the gates are two-way, and the link between two gates is permanent (though the Ancients and the Hub can change which gate goes where). Secondly, pilots can purchase a Transporter Device add-on that allows cargo and personnel to be transported ship-to-ship without needing to dock both ships at a station (or one inside the other, in the case of carriers and fighters).
  • In the Zone of the Enders games, some of the Humongous Mecha has the Zero-Shift ability. By compressing the space between the Orbital Frame and its destination, it could appear to cover the intervening distance instantaneously. Usually used in the game to teleport into attack range, particularly to warp in behind enemies for a sneak attack.
  • In Zork: Grand Inquisitor, you can use magical teleporters (that look like phonographs) conveniently placed around the Undergound to instantly teleport yourself. All you need to do is first walk/ride to the teleporter you want to go, which then appears on your map.

    Web Animation 
  • Dreamscape: Vampire Lord can teleport in a black bolt of lightning. He uses his teleportation ability very frequently and strategically when he fights.
    • Melissa can teleport herself and others in a rectangular flash of light.
    • The Master of the Dammed can teleport via black fire.
  • DSBT InsaniT: Killer can teleport himself and others in a flash of green light.
    • Blake can teleport in a bolt of lightning.
  • Zo from Otherworldly Ravenous Beast is capable of teleportation and has a unique animation each time the teleports.
  • The Halo teleporters show up in Red vs. Blue. Initially, the main issue is that it tends to cover the soldiers' armor in "black stuff" (and also hurts like hell). There also seem to be some time delays. And don't forget user error and sabotage...
  • Spoofed in the Title Sequence of Stone Trek, where our Anachronism Stew heroes simply fall out of hatches onto the planet.

    Web Comics 
  • In Archipelago, teleportation is considered a difficult magical art. Fairly powerful mages like Jan struggle with it, but the two people who use Icarus's (a legendary hero) power can simply think of where they want to be and they appear there: Clair, Icarus's heir, and captain Snow, who's tapping into her power using a magitek device.
  • In Blue Yonder, the fighter jet is teleported to the rings of Saturn -- or Edinburgh by The Cavalry.
  • In Bob and George, one way for robots to get around.
  • Miranda in But I'm a Cat Person has figured out how to do it. Eventually Sparrow tries to copy her methods, with less-than-perfect results.
  • The Cyantian Chronicles: Techmages are often able to teleport, and the Siracs are able to do this as well using their Psychic Powers. In addition Campus Safari started with Chatin making a personal transporter and Cilke accidentally using it to send them to Earth.
  • In El Goonish Shive, multiple different teleportation methods have been seen:
    • The first is the one used by Nanase's fairy doll spell which when used in unique circumstances makes use of Summon Magic and works like a Warp Whistle otherwise and requires having met the person she's trying to contact and having been been near the place they are.
    • The second is multiversal travel via Thinking Up Portals; Nioi makes use of this version using what appears to be a crystal ball.
    • The third method, which the griffins make use of, involves quasi-multiversal travel apparently via a natural Portal Network that connects points on different "sides" of a world like holes connecting both sides of a coin or 2 faces of a die (those "sides" are alternatively thought of as multiple magically linked but seperate worlds). What this method looks like is unknown.
    • The fourth method (possibly the same as the second one) is the one used by Arthur and the agents of the paranormal division of the FBI to travel to a magical storage facility presumably from their offices. The limitations on this method are unknown.
    • Additionally, whether sentient summoned creatures like the Demonic Duck use yet other form of teleportation when summoned or if it is just the same type as Nanase's fairy doll spell is unknown.
  • Arkady is the only of the Freakangels capable of teleportation, but it is suggested that this is only because the others have not explored the full extent of their powers as much as she.
  • Drake in Gold Coin Comics has the power to conjure a teleportation portal.
  • Parley from Gunnerkrigg Court accidentally discovers — in the most embarrassing manner possible short of leaving clothes behind — that she has the ability to teleport herself and others. Jones insists on calling it "distortion of space" though. Even Tom makes fun of her.
  • Heroes Unite: Both Heroes Unite and Heroes Alliance have teleportation technology. The supervillain 'Ransom' uses a personal version of the same technology and 'Crime Warp' achieves the same via mystic artefact.
  • First Guardians from Homestuck are full-on Reality Warpers, but their main use of their powers seems to be teleportation (with a quite weird visual effect, to boot).
  • I Don't Want This Kind of Hero: As part of Naga's telekinesis, he can teleport himself and others that he's touching.
  • The White Art of Division in Kill Six Billion Demons allows this, essentially by projecting your mind somewhere else and forcing the Multiverse to believe that you've brought your body with you. For the uninitiated, there's the Portal Network of the King's Road, which winds through the Void Between the Worlds and into all 777,777 worlds via Magus Gates.
  • The Law of Purple has two kinds of teleporters; one kind is inherently dangerous to use, and the other makes a smoke effectfor no other reason than to look cool.
  • Pato, from M9 Girls!, can teleport as one of her Elemental Powers, complete with leaving purple smoke on her wake.
  • Nice Show For Weenies: Your Host was genetically modified by their creator, Eggiey, in order to have this ability. At the snap of their non-existent fingers, they can transport themself and the contestants to vastly different locations instantaneously, such as from the competition grounds to the city which is a four-hour walk on foot, as well as sending the eliminated ones to their Pocket Dimension inaccessible by any other means.
  • The Order of the Stick:
    • Partially averted — in a fantasy story based on a specific tabletop game, the audience would assume that the ability to teleport is easily achieved at a certain level of skill with magic, and indeed, many foes can and do teleport at will, but the story explains why Vaarsvuius can't. For Vaarsuvius, it's because s/he is a specialist wizard who's banned the conjuration school, which includes most teleportation spells. (Vaarsuvius defends banning conjuration with the explanation that teleportation was only altered to be a conjuration spell after the decision was made.)
    • Both Sabine and Qarr are seen teleporting themselves at will, without resorting to spells, as is common for demons and devils in Dungeons & Dragons.
    • Tarquin's psion ally Laurin Shattersmith uses a psionic wormhole to transport a legion of troops to the middle of the desert instantly. She also liberally uses short-range "Dimension Doors" for herself. Her fondness for psychoportation powers hint that she choose the "nomad" discipline specialty of psion.
  • Sluggy Freelance involves lots of teleporting through time and other dimensions, though so far only the wizards in the "Torg Potter" stories have used more traditional teleportation.
  • Parodied in Starslip, where the characters step onto what looks like a set of transporter pads from Star Trek, only for it to turn out to be a chamber that physically drops out of the bottom of the ship and crashlands on a planet.
  • In String Theory (2009), Schtein (and Langstrom's rival division) is trying to build a functioning matter teleportation device. So far he has gone through a lot of guinea pigs.
  • unOrdinary: Kayden can teleport himself and up to two others, though the effort of taking Sera and Arlo along knocks him out for a while.
  • In Wapsi Square various supernatural(?) creatures can "poit" from place to place, apparently anywhere on Earth and neighbouring dimensions like Phix's Library. Later on Monica figures out how to do it too, though her landings aren't always elegant.
  • The Whiteboard:
    • Doc made a "Pizza Teleporter" so he could get food in seconds. Unfortunately it only teleports to a specific spot on his counter, trying to send it to say, the field results in the toppings and crust separating or cheese blocking up an engine.
    • Later, while drunk, Doc and Roger put a teleporter in the beer taps at Howie's bar, so it can send beer directly to the customer's glasses from across the room, unfortunately it's warm. But then they try to turn it into a Matter Replicator, and it explodes.
  • Jack from The Wretched Ones can do this with himself or other people using magic.

    Web Original 
  • Teleporters are regularly used in Chrono Hustle on the space station Oracle in the 2340s.
  • In Farce of the Three Kingdoms, Sun Qian has the (unexplained) ability to teleport at will.
  • The Pilots can do it mentally; this discovery overturns, well, everything.
  • SCP Foundation:
  • An advanced method of moving around in Void Domain. A sight based point to point movement as well as a long distance teleport have both been shown.
  • In the Whateley Universe, it's a mutant superpower. Several high schoolers at the Super Hero School Whateley Academy have the ability in one way or another. One is even codenamed Jaunt: she can only teleport short distances and has the bad habit of not knocking before dropping in on people. The most powerful teleporters make huge salaries as transporters and couriers. Some high-level wizards can do teleportation too, and Carmilla can teleport by the convenient use of her dad's demon dimension. Several devisors also have access to teleporters; the usual caveats when dealing with technology that defies the laws of physics apply.
  • World's Greatest Adventures’s aliens have a teleportation beam at their disposal, which they use to abscond a reluctant Rufus to Mars.
  • In Worm: Multiple:
    • Oni Lee combines his teleportation with short-duration self-duplication.
    • Burnscar is a pyrokinetic that can teleport through flames.
    • Several tinkers such as Kid Win and Leet have developed teleportation technology.
    • One of Butcher XIV's powers combines teleportation with the power to make fiery explosions at her arrival point.
    • The Thanda are a group of Indian supervillains who specialize in Weaponized Teleportation.

    Web Video 
  • In UA:LA, Hero's quirk Pinpoint, allows him to teleport to his All Might keychain or anything it is attached to. He can take other people with him when he does this.

    Western Animation 
  • In the Adventures of the Galaxy Rangers episode "Tower of Combat", evil militaristic alien The General uses a stolen alien teleporter to kidnap several of the heroes.
  • In Biker Mice from Mars, Lawrence Limburger used a transporter to bring various psychos for hire to Earth to hunt down the Biker Mice.
  • The Care Bears had their Rainbow Rescue Beam, which is quite similar in concept to the transporters in the Star Trek franchise. This beam appeared the first movie, and a similar version appeared in Care Bears: Welcome to Care-a-Lot.
  • The Centurions use a teleporter to transport themselves and their Assault Weapon Systems all over the world. The device has a serious limitation, though; it can be safely used only by someone wearing an Exo Frame or similar protective device.
  • The astrobeam on Challenge of the GoBots functioned like the zeta beam in Adam Strange comics — it could teleport an individual across interstellar distances, but only temporarily; after a given period of time, the person would automatically and unavoidably teleport back to their starting point. On one hand, this makes troop extraction after a mission extremely easy, and it avoids any danger of capture. On the other hand, it makes the device useless for travelling anywhere you do intend to stay. Hence, the Go Bots still make heavy use of spaceships.
  • Code Lyoko has several of these. The most obvious of them is the scanner, which transports human beings into the virtual world of Lyoko (and back). In Season 4, the boarding pads for the Skid count as a teleporter and the "broadband acceleration" nodes count as a slower-than-light transporter.
  • The evaporators in the original Duck Dodgers in the 24½th Century short.
  • The Galaxy Trio. The title characters often use a Star Trek-style transporter called a "Lazon Cube" to beam down to planets from their starship Condor One.
  • There was an episode in Jackie Chan Adventures that featured the titular character fighting with a relics thief of sorts over a necklace that enabled teleportation. While it wasn't the main plot point of the episode it played a crucial part when Jade (who else?) got a hold of the necklace. Portals also appear several times throughout the series that transport someone (Jackie or Jade most of the time) to different places in space and time.
  • In Jayce and the Wheeled Warriors, Big Bad Saw Boss uses "the power of the black light" to teleport his headquarters from place to place.
  • On Jimmy Two-Shoes, an app on Jimmy and Beezy's phone will automatically teleport Heloise to them.
  • Justice League:
    • Although teleporters were deliberately avoided in the first seasons of the show in favor of the "Javelin" shuttlecraft/plane/submarine, the rebuilt Watchtower of Justice League Unlimited has a teleportation system, as well as a whole fleet of "Javelins". In a Shout-Out to the Silver Age, the teleporters are probably captured and repurposed Thanagarian technology, since they didn't appear until after the invasion in the multi-part episode "Starcrossed".
    • After the Watchtower was attacked by Cadmus agents, the League went after the true mastermind Luthor/Brainiac. All of the Javelins were destroyed and the teleporter naturally was disabled, prompting a dismayed Martian Manhunter to mutter that "they are more trouble than they're worth". Of course it's necessary, just so the original seven can face down Brainuthor...
    • Livewire can turn into electricity and travel along power lines. She can teleport anywhere as long as there is an electrical outlet nearby. 'Cept for that one time the Flash grabbed a wire and threw it into a flooded fire engine.
  • Kim Possible had an episode featuring a teleportation device which sent the user through the telephone network.
  • The "Modemizer", from the Chip 'n Dale: Rescue Rangers episode "A Fly in the Ointment". Both plots are similar to The Adventures of Superman episode mentioned earlier.
  • At the climax of Looney Tunes: Rabbits Run, Big Bad Marvin the Martian teleports all the other main characters to Mars. Everyone tries to escape by using a "Teleporter Depot", but Merging Machine-fueled Hilarity Ensues as the characters' heads are randomly, repeatedly switched to each others' bodies.
  • One episode of Men in Black: The Series features a portable unit. Quoth J: "You mean like Captain Kirk?"
  • Dragon Tales has the kids using a mystical dragon scale to travel between Earth and Dragon Land, in conjunction with a Magical Incantation (there two, depending on whether you were going to or from Dragon Land).
  • My Little Pony: Friendship Is Magic:
    • Physical Goddesses Princesses Celestia and Luna are capable of this, as well as the Reality Warper Discord.
    • Main character Twilight Sparkle can also use it to teleport herself, other characters, and objects, due to her proficiency in magic. The first few times she tries it it's visibly taxing, leaving her momentarily disoriented, but by the third season it's become pretty much second nature to her.
    • Twilight's Evil Counterpart Sunset Shimmer from My Little Pony: Equestria Girls briefly demonstrated this skill as a unicorn.
    • Twilight's other Evil Counterpart Starlight Glimmer also has this ability, and can use it to steal a magic scroll Spike is holding right out of his hands.
    • In "All Bottled Up", Starlight Glimmer teaches Trixie how to do this. Trixie is told she has to visualize the destination, but her unfocused mind leads to appearing in random places. She resolves to practice and get it right.
    • By "Growing Up Is Hard To Do", Sweetie Belle has learned the teleportation spell, presumably from Twilight. Being magically aged to an adult is what allowed her to pull it off, and it still burns her out after one use.
  • In My Little Pony 'n Friends, some unicorns can do this, but they cannot teleport through solid objects or spaces smaller than their bodies, so the skill can't help them escape from traps.
  • The Owl House: Through years of research, Emperor Belos developed a complex glyph pattern that allows him to teleport himself and anything within the confines of the pattern.
  • The Prison Planet in Shadow Raiders is an entire teleporting planetoid, intended to hold dangerous criminals by warping across the universe so that they can't get home. In the finale, the planet is used to teleport the Beast Planet away. Unfortunately, it's implied that the Beast Planet assimilated the teleporting ability.
  • She-Ra and the Princesses of Power: Glimmer's main power besides Light 'em Up is teleportation. She can usually only go to locations within her line of sight, and doing it too many times in a row or going far distances will tire her out. Shadow Weaver later boosts her powers to let her go greater distances and she gets another boost when she becomes Queen. However, going to locations she can't see can make her miss and end up somewhere else.
  • Steven Universe: Gem tech includes Warp Pads, which teleport Gems to a specific location.
  • To Be, a Canadian cartoon short by John Weldon, spotlighted on the extinct Cartoon Network show O Canada investigated the philosophical issue of teleporters by way of cloning technology. In it, a scientist shows off to a crowd a teleporter that functions by making an exact copy of someone elsewhere then destroying the original. A woman in the crowd, horrified by this, suggests to the scientist that he test the moral ramifications of the process by stepping through himself, and delaying the destruction of the original by five minutes. Thus, the scientist has an exact clone. They find this wonderful and exciting, until the woman asks which is the original inventor. Both want to confirm that they are in fact the "real" scientist... until the woman reminds them that the original must be destroyed, whereupon each claims to be the copy. They have a chess match to determine which the original is — but unfortunately, the victor is declared to be the original, and is subsequently destroyed. After the issue is resolved and one scientist is zapped into nothingness, the scientist changes his mind about the usefulness of the teleporter. The woman feels guilty for what she'd done, basically killing someone to prove her point, and atones for this by stepping through the machine herself, claiming that her new copied self is free of guilt for what her original had done.
  • Totally Spies!: As a variation on the teleport theme, the "WOOHP" organization seems to have thousands of pneumatic suction tubes all over Beverly Hills, able to abduct their three teenage agents away from their civilian lives at any time.
  • A number of Transformers have this ability, mostly Decepticons. The most famous is Skywarp, and he has a limiting factor that isn't part of the technology: he's about as bright as a box of hammers and requires constant supervision. He mostly uses it to pull pranks on his fellow 'Cons. Because, come on, a suprise push down a staircase is hilarious.
    • One comic series features "orbital bouncing", allowing near-instantaneous transportation for anyone to anywhere else on the planet, working much like Star Trek's transporters except for the much greater limitation of where they can be put (line of sight is implied to be a factor) and with the implied necessity of the Transformers being beamed needing to do so in their natural robotic forms rather than their vehicle modes. Also, while they work quite well for the Transformers themselves, the one time humans were seen to be sent through the process (in the official comics) suffered almost fatal health problems as a result.
    • And of course, the Space Bridge is a teleporter that works across intergalactic distances and can be built large enough to transport a whole planet. Since its most common use seems to be transporting stored energy from Earth to Cybertron, one assumes that the bridge itself consumes danged little energy when operating.
      • Maybe not — in the original 3-parter, they were able to store enough energy to go back to Cybertron on a single spaceship. Yet they spend the rest of the next two seasons constantly gathering energy and sending it home through the space bridge. It must not have been all that efficient. A possible explanation is that until they made contact with Shockwave, they didn't realize how much time had passed, and how badly de-energized Cybertron was after 4 million years.
  • As an Eliatrope, Yugo from Wakfu can create teleportation portals. Shushu king Rushu is particularly interested in acquiring Yugo since Eliatrope portals are the only means of travel off the Shushu world.
  • W.I.T.C.H. had three methods of teleportation:
    • The first was the use of portals that could take travelers from one world to another. Initially, the heroes and villains had to rely on random portals as neither faction could create portals by themselves note . After the Heart of Kandrakar absorbed the Seal of Phobos, Will was able to open portals as well as seal them.
    • The second was called folding which Will, Nerissa, Elyon and Blunk (via a magic tooth) could do. Aside from name and aesthetic differences, this was essentially the same thing as using portals.
    • The third form was called tele-transporting. While the first two methods of teleportation where for travelling between planets, tele-transporting was for instantaneous movement from one location to another in the same planet. Unlike folding, all the guardians could do it.
  • Young Justice:
    • The Justice League and the Team have access to teleportation technology called Zeta-Beams. It requires a Zeta-Beam machine on both ends and is reliant on weather conditions.
    • Season 2 introduces a group of four metahumans who were kidnapped by the Reach. One of them is a homage to El Dorado from Superfriends and has the power to teleport himself and others.
    • The introduction of the New Gods in season also the show's first use of a Boom Tube, a portal that could take one to any place in the galaxy. It sees more frequent use in Season 3.
  • Young Samson and Goliath:
    • "The Monsteroids". Samson and Goliath need to get to a Volcano Planet planetoid orbiting the Earth in order to stop the villain, so the U.S. Army sends them there using a newly-developed teleportation device.
    • "Salamandro". The title villain has a Negative Matter Transmitter that can send creatures and objects from his underwater base to the decks of nearby surface ships. At the end the villain and his Mooks use it to escape.

    Real Life 
  • This story about scientists in Australia.

Alternative Title(s): Transporters And Teleporters, Teleporters And Transporters


Kamek (Super Mario Bros U)

Kamek teleports during his boss fight like in New Super Mario Bros. Wii.

How well does it match the trope?

5 (2 votes)

Example of:

Main / Teleportation

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