Teleporting in Rise of Kingdoms lets you relocate your city without changing your buildings, commanders, technology, troops, or account progression. It is one of the most important map-positioning tools for joining an alliance, escaping danger, moving into a new zone, or positioning for war.
The confusing part is that Rise of Kingdoms has several teleport types with different rules. A Territorial Teleport, for example, behaves differently from a Targeted Teleport when passes and alliance territory are involved.
This guide explains how Random, Territorial, Targeted, and beginner relocation work, which teleport to use in each situation, and what to check when the game refuses to let you move.
Use Territorial Teleport when moving directly onto your alliance’s territory, Targeted Teleport when you need an exact valid position, and Random Teleport when the destination does not matter. Beginner cross-kingdom relocation is restricted to eligible accounts below City Hall 8, while developed accounts use migration instead.
Rise of Kingdoms Teleport Types
| Teleport | Destination | Best Use | Main Limitation |
| Random Teleport | Random valid location | Emergency relocation | You cannot choose where you land. |
| Territorial Teleport | Valid alliance territory | Joining your alliance or moving zones | Destination must be on alliance territory. |
| Targeted Teleport | Exact valid location | Precise war or map positioning | Zone access can depend on pass ownership. |
| Beginner relocation | Eligible early-game kingdom | Jumper or early kingdom relocation | Restricted to beginner accounts and eligibility rules. |
How to Teleport in Rise of Kingdoms
The exact interface can vary slightly after updates, but normal teleporting follows the same basic process.
- Open the kingdom map.
- Move the map to the area where you want to relocate.
- Select an empty location.
- Use the appropriate teleport item.
- Move your city footprint until the location is valid.
- Check nearby cities, alliance structures, passes, and enemy activity.
- Confirm the teleport.
If the location remains red instead of becoming valid, something is blocking the destination or your teleport type cannot reach that area.
Random Teleport
A Random Teleport relocates your city to a random valid position rather than allowing you to select the destination.
When Random Teleport Is Useful
- You need to leave a dangerous area.
- Your exact destination does not matter.
- You need an emergency relocation.
- You do not want to spend a more valuable precision teleport.
When Not to Use Random Teleport
Do not use it when trying to join your alliance, position around a pass, join a war cluster, or move beside a specific target.
You may land far from your alliance and need another teleport immediately afterward.
Territorial Teleport
A Territorial Teleport moves your city to a valid location inside your alliance’s territory.
This is normally the best teleport for joining your alliance after it has established a fortress and connected territory.
Why Territorial Teleport Is Special
Territorial Teleport has an important advantage that is often misunderstood.
If your alliance already owns territory in another region, you can use a Territorial Teleport to move directly onto that territory even when your alliance does not control every pass between your current position and the destination.
This makes Territorial Teleport extremely useful when your alliance has expanded into a higher zone.
When to Use Territorial Teleport
- After joining a new alliance
- When leadership asks members to regroup
- When your alliance establishes territory in another zone
- When moving closer to the main alliance cluster
- When preparing for territory defense
- When you want to conserve Targeted Teleports
Because alliance territory and zone access are closely related, the Rise of Kingdoms zones guide is useful if you are unsure how Zone 1, Zone 2, Zone 3, and passes interact.
Targeted Teleport
A Targeted Teleport allows you to choose a specific valid location.
This is the most flexible normal teleport for precise positioning, but it has different region-access rules from a Territorial Teleport.
Targeted Teleport and Pass Rules
If you are trying to use a Targeted Teleport to cross from one region into another, your alliance generally needs access through the appropriate pass connecting those regions.
This means a Targeted Teleport can fail even though you can see the destination clearly on the map.
Meanwhile, a Territorial Teleport may still work if your alliance already owns valid territory in that region.
Important: If a Targeted Teleport says you need to occupy the passes, check whether your alliance already owns territory in the destination region. If it does, try a Territorial Teleport directly onto that territory instead.
When to Use Targeted Teleport
- Exact positioning around war objectives
- Moving to a precise location within an accessible region
- Joining a specific city formation
- Positioning near rallies or reinforced objectives
- Escaping to a chosen safe location
Do not spend a Targeted Teleport merely to move onto ordinary alliance territory when a Territorial Teleport can accomplish the same goal.
How to Teleport to Your Alliance
Joining your alliance cluster is one of the most important early-game teleport decisions.
- Join the alliance.
- Find its Center Fortress, flags, and connected territory.
- Ask leadership which region or cluster members should occupy.
- Choose an empty location that does not block structures or war lanes.
- Use a Territorial Teleport when moving onto alliance territory.
- Use Targeted Teleport only when exact positioning is required.
Stay close enough to participate in rallies, alliance building, resource gathering, and defense, but avoid blocking fortress entrances, flags, rally captains, or narrow paths.
Territorial Teleport vs Targeted Teleport
| Situation | Best Teleport | Why |
| Joining alliance territory | Territorial | Designed specifically for alliance territory. |
| Alliance has territory beyond a pass it does not own | Territorial | Can move directly onto alliance territory without owning intervening passes. |
| Exact position in current accessible region | Targeted | Provides precise placement. |
| Exact position in another region | Targeted | Requires the appropriate region and pass access. |
| Emergency escape with no preferred destination | Random | Fast relocation without choosing a location. |
Beginner Teleport and Beginner Immigration
Beginner relocation is different from ordinary same-kingdom teleporting.
Eligible beginner accounts can move to another kingdom before reaching City Hall 8, which is the mechanic commonly used by jumper accounts and players joining friends early.
Common Beginner Requirements
- City Hall must remain below level 8.
- The required beginner relocation item must still be available.
- The account must satisfy the destination kingdom’s eligibility rules.
- The player cannot be in an alliance when performing the cross-kingdom beginner move.
- Required troops must be back in the city.
- The account cannot be in an active battle state.
- The character limit for the destination kingdom must not be exceeded.
Beginner relocation rules and kingdom eligibility can change, so always check the requirements shown in the game’s relocation interface before committing to a jumper plan.
New players planning their first account can also use the Rise of Kingdoms beginner guide for early progression priorities.
Can You Teleport to Another Kingdom?
Regular Random, Territorial, and Targeted Teleports are not substitutes for migration.
For developed accounts, moving permanently to another kingdom uses the migration system and Passport Pages rather than a normal teleport item.
Therefore, think of the systems this way:
| Goal | System |
| Move within your current kingdom | Normal teleport items |
| Move to another kingdom as an eligible beginner | Beginner relocation |
| Move a developed account to another kingdom | Migration and Passport Pages |
Do not purchase or save Targeted Teleports expecting them to replace migration later.
Why Can’t I Teleport in Rise of Kingdoms?
Teleport errors normally come from the selected location, the teleport type, region access, or the current state of your city.
1. Your Destination Is Blocked
Your city needs enough clear space to fit its entire footprint.
Move the destination if mountains, structures, cities, resource points, or other map objects prevent placement.
2. Your Targeted Teleport Cannot Cross the Pass
If the destination is in another region and your alliance does not control the required pass, a Targeted Teleport can be blocked.
When your alliance already has territory there, use Territorial Teleport instead.
3. Your Troops Are Not Ready for the Teleport
For Targeted Teleport and cross-kingdom beginner relocation, return the required marches to your city before attempting the move again.
4. Your City Is Fighting a Rally
Normal Random, Territorial, and Targeted Teleports cannot be used while your city is actively fighting a rallied army.
Do not treat teleporting as a guaranteed last-second escape after a rally has already connected.
5. You Are Using the Wrong Teleport Type
A common example is trying to use Targeted Teleport across a pass when Territorial Teleport would work because the alliance already owns territory in the destination region.
6. Your Beginner Account Is No Longer Eligible
If City Hall has reached level 8 or another beginner-relocation requirement has been lost, the early cross-kingdom option may no longer be available.
Which Teleport Should You Use?
| Your Goal | Recommended Option |
| Join alliance territory | Territorial Teleport |
| Move to alliance territory in another region | Territorial Teleport |
| Choose an exact city location | Targeted Teleport |
| Escape without caring where you land | Random Teleport |
| Move an eligible new account to another kingdom | Beginner relocation |
| Move a developed account to another kingdom | Migration |
Teleporting During War and KvK
Teleporting becomes much more important during war because city position affects reinforcement time, rally distance, field presence, and how easy your city is to attack.
Follow Alliance Markers
Do not choose a war position simply because the tile is available.
Alliance leadership may reserve areas around passes, flags, rally captains, or objectives for specific players.
Do Not Port Too Deep Alone
A city positioned ahead of the alliance cluster can become an easy rally or swarm target.
Move with the alliance rather than trying to create pressure by yourself.
Keep Precision Teleports Available
Targeted Teleports become more valuable when exact positioning can decide whether you can reinforce an objective quickly.
Use Territorial Teleports for ordinary alliance movement whenever possible and preserve Targeted Teleports for situations where exact placement matters.
Understand the Pass Before Moving
Pass control determines normal troop movement between regions and can also determine where Targeted Teleports are allowed.
Do not assume that seeing an area on your map means every teleport type can reach it.
Planning a move around an established kingdom? Teleport availability is only one factor in map positioning. Players evaluating a ROK account for sale should also check the account’s current kingdom, alliance access, migration eligibility, troop strength, commanders, resources, and whether the account is positioned for the next KvK stage.
Teleport Tips for Beginners
- Join an active alliance before spending normal teleports randomly.
- Use Territorial Teleport for ordinary alliance relocation.
- Save Targeted Teleports for moves requiring precise placement.
- Keep at least one emergency relocation option when possible.
- Do not upgrade past beginner eligibility before completing a planned jumper move.
- Check the destination before confirming the move.
- Avoid isolated positions far away from alliance support.
- Ask alliance leadership where members should cluster.
Common Teleport Mistakes
- Using Random Teleport to join an alliance: The destination is not under your control.
- Using Targeted when Territorial works: Save precision teleports for situations that need them.
- Assuming Targeted bypasses passes: Region access still matters.
- Not realizing Territorial can bypass intervening pass ownership: It can move you directly onto valid alliance territory.
- Teleporting without checking city placement: Avoid blocking alliance structures or important war paths.
- Trying to move after a rally has already connected: Normal teleports are unavailable while actively fighting a rallied army.
- Confusing teleporting with migration: Normal teleport items do not permanently move developed accounts to another kingdom.
- Waiting too long for beginner relocation: City Hall 8 ends the standard beginner threshold.
- Moving ahead of the alliance during war: Isolated cities are easier to punish.
- Using valuable teleports for convenience: Save them for meaningful strategic moves.
FAQ
What is the best teleport for joining my alliance?
Use a Territorial Teleport when your alliance already owns territory. It is designed specifically for alliance territory and can save your more flexible Targeted Teleports.
Can Territorial Teleport cross a pass?
Yes, in the important sense that it can move an alliance member directly onto existing alliance territory even when the alliance does not control every intervening pass.
Why does Targeted Teleport say I need to occupy the passes?
Your destination is probably in another region that requires pass access. Targeted Teleports between regions follow pass-access rules. If your alliance already has territory in that destination region, try using Territorial Teleport instead.
Can Targeted Teleport move me to another kingdom?
No. Targeted Teleport is for moving to a chosen valid location within the relevant map. Developed accounts moving permanently to another kingdom use migration and Passport Pages.
Can I teleport while being rallied?
You cannot use the normal Random, Territorial, or Targeted Teleports while your city is actively fighting a rallied army.
Why is my teleport location red?
The location is invalid. Move the city footprint and check for blocked terrain, map objects, structures, insufficient space, alliance-territory restrictions, or zone-access requirements.
Can a beginner move to another kingdom?
Eligible beginner accounts can use the beginner relocation system before reaching City Hall level 8, provided the other kingdom and account requirements are met.
What is the difference between teleporting and migration?
Teleporting normally changes your city’s location within the current kingdom. Migration permanently transfers an eligible developed account to another kingdom and uses the migration system and Passport Pages.
Conclusion
Teleporting in Rise of Kingdoms is not just a convenience feature. The teleport type you choose determines where your city can move, how accurately you can position it, and whether zone or pass restrictions apply.
Use Random Teleport when the destination does not matter. Use Territorial Teleport when moving onto alliance territory, especially when the alliance already has territory beyond passes it does not currently control. Save Targeted Teleports for exact positions and remember that moving between regions with them can depend on pass access.
Beginner cross-kingdom relocation is a separate early-game system with a City Hall level restriction. Once the account develops beyond those beginner requirements, moving permanently to another kingdom becomes a migration decision rather than a normal teleport.
Before every important move, check your destination, alliance instructions, pass access, enemy positions, and which teleport item actually matches the job. Good positioning can save both teleport items and your city during active wars.
Explore more map mechanics, beginner advice, commander builds, and KvK strategies in the Rise of Kingdoms guide collection.








