The aim of this mastery concept is to be pretty faithful to the unmastered version while adding some extra twists that make the ability powerful in the hands of those who know what they can get away with.
New feature: adrenaline crystal
Whenever you use one of teleport mastery's abilities, a small crystal is left behind from where you used the ability. This crystal exists for 0.4 seconds and if it takes any damage, it will break. The close call fills you with adrenaline, empowering your next punch with +1.3X damage and kb and advancing your ability cooldowns by 5 seconds. These effects stack, so you should make as many risky teleports as you can get away with.
If you take damage before the crystal does, it disappears instantly and you get nothing.
Q: short teleport
Teleports 50% of unmastered teleport's distance with 50% of the cooldown time.
E: long teleport
Teleports 150% of unmastered teleport's distance with 200% of the cooldown time.
The cooldowns of these abilities are shared, so using Q also puts E on the same cooldown and vice versa.
Obtainment: Avoid (insert number) damage with teleportation
Basically, unmastered teleport makes useless invisible adrenaline crystals for the sole purpose of this mastery obtainment
