Irrelevant Summoner Spell Buff Concepts
Fun fact of the day: League of Legends has 11 exciting summoner spells available to you on summoners rift, not 6! These 6 obviously being:
Flash
Teleports your champion a short distance toward your cursor's location. **Cooldown: 300 **
Ignite
Ignites target enemy champion, dealing 70 – 410 true damage [50 + (20 × level)] over 5 seconds, applying Grievous Wounds icon Grievous Wounds, and revealing them for the duration. Cooldown: 240
Exhaust
Exhausts target enemy champion, reducing their movement speed and attack speed by 30%, their armor and magic resist by 10, and their damage dealt by 40% for 2.5 seconds. Cooldown: 210
Teleport
After channeling for 3.5 seconds, teleports your champion to target allied structure, minion, or ward. Cooldown is shortened to 240 seconds if you teleport to a turret and to 200 seconds if you cancel it by reactivating. Cooldown: 300
Better Barrier (heal)
Restores 90 – 345 health [75 + (15 × level)] to your champion and the allied champion nearest to the caster's cursor (or the most wounded ally if no target is near the cursor).
Healed champions are debuffed for 35 seconds, causing subsequent Heal casts on them to be 50% less effective.
Affected champions gain +30% movement speed for 1 second. Cooldown: 240
Smite
Deals 390 – 1000 true damage [370 + 20 / 30 / 40 / 50 at each level], to target non-allied minion, monster, or pet. Stores up to two charges, refilling at a rate of one charge every 75 seconds. Cooldown: 15 (75)
And yes, I am completely aware that Barrier is good on some mid laners now, and that ghost is good on some specific champions, and cleanse is 'somewhat' useful, but they still need buffs, not large ones, just small tweaks that will make them slightly better, and more relevant.
{{summoner:2}} Clairvoyance Buff Concept Reveals a small area of the map for your team for 5 seconds. **Cooldown: 60 **
Cooldown: _ 60 Seconds_ - 100 Seconds
NEW: Revealing an enemy champion or epic monster with clairvoyance will grant vision of them for your team for 10 seconds.
Why? Now Clairvoyance can be used as an alternative summoner spell for supports, it will grant more control of dragon for your team and help find and pick off enemy junglers and laners.
Clarity Buff Concept
Restores 40% maximum mana to you and your nearby allies. Cooldown: 180
Cooldown: _ 180 Seconds_ - 200 seconds (was too op for 150 seconds)
No longer restores mana to allies: Restores 40% of your maxiumum mana NEW: Over 3 seconds. to you and your nearby allies.
NEW: Now lowers the cooldown of all on-cooldown spells by 6 seconds aswell.
Why? Clarity can now be used as a 'suprise' summoner spell, getting low on mana delibritley then suprising your enemy by regaining almost half of it and granting you the ability to use some lowcooldown spells twice in a row, which will now make clarity an aggresive summoner spell for the midlaners, offering them more variety than just ignite.
Cleanse Buff Concept
Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds. Cooldown: 210
Cooldown: 210 seconds - 200 seconds
NEW: Now grants 40% bonus movespeed that rapidly decays over 2 seconds.
Why? Cleanse could now be viable on ad carries as well as ap carries as a form of escape or for a safe engage, the move speed will help you position better for the adc's and can also be used to help get away from pursuing enemies.
Ghost Buff Concept
Your champion can move through units and has 27% increased movement speed for 10 seconds. Cooldown: 210
Cooldown: 210 Seconds - 200 Seconds
NEW: Now removes all slows on your champion when activated.
**Movespeed OCD: **27% increased movement speed - 25% increased movement speed.
Why? I felt that ghost felt kinda useless when i was slowed, an entire waste of a summoner spell, but now that it will remove slows, it will make it somewhat stronger against certain opponents like Nasus.
Barrier Buff Concept
Shields your champion for 115 – 455 [95 + (20 × level)] for 2 seconds. Cooldown: 210
Cooldown: 210 Seconds - 200 Seconds
NEW: If the barrier doesn't break its cooldown is halved (100 Seconds).
Why? The thing with heal is that even when you don't use it in a time you need to, it will still heal you which is somewhat rewarding, now if your barrier doesn't get used to its full extent it will be somewhat rewarding just like heal.
for the entire duration though. ghost is about constant mobillity, and more often than not you will it slows after useing it.