Idea for Improvements on Summoner Spells.

P3rro·6/6/2015, 6:19:24 AM·1 votes·703 views

Flash, Ignite, and Smite are pretty solid Summoner spells. Great movement and utility with Flash, Decent amount of true damage and reveals targets with Ignite and Great versatility with Smite.

The rest of the Summoner spells may need a little boost in power.

_Heal/ Cleanse/ Barrier _Suggestions: Grant Heal/Cleanse/Barrier level scaling properties, to increase in power as game goes on,as well as movement increases.

**Barrier **: Grants 25%(1-10)/30%(11-15)/35%(16-18 ) health as a shield for 3.5 seconds and grants 10%/20%/25% movement speed for 3/3/3.75 seconds.

Heal: Heals for 25%(1-10)/30%(11-15)/35%(16-18) of your total health. Grants 30%/35%/40% movement speed for 1.5/1.5/1.75 seconds.

Cleanse: Removes all disables and summoner spells debuffs affecting your champion and grants 65%(1-10)/70%(11-16)/75%(16-18) crowd control reduction for 3/3/3.5 seconds. In addition, you are passively granted 2.5%/5.5%/11.5% movement speed and tenacity.

Clairvoyance/ Clarity/ Ghost Suggestions: Clairvoyance should remain unique as global ult and should have expanded effects to highlight that niche. Clarity and Ghost should be summoner spells taken so that a summoner doesn't have to buy boots or mana return items, this allows champions to free up an additional slot for more damage/defense/utility/etc.

Clairvoyance: Reveals an area of the world for 5 seconds._ Slows and reduces the vision range of enemies by 25%. Allies are stealthed and move 25% faster._ Duration of effects last** 45%**(1-10)/80%(11-15)/105%(16-18)of the reveal duration. Only affects enemies and allies in area of the time of the Clairvoyance cast.__

Clarity: Upon activation grants 40% of your resource. Passively grants 12 (+ .1% total mana) of your resource every 5 seconds. _Spells grant 6% of your total mana over 2 seconds. this effect is shared and can only be trigger once every8 secondss. Basic attacks will instantly grant 3.5% of your total man. _ (These effects share a 10 second cooldown)

Ghost: Your champion moves 27% faster for 10 seconds. Passively gain 10 movement speed, 30% increased benefit from movement speed, and you can walk through minions.

How would you feel if these could be made possible? Do you think they would help boost variety in summoner spell choice? What do you guys have in mind?

2 Comments

BluePolarizer6/6/2015, 6:26:10 AM1 votes

Your premise is, IMO, incorrect, but you have a very good idea on clairvoyance.

Ignite is actually crap on anything other than snowballers or against sustain tanks. In every lane, you can take a summoner that's superior to ignite. In particular, if you ever lose lane with ignite you are basically down a summoner; once behind, ignite won't help you kill anyone and it'll be useless in teamfights compared to what you could have taken.

Heal is already one of the best summoner spells.

GinoSoldier6/6/2015, 7:37:33 AM1 votes

Well, just Ghost alone has an issue. With boots like Boots of Swiftness or Mobility, champions like Blitzcrank or Udyr become pretty insane. Assuming either takes ghost to help them there, there is nothing preventing them from getting boots anyhow and getting even worse than they already are. It changes the entire game, basically, because champions that normally could be kited would become insanely harder to keep away. And that's just Ghost.

I like the base idea of making every Summoner Spell akin to Smite, linked to an item (Boots in Ghost's case) and given varying effects based on which upgrade it gets, but i can see glaring balance issues popping everywhere, it'd have to be done carefully.