Will we ever see any NEW summoner spells?

CHOPSTICKUHH··30 votes·2,488 views

I don't know about anyone else but all this talk about possible summoner 12 nerfs and topics around season 6 summons spells has me wondering if we will see any new additions to the summoner spells

To me is just everyone playing summoner 4 / summoner 14 / summoner 7 / summoner 3 i don't see much diversity it's pretty much those 4 over played/ over used with the odd summoner 21 every now and again,

I feel some new fresh summoner spells could do some good, and considering there are what over 125+ champions now, having the same 4-5 summoner spells used all the time is getting old to me

56 Comments

Blue Socialist26 votes

Visual Upgrade to Clairvoyance that has a Disco Ball spinning when its used.

Tactical Salad4 votes

10/10

Chaotic Reks2 votes

IT'S OFFICIAL!!! Nunu

SaltyToplaneGoat8 votes

Well, I'd be for one called "Blast Wave": knocks all enemies away from the caster instantly, but deals (almost) no damage.

As a defensive spell that sounds quite interesting...

undesirable team9 votes

[{quoted}](name=Kyoki Shinkuro,realm=EUW,application-id=3ErqAdtq,discussion-id=5BEyFt52,comment-id=0002,timestamp=2015-10-07T02:15:08.821+0000)

Well, I'd be for one called "Blast Wave": knocks all enemies away from the caster instantly, but deals (almost) no damage.

As a defensive spell that sounds quite interesting...

Janna . Would be too overpowered. Every donger player would use it then .-. Easy forced tower dives.. just sounds really op

SaltyToplaneGoat3 votes

Well of course it wouldn't have the size of a janna ult ^^

I'm thinking more about flash-distance, maybe a bit less.

Also with that spell the donger would lack another, so... no ignote or barrier or heal (if he wants to keep flash).

Axis the Dragon5 votes

Yasuo

You just made it easier for him to land his ult by himself

Narasimha1 votes

That's still absurdly powerful. At a MINIMUM, it gives champion without hard cc access to it. And quite a few champions are balanced around their cc or lack thereof.

freeformline5 votes

I'll assume you mean new summoner spells on the Rift, since there actually was a new summoner spell on the Howling Abyss recently summoner 32. Of course, I don't mind pretending this isn't a summoner spell because it doesn't really seem like something that a summoner (what is this legendary being?) would do to help out a champion (did they win a tournament or something?) during a League (a what?) match. I would hope any new spells on the Rift would fit that "boon from a summoner" theme a little better, even if summoners aren't supposed to exist.

I think something similar to Dominion's {{summoner:17}} would be an interesting addition to Summoner's Rift. Having a siege breaking or anti-dive tool available as a summoner spell might be a viable alternative for top laners who would otherwise take teleport, though, as on the Crystal Scar, it is a little lame to have a spell that is limited in its use by where you are on the map. I would be hesitant to put both of Garrison's effects on the same spell on the Rift, but the individual effects or effects inspired by them might be good additions to the game. A tower-buffing spell or something like it might also inspire the usage of some of the more clever sieging items, like item 3512 or item 3056.

EDIT: I wasn't around to see Fortify when it was in use. I like the concept of it, but can imagine why it would influence gameplay significantly enough to be removed. I would think increasing the tower's DPS alone, tying an AOE buff to the area around the tower, or something to that nature which makes a dive dangerous but does not necessarily prevent the tower from being taken could be made healthy enough for actual gameplay, though it certainly wouldn't be as interesting as something like Teleport or Flash.

Dar Raksada1 votes

{quoted}

I'll assume you mean new summoner spells on the Rift, since there actually was a new summoner spell on the Howling Abyss recently summoner 32. Of course, I don't mind pretending this isn't a summoner spell because it doesn't really seem like something that a summoner (what is this legendary being?) would do to help out a champion (did they win a tournament or something?) during a League (a what?) match. I would hope any new spells on the Rift would fit that "boon from a summoner" theme a little better, even if summoners aren't supposed to exist.

I think something similar to Dominion's {{summoner:17}} would be an interesting addition to Summoner's Rift. Having a siege breaking or anti-dive tool available as a summoner spell might be a viable alternative for top laners who would otherwise take teleport, though, as on the Crystal Scar, it is a little lame to have a spell that is limited in its use by where you are on the map. I would be hesitant to put both of Garrison's effects on the same spell on the Rift, but the individual effects or effects inspired by them might be good additions to the game. A tower-buffing spell or something like it might also inspire the usage of some of the more clever sieging items, like item 3512 or item 3056.

EDIT: I wasn't around to see Fortify when it was in use. I like the concept of it, but can imagine why it would influence gameplay significantly enough to be removed. I would think increasing the tower's DPS alone, tying an AOE buff to the area around the tower, or something to that nature which makes a dive dangerous but does not necessarily prevent the tower from being taken could be made healthy enough for actual gameplay, though it certainly wouldn't be as interesting as something like Teleport or Flash.

we used to have that, it was called fortify. It made all your turrets immune for a few sec as well as buffing them if you chose the talent for it.

Pikmints2 votes

As much as I loved this and picked it every game, it posed a difficult balance point as every game would stall much longer, split pushing was less viable, and late game champs had much more reason to be played over early game champs. Those are the main reasons Riot stated for removing it, that it provided few options offensively, denied your opponent offensive options, and had the most impact based on champion decision when compared to other summoner spells.

Dar Raksada1 votes

{quoted}

As much as I loved this and picked it every game, it posed a difficult balance point as every game would stall much longer, split pushing was less viable, and late game champs had much more reason to be played over early game champs. Those are the main reasons Riot stated for removing it, that it provided few options offensively, denied your opponent offensive options, and had the most impact based on champion decision when compared to other summoner spells.

it had a pretty hefty cd as well as the oppertunity cost of not having another summoner spell though, it had it's uses on specific champions but usually wasn't picked that often near the end.

Old Man Teeto4 votes

There's many ideas, the real problem is you can only bring 2 summoners, and the game is balanced around bringing Flash.

Heal/Barrier = General Defensive Cleanse = Niche Defensive Exhaust = Mixed Offensive/Defensive Ignite = Offensive Teleport = Tempo/Mobility Clarity = Tempo Ghost = Mobility Flash = Mobility Smite = Jungling Clairvoyance (CV) = Vision


Defensive spells give you a combat effective summoner for keeping yourself alive. Offensive spells give you a combat effective summoner for killing your opponent. Mobility spells let you move around the map faster. Tempo spells allow you to gain combat effectiveness by outlasting your opponent. Vision spells give you more map control. Jungling spells let you kill neutral minions easier.


Lets use SURGE and PROMOTE, old summoner spells which were removed, as examples.

SURGE was an offensive summoner spell that gave you a burst or AP and attack speed. The issues with it was unlike Ignite, it didn't guarantee damage in a trade of summoner spells and was easy to disengage from, and came at losing a defensive summoner for an attack speed steroid, which generally wasn't needed on AA carries. Since Ignite dealt true damage, the AP gain required to make most mage spell reels deal that much additional damage would put the few champions who could use it well over the top, meaning it could never have enough of an AP increase for the majority of AP Mages.

SURGE just wasn't going to be used over Ignite/Heal/Barrier without it spawning abuse cases (Say Diana with Surge or some insanity).

PROMOTE was a Tempo spell, very very unique, in that it gave you the ability to push another lane while not being there, forcing someone to go deal with the promoted minion, allowing you to outnumber the other team at an objective to win a fight. Promote was brought back as an item for teams as a tactical buy, since it's main abuse case was in the early game.

Promote gave teams the ability to take objectives too easily when it was up in the early game allowing for too strong of a snowball, making it into an item solved the problems of the spell.


Clarity and Clairvoyance as the unused summoner spells currently.

Clarity because the tempo gain from it is very small and as the game goes on longer becomes less and less, managing mana is fairly easy as costs and itemization are fairly cheap.

Clairvoyance used to see play when vision control was more difficult, but vision is far easier now a days so the map control is far less important.

CV could be removed entirely now a days with no impact on any levels of play. Clarity however is a good crutch to teach newer players and allow them to cast spells to learn how they function as it's usage is simple "Don't have mana, cast clarity." compared to things that require much more learning such as Teleport, Barrier, and Cleanse.

Hupsis2 votes

I think it would be cool is summoner 4 was integrated to item 3241 (and all of its upgrades) as an active. We could actually then pick two summoner spells.

As for new ones, I'd like a spell that helps defend against divers. Something like a force pulse originating from a tower that pushes enemies back and slows them. It could also enhance turret shots somehow (slow/knockback/increased attack speed/etc.) to kinda ward off the enemies after they have first been pushed away.

Skyslayer6301 votes

{quoted}

I think it would be cool is summoner 4 was integrated to item 3241 (and all of its upgrades) as an active. We could actually then pick two summoner spells.

As for new ones, I'd like a spell that helps defend against divers. Something like a force pulse originating from a tower that pushes enemies back and slows them. It could also enhance turret shots somehow (slow/knockback/increased attack speed/etc.) to kinda ward off the enemies after they have first been pushed away.

I like this

Slamurai Jack1 votes

I doubt it simply because people already don't use the ones they've been given. I don't think I've ever seen anyone use {{summoner:2}} besides myself, which is a shame because it's an extremely useful spell if your champion doesn't need a combat summoner.

Mr Broken Wings1 votes

Nerfing flash would nerf immobile champions and make mobility creep an even bigger problem. No. Other spells can be changed, but flash just CANT and shouldnt be changed. Its pretty much the only counter immobile champions have to insecs and other moves mobility champions can pull off.

Randomonium1 votes

I'd like to see them buff/rework the less used summoner spells first before trying to add new ones.

Sancre1 votes

I would like one that had a Darkness like effect, for 1 or 2 seconds gave the affected enemy short range vision, like burrowed Rek'sai.

Also a boost spell, something that added a double that repeated any action that you did for 3 seconds or so, like sated devourer's but with spells too

Dar Raksada1 votes

I miss fortify.

Remlap12231 votes

Stasis I'd think would actually make a cool summoner spell.

CHOPSTICKUHH1 votes

Enlighten me, not sure what that is

Hupsis2 votes

Zhonya's effect is a stasis effect.

Cipse2 votes

Think Zhonya's or Bard's ult.

Old Man Teeto1 votes

One of the better summoner spell ideas, if for nothing as to test.

Champions who live or die by having Zhonya's, such as Fiddlesticks, Kennen, Morganna, could see great use out of a Stasis summoner to allow a more aggressive build path.

The issue however, is

"Is stasis balanced if available to NON-AP's"?

I'm unsure to be honest, and I feel legitimate testing would be worthwhile.

Remlap12231 votes

I think the only problem I'd see with that is that it would make Karthus completely unplayable. Of course, Karthus hasn't been good since season 1, soooo....

Silver Fluffenbu1 votes

how about a summ that grants invisibility for 3 seconds.

CHOPSTICKUHH1 votes

That seems a bit op, and we already have zhonyas

Silver Fluffenbu1 votes

*how about a summ that grants invisibility for 3-1 bit seconds.

zhonyas a visible, immobile, immunity spell; invisibility is an invisible, mobile, non-immunity spell. so it's really not similar at all.

CHOPSTICKUHH1 votes

Lol misread

Silver Fluffenbu1 votes

in that case, it's extremely similar

CHOPSTICKUHH1 votes

i think reworking some of them would be a good idea along side of adding a couple of new ones, personally summoner 21 doesn't feel like a barrier it's actually just a shield tbh, I think it should nullify projectiles and incoming damage for 2-3 seconds give or take

Cindikle1 votes

Not sure new ones are needed. They can't be too niche without destroying a champion. Or throwing whatever balance we have into chaos till things get sorted.

Rather see the current ones become relevant.

summoner 21 - While up it ignores Armor/MR penetration. Probably a slight reduction in the total shield. But this helps it counter assassins and would be a very strong summoner on tanks. {{summoner:2}} - Reduce duration and cooldown. Perhaps a charge system like Smite. Turning it into a quick spot vision to check an area instead of a different blue trinket. summoner 1 - If it removes hard CC, it can be reactivated to apply an AoE slow(similar to Omen) for a higher CD. summoner 13 - Restores 15% of max mana and all abilities have no cost for 5 seconds.

Havenscythe1 votes

I seriously doubt they will ever add new ones. We will either see A. current summoner spells reworked/buffed, or B. some current summoner spells removed just as revive and garrison. Unless next season they add a game impacting new mechanic, don't get your hopes up.

RouterSmiter1 votes

so summoner 11 ?, used just as much as flash

Pikmints4 votes

2 Smites are used a game on average, 10 Flashes are used a game on average.

IcyPepper1 votes

And ignite, exhaust, heal, and teleport as well.

Except you see flash more than all those spells.

CrazedPorcupine1 votes

Here's the reasoning for why I vote NO.

We have several summoners that aren't used at all, and several that have been removed for various reasons.

Surge/Rally/Promote, all those got removed, Surge got made into Rageblade's new passive, and Promote became a brand new item. Rally just got straight up removed alongside Revive.

Fortify used to be a thing, but then that got removed because teams were stacking 5 of them on a team and just delaying games by insane amounts.

We still have several summoner spells that aren't used ever, and are looking like they should be changed to either items or new passives.

Clarity: Right now is used RARELY on ARAM, and never past the first few levels in the low level areas.

Clairvoyance: Right now, it's niche is taken over by Blue Trinket. It needs something to differ it from the 3 trinkets, and give some reason to take it as a niche pick in certain teamcomps.

PROPOSAL FOR CLARITY AND CV:

Clarity: REMOVED -> Restores 40% of your allies maximum mana. CHANGED -> Mana restore on Self reduced to 20% maximum Mana. ADDED -> now reduces all non-ultimate Cooldowns by 90%. NOW RESTORES 20 ENERGY. COOLDOWN -> UNCHANGED (180 Seconds (3 minutes) )

Clairvoyance: REMOVED -> Reveals area of map for 5 seconds NEW -> Now reveals all enemy champions for 3 seconds COOLDOWN -> INCREASED 60->120 seconds

Meeks0111 votes

There were like 3 or so others that were removed.

Rally... Surge... REVIVE... Riot's been removing without compensation. MOAR DIVERSITY!

CHOPSTICKUHH1 votes

Pls Riot give us your thoughts

Confron7a7ion71 votes

The actives from item 3829 , item 3745, or item 3911 might work as a summoner. Whatever it is would need to be able to compete with summoner 4 and summoner 12 .

Something interesting that could compete with summoner 14 would be a summoner that commanded all nearby minions to attack 1 target. this could be used to punish someone diving your minions to attack you or to force minions to ignore other minions and attack an objective.

A summoner that had the same effect as Grave's smoke screen but it would be on a single target could be super useful to help a jungle gank or to allow you to escape a 1v1 situation.

Sincarnation1 votes

Be fair; smite, cleanse, and ghost see a decent amount of use.

Clarity and Clairvoyance are the only ones that see no play at all, but I think it might be neat to have more summoner spells.

CHOPSTICKUHH1 votes

I rarely see cleanse or ghost

Sincarnation1 votes

{quoted}

I rarely see cleanse or ghost

Flash + Ghost isnt that uncommon on some laners like TF or Vlad, and ghost has some niche use on like olaf, hecarim, trynd etc

Cleanse is more niche, but still really useful vs heavy cc teams

Shroom Junkie1 votes

Technically they did add the snowball... but y'know, only for ARAM, lol.

Need Gold 4 Tent1 votes

Voted no for the time being, because they should be fixing the unused ones before just adding new ones and making them further obsolete. CV and Cleanse have seen better days, and removing summoners (Revive/Fortify/Surge) outright seems just lazy, not to mention the rationale of "unused" doesn't even make sense.

TwoD1 votes

As much as I want new spells, I highly doubt we would get any new ones.

WiegrafOfValor1 votes

They should split flash into 2 Spells.

[DODGE] Cooldown 90 seconds Range 200 (Smart cast)

[FLASH] Casting Time 0.3 seconds Cooldown 240 seconds Range 475 (Smart cast)

CHOPSTICKUHH1 votes

... I uhhhh what, naw

CHOPSTICKUHH1 votes

Bring back revive pls..

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