Let's Rework Summoner Spells!

ByIeth·10/9/2015, 12:51:09 AM·2 votes·438 views

I got bored and thought of stronger versions of summoner spells. Share your own ideas!

All numbers are tentative.

Flash

  • Teleports your champion a short distance toward your cursor.

  • Assists and Kills reduce the cooldown of Flash by 5% (up to 25%).

  • When used out of combat, Flash gains double range, and the cooldown is reduced by 10%. Does not apply if you are moving toward enemy champions, or within 300 range of an enemy champion after flashing.

Heal

  • Gives 30% movement speed for 1 second.

  • For 5 seconds, changes your health regeneration rate to 5% maximum HP per second. This bonus overrides other sources of health regeneration, such as Warmog's Heart, or Dr. Mundo's Sadism.

  • Grants an allied champion the same bonuses as long as their health regeneration is lower than what would be received.

Barrier

  • Shields your champion for 2.5 seconds.

  • Grants damage reduction based on the number of enemy champions within 550 range of your champion and lowers incoming disables by 65% as long as the shield holds.

Cleanse

  • Removes all disables and summoner spell debuffs affecting your champion.

  • For 2 seconds, creates a 325 range aura around your champion that prevents enemies within it from using summoner spells.

  • While in the aura, enemy basic ability cooldowns are also increased by 25% of the base cooldown.

Ghost

  • Champion can move through units and gains 30% increased movement speed for 15 seconds.

  • Kills and assists increase the buff's movement speed by 10%.

Ignite

  • Deals true damage over 5 seconds, granting you vision of the target, and reduces healing effects on them for that duration.

  • If the target is slain while Ignite is cast on them, grants a 10 second buff that reduces the channel time of recall by 50% and increases movement speed out of combat by 20%.

Clairvoyance

  • For 5 seconds, reveals a small area of the map for your team.

  • Also reveals enemy sight wards and traps in that area until the duration ends.

  • Also creates fog of war for enemies in that area until the duration ends.

Clarity

  • Absorbs 100/200/300 mana from the targeted enemy champion, before reducing their mana by 50/60/70% of their current mana.

  • After 2 seconds, the targeted champion gain a buff that massively increases mana regeneration over 3 seconds, gaining back their lost mana.

  • During this time, the user will also receive mana regeneration based on the target's.

Revive

  • Instantly resurrects your champion where they died with 1 hit point and 20% mana.

  • Your champion gains a shield for 60% of their maximum health that lasts for 10 seconds.

  • Using Revive halves your gold value for kills and assists, until you score a kill.

Fortify (Targetable)

  • Heals all allied turrets for a small percent of their missing health.

  • For 6 seconds, the targeted tower deals true damage. Outer and Inner turrets gain 20% attack speed.

  • If used on a destroyed turret, it will create an untargetable vision ward that lasts 3 minutes (does not count toward ward max).

1 Comments

LatetotheRace10/9/2015, 1:10:40 AM1 votes

Let me clear something up. Flash gives people cancer when a highly mobile champion manages to escape after using all of their other abilities. Flash is cancer, we all need it but we all hate it. (5 minute cdr is perfect, and a reduction would cause people who get ahead, to not die.)