The Future of Summoner Spells

ThunderSqueak··3 votes·614 views

So double teleport is dominating in the LCS right and Riot has announced that they are looking at a change to teleport. This made me think about where each summoner spell is at the moment, and which one's need a little lovin'

summoner 14 needs a small buff, whether it be a lower cd, or more damage, or something. summoner 21 and summoner 1 could honestly be combined together to add diversity along with... summoner 13 and summoner 7 being combined together, to add a choice of shield, and remove cc; or mana and health. {{summoner:2}} Remove this and add a buff to blue trinket. Unless you want to make it semi-broken and make it have almost no cd summoner 4 needs a large nerf, so that it isn't a complete need. Almost every character takes it almost every game and it needs to be less of an instapick. summoner 11 and summoner 3 are in a perfect place in my own opinion. summoner 6 is also in a perfect place in my own opinion as well. It may need a small buff, but that would be up to Rito.

6 Comments

Peridition4 votes

summoner 6 & summoner 1 should be combined to make it a more appealing alternative to flash

{{summoner:2}} should drastically increase your area of vision for a small amount of time (anti-ganking)

summoner 13 make it restore mana and lower your current CDs by a certain %

summoner 7summoner 14 just needs a minor buff

ThunderSqueak1 votes

I like that too. Well done

Aeolian Melodies1 votes

Any nerf to Flash is a buff to mobile champion and an unneeded nerf to immobile champions. The game is balanced around Flash, deal with it.

I don't think Ignite needs a buff, it's strong at what it does. Maybe give it the "bonus AD and AP when on passive" that the mastery used to have (just merge it with the spell like they did with Exhaust).

Erockandroll1 votes

{{summoner:2}} : Completely Trinketized. They might as well remove it.

summoner 13 : The biggest problem I see with this spell is that it's power is in it's AoE. where it bolsters the entire team. (more useful in ARAM.) That, and the fact that Mana is a very Early game limiter, where most other spell are useful at all stages of the game.

summoner 4 &summoner 6 : The game is pretty much balanced around flash. But they should push Ghost as a strong alternative. The real problem then is the extreme case where people take both. (but then, you can balance that though the distortion enchantment.)

summoner 12 : Difficult to nerf, considering that 5 minutes it pretty much the max amount of time you could put on a summoner spell. Maybe increase the channel time. (make it a little less slippery. )

Other than that, I would argue that most other spells are pretty good as they are. What I think they should do though is modify summoner spells though item purchase. (like they did with Distortion boots, as well as the new Jungle items.) This would give a little more variety.

Maple Crusader1 votes

summoner 6: Go through terrain summoner 21: Lasts longer summoner 1: Now removes suppression, knock-up/knock-back/airborne CC

Xerathiel1 votes

Cleanse shouldnt remove suppression... make malzahr/ww useless

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