Possible New Summoner Spells

Syrile··2 votes·2,514 views
  • Shift Cooldown: 240 seconds Become untargettable for 0.75 seconds. During this time you cannot move, attack or activate any abilities or items.

  • Minion Taunt Cooldown: 120 (maybe less?) seconds All enemy minions within 500 units are taunted to you for 3 seconds as long as you do not leave a range of 500 units from where you cast the spell.

(Possible Alteration or add-on) -Add Turret Taunt to this summoner as well. Though that would likely be too safe.

  • Escape Route Cooldown: 240 seconds Gain +35-65% (scaling with level) movement speed for 5 seconds as long as you are moving away from enemy champions or towards inhibitors or Nexus (if within 750 units of them) and gain the ability to move through units. You cannot attack or use abilities that do damage during this duration.

I have a few other possibles but these three first. Thoughts?

14 Comments

Warlord Rhinark1 votes

The second one sounds kinda useless.

Syrile1 votes

[{quoted}](name=Warlord Rhinark,realm=EUW,application-id=3ErqAdtq,discussion-id=AwwEN4WA,comment-id=0000,timestamp=2019-01-24T12:25:14.182+0000)

The second one sounds kinda useless.

It is pretty weak. That was why I considered a lower, or much lower, cooldown. But there are uses for it. You can save teammates on occasion and turrets and the nexus. Generally, it is pretty weak. Maybe..... changing it to....

BeatzBoyFTW1 votes

Shift Cooldown: 240 seconds Become untargettable for 0.75 seconds. During this time you cannot move, attack or activate any abilities or items.

Seems neat, but this alongside champions with stealth like Akali, this will cause a lot more frustration.

Minion Taunt Cooldown: 120 (maybe less?) seconds All enemy minions within 500 units are taunted to you for 3 seconds as long as you do not leave a range of 500 units from where you cast the spell.

(Possible Alteration or add-on) -Add Turret Taunt to this summoner as well. Though that would likely be too safe.

The minion taunt is honestly absolutely useless since it doesn't do anything great for solo laners except killing themselves even faster in short trades. The turret one sounds kinda k, but I prefer it having to taunt only 2-3 turret shots before it refreshes on a new target.

Escape Route Cooldown: 240 seconds Gain +35-65% (scaling with level) movement speed for 5 seconds as long as you are moving away from enemy champions or towards inhibitors or Nexus (if within 750 units of them) and gain the ability to move through units. You cannot attack or use abilities that do damage during this duration.

Ghost & Zz'Rot Portal does pretty much the exact same thing already, no point in having 2 similar summoner spells/item kit.

Syrile2 votes

{quoted} Seems neat, but this alongside champions with stealth like Akali, this will cause a lot more frustration. The minion taunt is honestly absolutely useless since it doesn't do anything great for solo laners except killing themselves even faster in short trades. The turret one sounds kinda k, but I prefer it having to taunt only 2-3 turret shots before it refreshes on a new target. Ghost & Zz'Rot Portal does pretty much the exact same thing already, no point in having 2 similar summoner spells/item kit.

Well... We should just remove Akali entirely at this point. I am already completely sick of her in regular games and watching her in pro games as well.

Minion taunt is weak. I originally considered a 30 second or so cooldown because I can find uses for it. It could work on basically everything created like that, kinda like Yorick's stuff or Malzahar, etc. The turret one is definitely stronger to steal aggro from an ally so they can live.

As for Ghost, etc. Kinda? They are more offensive. They are not nearly as defensive and Ghost has a charge up time and lower movement. Maybe even a lower cooldown on this one would help some.

Doge20201 votes

For the minion taunt/tower taunt one: maybe the user receives reduced damage from those units? So solo laners going for an early trade receive less damage from a large minion wave, or the champ takes less damage from turret shots for the taunt duration.

To stop this summ from being too op on tanky champs, we can make it so the effectiveness of the summoner spell is lessened by lots of hp or resistances. So a late game full build cho using this summoner will only have 10-15% damage reduction from turrets while a squishy brand has the full amount of damage reduction.

Syrile1 votes

{quoted}

For the minion taunt/tower taunt one: maybe the user receives reduced damage from those units? So solo laners going for an early trade receive less damage from a large minion wave, or the champ takes less damage from turret shots for the taunt duration.

To stop this summ from being too op on tanky champs, we can make it so the effectiveness of the summoner spell is lessened by lots of hp or resistances. So a late game full build cho using this summoner will only have 10-15% damage reduction from turrets while a squishy brand has the full amount of damage reduction.

Yeah, that would be something to look into. Damage Reduction against the minions could be helpful and against turrets maybe.. Though maybe too strong. Turret dives should be very risky.

Doge20201 votes

Maybe riot can change turrets shots to not be affected by an enemy chanp’s armor, So the shots deal full damage. That way turret diving is very risky, but is manageable with the correct preparation.

To make this summoner spell not useless after early game, if the user taunts Baron, Elder or any drake, he/she pulls aggro and the user’s teammates deal a slight amount of more damage to the neutral objective. This could be a damage increase effect on the nearby teammates, or a reduction of the objective’s resistances. Idk which one is better or more broken so I can’t really say.

I guess with this effect of the summoner spell, mountain drakes will be even more important lol

Blaxonec1 votes

I prefer something like:

  • "Dont know the name" CD - 120 seconds You perform enhanced recall (maybe like baron why not even a little faster) and receive homeguard buff. This is going to be crucial for some champions that want lane presence all the time and jungler who are "lost " in enemy jungle.
Syrile1 votes

{quoted}

I prefer something like:

  • "Dont know the name" CD - 120 seconds You perform enhanced recall (maybe like baron why not even a little faster) and receive homeguard buff. This is going to be crucial for some champions that want lane presence all the time and jungler who are "lost " in enemy jungle.

Enhanced Back-to-Base was on my list for my next set of summoners. I am still thinking of the exact way to do it though.

Support Position1 votes

All those cooldowns are too long. Probably 50% on all of them except the taunt one thats fine. But personally they would all be useless and end up like summoner 1

Syrile1 votes

[{quoted}](name=Support Position,realm=NA,application-id=3ErqAdtq,discussion-id=AwwEN4WA,comment-id=0003,timestamp=2019-01-24T14:49:01.919+0000)

All those cooldowns are too long. Probably 50% on all of them except the taunt one thats fine. But personally they would all be useless and end up like summoner 1

That is probably true. But I think it is a start at least.

Support Position1 votes

Lets just look at a few things shall we? :)

Shift - Interesting concept. Way too overpowered though. Imagine everyone having level 1 item 2420 and getting item 2423 and item 3157 and having shift? Yea no... - Not to mention unsealed spellbook good fucking lord pls no.

Escape Route - Love the shove minions to the side idea as it should be that way as is. But to be honest it should just be boots instead that give lower movement then regular like item 3117 and you go through ally minions.

Minion/Tower taunt - What use would this be other than wanting to jump off a drive due to a tower dive...? For free...? :/ yea....

EDIT: Not trying to bash your ideas. Just saying they're not logical or healthy for this game :/ at all.

Doge20201 votes

I think that the taunt idea can be a good summ to add if Riot increases turret damage more to lower tower dives.

The shift summ lasts for such a short time that I think it might be kinda balanced, but I do agree with lowering the CD on it. Maybe make it so if you successfully Shift and ¨dodge¨ an ability then the CD is lowered by 10-20%. Example just in case I explained my idea wrong: lets say the CD of the summ is 100s, (using this number so I can do my math easier) if you successfully “dodge” an ability the CD then gets lowered to 90 or 80 seconds. Somebody check my math on that, 10% of 100 seconds is 10 seconds right?

Read my comments above for more info on my ideas for the taunt summ.

FantaWriter1 votes

My favorite is the Minion taunt. I like that potential use of it on freezing lanes and tanking minions when you get a gank. The lower CD will make it more usable and viable, especially if you could get reduced damage. Minions already target you if you all in so the reduced damage would help in a fight. Another thought you could self cast or target an enemy champion. This will give you the opportunity to freezing the lane or help the enemy push. I know its been 9 months, but you should look into it.

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