Upgrades for Summoner Spells

Zeke Maelstorm·7/12/2015, 4:32:15 AM·1 votes·682 views

The Problem

Recently many laners have been taking smite because of how good item 3715 and item 3706 are. This is because these items are at least equal to other summoner spells while granting access to jungle unique items which are in some cases stronger than the other options available to laners. For example; item 3709 outclasses item 3068 once enough health is acquired. Now nerfing the items is always an option especially when those items are too strong but laners will still take the item because the item is still equal to its equivalent and grants a stronger summoner spell. summoner 14 has slowly fallen from grace, summoner 21 and summoner 7 will always compete for a similar role while {{summoner:2}} and summoner 13 haven't seen play in a long time.


The Answer

My proposal to Riot's Balance Team and the League of Legends Community is to give the other summoner spells in the game upgrades of their own so that way they can compete with smite's upgrades. Below I have compiled some ideas for upgrades on the other summoners, note all upgrades would cost 450.


summoner 21 **Barrier **summoner 21

Barrier is used to increase a carry's survivalbity. The problem with this spell is that it fills a similar niche to Heal and typically an ADC would rather take Heal because it helps both them and the support. These proposed upgrades give Barrier a niche that gives Barrier a some additional utility that makes more than a shield.

  • Defensive Barrier: Barrier now grants 30 bonus armor and magic resistance for 2 seconds. The regular shield is still applied.

  • Protective Barrier: Barrier now grants a spell shield on activation as well as the regular sheild. This spell shield expires after 2 seconds.

  • Shielding Barrier: Barrier now creates a dome in small area around the caster. This dome blocks projectiles and expires after 2 seconds. The regular shield is still applied.


{{summoner:2}}Clairvoyance{{summoner:2}}

This summoner spell hasn't seen competitive play since season 1 and this is mostly due to trinkets and the introduction of strong vision items. Clairvoyance's upgrades are intended to make it not only stronger but have a useful upgrade for multiple situations.

  • Clearing Clairvoyance: Reveals a small area of the map for 5 seconds and destroys all enemy wards and traps in the area for 5 seconds.

  • Scouting Clairvoyance: Reveals a large area of the map for 5 seconds.

  • Warding Clairvoyance: Reveals a small area of the map for 5 seconds and places a stealthed ward which has true vision. This ward will last for 60 seconds.


summoner 13Claritysummoner 13

Clarity has never been used in competitive play and is probably the only summoner spell that needs a rework. However I do have a idea for an upgrade to improve the spell and help the manaholics of the rift.

  • Constant Clarity: Restores 40% of all allies resources and the caster's resources. In addition all allies and the caster are granted a buff which grants 5% CDR, 10 mana per 5 seconds which lasts for 30 seconds.

summoner 1Cleansesummoner 1

Cleanse has been a niche summoner against comps with very strong crowd control. Now although that probably won't change even with these upgrades available it will make the spell stronger and a more appealing option.

  • Protective Cleanse: Removes all disables and summoner spell debuffs affecting your champion and grants immunity to crowd control for 3 seconds.

  • Super Cleanse: Removes all disables and summoner spell debuffs affecting your champion including suppressions.


summoner 3Exhaustsummoner 3

Exhaust has always been a good summoner spell and is one of the few that has been meta for quite a while. Now although it is arguable Exhaust isn't in need of upgrades I feel that without them it would lose it's appeal if the rest received the upgrade options.

  • Exposing Exhaust: Exhaust now decreases armor and magic resistance by 30.

  • Stifiling Exhaust: Exhaust now stuns the target for 0.25 seconds. The other effects of Exhaust are still applied.


summoner 4Flashsummoner 4

Flash honestly doesn't need an upgrade as it has been a fantastic summoner spell for quite some time. However, I will list an upgrade for the sake of including one.

  • Long Flash: Teleports your Champion to target nearby location. The range is 500.

summoner 6Ghostsummoner 6

Ghost has been sub par in comparison to Flash for quite awhile. These upgrades to Ghost should help be as appealing as Flash.

  • Spooky Ghost: Upon using Ghost the caster receives 1 second of invisibility. The regular effects of Ghost are still applied.

  • Thinning Ghost: Upon using Ghost the caster can run through walls and the regular effects of Ghost are still applied. If the caster is in a wall when Ghost runs out the caster will be displaced from the wall.


summoner 7Healsummoner 7

Heal has always been good and these upgrades only aim to help it keep up with the other upgrades.

  • All Encompassing Heal: Heal now heals all player on the allied team.

  • Fast Heal: All allies in a small area around the caster gain a 30% move speed increase for 1.5 seconds. The regular heal is applied to the caster and the nearest ally.


summoner 14Ignitesummoner 14

Ignite has slowly fallen from grace as the defensive summoner spells received buffs. These upgrades aim to make an aggressive play making summoner spell.

  • Crippling Ignite: Target has there healing and regeneration reduced by 75% for the duration of Ignite. The other effects of Ignite are still applied.

  • Marking Ignite: Target has damage against them amplified for the duration of Ignite. The other effects of Ignite are still applied.


summoner 12Teleportsummoner 12

Teleport has always been a good spell even taken over flash back when Smite was taken top. I personally believe that this summoner spell doesn't need upgrades but for the sake of equality I will include some ideas.

  • Promoting Teleport: When Teleporting to minion it is now promoted. The cooldown on teleporting to minions is now the same as teleporting to towers.

  • Protective Teleport: Teleports now grant the unit teleported to a small shield equal to [23.6 X Champion Level]


Note: the numbers are not set in stone and are changeable.

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