SUMMONER SPELLS FOR SEASON 5

lionoak·12/25/2014, 2:21:19 AM·22 votes·6,679 views
Summoner spell

You dont see anyone using Clairvoyance or Clarity or Revive or Cleanse in any game (espessially in higher elo) and if someone does they are considered a noob There are a total of 13 summoner spells(including Garrison) and only 2 slots to add them. My oppinion is to make them less , comebine some of them and remove others(speciffically revive) Like for example Heal and Clarity must be combined. Another is Barrier and Cleanse. Another is to have a debuff to enemy champions if you hitted with Clarvoyance (something that makes them be revealed for a few extra seconds outside the normal radius.) The only Summoner spells that should not be touched are smite, ignite, teleport and flash Having summoners try new things and make more interresting plays is what this is all about

BTW since everyone uses flash nomatter what why not put it to all champions passively like the B button that return you to base???

I know that what i ask is a little to much but i think it is best to add this so that the game becomes even more fun and more challenging

44 Comments

Kingsgrave12/25/2014, 2:54:04 AM13 votes

summoner 3summoner 4 summoner 14 summoner 11 summoner 12 are in a pretty good spot balance wise and promote gameplay

Remove summoner 13 because its overshadowed by summoner 7 in both purpose and summoner slot

Remove {{summoner:10}} besides its only useful for Dominion and they have item 3345 now

Combine summoner 21 summoner 1 because they're used for the same reason and are lacking on their own

Buff summoner 6 or just remove it because item 3069 item 3800 and even item 3142 do its job better

Buff{{summoner:2}} or just remove because item 3342 does its job better

Bothers me that item 3157 is an item because that could have been a great Summoner Spell

SouL1ess12/25/2014, 3:07:15 AM6 votes

Another is Barrier and Cleanse

complete cancer and I would take it into every game as ADC.

Lord Ðaríus12/25/2014, 5:50:04 PM4 votes

combining barrier and cleanse would be the biggest mistake riot could ever make

Just imagine adc are now unkillable block damage and cleanse ignite?? that would be more broken than zhonyas and rabadon combined in one item.

Druidrazor12/25/2014, 4:30:27 AM4 votes

summoner 4 summoner 14 summoner 3 summoner 11 summoner 12 Are all commonly picked and, in my opinion, fairly balanced. summoner 13 needs to be either combined with heal or reworked into an early game sustain spell thats only really useful in lane and falls off late game. {{summoner:10}} needs to be removed. It's hard to balance a spell like this. It could be changed to something more like a Zilean ult where it prevents you from dying in the first place, but I don't see it happening. summoner 1 doesn't do its job well, it doesn't remove everything like it used to. So either make it remove all CC and debuffs like QSS does, or leave it as is and combine it with summoner 21 I like {{summoner:2}} as a full on utility spell. It should be used to stay one step ahead of your opponent and significantly reduce their map presence if used correctly. It currently doesn't do any of that. I think it shouldn't show that big red eye to the enemy team, it shouldn't give the enemy team any indication of when or where it was used. It should also reward it's user for using it effectively such as reducing its cooldown if it reveals an enemy. summoner 6 needs to appeal to more than just two champions. I always saw it as a long term mobility boost in comparison to flash, but it just doesn't give the right benefits. Removing unit collision is not really needed. It should grant resistance to slows or slow reduction and make it so that you don't have to stop to cast abilities. This should give immobile mages like Xerath, Vel'koz and even Lux a mobility option. And I don't think it will become a must have for bruisers since it doesn't remove unit collision.

Fadedpf12/25/2014, 3:17:56 AM3 votes

summoner 3 summoner 4 summoner 14 summoner 11 summoner 12 Are all perfect and very good spells

Combine summoner 7 summoner 13 to make the botlane better

{{summoner:10}} Buff this to tele you to a turret or just get rid of it

summoner 1 summoner 21 These can be combined but might need testing to not be too powerful

summoner 6 This should be buffed or remove slows like Garens Q

{{summoner:2}} This is also crap it might aswell be replaced with a free ward, maybe a spell that can drop a vision spot like the crab for an extended period

Or at least think of some new ones riot, make spells that promote health play or give counterplay to certain situations

Gorgiolio12/25/2014, 2:32:11 AM3 votes

Well what's the point of clairvoyance when you have the scrying orb. It might be a shorter range, but it does pretty much the same thing. Something needs to happen to CV.

Rikari12/25/2014, 3:41:33 AM3 votes

BTW since everyone uses flash nomatter what why not put it to all champions passively like the B button that return you to base??? Shaco item 3070

summoner 21 +summoner 1 summoner 7 +summoner 13 summoner 4 +summoner 6 {{summoner:2}} +summoner 3 summoner 11 +summoner 14 Shaco summoner 12 +{{summoner:10}}

Rebonack12/25/2014, 4:47:13 AM2 votes

summoner 6 now ignores all collision, including with walls. Also gets buffed up to +40% movespeed. Mundo can truly go where he pleases.

summoner 1 and summoner 21 get combined. Their cooldown would probably need to be increased.

summoner 13 gets combined with summoner 7

{{summoner:2}} now drops a Stealth Ward at the target location and counts toward the usual ward limit.

{{summoner:10}} dies in a fire. We've already got Soul Anchor over on Dominion.

I think those would be about as game-changing as Flash is.

Cindikle12/25/2014, 5:12:05 AM2 votes

summoner 13 Needs a remake. Instead of it's current effect. Change it so that casting it makes all mana costs zero for 6 seconds. Your first non-utltimate ability cast after Clarity has it's cooldown reduced by 50% of it's current cooldown. This would create a lot of new possible combos and be a backup for mana heavy champions.

{{summoner:2}} Overall same deal. It needs a new concept. Change it to place a ward with 1 HP. This ward does not give direct vision but shows champions similar to when Rek'Sai is underground. Making it good if you can keep an eye on it's area. But throwing it way off the screen isn't very effective overall. It can still grant minimal vision when placed or grant it on whoever kills it. But a free long range ward even if limited would be very powerful. Overall I'd say this one can be deleted with the existence of blue orb. Vision isn't as hard to come by as it once was(not that it honestly ever was that bad).

summoner 1 Delete it. Delete Mercurial Scimitar. New item with QSS active. New MR item overall. Remove it's effects on suspension(make better counters for this, not stronger, just better). MR itemization is poor(well most defensive itemization is poor).

summoner 21 Overall fine. But I'd like to see an effect that benefits tanks. Maybe bonus flat damage reduction based on the number of points you have in the defensive tree.

summoner 6 Have it grant immunity to displacement effects for the first 3 seconds. Also double MS for the first 0.5 seconds. It's not much, but it could make a difference if you're quick enough. Making it able to replace Flash for those skilled enough with it.

{{summoner:10}} Delete

redniwediS12/25/2014, 5:50:59 AM2 votes

I actively use Clairvoyance when supporting with a disengage support instead of an engage one. Exhaust is nice, but if I can keep tabs on the enemy jungler I can help the entire team, not just the ADC. I find that supporting a team rather than a single person yields better results.

Saevum12/25/2014, 9:05:06 PM2 votes

So basically we should just attempt to brainstorm some more spells also?

If so...

Summoner spell ideas:

Dirt: Applies darkness to an enemy's vision for 2.5 seconds. (Smite range) 180 seconds cooldown. Description: its like doing Graves W. But, in a smite-like spell (no slow, no damage).

Copycat: You can mimic enemy summoner spells when used nearby. 4 seconds window for usage. (1200 range) 210 seconds cooldown. Description: Enemy uses any kind of summoner spell in a 1200 range, then, you get a window time of 4 secs for pressing "Copycat" spell and do the same, if not, it doesn't go on cooldown, you just did not used it at that moment. When used, it goes on cooldown. (image of "Copycat" changes according to the summoner spell used by the enemy. Only reflects the first detected summoner spell used (1200 range) at the time in a 4 second window, then, it refreshes the recount time detection for another). The-all-in-one risky spell.

Lockdown: Deny enemy summoner spell use for 4 seconds. 180 seconds cooldown. (850 Range)

kanacho12/25/2014, 3:05:19 AM2 votes

Clairvoyance become quite useless with its CD nerfed and the Vision Meta of trinkets and team warding incentives that practically replace the thing altogether. Actually, there is a trinket that does essentially the same thing as clairvoyance and It seems rarely picked...

CoolKnightST12/25/2014, 11:47:12 AM2 votes

They just have to split summoning spells into 2 groups:

Primary summoner 4 summoner 6 summoner 12 summoner 30

Secondary summoner 21 {{summoner:2}} summoner 13 summoner 1 summoner 3 {{summoner:17}} summoner 7 summoner 14 summoner 11 summoner 31

This change would allow them to ballance out the primary spells and buff things like summoner 6summoner 12 without having to worry about how broken they will be in combination with summoner 4.

Than they can continue with further ballance the summoning spells. And it wouldn't effect the system add all. You still can do stuff like summoner 4summoner 7 & summoner 7summoner 4. But things like summoner 12 summoner 4 or summoner 6summoner 4 won't be possible.

Stacona12/25/2014, 2:06:41 PM2 votes

No, just remove Flash is all that is needed

Yulen Xoshxius12/25/2014, 2:35:02 AM2 votes

Only time I recall Clairvoyance was any good was in hexakill where it revealed half the map practicly. Even then it probably would have been better to just keep the mlgmetapro.

abdul diya12/25/2014, 6:53:53 AM2 votes

I agree that adding flash to every champ would make the game more challenging and complex. since it's taken 99.99999% of the time, having another spell available would make the game more complex

TheKingDodo12/25/2014, 4:17:18 AM2 votes

buff summoner 1 so that it does the same thing as QSS then buff it some more... {{summoner:2}} is useful summoner 13 + old summoner 7 honestly cleanse should've gotten heal's MS buff, and old non-MS heal and clarity combination is a much better summoner spell rework than what riot did. remove summoner 21 oh and #bringbackpromote

It Is I Emoto12/28/2014, 1:46:39 PM1 votes

i would like it, if clairvoyance also gives true vision on champions, not revealing wards, but becoming a great counter spell to stealth champions.

Viktorry12/25/2014, 2:51:04 AM1 votes

Make CV drop a trink ward or get an invis reveal to spot wards, I feel like that could make a play into it for perhaps junglers and roamers.

RWCJ12/25/2014, 3:12:19 AM1 votes

{{summoner:10}} Revive is good on URF, Nothin like the summoner 12 {{summoner:10}} Combo.

ImHerVoice12/25/2014, 5:13:14 AM1 votes

remove heal MS buff. reduce heal amount by 10% then add clarity too it. Ty.

Sammystorm12/25/2014, 6:07:14 AM1 votes

cleanse is used occasionally. Clairvoyance should probably be removed because of blue trinket. Clarity is made obsolete by buying mana items. Revive is just weak. So Clarity and revive could definately use buffs I agree.

Jillfinger12/25/2014, 11:16:06 AM1 votes

You are suggesting to combine a useless spell with a useful spell, which I think is the wrong direction. You should consider combining two useless spell into one to make it a useful spell.

Noboty12/25/2014, 2:50:02 PM1 votes

I personally love using cleanse, but I almost always get questioned about it or asked to take heal (which, if i don't, makes my partner take heal, which then denies us of the use of exhaust), which usually leads to insults if I don't.. I have only seen one person so far other than me that actively uses cleanse out of hundred different people.

Dead Echo12/25/2014, 4:17:05 PM1 votes

The only time I've ever seen {{summoner:10}} used was in URF and it got disabled because it was abused. Personally I think it would be good if other spells weren't better, It could be useful late game with the longer death timers, but waiting until late game for a spell to become useful is a waste. {{summoner:2}} isn't needed because Blue trinket is better because of its lower cooldown, I think {{summoner:2}} has a long cooldown I don't use it. I've only seen summoner 13 used in ARAM and even then after a certain point it, depending on the champion(s), becomes a waste of a spell space. I can understand the desire to combine spells but the spell might gain a wasted active, like combining summoner 13 and summoner 7 sounds good for most champions but what about those who don't use mana. The same could be said for combining summoner 21 and summoner 1 if there isn't any CC being used when you active the spell then it won't be ready to use later; sure you could buy an item but you would be wasting space either for a spell or item because they both do the same job. To me the only spells that can be useful in any situation are summoner 21 summoner 3 summoner 4 summoner 6 summoner 7 summoner 14 summoner 12. The fact that summoner 11 can be used on champions, with the addition of the needed jungle item, is a good step foreword since it can be used by champions in lane as well. I do admit that having a jungle item on a champion, that isn't jungle, just so smite can be used on an enemy champion is wasteful, but having an extra smite for objective control isn't a bad thing.

Immortal Strife12/25/2014, 4:44:55 PM1 votes

I'd love to see an Adreline Summoner spell, increased Attack speed and Crit chance...maybe a slight movement speed increase.

*See GOME Reds. Awsome for ADCs, ranged and melee.

lionoak12/28/2014, 12:57:49 PM1 votes

thx guys for taking my suggestions into consideration but in the end what this game is about is for having fun and enjoyng yourself i have to admit is the reason i got into this game and quit DOTA is because of the summoner spells being the thing that drew me in. ultimately the summoner spells need a rework to make this game even more fun and challenging even by just adding flash in all champs like the recall and having two other summoners is a very big deal as it is

H Minnow12/25/2014, 2:28:30 AM1 votes

First off everyone having flash is something people have spoke of and refuted for ages. The issue with it is that it ultimately is the opposite of where riot wants to go. They want more options, not less. A better solution would be find good replacement options for flash. Revive is really important to the Crystal Scar Meta so no, don't remove it. Clarity can go. Doesn't need to be anywhere. Its a noob trap more then it is anything else. Barrier is fine, Cleanse is fine. The only reason those two are not commonly used is they don't really suit the meta. For a long time, cleanse was the standard for ADC, so was Barrier. It just changes regularly. As for CV, could use a couple improvements but overall its a perfectly fine SS and doesn't need big changes.