It's time for some new summoner spells...

Major Sparkles·3/9/2015, 4:55:44 PM·152 votes·11,404 views

Riot has only removed summoner spells such as promote, rally, fortify, and revive but have never introduced new summoner spells to compensate (except for barrier). Personally I'm tired of seeing, flash, ignite, heal, smite, and exhaust every single game. Perhaps buffing the other spells would help with this but introducing some new spells would be exciting.

Here are a list of some summoner spells that I thought may be fun.

  • Summoner Throw - Throw an enemy champion or monster a short distance. Think Singed Fling.
  • Summoner Boost - Receive extra stats briefly. Such as AD AP and Armor.
  • Summoner Decoy - Create a fake copy of your champion.
  • Summoner Lightning - ~~Play God and strike an enemy champ with lightning. Similar to ignite except damage is upfront and is magic based. ~~
  • Summoner Stealth - Turn Invisible for a short duration.
  • Summoner Boon - Send your champion a moderate amount of gold.
  • Summoner Shop - Summon a shopkeeper for 15 seconds anywhere on the battlefield. Team benefit.
  • Summoner Recall - Reduce your recall time to 2 seconds.
  • Summoner Winions - Scales per level. Summon some minions to your side.
  • Summoner Revive (reworked) Edited - Similar to the current the Guardian Angel but revives you with 45-175 HP (scales per level). Could be used for baiting out tower divers.

These are some idea's that I had. I realize that there are some balance issues here but these are just ideas. Also feel free to add some of your own!! The game could really use some new spells.

**Edit: Added several of your spell suggestions that I thought sounded intriguing. **

  • Blood Pact - Decrease your Ar / Mr (scaling), but deal 20% of damage back to attackers for 3 seconds.
  • Summoner Artillery (ranged only) - Increases attack range by 150 for 10 seconds.
  • Summoner GIB - Disables an enemies flash usage for a short time.
  • Summoner Mechanic - Repair an allied turret.
  • Summoner Slam - Preform a small AOE knock-back around your character.

**Edit: This is pretty cool. **

[{quoted}](name=Blue Moon Wolf,realm=NA,application-id=3ErqAdtq,discussion-id=NmvKyE7A,comment-id=0020,timestamp=2015-03-10T03:18:51.526+0000)

here's an Idea, passive summoner spells. you don't have an activation for them but just having them on you gives a buff that scales with your champ.

119 Comments

lightdragoon883/9/2015, 4:59:36 PM56 votes

summoner 31

Meep Man3/9/2015, 6:36:41 PM20 votes

This would be epic, mind if I post some ideas?

Summoner Fortify Causes the target allied tower to block the next 4 (+1 per level) champion basic attacks and 12 (+2 per level) minion basic attacks that could damage it. Shield lasts for a maximum of 10 seconds. While the shield is active, the tower gains 35% attack speed. Range: 5750 Cool Down: 240 seconds Champions it can benefit: Safe/Farm Lane Champions Gangplank Heimerdinger Jax Maokai Tristana Vayne Yorick

Summoner Golden Age Increases your passive gold per second by 150% for 15 seconds. Is reduced down to a 15% boost for 5 seconds after taking damage. Once it runs out, you do not gain any gold per second for 4 seconds. Cool Down: 210 seconds Champions it can benefit: Hyper Carries Akali Cassiopeia Draven Fiora Jax Poppy Tristana

Summoner Disrupt Interrupts channels and dashes on the target champion and cause their cool downs to be frozen for 1.5 seconds. Range: 900 Cool Down: 145 seconds Champions it can benefit: All Damage/No CC Champions Akali Fiora Kassadin Leblanc Mordekaiser Rengar Talon

Summoner Mechanic Heals the target allied tower for 25 (+35% missing health) health instantly. Multiple Summoner Mechanics can be used on the same turret, but Summoner Mechanics used after the first are reduced to 25% effectiveness from the last Summoner Mechanic meaning the first would heal for 25 (+35% missing health), then 6.25 (+8.75% missing health), and then 1.5 (+2.18% missing health). This debuff lasts for a duration equal to the cool down of the Summoner Mechanic first used on the turret while it was not already debuffed to other Summoner Mechanics. Range: 750 Cool Down: 250 seconds Champions it can benefit: ALL CHAMPIONS with a few standing out: Azir Heimerdinger Teemo Yorick

Summoner Recruit Non-epic monsters that have been killed within the last 12 seconds can be revived to push down the target lane. Monsters are revived at the champion's current position. Monsters have 80% (+3% per level) of their maximum health and 85 (+4% per level) of their attack damage and attack speed. Towers will try and kill these targets after champions, but before minions. Recruited monsters grant 5 gold, but no experience. This spell can replace Smite to buy Hunter's Machete and it's upgrades to become 4 different upgraded Recruits. If the champion has both Smite and Recruit, both will be upgraded. No matter what upgrade is chosen, recruited monsters health will be increased to 80% (+4% per level). Oppressive Minions: The equivalent to Chilling Smite. Causes recruited monsters to have their basic attacks slow the attack speed of enemy units and towers they hit by 30% for 2 seconds. Enemy champions only have their attack speed slowed by 20% for 1.5 seconds. Destructive Minions: The equivalent of Blasting Smite. Causes recruited monsters to have their basic attacks deal 33% splash damage around their target. Rogue Minions: The equivalent of Scavenging Smite. Causes recruited monsters to be able to be released into the target section of the enemy's jungle. When an enemy enters that section of their jungle, the monsters will charge at the target with a 5% movement speed boost and attack them. If a monster is told to go into the enemy jungle, they lose 66% of their armor and magic resist. War Minions: The equivalent of Challenging Smite. Causes recruited monsters to have 25% increased movement speed and prioritize enemy champions instead of minions. Their basic attacks deal 4% (+1% per level) bonus damage to enemy champions as well. Range: Global (targeting which lane/jungle section) Cool Down: 260 seconds Champions it can benefit: Fast Camp Clear Speed Junglers Amumu Fiddlesticks LeeSin MasterYi Nunu RekSai Trundle Udyr

Summoner Destruction Deals 180 (+20 per level) true damage to the target tower instantly. This is reduced to 90 (+10 per level) if no minions or Zz'Rot Portal minions are within range of the tower. Range: 400 Cool Down: 185 seconds Champions it can benefit: Hardcore Pushers/Split Pushers Azir Heimerdinger Malzahar MasterYi Nasus Shaco Trundle Tryndamere

Summoner Smoke Bomb Reduces the vision range of all champions and minions around you by 50% for 3 seconds and causes your champion to enter stealth for 2 seconds. Range: 850 Cool Down: 190 seconds Champions it can benefit: Weak Early Gankers/Suicide Lanes Chogath Mordekaiser Nunu Olaf Trundle Volibear

This way, it provides much more choice. For example, is that enemy Jungle Lee Sin going to pick Flash and gain even more mobility or pick Recruit and gain more pushing presence? Is Jax going for the ultimate safe lane with Fortify and Golden Age or is he going to get Smoke Bomb and Flash for the increased sneakiness and mobility? Is Nasus going to choose Teleport or Destruction for either more stacks or extreme late game pushing, or is he going to pick both and leaving behind Flash? Is Trundle going to go to war with the enemy towers with a Destruction and Recruit combo? THE CHOICE IS YOURS!

OhOkYea3/9/2015, 5:37:36 PM10 votes

flash should just be deleted at this point.

Raptamei3/9/2015, 8:26:06 PM7 votes

Why is it that I posted a wish list of summoner spells and got -9 instantly and you post a wish list of summoner spells and get upvoted into the stratosphere?

Volt Cruelerz3/9/2015, 5:17:18 PM5 votes

Decoy and stealth would be really cool... Boon and shop would be really interesting...

I like this.

Gloriell3/9/2015, 5:00:58 PM5 votes

I like most of the ideas, it would sure change the game - see other summoner spells than flash... I like Summoner decoy and stealth probably the most.

OxBaker3/9/2015, 10:46:20 PM4 votes

#BRING BACK SURGE

//////

This message has been brought to you by your friendly neighborhood Volibear

Kitten of Evil3/9/2015, 6:41:57 PM4 votes

They actually had Summoner Boost awhile back. It was called uh... I want to say Surge? Something like that. Basically they reworked it into the passive of an item nobody ever builds -- item 3124

They've really removed a lot.

Ser Garland3/10/2015, 5:30:54 PM3 votes

I'm personally super sick of seeing Teleport on every single top laner these days. They really need to nerf it's cool downs back to its old form or introduce some alternative summoner spells.

SpongebobIsLife3/9/2015, 8:53:24 PM3 votes

This is where I look to a Moba like dawngate (rip), they had "summoner" spells and each one was useful. There were really never any definite summoners that people took per game, it always varied. League just has a bad time with balancing out their summoner spells, especially with how everyone is so dependent on flash atm. The only way to solve this issue would be to make the rest of the summoners stronger.

HyperZEROXL3/9/2015, 8:18:04 PM2 votes

How about this! NUKE: Nukes all enemy champions along with monsters large or small dealing 9000 damage. Cool down: 600 Obviously, I'm joking....But great ideas above

Saianna3/9/2015, 6:14:14 PM2 votes

How about adding 2 more sets of summoner 21 ?

Magic Physical

Both would have higher hp that allround basic barrier. And ofc would work only against 1 type (magic vs AP etc)

EverTokki3/9/2015, 8:59:47 PM2 votes

Imagine exhaust+boost. Kill guaranteed.

Saint Archer3/10/2015, 5:42:01 AM2 votes

summoner boost, yeah they already had that and they deleted it. summoner lightning, yeah it's called smite summoner shop, gg lane comeback, hello DoTA? summoner winions, zzrot protal summoner decoy+stealth, shaco in summoner spells. the latter would make stealth champions overpowered summoner revive would only work against noobs because any smart player just won't dive someone who has revive on. and at only 45-150 hp it would be so minimal that nobody would ever even buy it. an extra 2 seconds on your recall will only save you literally two seconds, or possibly save your life if you're trying to b before he enemy finds you, which happens so rarely nobody would ever even take it.

j j3/10/2015, 4:05:28 PM2 votes

most of these would destroy the game....

Takeuchi 173/9/2015, 6:20:11 PM2 votes

i think the zz'rot portal thing should be a summoner spell

BlackMagicWilson3/10/2015, 1:22:05 AM2 votes

I think there are a lot of good ideas here. It saddens me though to think Riot will probably take 6 months before even considering making any of these changes. They'll probably wait until season 6 comes around before making drastic changes to the list of summoner spells.

It Hertz When IP3/10/2015, 1:26:01 AM2 votes

I would like a PBAoE spell that disables enemy summoner 4 usage for a short time.

Bârd3/10/2015, 3:50:48 AM2 votes

Summoner Spy Next basic attack plants an undetectable tracer for 15 seconds. For the duration, your team gains vision from their sight radius and gains vision all wards they place with the tracer on. Vision from wards lasts until the ward expires or until a sweeper trinket is used by the wards original owners team on the ward.

Summoner Medkit Removes healreduction from you and a target ally and increases healing effects by 20% for 6 seconds.

Summoner Familiar (Variable cooldown) Summons a spectre of the last non epic jungle camp you killed (or helped kill) to assist you for 5 seconds. (no jungle creeps) Summons a baron-buffed siege minion to follow you and attack whatever you attack. Birds: Summons a hawk. The hawk circles the sky above you, increasing your sight range by 300 and allows you to see over walls, and over (not into) bushes/ Krugs: Summons a Krug whelp. Krug whelps cause your basic attacks to deal bonus damage based on the targets missing health, and gives you a nerfed version of poppy's passive (25% damage reduction for all damage over 20% current hp) Red Buff: Volcanic elemental is summoned. Volcanic elemental Follow you, and attack whatever you attack, dealing true damage equal red buff at your level over 6 seconds, in a small aoe. Blue buff: Summons a blue sentinel. This sentinel grants an enchanted shield to you and up to one other nearby ally. This shield reduces the damage of the next incoming spell or attack by 60%. Gromp: Summons George. George lashes his tongue at the nearest enemy champion, slowing them by 50% for 4 seconds. Wolves: Summons a direwolf packleader. This wolf will howl, and grant you and nearby allies 30% movement speed while they move in the same direction as you.

ok, maybe the last one is a little much.

Bârd3/10/2015, 3:54:25 AM2 votes

Summoner Slam.

Briefly knocks back targeted enemy champion. Think an interrupt for anyone who already doesn't have one.

Summoner Artillery (ranged only) Increases attack range by 150 for 10 seconds.

Adrian Blackbear3/10/2015, 4:00:00 AM2 votes

When I started playing, I thought "Ghost" actually made you invisible. Needless to say, I was very confused when the enemies were still attacking me.

summoner 6

I would like to see a new summoner spell or two. Fortify sounds like it was a decent spell (I wasn't around for it), but it just got used for the wrong reasons.

NinjaFifer3/10/2015, 4:32:28 AM2 votes

I still love the Smite version of summoners, where you purchase them in game, allowing you to tailor your style to what you need. Granted, their entire game has been built up with this in mind, so I really don't expect League to do anything so drastic, but it would still be nice to do something like choosing your summoners like how you choose trinkets early in the game, but they can't be changed. Anything so I can stop getting the excuse of 'why didn't you take exhaust into Zed? Oh, you weren't playing ranked? Well then you don't matter."

SociopathFriend3/9/2015, 9:24:41 PM1 votes

Hmm, how about a Summonr to buff a minion? Summoner Promote: Turn target lane minion into larger and stronger version.

branasce3/9/2015, 8:45:41 PM1 votes

I do like the idea of new summoner spells and think that you are on track. However, I feel that most of the spells listed above aren't very unique(no offense) or would take away the uniqueness of several champions, and the others such as summoner shop and recall wouldn't really fit in. Not trying to be mean, I know they're just suggestions