New Summoner Spell: Oppose
Oppose Effect: Opposes target enemy champion, dealing (20 + 10 x Level) physical damage to them, reducing their damage dealt to minions and turrets by 80%, and increasing their damage taken from minions and turrets by 10% for 3 seconds. Using this ability a second time within the duration will cause allied minions and turrets in the area to prioritize the target while it is in range for the remainder of the duration. Cooldown: 210 seconds Range: 550 Breaks Stealth: Yes Summoner Level: 10 (just because it makes minions and turrets do things they don't normally do) Upgraded by: Captain Enchantment
Captain Availability: Common Tier: Enchantment Passive: Unique - Captain: Allied champions running toward you gain 10% bonus movement speed. Also grants Oppose an additional effect: Oppose: Allied minions, turrets and champions attacking the target gain 10% bonus attack speed. Item Cost: 600g Sell Value: Cannot sell enchantments.
Reason: Exhaust and Flash have too many functions for supports and I think it would be a lot more satisfying to have them do a bit less of everything ("diversity" - we were told). Here's a start with a summoner spell that supports or tanks could use to defend against a siege or a dive, to promote a siege, or even to avenge their carries. One thing Exhaust doesn't do is avoid that feel-bad moment when your minions and turrets aren't focusing the enemy champion on dangerously low health, then the enemy lives and later gets a pentakill...in your base. You could also use Oppose to stop an enemy champion with strong waveclear from wiping out your minions before they reach an enemy turret.
Let me know what you think! Bash me if you like, but I might not reply to that. If you're confused, ask!