A Summoner Spell should never be mandatory.
are normally the only spells seen in a game, and it narrows down even less when people take
top or mid lane.
The thing is, it shouldn't be like this at all. No summoner spell should be seen as mandatory cough
cough and all spells should bring something game-changing to the table. While they do add bonus effects to the champions you play, it doesn't necessarily mean they are game changing. Some spells have even become redundant after a few season changes.
{{summoner:2}} is completely nullified by
as the item can make room for another "top 4" pick of summoner spells. Plus, wards can still be bought, making
still viable until that level 9 swap for a two-ward trinket.
isn't as game-changing as it may seem. Teamfights rarely will engage when players are low mana. They will usually hold a spot, wait for the low mana champs to go back and grab some items and restore mana, then come back ready for an engage or objective. Not to mention the amount of meta manaless and low-mana using champions slowly coming out that make this summoner spell less and less worth it.
is more of a niche than a game-changing pick. Most champions now don't need it with their mobility and the usual
. Champions that do take it are normally late-game carries like
and
that need some better form of engage. Other than that, the spell is overlooked because of mobility in the game and the better disengage/engage spell like
.
Is good to negate burst damage or that pesky
but what else? It's shield bonus isn't permanent and lasts for less than regular champion shields. Lifesteal and spellvamp plus a quick
can make up for what
brings to the table. Not only that, but
counts as a minor
and is granted to another ally. Something
cannot do. Why would anyone pick this niche spell if it's simply outclassed and not as game-changing as another one? Aside from
blocking
is an underappreciated spell, and probably overlooked due to the top picks. AD champions don't normally need the item because they can grab a
and be happy with a +80 AD item it builds into. AP champions are seen taking this if the enemy team has more CC than theirs.
*
is a nice spell normally seen on supports. It can negate an enemy pick entirely and allow more focus to go on a 2nd carry after eliminating the exhausted one. The only reason I see this as not a popular pick is due to the hard CC that most tanks and carries already bring to the table. Another thing I see that makes this spell only sub-par is due to lifesteal, healing, and spellvamp that can make up for the HP smackdown when
was put on.
**Tl;dr There aren't many game-changing spells out there right now, and a couple seen as mandatory ones. This is something needed to be looked at before changing a spell that barely has a spotlight over the notorious
and
**
90 sec cooldown, limited long range, places ward.
)