Consumable Flash

Pannanja·2/6/2015, 4:25:30 PM·2 votes·508 views

Every other summoner spell (except for teleport) has a purchasable equivalent in the shop. Blinking is the only effect that cannot be produced via an item. Now, many will say that this would be completely OP, but consider this. Say this consumable costs 200g. Using it to secure a kill devalues that kill by a significant amount. Still worth it, but much less so. On the other hand, say you just keep one in your inventory to stay safe in lane. Sure it may keep you alive through a gank, but that's still 200g that's not going into your final build. However it offers the potential to farm safely in a losing lane. Gains are much smaller the more often you use it, but at least it can keep you from continually feeding. I think we can all agree that it is no fun to lose the game because one lane snowballed in the enemy's favor. This would help reduce a single lane's snowballing without interaction with the others. With this, those absurdly mismatched lanes would be more about denying enemy power than getting your own. The main reason I think this would be a healthy addition to the shop is that it would allow some champions to not run flash. Right now, there are a precious few champions who run ghost rather than flash, but really, the question of summoner spells is "D or F?" not "flash or no flash?" To me, this seems like a lack of strategic diversity. I wish that the strategy of summoner spells involved more than one variable. Once the door is opened for any two summoner spells, the combinations become exponentially more interesting and fun. To those who remain skeptical, I offer the suggestion of a cooldown. Similar to any other item active, repurchasing will not refresh it. However I think limiting them to one per inventory would be sufficient. Once it is used, you have to base and drop another chunk of gold before it can be used again. That opens up a great deal of map pressure for the opponent and definitely punishes your income. Of course, many champions still would run flash. It is, after all, a very powerful summoner spell. When used in combination with this consumable option one could cover a lot of ground. It could also be purchased and kept only when your summoner flash is down. Also, taking summoner flash means that you don't have to worry about that item slot deficiency. What do you guys think? TL;DR Flash as a consumable item in order to open up other summoner spell combinations.

2 Comments

BluePolarizer2/6/2015, 4:38:04 PM1 votes

Amazing idea. I think it could also be a boot option for 1000 gold.

Flashy Feet Unique Active: Flash - instantly blinks to target location. 300 sec CD. Unique Passive: Boots - +25 ms.

SmokingPuffin2/6/2015, 4:45:16 PM1 votes

Flash costing 200g is a really bad plan. Many champions have core play patterns built around flash. They tend to be the immobile ones like Galio and Annie would struggle mightily with this. Meanwhile it wouldn't affect Ezreal or LeBlanc nearly so much. Highly undesirable to make in-kit mobility more important than it already is.

200g flash will also completely break gank balance. You'd have to nerf tons of junglers to avoid the meta becoming just a list of laners with flashes, and even then you would see lanes playing super safe and boring because no flash equals huge jungle pressure.