Summoner Spell Suggestions

ExpStealer·1/20/2019, 6:50:37 PM·2 votes·1,538 views

summoner 4 - rework - now removes the cast time on your next mobility spell/ability, cast in the next 2 seconds. 180 seconds cooldown. This would make the spell only useful on champions, who already have some degree of mobility in their kit, while removing free gap closers where they shouldn't be. The only ones who might suffer are immobile squishies, but that will make them watch their positioning and avoid CC instead of taking their chances (hopefully). At the same time it won't give extra unconditional mobility to already mobile champions, weaken the spell significantly and dethrone it from its place as being mandatory on every champion that's not Shaco.

summoner 14 summoner 7 - remove - a stat check isn't a playmaker. Plus, we already have enough True Damage in the game as it is.

summoner 3 - rework - targets one enemy champion within 650 units. Target has Attack Speed halved, cast times for abilities doubled and cannot use mobility spells/abilities for 2 seconds. Abilities without cast times have their effects and damage halved instead. Projectile abilities without cast times travel at half speed instead. 300 seconds cooldown. I believe this could make Exhaust a versatile spell as you can use it to counter your enemies in so many different ways. It won't work against everything, of course, but it's not a pure stat check anymore either.

summoner 21 - rework - blocks the next instance of champion damage and negates all of its effects on you. DoTs are completely blocked (not just one tick of damage). After activated the barrier lasts until an instance of damage is absorbed and its cooldown only starts after that. 120 seconds cooldown.

summoner 11 - adjust - same as now, but no longer does any damage to champions.

{{summoner:51}} summoner 12 - unchanged

summoner 1 - adjust - now grants complete debuff and CC immunity for 0.75 - 1.25 seconds (scaling with game time) after the initial clearing of all negative effects on your champion. 240 seconds cooldown.

summoner 13 - adjust - in addition to restoring Mana it also refunds your remaining basic ability cooldowns. 180 seconds cooldown.

Revive - new (not exactly) - target an allied champion to revive them. Both your champion and the target will enter stasis for 3 seconds, during which time you'll be siphoning half of your current health and mana into them. The amount of siphoned stats cannot exceed the target's maximum capacity for each, however. 600 seconds cooldown.

10 Comments

Sillae1/20/2019, 8:43:11 PM2 votes

That flash rework would make every champ without mobility unplayable. Flash is what allows you to go "oh damn darius is around the corner" and flash over wall or "damn kai'sas got 5 hp left and Im slightly slower than her" and flash to secure a kill. Could just disable flash for champs like lee sin who already have mobility out the ass. Dunno why you'd punish immobiles so much when they already have to be so careful (one oops pass every couple of minutes isn't going to save them all the time and may not even save them if they use it).

Bigsnax1/20/2019, 7:04:29 PM1 votes

if i had the power, the only thing i would do is remove smite and its items from the game.

Glîtchy1/20/2019, 7:20:37 PM1 votes

Being a jg main I disagree with the smite nerf you suggested, chilling smite has saved my hide thanks to the true damage