[{quoted}](name=Quinntuple Kill,realm=NA,application-id=3ErqAdtq,discussion-id=ZUsWQlPO,comment-id=000c,timestamp=2015-01-23T03:54:50.114+0000)
Well, I'm not sure it's the best spell to buff, or even keep around for that matter. Unfortunately, there's a number of problems with it.
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When it's strong, it's only purpose is to remove a lever that champions are balanced around. It essentially deletes a pretty decent way to balance certain champions such as Ziggs simply because they can take Clarity. Worse, these champions could start being balanced with Clarity in mind, making it near impossible to take any other spell on them. With Flash, these champions have almost no choice of summoners.
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You can't counterplay Clarity. Barrier could be countered by focusing a different target, heal is countered by hard or soft CC and grievous wounds. Flash and Ghost are countered by hard CC. Ignite can be countered with shields, to some extent heals or even using mobility to get to your second tier turret. Clarity has none of that, you cannot stop someone from gaining mana, and there's almost no way to rework the ability to give it counterplay. What's worse, mana is a large part of counterplaying certain champions, so Clarity doesn't just have no counterplay, it removes counterplay from the game!
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Clarity is just plain annoying to fight against. Other summoners create moments of intense action and suspense. Flash allows for interesting plays, Ignite means a serious fight is going down, and Teleport allows loners in top lane and the jungle to join big fights. Clarity has no excitement attached to it, it just makes certain champions more difficult to outsustain, that's about it. Summoners are meant to make the game more interesting, and clarity definitely doesn't do that.
By taking clarity, you limit your ability to commit to a fight, and lower your chances of surviving a fight that your opponent commits to.
Clarity doesn't help you in a brawl. That's its counterplay.
{quoted}
Clarity has issues because it interacts with Mana. Unlike Health or damage, the value of 1 point of mana is DRASTICALLY different to each champion.
Many people say to have it interact with Cooldowns, which is even harder because every champion treats it's cooldowns differently.
It's okay to have certain summoners be better on some champs than they are on other.
Pretty much no champ uses flash as well as Annie. Olaf and Hecarim both use Ghost extremely well.
You wouldn't balance clarity around people who don't really need mana - that would make it op. You balance it so that the most mana-dependent champions may want it.