The ghost summoner spell needs a buff, but not in the way you would think (Summoner spell analysis)

The Anivia OTP·8/5/2019, 5:21:16 PM·1 votes·658 views

Hey guys You guys have probably been playing the game for quite a while if you are here. but many of you might not know how to visualize the game Before i even start i need to explain how to visualize lol strategies

#Introduction : Lol strategies For the moment being lol strategies can be divided in 4 categories. Depending on the way ressources are being managed, but off those only 3 are meaningful for analysis; these strategies varies depending on where are you putting ressources, the 2 fields being non-player (minions , jungle camps) and players And each strategy has it's weakness.

  • Agressive (ressources spent on both getting minions AND attacking opponent) Agressive does mean that you are trying to get as much as possible whil leaving as little as possible to the enemy, the weakness of that strategy being that you often fall short on ressources (cooldown, mana, hp, summoner spells, items)

  • Bait (ressource spent only on enemy) this strategy relies on outplaying your enemy by using the greater amount of ressources you possess to force the enemy into loosing by falling short on ressources against you The weakness being that if enemy don't spend any ressource on you and only on defending, you'll loose minions and therefore loose slowly.

  • Passive (ressources spend on minions) Basically making sure you get as much minions as possible and stay as long as possible on lane The weakness being that an agressive enemy can make you fall short on ressources to protect yourself, reducing your effectiveness to get minions.

  • The last on is the "bronze passive" the one that doesn't spend ressources anywhere and stay under turret thinking being passive means doing nothing. it's objectively bad so there is no point in taking it into account.

Every action you do in the game has a certain potential to be used each of these ways

and what i'm gonna rate are the effectiveness of each summoners spell in each case

with 0 being completely unusable and 5 being perfectly suited.

I'll do a little rundown of what the current spells are and their effectiveness without going to deep , then i'm gonna explain the changes that are expected in the second part

Summoners spells :

  • summoner 21 Passive : 3/5 (helps maintaining lane ressources but has a big cooldown for that) Agressive : 2.5/5 ( Short duration long CD does not help for long trades induced by agressive playstyle, but it can help suck up some damage to get in a a dangerous but helpful position ) Bait : 5/5 (Very reactive, can be used effectively to render enemy ressources useless, perfect for baiting)

  • summoner 13 Passive : 5/5 (straight out gives ressources helping to stay in lane) Agressive : 3/5 (long cd but give a load of ressources, depending on the chaampion it can be critical to maintain agression) Bait : 3.5/5 (Reactive ressource, can be used to trick the enemy into a false analysis.)

  • summoner 1 Passive : 2.5/5 (removes a cc, helps escaping bad situation) Agressive : 3/5 (helps going around defensive ressources and therefore is really helpful to fight enemies.) Bait : 1/5 (even if it is pretty reactive, most of the time it needs to be used, the only thing it will prevent is enemy re-positioning and therefore will not allow a meaningful counterattack)

  • summoner 3 Passive : 4/5 (fairly low cooldown and helps reducing burst therefore participating a lot in lane sustain) Agressive: 2/5 (Only the slow part is significant enough to finish an opponent) Bait : 5/5 (Reactive disabling ability)

  • summoner 4 Really ? 5/5

  • summoner 6 Passive: 1.5/5 (the extra mobility doesn't help much against constant threat, can help escape but that's all, and fairly long cd.) Agressive: 3/5 (helps reducing mobility gap and going through minions, reducing futher options to fight back) Bait : 1.5/5 (too long to pop up)

  • summoner 7 Passive : 3.5/5 (anti-anti-heal helps staying in lane along with restoring a few hp) Agressive : 4.5/5(mobility burst + hp regeneration give this rune a big utility coupled with it's low cd) Bait : 4/5 (reactive ressources are always helpful)

  • summoner 14 Passive: 0/5 can only be used against champions Agressive: 5/5 (anti heal + damage makes trading back harder) Bait: 5/5 (reactive damage + anti heal)

  • summoner 11 Not really useful in fight. But agressive 4/5 on both smite

  • summoner 12 Passive: 5/5 (Helps keeping lane alive) Agressive: 5/5 (Helps engaging enemies and joining fight, being a threat in general) Bait: 0.5/5 (can't be canceled anymore)


as you can see Some of them Have a clearly defined Role And usefulness summoner 12 summoner 14 summoner 21 summoner 3

others are almost always good : summoner 4 summoner 7

and some just don't fit any properly : summoner 6 summoner 1

these 2 need a rework not because they are bad but because they are rarely a good option over the others

Cleanse summoner 1 lacks the ability to remove some of the critical spell it would be useful for (Skarner Malzahar Urgot ) Giving it a longer cooldown and also a longer "reduced cc" buff would help it to become a general "anti disability" spell , which would not become overwhelming, but help clearly counter heavy cc team as the league actually need some critically now.

Ghost summoner 6 is suffering of being not good enough in every situation and end up being used only for chase or one champion that use properly move-speed, The phantom dancer effect would make it a good item to hold sustained fights and help kiting. making it good for agressive and passive playstyle; With a longer CD and instant movement speed Or straight up going all in for that "chase effect" and** make it shorter but stronger** so it can be used as a movement speed burst in a fight making it better for baits Or going the utilitary way, and making cooldown shorter and reducing movement speed bonus so it is used as a roaming tool. This spell is suffering from being in between these 3 and therefore only be good when Long MS buff is synergizing witht he champion kit , whereas, you don't need to synergize with the other spells to use them.

Any edit will be posted here :

1 Comments

The Anivia OTP8/5/2019, 7:53:08 PM1 votes

Riot: we want more feedback and post that are not ranting about us Also riot: Never answer these kind of post (their last message int the gameplay section was a on july 2nd 2019 and on a wukong ranting post and the one answering was meddler)