Lets talk about Summoner spells.

Zecora·8/13/2015, 7:24:48 AM·2 votes·1,390 views

First, I want to point out that the level requirements seem fair considering the limited number of spells in the game. All of which are unlocked at 12 which isn't even half of the thirty cap. While I would argue that Smite is a crucial spell and should maybe unlocked slightly earlier. Smite isn't the spell it used to be, with the introduction of new Jungler items it may take while for new players to fully grasp jungling, jungler items, and laning with smite.

On to the main point.

There are currently 11 summoner spells that can be used on Summoners rift. Those being, Barrier, Clairvoyance, Clarity, Cleanse, exhaust, Flash, Ghost, Heal, Ignite, Smite, and Teleport. Out of these spells, only 7 are seen in regular and professional play, the exception being Cleanse seen a few games once every season or so.

To save room I won't go into what spell does what, everyone knows this. However, lets look at the 4 (5) spells that are almost never seen and why.

Barrier: Shields your champion for 115 – 455 [95 + (20 × level)] for 2 seconds.

Barrier was a Mid and Adc favorite during Season 3 and some of Season 4. When Barrier was added in late 2012 it was a life saver for most squishy champions who required extra protection and gained a place in the Meta as a must for any ADC. However, Barrier always had competition with the spell Heal. Until in 2014 in v4.5 when Heal was reworked. Barrier fell out of the meta and has stayed irrelevant. Barrier offering a short shield that blocks damage, while Heal is (Rightfully) considered superior. Allowing you to heal an allied champion. Heal also gives permanent health gain almost equal to Barriers shield strength. In addition it offers a 30% speed increase for 1 second to both you and the allied champion.

Clairvoyance: Reveals a small area of the map for your team for 5 seconds.

Clairvoyance was a unique summoner spell early in League. Allowing vision in any area for a small period of time from safety. However, it fell out of favor long before season 4 with other summoner spells being vastly superior, and wards offering a more practical option for gaining vision. And with the Trinket items introduced in the newer seaosns, the blue trinket offers the exact same function as Clairvoyance without taking up a precious summoner spell slot. So with the introduction of the Blue trinket Clairvoyance is completely obsolete as a spell.

**Clarity: ** Restores 40% maximum mana to you and your nearby allies.

Clarity is a unique spell as it allows a champion to restore mana not only to yourself, but all allies nearby. However, the same problem occurs; Flash, Ignite, TP, Exhaust and all other meta spells being far superior and much more important to take. Arguably the spell is only useful early game, as mana regen items are a staple on almost any mage, and very cost efficient at that. Leaving Clarity to be almost useless late game.

Cleanse: Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds

Cleanse is an outlier as far as Summoner spells go. It's usefulness is dependent on the role and the enemy team comp. While seen occasionally in Pro play, Cleanse actually has a very low pick rate in-of itself. With QSS offering some of the same benefits of cleanse, while offering the ability to cleanse suppression (WW, Malz, etc) and giving MR. ADC's will often pick this item up if they are under heavy CC and AP threats. While not completely useless, there are better options.

Ghost:

Not an uncommon choice in competitive play or Solo que. Ghost allows many melee champions and some ranged champions to stick on the enemy and deal out DPS or remain mobile. Many top tanks and bruisers use this summoner in the place of Flash, however it comes down to personal preference.

Flash:

I don't need to touch this one. The topic has been beaten to a pulp.

So, out of the summoners, the most common and often superior summoners have remained in the meta since their conception. Leaving the four listed above (Exluding Flash and Ghost) to be largely untouched by both players and Riot themselves. With only two summoner slots available and Flash or Ghost taking up at least one of those slots a majority of the time, it leaves the remainder of the spells to compete with each other or items in the game with similar functions.

All in all, the Meta for summoner spells has only recently changed since Season 2-3, and remained completely stagnant today.

Tl;DR

Summoner spells are very limited, leaving them to compete for a spot on your list. But not only do some function poorly compared to items or other spells, but each having a permanent spot in various roles (Teleport toplane, Heal/Exhaust bottom, Flash/ghost/ignite combined with the mandatory Smite in the jungle.)

Riot, what are your plans for Summoner spells. Both the out-classed ones listed above or the super dominant spells such as Flash? In a game that constantly changes and keeps things fresh, how do you explain the constant meta for summoner spells?

Finally to the players, what would you like to see done with the spells? Remove some, add some, or change their functions? Personally, I would love for Clarity or Cleanse to be reworked into something that is worth a spot on my spell list while not being out shined by items in the game.

5 Comments

Cheeseyoger8/13/2015, 9:03:59 AM1 votes

I like to take clarity on Xerath, because it makes early game so much easier, and Xerath is rarely in convenient ignite range anyways. As for cleanse, it's a great spell, but my reactions are rarely good enough for it, and I also seldom play marksmen, so either ignite is a must for rounding out damage, or I'm just not squishy enough to need it.

Honestly, I think there's a place for clarity in the bot lane that noone has taken up because they don't want to give up the security flash gives (and for good reason). But, if an adc with good spell damage (like Miss Fortune) was matched with a supporter who could get away with packing exhaust + clarity, powerful things could happen.

I think an MF/Nautilus or maybe MF/Thresh lane could pull this off

CorruptedScythe8/13/2015, 9:19:27 AM1 votes

I just made a post about this not seeing yours. I wholeheartedly agree that there is not enough diversity in summoner spells through any lane. Also, why was revive removed when clairvoyance is actually /worse/ anyway?