Summoner Spells

LynXerf·10/14/2015, 12:46:55 PM·3 votes·696 views

Let's talk about these.

God Tier: summoner 4

Tier 1: summoner 14 summoner 3 summoner 11 summoner 7 summoner 12

Tier 2: summoner 6 summoner 21summoner 1

Trash Tier: summoner 13 {{summoner:2}}


I think it's time Riot evened these out. Afterall, where is the diversity when 95%+ of the time a summoner chooses flash?

I propose the following:

summoner 4 Teleports your champion 425 units toward your cursor's location. (360 sec cooldown, from 300 sec)

All of tier 1 can remain the same, bringing them closer to the power of flash.

summoner 6 Your champion can move through units for the duration. Gives an initial 60% speed boost for 2 seconds, reducing to 20% increased movement speed for the next 6 seconds. ( 210 sec cooldown ) This allows it to act more like flash in that it can behave far more reliably as a gap closer/escape mechanic. This should be quite a buff and should be a good pickup for quite a few champions.

summoner 21 Shields your champion for 70 - 240 [60 + (10 x level)] + 10% Max HP (currently 115 – 455 [95 + (20 × level)] for 2 seconds). (210 sec cooldown. Reduces to 180 sec if the barrier is depleted). It's hard to think of a buff for barrier, but it is lacking behind as a summoner. The changes with the addition of Max HP calculations I suggest keeps it in line with it's current strength for those who currently use it, but now it could possibly make it viable for bruisers or tanks. If the enemy has a lot of burst or you will be focused, the reduced CD on a depleted barrier could come in useful.

summoner 1 Removes all disables and summoner spell debuffs affecting your champion and the allied champion nearest to the caster's cursor (or ally most affected by spells if no target is near the cursor - Priority order: Hard CC, then DoT, then soft CC). and lowers the duration of incoming disables to your champion by 50% for 2 seconds. (180 sec cooldown. 240 seconds if an allied champion is also cleansed). Again hard to think of a buff to cleanse as it is a bit of a niche spell. Adding the ally effect makes it more viable for bot lane, though it has a CD penalty if an ally also benefits.

{{summoner:2}} Places a stealth ward on the map which lasts for 30 seconds. (90 second cooldown) While not as bad as Clarity is at the moment, clairvoyance can be very unrewarding to have as a Summoner. This change should make the spell a bit more reliable if you want to spot out objectives or to find where a jungler is or about to go.

summoner 13 Over the next 8 seconds, restores 25% of your maximum mana and (70 - 240 [60 + (15 x level)] + 8% Max HP) health. (180 sec cooldown). I've always hated this spell, insanely niche except ARAM, it may as well stay as it is for that game mode. I propose changing it so it is perhaps useful for someone who really wants sustain, but still a niche pick.


Just a few ideas I've thought of on the spot. What do you guys think?

15 Comments

Meme Orgy10/14/2015, 12:55:48 PM1 votes

I have a better idea, do what smite does and make people have to buy "summoner spells" with gold as if it was an item

HentRex10/14/2015, 12:56:41 PM1 votes

Love talking about SS's........that's a lot of s's.... ok I'll stop now. Anyways love talking bout summoners. Made a thread myself, "Static Summoner Spells" I had suggested clairvoyance remove fog of war for .5 seconds with a 5 min cooldown. Yes this is really strong but it also would take the place of a battle summoner or flash. Suggested the return of Surge(minus the ap). Clarity getting bonus ap for a small duration.

Everyone always seems to go the blue trinket route for Clairvoyance.....This is a summoner spell and needs to be powerful, not equivalent to something that you get for free, or costs 250g.

Posui Gart10/14/2015, 1:09:41 PM1 votes

Flash-Will be picked anyways. It has too much uses: initiation, escape, chasing, repositioning. It is like having a Barrier that can be used on enemy to Ignite them. A proper nerf to this would be limiting its uses. Either make it escape-based(disabling attacks and spells after jump for 1 sec) or engage-based(making it enemy-targeted). Ghost-Adding slow negation on top of it would be fine Shield-So it is now spell for tanks? Strange idea, but it can work Cleance-What it needs is full debuff removal, like QSS. Clairvoyance-It has 0 range and 0 AOE and you can buy item 3342 for this. Give this spell global cast range and giant AOE(something like "reveal enemy blue+gromp+wolves in one cast") Clarity-Your idea is "making another heal", and it is tank-based again. Just let it restore 50% of max mana/energy, add 10% cdr for next 20 sec and give it some sweet 60 sec cd

Kitten of Evil10/14/2015, 3:14:24 PM1 votes

Eh, Barrier is actually better used on squishy champions, actually. I use it on Lux, Anivia, or Vel'Koz frequently, and the max HP scaling may be less effective.

And if Clarity also heals scaling with max HP, is it not better than heal in most cases?

Smitemuffin10/14/2015, 3:36:43 PM1 votes

Clarity, Clairvoyance and Barrier need cooldowns about half of what the others are, plus these:

CV needs to be a full reveal like TF's ult

Clarity needs to reset the cooldown of the last basic spell used in addition to its mana restore. OR it could be a passive spell that gives 100% mana regen.

Seriously, its totally fine for summoners to have a passive

Hupsis10/14/2015, 4:18:02 PM1 votes

I like the clarity one. Maybe it could be like a meditation where the user has to channel it so it wouldn't be used in a fight. This would differentiate it enough from heal.

Clarvoyance could have different effects based on the trinket of the caster.

{{summoner:2}} +item 3340 = place a ward (globally). {{summoner:2}} +item 3341 = sweep a huge area and deactivate enemy wards until an enemy activates them again by getting vision of the wards (semi-global). {{summoner:2}} +item 3342 = grants a vision aura to the caster which increases their vision range by 20% and allows them to see over walls for 10 seconds.