Summoner Spells
Let's talk about these.
God Tier:
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Tier 1:
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Tier 2:
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Trash Tier:
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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:
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.
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.
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.
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.
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?
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
= place a ward (globally).
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= sweep a huge area and deactivate enemy wards until an enemy activates them again by getting vision of the wards (semi-global).
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