Summoner Spell Concepts
This post is about creating base ideas to work off of, every building needs a foundation and this is what this post is for! The main point here is creating ideas for new summoner spells, fine tuning will most likely be needed and/or drastic changes to the base idea, but give your feedback below in the comments and we can work together for a better tomorrow.
Magnet: Cooldown: 210 seconds; Range: 850 units Pull yourself towards the target ally or enemy champion 550 units.
Surge: Cooldown: 150 seconds Enhance your basic attacks and abilities for the next 6 seconds to deal 3% +0.5% per level of your target's maximum health as bonus magic damage, one-third effectiveness for multi-target effects, over 3 seconds (max 80 damage per second against monsters).
Metal Suit: Cooldown: 240 seconds Coat yourself in metal for the next 2.5 seconds to become immune to displacement effects and gain 50% damage reduction, but you are slowed by 40% and dash and instant teleport effects are disabled during this time.
Friend Barrier: Cooldown: 120 seconds; Range: 1200 units Shield an ally champion, cannot be self-cast, for 120-660 health for 2 seconds.
Structural Teleport: Cooldown: 180 seconds; Range: Global Channel for 8 seconds to teleport yourself to the target friendly structure.
Distortion Boots Enchantment: Channel duration reduced reduced to 6 seconds rather than 8 seconds. (And 15% cooldown reduction since that is what the enchantment does.)
Swap: Cooldown: 300 seconds; Range: 650 units Swap positions with the target enemy champion.
Resurrect: Cooldown: 360 seconds; Range: 750 units Resurrect an ally champion's corpse reviving them on the spot at 200-560 health and mana, impossible to be used on yourself. If the resurrected champion dies within 8 seconds of being revived then it does not count as an additional death nor grants kill rewards.
Daze: Cooldown: 210 seconds; Range: 650 units Stun the target enemy champion for 1.5 seconds.
Charge: Cooldown: 210 seconds Gain 50% bonus movement speed for 3 seconds when moving towards visible nearby enemy champions.
Passive: Ghost's movement speed is enhanced by an additional +10% movement speed.
Distortion Boots Enchantment: Charge's movement speed is enhanced to 70% instead of 50%. (And 15% cooldown reduction since that is what the enchantment does.)
Ghost: Cooldown: 210 seconds Gain 27% bonus movement speed for 10 seconds and ignore unit collision.
Passive: Charge's movement speed duration is enhanced by an additional +1 second.
Distortion Boots Enchantment: Ghost's movement speed is enhanced to 40% instead of 27%. (And 15% cooldown reduction since that is what the enchantment does.)
Overall, these concepts are for more options and customization to prevent seeing the same spell taken by the same role every game. Preferably I would like Flash to be removed since it is the main culprit to a lack of Summoner Spell diversity, and no Flash is not ingrained into the game, not even close so stop trying to make that excuse, Riot can easily remove Flash tomorrow and the only thing that will change is having two Summoner Spells rather than one.
_Anyways I digress, let me know what you think of the concepts so far and anything that needs to be worked on or improved, or even any more ideas you may have then spit ball them and let me hear them! I have created defense only spells, support (mind set) only spells, some slight crowd control spells, play making spells, sacrificial spells, and lane recovery / split pusher defender version of Teleport where as Teleport will be the global play making summoner spell, and even created partner spells (got to move fast like Sonic)... _