Some Ideas for Summoner Spells
I was just watching IEM San Jose and after someone chose a champion they chose clairvoyance and clarity as their summoner spells. Obviously it was a troll move until he selected his real summoner spells but the point that those two are "laughable" makes me wonder why RIOT doesn't put more of an effort to make a more variety of new spells as well as touching up old spells to make them usable. I have added a link to another post that explains things a little better and gives his opinion on the matter.
So first off some ideas for new/revamped deleted summoner spells are as follows: 1.** Fortify:** Fortify was a season 1 summoner that allowed you to place a shield over a tower to make it harder to kill. It doesn't fit in today's ideology of what RIOT wants league of legends to be since they are looking for faster game and Fortify seems to slow games down. This guy who posted the post in my link had the idea of making it a 5 minute CD with only a 4 seconds duration. I think that is good and maybe even make it so that minions int he vicinity of the tower are a little harder to kill, like baroned up minions. This spell would either be for a top lane tank or support tank typically. The idea behind this is to have a counter to a team that is not only winning but also just grabbed baron, that way games (especially competitive ones) aren't so predictable once a team gets baron and the casters are already saying "that's game right there". I know RIOT wants quick games but they should worry more about making games exciting and unpredictable as well as unique. 2. Rally: Rally was a season 1 summoner that was basically like a Jarvan flag in a sense or the Banner of command active. It basically just buffed up allies in the vicinity of the flag for team fights or a tower siege. I think they should bring this back except make it give like a 50% attack speed buff to minions but only a 25% attack speed buff to allies, and also give a 15% increased damage for minions and a 5% increase for allies(I haven't done any math on any of this so i'm not sure how flawed the numbers are, these are just rough draft ideas). This spell would most likely be a support spell, possibly an AD bruiser top lane or an ADC. The idea behind this is to have a counter to the fortify or if your team was doing baron but it was stolen but you still aced the other team then you have somewhat of a tower siege to benefit from the ace a little harder. This spell could also be used early game if you were kill your lane opponents and get the tower pushed down faster to speed up the laning phase a bit if that is what RIOT is wanting. 3. Revive: Revive was basically just a Guardian Angel on a longer CD, it revived you immediately and in a later season patch they made you have a minor HP boost and a large speed boost. Revive has been around a couple seasons but rarely used. This link posted has an AMAZING idea for how to fix revive. Basically short version is it would be useless early and helpful late with still a decent CD like 5 minutes or something. The idea behind this change would be to provide an exhilarating moment where one summoner could make a huge play and save the game for his team. I think this would be great action for a competitive game if someone were to use it and baron fight went 4 for 3 and the team with two alive go to push the base with their baron buff and they are approaching the nexus towers with a big group of minions and the champion with revive sprints out all alone and out plays the two of them to save the game. This one I don't really care about as much but it would be nice to have it their for a choice if you have the spot to spare. 4. Promote: Promote was basically just Banner of Command active but was removed. They should bring it back with the exact stats that banner of command offer. The most common role for this summoner is Support. The idea behind this is to eliminate the need to buy Banner of Command if the game flow is asking for you to buy a different item but still get the split push that you need elsewhere. This way if you are a support and you are only your last item and your ADC is constantly getting chain stunned but you are also getting lanes pushed too hard then you can use your promote to push the lane and use your item slot for mikaels to help your ADC survive. 5. Surge: Surge was a spell introduced in season 2 but removed by season 3. It gave a small attack speed and ability power buff and with those two stats it was really only useful on specific champs and not specific roles. With the direction of ADC's in the new patches it looks as if they are trying to bring the CARRY back in ADC and with that said I think they should bring Surge back but instead of AP it should give AD or a crit stat such as chance or damage as well as keeping the attack speed. Have Surge be a 5-10 second duration AD elixir basically. 6. NEW SPELL: **Archon: **(yes its a starcraft term) Archon would be the AP version of Surge giving a small boost in ability power as well as either Magic penetration, Cooldown reduction or spell vamp. This would also be a 5-10 seconds duration.
Now I wanted to talk about current summoner spells that just need a little touch up.
- Heal/Clarity: As of right now heal gives you a small boost in health instantly as well as healing an ally with the least health next to you and also a small speed boost. And Clarity is just a quick 40% refill of your mana and any allies near you. I think they should combine the two spells so that ad casters and ap mages would be more willing to take it. They should keep the Clarity portion the same but with the heal they should make it a gradual heal (much like Mundo ult) so that its not a surprise boost in health but if you use it in a long team fight then you can sustain for longer, that would provide better strategy with it.
- Cleanse: Right now cleanse just releases from any from of CC and gives a small amount of tenacity for a short time but I think they should make it also debuff any grievous wounds and give a small 50% movespeed boost for 2 seconds so that if you get stunned and use it you can have a chance to get away from any further follow up.
- Barrier Barrier is just a damage shield for 2 seconds with a 210 second CD. I think Barrier is just fine where its at but I would recommend maybe increasing the duration to maybe 4 and having a explosion come at the end of the duration having a larger damage if the shield lasts the full 4 seconds. I believe that doing this might entice tanks or initiators to get this spell to damage surrounding enemies. 4.Flash: Definitely don't touch this spell, everyone will still use it without even touching it.
- **Ghost:**Ghost is speed boost for a short duration. The only change i would make is giving the ghosted champion 25-35% Tenacity during the ghost spell duration.
- **Teleport:**They just tweaked TP a bit where there isnt less of a cooldown anymore for TPing to a tower. I think TP is fine where its at and doesn't need buffed or nerfed.
- Clairvoyance: Clairvoyance is a spell with a high range that reveals a location for 5 seconds. They need to give clairvoyance a 45 second cooldown OR let the duration of the reveal last 10 seconds. They already added the Scrying orb to the game as well as the scuttle crab and they eliminated sight wards so why not add this as a feature for vision to make up for it?
- **Ignite:**Ignite shouldn't be touched except it should be impossible for someone to die off an ignite tick so if a tick of ignite were to be a killing blow it should instead leave the champion with 1 HP.
- Exhaust: Exhaust is in a good place and will probably be more of a must need with the change to ADC's.
- Smite: They have worked hard to make smite a good spell throughout the game and I think it is in a good place right now but would be nice to get even more upgrades for the jungle item to give different perks for smiting champions.
- Mark/Dash: Move this into summoners rift so that skilled players can make epic initiations and champs without gap closers are given one, not to mention lee sin will still make "Insec-like" plays. Make this spell a relatively long cooldown though. Maybe 4-4 1/2 minutes.
Next I wanted to bring up the idea of adding 3 spots for summoner spells (the "G" key default most likely). The main reason I request this is because more summoners would translate to more action and more strategy especially if their were a bunch more summoner spells to choose from. The other reason I bring this up is because in other games (mostly MMO's) they have about 12-15 different buttons that do something during a fight and although this is a MOBA I think providing more buttons will separate the good from the great.
I would like to hear what others think and I know its pretty simplistic and I didnt do any math or number crunching to really know if any of this is completely useless or contradicting to the meta. I also am not sure if any of this would be completely broken but I would like to see RIOT make a better effort to provide more summoner spells and make it so there is more of a variety so each game is more unique. Based on my opinions and ideas this is how i could see a typical team set their spells up of course assuming you can choose three out of all the ones I mentioned: Top Lane Olaf: Fortify, Ghost, Teleport Jungle Elise: Flash, Smite, Barrier Mid lane Leblanc: Archon, Flash, Teleport Adc Corki: Flash, Heal/Clarity, Surge Support Alistar: Flash, Exhaust, Promote
Let me know what ya'll think