Summoner Spell Concepts

EpicDweeb·6/12/2017, 7:49:45 PM·1 votes·298 views

I wanted to make a board with the purpose of creating summoner spell concepts. I wanted to get some feedback on some that I've come up with and to hear the ideas of other players in terms of good AND BALANCED summoner spells. Please keep any discussions civil and please provide productive criticism rather than destructive criticism. Thanks and have fun!

A couple weeks ago I came up with the idea of a CC shield spell. Essentially the spell would be a short term CC prevention. Think of it like the old empowered Rengar W... the one that prevented him from being CCd for a short period of time. In theory it would be used for champions like Velkoz and MissFortune with incredibly powerful, channeled ultimates. This would allow them a short period of time in which they would be safe from being completely shut down. At the moment they are both champions who are easily CCd and rely quite heavily on positioning in order to be useful in team fights. In theory this spell would allow them a short period of time where they could safely channel their ultis making them potentially far more useful in team fights. Other uses would be to assure an escape from a Nasus slow, or Morgana bind. While in some ways it's the same as cleanse, the purpose is very different. Cleanse is great for escaping, but for a hyper immobile champion like Velkoz, it's really not that helpful.

I thought of two main possibilities for balancing this spell. The first would be to make it channeled. After say a 0.7 second delay it would proc and last for say 1.5 seconds. It would probably be on a cool down of 3 minutes or so. Again, on champions like Velkoz and MissFortune this would prevent them from simply having it off cool down every time their ult is up, which would otherwise make them near unstoppable in team fights. Instead teams would have to pick fights carefully and play with an acute awareness of when the spell was up. Of course as a channeled ability it could be interrupted by a CC if timed properly.

The other possible balance to this spell would be to, rather than make it channeled, make it an instant cast that could only block CC for 0.5 seconds. This would force it to be used more as a reaction to prevent a CC. This would also force players running the spell to be very aware of their surroundings, which, quite frankly, can be very difficult in team fights.

Anyway, let me know your thoughts. I'm curious what people think xD And please share your own ideas in regards to potential summoner spells. Try to make your ideas balanced, rather than making them game breaking abilities that would likely have 100% use rate if ever implemented xD

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