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So no one uses clarity...

Spamus··2 votes·2,897 views

So I think there's probably a pretty simple solution to the fact that clarity just never gets used at all. Instead of granting mana on cast, it would lower all the champion's other cooldowns by a few seconds (say, 3?). When Clarity is off of cool down, it should provide mana regen. Having clarity would allow a player to play more aggressively without forcing them to buy an item like Athene's Unholy Grail, and likewise forcing an opponent to burn clarity when they're low on mana would be a worthwhile goal because it would force them on the back foot and give you breathing room in lane.

Instead of a "stay in lane a little longer" spell that is only useful if I'm playing a mana heavy champion (which I would soon buy a mana regen item if that were the case and negate the need for clarity), I would have a steady stream of mana coming in. And when I need it, it could help me get an extra ability or two out for extra burst OR get an escape ability back up a little sooner.

There's two things that I want in my summoner spells. Either the ability to play aggressively (ignite/flash) or to use it for escape (heal/flash), and those are the only three summoner spells that I, as a mid main, really consider (sometimes teleport, but that's pretty rare and only if I know I'm going to lose lane). Clarity in this case could be used to play either more aggressively or more conservatively depending on how the player uses it.

If a player picks a mana heavy champion that they will likely need to build Grail on, and they get countered by an AD mid lane champion, then they're kind of screwed for mana items because Grail just wouldn't be a worthwhile pick up. Similarly, if I'm against another AP champion that doesn't have mana problems, they're likely to start with a much more powerful first item on their first back, making me much weaker when we return. It doesn't have to be a lot of mana regen, and it would only be up maybe half of the time.

Anyone else think this would work? The numbers could be fudged so that it's not overpowered, but I could certainly see myself using a spell like that on a number of champions. I personally don't like how inflexible summoner spells are with what is useful and not useful and I think that's something that could be expanded upon.

13 Comments

Der Lindwurm2 votes

It's good in ARAM.

The Stoic Hero2 votes

I use Clarity as support all the time. The problem is that people do not see the viability of sustain in lane. I can not count the times I have popped Clarity for me and my ADC, and turned around an early fight to get a double kill for him. The problem is not clarity, its that no one knows how to use it.

Not to mention I started playing Aniva support, and Clarity is op on her.

killd0zer1 votes

Dev's have pretty much openly stated that Clarity is a noob trap on SR. Xypherous once said something along the lines of "Clarity is great to have, unfortunately trade off is you lose your lane"

EDIT: Wrong quote, it was about CV insantly losing you lane. My mistake. They've still said Clarity is a bad choice before.

Xyph quote on Clarity

"Clarity: We've actually tried a full Mana + CDR approach for Clarity before. Basically, it's directly competing with Ignite in the same slot for DPS - but it also introduces the problem of not letting us control Mana costs on certain lane archetypes. It's like, whenever it was powerful enough to be worth taking - it was insane - otherwise, you'd just opt for Ignite and get an entire new free spell of equal effect.

The Stoic Hero1 votes

Back in Season 3, if I remember, there was a Mastery that gave you 65% return on Mana from Clarity, and it seemed to be more popular then.

Heal had almost vanished from League since Barrier was an all around superior choice for most champions, until they gave it the 1 sec speed boost. Now Barrier is almost not seen.

The problem is that if you add almost anything to Clarity, it will instantly become incredibly popular with certain champions. Giving it temporary additional damage or CDR has the balancing issues as described.

One of the main reasons, which has not been mentioned, why Clarity does not see a lot of play is the increase of resource-less champions. The other reason is that all lot of roles are shoehorned into particular Summoner Spells. A Support can not take Clarity because they have to take Exhaust. Honestly though, on a Support with a ton of CC, this should not be necessary.

Personally, I take Clarity and I do not take Flash. Why? Because I prefer lane sustain to what often comes down to as a crutch for most players. Yeah, Flash has a lot of utility, but is most often used in a situation you should not have been in the first place. I would rather just avoid that all together.

People have gotten too in lockstep with what is played commonly, without asking why they run what they do. Yeah there is a lot of reasons many people use certain game aspects over others, but most of the time it takes someone using something that no one else has and showing it off well, for people to realize its potential.

killd0zer1 votes

Always keep doing things your way and don't stop because I or anyone else commands it.

But I'm just gonna be 100% honest when I say it's objectively a poor choice. Especially when you say you replace Flash. Clarity is nice, but you have to look at what you AREN'T getting.

Clarity becomes obsolete most of the time post laning phase. If you want sustain, Teleport will be stronger in just about 100% of situations and will give you access to map presence.

If you think Flash is a crutch, don't really know what to say man, you're just outright wrong. There is a reason it's taken by 10/10 champions and it isn't because we're all sheep. It's been this way for 4-5 seasons straight because it's just the most versatile ability in the game sans none.

The Stoic Hero1 votes

There is actually a lot of issues with mana sustain right now. If you build mana regen, then yeah, it will become obsolete, but that requires a lot towards your build. However, if you just build one mana item, Clarity stays viable the entire game, especially on champs that have mana issues or have a channel, like Aniva.

I specifically said Flash has utility, probably the most out of the summoner spells, but it is most often use as a crutch for bad plays. Yes there is a lot you can do with it, but most often late game, it can become useless, save backdoor-ing and overcommiting.

I use to main Janna as support. I never needed flash unless I misplayed, because of Janna's passive and Zephyr.

I do often take Teleport on ADCs, because as you said, it is great for sustain in lane, and only gets better as the game progresses.

killd0zer1 votes

Janna is phenomenally good with Flash though. I think it's kinda clear from your suggestions that you're a relatively new player, so like I said earlier, definitely keep doing your playstyle.

As you get better you're going to find that Flash is essentially mandatory. Teleport is pretty weak on ADC's because it's not really used as a sustain spell, unless you're in an extremely lopsided matchup. It's more of a playmaking spell like flash is, that allows you to do things that you coulnd't, such as Flash-stun Annie, or Teleport Malphite into a teamfight.

I'm sure you can list times where Clartiy has been useful, but it's more about opportunity cost. If you run Clarity/Ignite, you don't have Flash, and Flash is going to be more useful in about 100% of games you play. If you run Flash/Clarity, and don't take ignite, sure you might get another spell rotation, but Ignite would have let you killed the enemy outright.

The Stoic Hero1 votes

I have been playing on and off since Season 1. There was a time when I was shoehorned into playing Flash, and found that most games I never used it, as a Janna main. Yes, you can Flash + Ult with Janna, but I have never found the need too.

I use to help mid a lot when I was a Janna main, because after we got a kill bot lane, my speed allowed me to go between the two lanes easily. One game as I was coming up to help my mid laner, the enemy's team jungler, Pantheon, finished our mid laner off just before I got there. He was under turret so I Q'ed him and knocked him up. He flashes, I knock him back into the turret with my Ult and hit him with Zephyr, killing him.

See, this game really comes down to positioning. Flash helps you with positioning, but I would rather figure out my opponents positioning and out flank them.

Once again, with Janna's speed, I see a teamfight breaking out in mid and our team has the advantage. Predicting my opponents, I go around the teamfight and come from the other side right as they all flash away. I ult them right back into my team, securing the Ace.

Now these examples can be cherry picked and the far minor exception to the rule, but I share them for a reason of highlighting positioning. Thats all Flash gives you, which is a lot, to reposition yourself, but with a little forethought, it becomes unnecessary. Yes, you may be able to get that one kill you would not by Flashing for it, or you could just know your champion and others so that you can guarantee the kill even if they Flash.

I am not saying that no one should use Flash, in fact, I want people to use Flash. What I am saying is that Flash is not necessary for every Champion/Role.

Flash makes the game easier. You can secure kills you otherwise would have not, you can get past obstacles and terrain you usually would not be able to, and you can escape from situations that you normally would not have. These are all great benefits, but they really all come down to positioning.

Not everyone wants to think about their positioning and the positioning of others all the time. They want to make the "Flash"-y plays. Yet, if you are good a reading your opponent, predicting their moves, and knowing where you need to be, not re-actively but proactively, then you will do far better than any bonus Flash or any other summoner spell will give you.

Here is another example. I recently have been playing Aniva support and the enemy team had a Teemo. We had lost 1 of our Nexus turrets, but had killed nearly their entire team in the process. As our team pushes mid, our Jungler chased after Teemo that he saw in our Jungle. I go a little bit out of the base and just drop my ult. A couple of seconds later, Teemo is dead. I did not need a sweeping lens or a pink to know where he was, I knew because of the experience I have built up in my time playing League. This is a far harder way to play, but I find it much more rewarding.

For the record though, I run Clarity/Ignite as support. Why? Clarity gives me the sustain, especially the surprise of being able to use your abilities after a prolong exchange in laning phase. Furthermore, it allows my team to make vital pushes late game that we otherwise would have had to back on. Now Ignite is a bit more controversial then Clarity on a support. Ignite has far more utility than Exhaust, though, which most people do not realize, as it often use to just secure a kill. Ignite applies Grievous Wounds which lessens healing effects. This is absolutely necessary late game to overcome tanks and ADC life steal. You team goes in on a tank that was out of position in top lane? Apply Ignite first thing and watch him melt. Your ADC is fighting the opponent's ADC and they are on equal footing? Apply Ignite at the beginning and watch as their ADC can not sustain like yours. In addition, Ignite also gives vision of the target, which can allow the crucial extra attack or two to finish them. If you have plenty of CC as a support, then Exhaust is not really necessary either, thats why I pick up Ignite, for its utility.

killd0zer1 votes

Eh do your thing. Clarity gimps you especially if you replace Flash. I'm not writing a book like you did, just gonna tell it how it is.

Ch0c0lateJesus2 votes

The basic problem with clarity is how quickly it becomes worthless. By around 25 mins most mana chugging champs will have a good amount of sustain in their items already, and it only becomes more useless as the game goes on.

Compared to something like exhaust that can have huge impact no matter what stage the game is in, clarity just isnt relevant.

DoraTheBrown2 votes

clarity is op. have u seen a kat with clarity most op thing u ever seen.

SEKAI1 votes

Remove the necessity of Flash, then we may see some Clarity come into play.

Sara Leah1 votes

I don't see a problem with clarity as is currently is...

flash + ignite for all champs is overrated and over used imo. I never use them and never will... ... flash = pretty useless since the gap closers built into many champs negates it. ... ignite = I have and always will just consider cheap.

I always fill and play ONLY normal so I get a lot of support roles although I have seen that trend changing lately with many calling that role.

no matter the role I always take teleport because it helps get places fast so I can ... ... get back to lane faster ... cover another lane/save a tower ... get to skirmishes/teamfights if needed ... get to a minion wave the enemy didn't notice and push a tower down while they are pushing which usually forces 1 ( usually 2 or more) to stop pushing to come stop me. ... teleport to a ward set close to that open inhibiter to "backdoor" it right quick which also forces enemies to contain me.

clarity is my most used second choice... ... as support keeps me and adc in lane longer/able to have skills available longer ... as adc helps keep my support able to use skills which in turn helps me stay alive and in lane longer. ... smart enemies watch your mana bar and will attempt to all in when they see it low/empty only to get fooled and die ... in skirmishes/reamfights boosts teammates that have run low so they can get that kill or to they would miss due to being oom.

smite um... I must be the jungler

exhaust/ghost... if I am adc and actually know my support (know as in talk to them face to face or have played many games with them)

I get many that say my choice of teleport/clarity is troll, n00b, useless and many other rude things.. I stand by my choices and have found that they work well for me and my team in general.

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