More viable summoner spells?

VapidActions·8/14/2014, 5:41:57 PM·5 votes·2,260 views

So, there's been some recent changes to a couple of summoner spells to try and open the playing field for more summoners to be used, but in effect, you can only have one summoner unless you're playing Shaco. Not having flash will more often than not cause your team to rage at you, and you to be at a large disadvantage since it's such a powerful summoner spell. I'm not recommending other summoners really contend with flash as it's hard to match that level of utility, but do some of the summoners have to seem so incredibly weak in comparison?

With the new season coming soon, maybe some summoner spell overhauls can be done? I've come up with a couple ideas that may make other summoners more appealing, and viable to take in certain circumstances.

|summoner 13 |Clarity:| |- |(old)| restores 40% of your, and nearby friendly champion's mana. (180 sec cooldown, 600 unit AOE)| |(rant)|This change would allow the spell to help out more as a sustain summoner, to try and stay in lane longer and perhaps outfarm someone with say ignite, who's trying to get in and kill.| |(new)| Restores 30% of your, and one nearby friendly champion's mana. While on cooldown passively provides 3 + (0.7*champion level) mana per 5. (210 second cooldown, 800 unit AOE)|


|summoner 6| Ghost:| |- |(old) |ignore unit collision, 27% movement speed for 10 seconds. (210 second cooldown)| | (new)| ignore unit collision, 23% movement speed for 10 seconds. Upon activation will remove one snare or slowing effect. If a snare or slowing effect is successfully removed, cooldown is lowered to 180 seconds (or by 15%).|


|summoner 1 |Cleanse:| |- | (old)| Removes all disables and summoner spell debuffs effecting your champion, and lowers the duration of incoming disables by 65% for 3 seconds. (210 second cooldown)| |(rant)| This is the main summoner spell that triggered this idea. Unless you have godlike reflexes, this summoner spell just can't work for 99% of the player base. Even if you do remove a stun, this kind of summoner is really geared towards squishy targets; and usually, by the time the CC lands, it's already too late, removing it after the fact will rarely change the outcome of the engage/skirmish.| | (new) |Absorbs the next disable or summoner spell debuff received within the next 2 seconds. If a disable is successfully absorbed, all further disables have their duration reduced by 70% for 2 seconds.|


|{{summoner:2}} |Clairvoyance: | |- | (old)| Reveals an area of the map for 5 seconds. (60 second cooldown, 600 unit AOE)| | (rant) |With the introduction of the blue trinket, if this summoner spell wasn't viable before, it surely isn't now. But, let's say you want to go all out vision war. How can we help that?| | (new) |Reveals an area of the map for 4 seconds, also revealing sight wards (does not reveal stealthed champions). Passively increases ward cast range by 200 units. (110 second cooldown, 600 unit AOE)|


| {{summoner:10}} | Revive: | |- | (old) | Instantly revives your champion at your team's fountain, and grants 125% movement speed decaying over 12 seconds (540 second cooldown).| | (rant) | Personally, I hate this summoner spell in its current form. Nothing worse than going into a game saying "yup. I'm going to die. A lot. Enough to make THIS spell viable. Why not allow this spell to pop a surprise, or be used aggressively.| | (new) | If cast within first 6 seconds of death, instantly revives your champion at its current location with 25% hp. If cast after first 6 seconds of death, instantly revives your champion at your fountain. While not on cooldown, passively reduces death timer by 5 + (Lvl*1) seconds. Does not stack with Guardian Angel's "unique" revive passive (540 second cooldown) |

| item 3026 | Guardian Angel| |- |(new)| Passive - reduces cooldown of Summoner Revive to 300 seconds |

17 Comments

TheKaymon8/14/2014, 7:05:54 PM2 votes

Since I don't think Flash will ever disappear, due to all the necessary balance changes that would accompany its removal, maybe they should just give everyone Flash plus a choice of 2 other summoner spells. They could even separate the spells into groups and only allow one from each. For example, 2 groups with {Ghost, Teleport, Exhaust, Ignite, Smite} and {Barrier, Clarity, Cleanse, Heal, Clairvoyance}. This way they could keep out certain problem combinations and encourage differentiation.

On a more realistic note, I do think some of the weaker summoners could use a buff, and I like your cleanse and the idea of combing actives and passives such as the clarity change. I think they could even completely overhaul the less popular summoner spells during the preseason, but I hope they will look into them at the very least.

SilverDrake8/14/2014, 7:58:26 PM2 votes

Honestly the problem is with the other summoner spells the problem is with the top three; flash, ignite and exhaust. These three have immediate impact on the game and the other summoner spells have to no many weaknesses.

  • Ghost - have to put time to get where you want to go. vulnerable to cc.
  • Clarity - Doesn't ensure that you champion does more damage or takes less damage just refills you man bar. If your losing lane this isn't going to help much.
  • Cleanse-Requires a lot of skill to pull off correctly and even then it doesn't always work out
  • Clairvoyance- Made kinda useless by wards and the only becomes useful lat game if team is losing.
  • Revive- Requires that you die. Also it makes you have to take teleport because it revives you at base not at the point of death.

It will be a cold day in hell before flash isn't the number on spell. Also just giving everyone flash will reduce the skill cap of the game. I think not only do we need to rework the old spells but we need new ones. It would be kinda cool to bring back rally and fortify. :) Beta Days.

Worgslarg8/14/2014, 5:44:08 PM1 votes

With the exception of revive, which i feel should be removed, I love them all.

xWildflower8/14/2014, 5:47:25 PM1 votes

killing an Aatrox: passive guardian angel revive

On a more serious note, the cleanse changes seem useless.

Jinxed Amulet8/14/2014, 6:20:19 PM1 votes

I agree that with season 5 I hope Riot plans to introduce a more thorough rework of summoner spells so that there are more diversity instead of the usual Flash + heal/ignite/tp/ghost picks.

Or just get rid of CV, Revive and Clarity and add more depth to the main four. I strongly strongly urge Riot to rework clarity, I can see a bunch of mid laners opting to use it in the future and not needing a blue buff (which means their jungler can have it or even give it to the top laner) etc. Improving clarity can lead to greater in-game choices and odd plays.

I think CV should just be removed because we have an orb that pretty much does the same thing. And I for one LOVED CV, almost as much as I loved Fortify (damn you Riot! It was my favorite summoner spell). CV is just an outdated tool at this point, so it should go. I like the buff to ghost, and not sure about revive (though I think it could create interesting plays too if properly reworked).

ploki1228/15/2014, 3:15:56 AM1 votes

Imo there are a few flaws in this :

  1. Clarity would still be mostly bad. Clarity is basically the only spell that can be emulated with items. It's simply mana-regen in a burst, but you seldom if ever need a burst of mana since your consumption is over a longer period of time. What Clarity would need to be an efficient spell would be CDR. reduce all cooldowns by X% or somethign along those lines.

  2. Current Distortion-less Ghost is extremely unimpressive. Lowering the speed amount and making it cleanse a single snare/slow would probably kill it entirely. If you wanted to drop the number, you would probably need something like "slows are half as strong, snares count as 50% slow". Even in side lanes (who are much longer than mid) it's really hard to catchup to someone flashing unless you have boots level 2/3 (since %MS is based on your current MS and is thus worse early game)

  3. Clairvoyance... it's basically a blue trinket that reveals stealth wards. So either you pick the world's best trinket (by a tiny margin) or you pick Ghost/Ignite/Heal/Exhaust. Personnaly, I find the choice easy. CV needs to be invisible to enemies (blue orb too), and there needs to be a bonus when you reveal someone (slow, cd reduction, silence, reveal... anything). Also, making the cd longer will simply invalidate its usefulness, if anything it would need to be shorter CD.

  4. Imo this would make Revive+TP even stronger than it currently is. The game would be 100% about revive tp and early 5-man dives. The team with the most revive-TPs would always win since the early death timers would be close to none.

  5. GA = Please no more Distortion... Items that are summoners-based are stupid since they are only efficient if you're in the best-case scenario (Distortion is mediocre if you only have flash or ghost, you need to be able to abuse that 1 minute window for it to be worth.) In this case, GA would be useless if you don't have revive.

The one thing I really like is Cleanse. Reducing the skill floor of cleanse is pretty much necessary, since at least 50% of the player base will take upward of 1s to cleanse and move/flash away. In 1s, everything changes.