Summoner spell balancing
Heal --> should only grant user movespeed Ignite --> damage is based on target level
Ignite always gives the champion with better wave clear the advantage (clear wave, hit earlier level --> ignite) So tower last hit champs like veigar, ahri (known for weak early game), will always struggle against champs like zed, because of how strong ignite is for gaining levels.
Exhaust - perfect as it is, though I feel exhaust makes it so DPS top/junglers are unusable in higher levels of play. Maybe exhaust should only slow down a certain number of auto attacks (damage reduction still takes place after) but the attackspeed is recovered the more AS you use.
Aatrox / Fiora ; ;
Why use ghost, when heal does the same thing. That's why I wanted heal to only give movespeed to the caster.
Clarity -> should make abilities cost no mana for a certain amount of time --> then mana regen is granted
Cleanse -> should give short burst of movespeed, or regen . . possibly even reduce revive time IF you die cleanse is a weak spell because, stuns stop movement, and by the time you press cleanse the enemy team has collapsed / flashed on you already.
Clairvoyance -> if minions / monsters are hit by clairvoyance, they should grant vision (to find junglers)
Have fun tanking towers with barrier o.o