New Summoner Spells Braintorming

Sternbery·10/7/2014, 9:03:49 PM·2 votes·1,404 views

In a discussion with a fellow summoner, Xypherous noted that all the summoner spell (besides Flash) have very little skill expression. There is very little to differentiate the players who use these spells remarkably well versus those who use them poorly. In short they are just not very interesting spells. I ask that the creatives in the community collaborate to brainstorm some more interesting summoners spells.

Guidelines:

  • Explain why you think your suggested spell is a good expression of skill. What differentiates a player using it well from one that uses it poorly? Is there a spectrum of skill expression or is it more binary?
  • Come up with some problems with making your idea into a summoner spell. Should everyone have access to this spell? Will making it invalidate certain playstyles?
  • Feel free to critique other player's ideas (but be nice!) Do you see any problems with their idea that they did not think of? Can you help solve some of the problems that they did identify?

I'll post my ideas below.

Edit: I am looking for crazy Ideas. Something with great utility. Try do avoid things that just do damage or heal. We can whittle them down to something more tame later.

17 Comments

MorikTheMad10/7/2014, 9:08:35 PM1 votes

Project Pain:

  • For the next (3?) seconds, (50%?) of the damage dealt to you is dealt to all enemies in a (small?) AoE.
  • The 50% is before any mitigation (but upon application to an enemy is subject to mitigation).

This would be good on initiators.

MorikTheMad10/7/2014, 9:12:56 PM1 votes

Soul Burn (name needs work):

  • Every .25 seconds for the next 5 seconds, deal 5% of your maximum health in true damage to yourself.
  • Channel for 5 seconds: deal 5% of the target's maximum health in true damage to them every .25 seconds.
  • Can't reduce you or your opponent below 1 HP.

Note that only the damage to the enemy is channeled--regardless of whether you stop channeling early, are interrupted, etc, you still take the damage to yourself.

krobar9410/7/2014, 9:17:53 PM1 votes

My issue with making new summoner spells if the fact that the game we have now is currently balanced around the summoner spells we have now. Easily ganked champions need flash without question and flash is also the most versatile spell that can be used for literally everything, so even champs with mobility want it. Introducing newer spells would probably make another spell that is a must on certain champions, or be another Surge. Fortify or Promote.

If we want to add spell variety, we'll need an overhaul of what we currently have. To the guy above me (Project Pain idea or whatever), that would obliterate teamfights. It'll be another cheesy spell for 3 members to get with one or two massive AoE abilities (Galio to group them if the AoE is small) to decimate an entire team or just two people standing next to each other. It's either too small to be noticed, or broken as hell. I doubt there could be an in between.

Sternbery10/7/2014, 9:19:18 PM1 votes

Stasis:

What is does Basically Zhonya's as a summoners spell.

How does it express skill?

  • Because we already have this ability in item form we can already see what skill expression it has. Good uses of the spell will save your butt from getting caught by a hook or nullifying focus fire. Good uses will also occur after you have used all of your spells and you need a safe place to wait while their cooldown comes back up.
  • You can easily use the spell poorly and get stuck in away from your team. Your enemies can wait you out if you are alone and just kill you immediately afterward if you used it in the wrong spot. Now just blew a long cooldown and got nothing out of it.

What Problems does this skill have?

  • Some Rioters have mentioned that they don't want to have an version of Zhonya's for ADC because ADCs shouldn't need them. I'm not sure I buy this but it's something to consider.
  • Do we really need ANOTHER one of these? Imagine Lissandra going intangible for 7 seconds. Or Morgana who can ult Zhonya's without the Zhonya's.
Sternbery10/7/2014, 9:40:00 PM1 votes

Redirect:

What it does: Redirect nearby allied tower aggro onto target champion.

How does this express skill?

  • Knowing when the enemy has over-committed to a tower dive is key to using this spell well. Just using it when they are sieging your tower may buy you some time, but is not the best time to use it. Using it too early in a dive means the enemy you targeted can just back of real quick and jump back in in no time at all. Using it too late means you are dead and they get away.

What problems exist with this spell?

  • Controlling tower aggro is one of the few ways to counter it. Imagine a Ziggs who can make the tower attack the squishy assassin instead of the tank that the tower was attacking before? Ziggs (and other champs) is already great at pushing minions and defending towers.
krobar9410/7/2014, 9:42:20 PM1 votes

Alright, I see what you mean. Basically, you want to add another skill level through summoner spells, and that's fine. I think there will always be set spells for certain roles, though. I think it's hard to actually make diversity through summoners spells because people will naturally find something that's the best for that specific role or have unforeseen effects with certain champions. Like that one AoE summoner spell one guy mentioned, some champions could probably break it if it's too much (Vlad or something with his ult in that case).

I think summoner spells were intentionally made simple to avoid potentially breaking certain kits already in place. It'll be hard to make something that shows true skill without it being too good perhaps on certain champions. I'm not saying it's impossible, but hey, you have your work cut out for you.

Sternbery10/7/2014, 9:48:08 PM1 votes

Reveal:

What it does: Reveals all champions in a small area even if they are stealthed. Cooldown is reduced if you successfully reveal them. Note I wrote small area. The point of this spell isn't to invalidate Akali. It is simply meant to let you attack enemies you already know are there. Thus the reduced cooldown if you reveal a stealthed champ.

How does this express skill?

  • You have to already know where the enemy is before this skill can be really useful. Otherwise you have to wait for a long cooldown. Other than that it probably does not have too much to differentiate its use skillfully from its non skillful use.

What problems does this skill have?

  • Although I tried to make sure it does not invalidate champs with early stealth, in its current form this spell may do just that.
RowGo10/7/2014, 11:25:30 PM1 votes

Ghost (not saying remove current ghost its just a real good name for it): Allows you to ignore terrain for a small amount of time.

Simple yet fun It doesn't really express skill as it does creativity and diverse use (and that was also something he was talking about) you can use it to fade into a wall to get away from an unavoidable skill shot, go through a wall to get someone, go through a wall to get away from someone, bait out a flash while doing that, (go through wall wait they flash go back through wall) make some crazy ganks, steal dragon/baron and run. I think it could be extremely fun.

Problems? -to strong because it is so diverse in its uses -relatively safe baron/dragon steal attempts. -might be better then flash. I say might because flash can get you away from a malph ult get you a better position in team fights and close or just increase gaps. And still go over walls.

Frozted10/8/2014, 12:48:02 AM1 votes

Brainstorming*

TheRainInSpain10/8/2014, 2:22:55 AM1 votes

Charge (replaces Ghost) Champion gains a burst of X speed, ramping X% up until colliding with an enemy (Champion, Minion, Turret, etc) or until X seconds later. The target gets bumped back a bit from the impact. The impact does not count as a knock up. Running into terrain causes a slight reduction to the charge's speed, and causes a slight bump to the champion. If Charge was infinite, the Champion would bounce around the field like a pinball.

Reason: Xypherous said all of the Summoner spells lack interaction value, except for Flash, which is an instinctual jump. This adds interaction value to Ghost (either by outright replacing Ghost, or simply being a change to how Ghost functions)

Pikmints10/8/2014, 2:36:25 AM1 votes

I remember seeing a thread a long time ago like this, so I'm going to recycle my idea since nobody commented on it before.

Tether - Suppresses the target champion for .25 seconds.

It would be a somewhat situational pick with a range about 3/4 that of ignite. This could be picked on a team with little cc to make up for the distinct disadvantages that offers, or if you'll be laning against someone that this would work well against.

Lets say someone normally takes teleport top lane, but decide to take ignite because they see they will be laning against a Mundo. This same logic can be applied to Tether. You want to play Zilean support, but your opponent decided to pick Miss Fortune after that, and you lack the cc to cancel her ultimate as many supports have. Simply take tether and you can practically cut her ultimate down to nothing (assuming you can be in range). They have a Master Yi too, so you can stop his meditation completely and do so without having to take ignite as support. Enemy team doing baron, get in there and tether their jungler so your team can smite it while theirs can't. Katarina ult you under your tower, stop the ultimate and hold her down for another tower shot.

I admit it's a situational pick, but that's what makes it not something picked every game, while having it be something you could see working fairly well if used properly.