The Viability of a 1 Summoner Spell limit and the Improvement of Summoner spells
I feel that summoner spells are in need of some work. The most recent summoner spell added to the game was Barrier in the beginning of season 3, over 6 years ago. And as time has gone on the game has changed a lot while the list of summoner spells actually dropped with the most recent removal of Revive(2015) and Clairvoyance(2016). As such this post is on my thoughts on the 3 most seen summoner spells, my thoughts on limiting players to 1 summoner spell. And some new additions and improvements to current summoner spells to allow more options working off of the idea of having 1 summoner spell to choose from.
The Big Three
Currently the top 3 summoner spells are Flash, Teleport, and Smite.
being the primo defacto movement summoner is the top because it gives champions so much ability to move offensively and defensively. You will never enter a Draft or Ranked game without seeing it. Flashy plays are always exciting to watch and there are many memorable uses of it like The Insec, Flash juke, The Doublelift, etc.
Smite is arguably the most important summoner spell in the game and that is a major problem. The fact that it is a necessity in order to play the jungle role greatly limits summoner spell diversity in the game. There are currently only a small number of champions (Hecarim, Olaf, and Udyr off the top of my head) who you could see in the jungle without having Flash and Smite as their summoner spells, and these are the two top summoner spells in the game.
is picked in nearly every game because it's essentially another movement summoner, it's distinction from flash is the channel and global range. It's an extremely essential summoner for top lane, thought the recent cooldown increase has opened up other summoner spell uses. Lane ganks, Teamfight flanks, Teleporting into the enemies base to end the game are among the most notable and impactful uses.
These three are the most game changing summoner spells in the game. And because they're so impactful, and because there are so few and so less useful summoner spells, these three crowd out the others completely. And Smite is the biggest offender. The jungle role is almost completely locked with smite as currently you cannot function in the jungle without it.
Limiting Players To 1 Summoner Spell
There has to be drastic changes in order to shake up summoner spell usage. And limiting everyone to 1 to me sounds like the most reasonable option. When selecting your summoners it's always Flash + The actual summoner you need in the game. My theory is that because we have 2 spells to choose from, Flash is always the second option. If Flash is no longer that default second option, people will instead choose the summoner spell they need for that game.
The benefits of a 1 Summoner Spell game
- Greater summoner spell diversity in the game
- Flash is no longer "the" definitive summoner spell to take
- Allows the buffing of summoner spells to make them feel more impactful
The Cons of a 1 Summoner Spell game
- Dealing with Smite and its overbearing nature on the game
- Flash being crowded out in favor of other summoner spells
- Immobile champions feel more vulnerable
I feel that the good out weigh the bad, and by introducing new summoner spells and changing old spells you can make up for the power difference that 2 summoner spells bring while bringing out greater diversity in summoner spells. Below are a few ideas on new and adjusted summoner spells to fit the idea of a 1 summoner spell game.
New Spells
Airburst - Release a powerful force of air from your champion, pushing back enemy champions.
- Disengage focused summoner
Bolt - Summon a bolt of lightning dealing true damage to all enemies struck. Deals 350% bonus damage to shields
- Anti shield summoner spell
Summon Minion - Instantly summon the next wave of minions, later in the game summon a super minion in place of the next wave of minions
- Roam countering and wave management summoner
Abscond - After a delay become immune to all CC effects and quickly travel towards your base for a few seconds
- An escape summoner
Old Spell Adjustment
Revive - Instantly revive yourself at the summoner platform, or revive a dead ally from their death location. Revived ally gains invulnerability as they recover up to 50% of their health and mana
- adding the ability to revive an ally to increase its power
Clairvoyance - Reveal an area within a large radius of yourself. Enemy champions in the revealed are marked and reveal their location (does not remove stealth/camouflage). Enemy wards and traps revealed permanently lose their stealth.
- Would be added as an available summoner spell in unsealed spellbook
Current Spell Adjustment
- Aoe heal based on missing health that removes grievous wounds. Increases health regen for 30 seconds, but reduces subsequent uses of Heal during that time.
- Giving aoe to have more power in teamfights, adding regen during the 30 second debuff window as I feel summoner spells shouldn't have drawbacks
- After movement speed buff ramps up allows you to move through walls. You remain in vision and targetable while inside terrain.
- Making it a more versatile roaming summoner spell
- Shield additionally blocks spell damage over its duration
- Differentiating it further from heal (original idea for change blocked 1 spell and granted allies the shield as well) -EDIT: changed from spells to spell damage
- Gain CC immunity during channel, can channel to any location within allied vision
- Removing the ability to interrupt the channel and removing reliance of a ward to join teamfights
- Cooldown reduced by 1 minute, gain decaying movement speed after flashing
- Small changes as I feel flash would drop in value with the limit to 1 summoner spell
- Break free of all CC excluding knockups and removes debuffs. Grants CC immunity on cast
- Cleanse should not be weaker than QSS
- Stronger slow that decays, duration increased to 3 seconds. Additionally removes any beneficial buffs on the enemy champion.
- Exhaust is underrated, so no drastic changes
- basic attacking the enemy you ignited extends the duration by up to 3 additional ticks of damage
- Giving some small power making it more impactful
- [Removed] Instead added as an active on starter jungle items.
- Best option for this summoner is to move it to an active slot on the jungle items, both freeing up a summoner spell slot for players while not needing to make major changes to its effects, and by proxy, jungle itself.
My Thoughts
- Limiting Players to 1 summoner spell would greatly increase the summoner spell diversity in the game
- 1 Summoner limit allows for the spells to be buffed to feel more impactful
- There's a potential for flash to still be picked over everything else, but with my proposed changes I feel the opposite will happen
- Smite being moved to an active item may cause problems with people re-learning the right button to press for smite, but could be solved by binding the jungle active as needed
- Smite was the hardest thing to think about, because of all the intricacies of jungle. Took a couple days of thinking before realizing the best option would be to have it as an active item. As junglers build those starter items already, so this change doesn't affect jungling at all. Laners who want to be an additional smite on the team would have to take up an item slot to do so. Also means Unsealed Spellbook doesn't allow for an overwhelming smite advantage.
- Ghost might still be a little weak even with giving it terrain ghosting
- Summon minion might be too strong with a super minion, but also too weak without it. late game grief potential if a team opts to send 5 super minions down one lane. But they would sacrifice a lot to do so
turning himself into a living Gragas ult.
aren't playable anymore. We need more (situational) tools against (hyper-)mobiility in game.