Combining summoner spells?

ChaosThief·5/30/2014, 3:29:04 PM·2 votes·428 views

I can think of a lot of spells that can have weird combos, which can make certain spells useful again.

summoner 21 summoner 7 = Creates a barrier which heals you over the duration of the shield, if shield breaks the healing is lost. Has less of a shield, but more total health... bonus.

summoner 14 summoner 11 = Deal true damage to a minion then more damage over time.

summoner 14 summoner 6 = more speed, adds a sunfire effect around you dealing true damage.

Any other ones, and thoughts?

13 Comments

Sir ArmaMalum5/30/2014, 4:05:36 PM2 votes

Hmmmmm

summoner 4 summoner 3 Harsh AoE slow effect with a cast range of flash range.

summoner 13 summoner 7 Heal and mana over a decent amount of time for you and allies around you. Or maybe simply a temporary mp5 hp5 buff.

summoner 12 summoner 21 Shield for the turret/minion as you teleport to it. Remains applied for a small time after ward if not broken.

summoner 1 summoner 3 Randiun's passive on steroids.

summoner 21 {{summoner:2}} Small Global range shield. Possibly AoE.

MrBuffington5/30/2014, 4:19:30 PM2 votes

{{summoner:10}} summoner 12 Splitpusher's dream?

JackYAqua5/30/2014, 6:46:14 PM2 votes

cough Obviously, everything with Exhaust ^^

summoner 3 summoner 13 -> Steals his Mana and gives it to you
summoner 3 summoner 1 -> Transfers your CC to him
summoner 3 summoner 4 -> Switch places with him
summoner 3 {{summoner:2}} -> Debuff anyone spotted
summoner 3 summoner 21 -> Steals Armor and Magic Resistance
summoner 3 summoner 7 -> Steals (maximum) Health
summoner 3 summoner 14 -> Steals AD and Ap
summoner 3 summoner 12 -> Teleport to a target enemy, enemy is supressed over the duration
summoner 3 summoner 11 -> summoner 3 summoner 11 on a minion or monster
summoner 3 {{summoner:10}} -> Give away your death time to a dead enemy ^^ (<- like this one most)
summoner 3 summoner 6 -> Steal movement+attack speed
summoner 3 summoner 3 -> Moar Exhaust

Exhaust OP

Lneacx5/30/2014, 4:02:49 PM1 votes

If you're trying to make certain SS's useful again, I don't think any of these spells actually need help being useful.

Anyways:

Barrier/Heal: might be complicated if you stack this with other shields (how much do you have to break to stop the healing?). Otherwise, it's...kinda lackluster. It doesn't feel unique compared to its components.

Ignite/Heal: Why would you use this over smite?

Ignite/Ghost: Sounds underwhelming in duels, but OP in teamfights. In any case, an 8-second sunfire doesn't sound particularly enticing - especially since that means you now have to keep in about melee range to deal damage.

Pıglet5/30/2014, 9:13:21 PM1 votes

wow this is neat