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Combining summoner spells?

ChaosThief··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 ArmaMalum2 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 Clairvoyance Small Global range shield. Possibly AoE.

JackYAqua2 votes

I like summoner 21 Clairvoyance most, I can actually even imagine it replacing the current barrier.

summoner 12 summoner 21 Is Shen ult on non-champions ^^

ChaosThief1 votes

All Really good in this thread. Maybe rito will look?

the Anarchit3cht1 votes

Minions are invulnerable when you teleport to them. Killing a turret is the counter play to someone teleporting to it for the reduced cool down that you get when teleporting to turrets.

MrBuffington2 votes

Revive summoner 12 Splitpusher's dream?

JackYAqua3 votes

Respawn at a target location ...
###HALLELUJAH

JackYAqua2 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 Clairvoyance -> 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 Revive -> 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

ChaosThief1 votes

Double summoner spells?

#RITO PLEASE

Lneacx1 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.

Sir ArmaMalum3 votes

Ah come on man, you can have some fun with this stuff.

Ignite/Smite may be a long lasting DoT which, if the risk of counter smite is taken, can effectively decimate a target like Dragon or Baron.

Ignite Ghost could be a true damage AoE, which would only make sense due to Ignte and all. 8 seconds of Ignite's DoT in an AoE can be pretty useful. Even more so of the grievous wounds effect is tied in as well.

ChaosThief2 votes

I'm not trying to make them useful. I'm trying to experiment.

#SCIENCE!

Pıglet1 votes

wow this is neat

ChaosThief1 votes

Glad you think it's cool :)

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