Hybrid Summoner Spell Mechanic
The Hybrid Summoner Spell is a new mechanic that is basically created once the game starts in either the Summoner's Rift or Twisted Treeline and the champion reaches Level 11 in which they gain access to the Hybrid Summoner Spell ("X" by Default) which activates both of the player's Summoner Spells to trigger a unique effect that combines both.
There are rules though in which if the player cannot trigger a Hybrid Summoner Spell:
- One or both Summoner Spells are in cooldown.
- Below Level 6
- Smite cannot be used in combination with any Hybrid Summoner Spells. (Sorry Junglers, we already have items for that).
So let's see what we can come up for Hybrid Summoner Spell:
![]()
- Grants +25% bonus movement speed while regenerating 3% of your maximum Health per second for 7 seconds. Half of the movement speed bonus is given to nearby allies while they regenerate 1% of their maximum Health per second for 3 seconds. Also grants Ignore Unit Collision to yourself for the duration.
- Shields you for [65 + (20 x Level)] for 4 seconds. While the shield is up, you also gain +12% bonus movement speed and ignoring unit collision for the duration. Passing through allied, enemy or neutral units restores 10% of the shield's strength and grants an additional +2% bonus movement speed for the remaining duration.
- Grants +30% bonus movement speed and ignores unit collision. Enemy units in contact with your champion has their movement speed and attack speed reduced by 20%, armor and magic resist reduced by 12 and their damage dealt by 20% for 2 seconds. Cannot apply the same effect to the same enemy more than once.
- Grants +10% bonus movement speed and ignores unit collision for 2 seconds. Each time your champion is affected by a crowd control effect, it is cleansed and grants an additional +5% bonus movement speed and extends the duration by 0.5 seconds.
- Marks the targeted ally minion, ward or tower upon teleport that lasts for 60 seconds. If the marked ally minion or ward is killed/destroyed, it leaves a mark on the ground. When your champion is within range of the mark, he gains +27% bonus movement speed and ignores unit collision.
- Upon activation, blinks to a targeted area and caps your movement speed up to 700. For 7 seconds, you gain +8% bonus movement speed each second. Upon reaching maximum movement speed, Flash can be activated once more for a maximum of two times during the duration. Bonus movement speed gained is refreshed upon using Flash.
- Gains +12% bonus movement speed and ignores unit collision for 10 seconds. Your champion becomes covered in flames, igniting enemy champions in contact and dealing [20 + (6 x Level)] true damage each second for 3 seconds and revealing them.
![]()
- Creates a shield with [100 + (22 x Level)] health around you and a nearby allied champion that lasts for 2 seconds. After the duration, both champion is healed by the remaining amount. If either of the shields are destroyed before the end of the duration, another shield is created with only 20% of the maximum shield health and lasts for a second.
- Heal yourself by [10 + (10 x Level)] health and exhausts all nearby enemy champions around you, reducing their attack speed, movement speed and damage dealt by 35% for 2 seconds.
- Cleanses yourself with any crowd control debuff and other summoner spells while regenerating your maximum health by 4% per second for 3 seconds.
- Heals yourself and a targeted ally minion or tower by 10% of its maximum health and the target minion or tower becomes invulnerable for 2 seconds (1 second on tower). If used on an ally ward, restores health to full and increases the vision radius by 600 for 6 seconds.
- Heals nearby allied units by [50 + (30 x Level)] in a small area before blinking towards the cursor's location, healing nearby allied units once more.
- Deals (10 x Level) true damage to nearby enemy units while healing yourself for an equal amount, dealing 50% less damage against minions and small monsters.
![]()
- Creates a shield with [120 + (10 x Level)] health around you for 4 seconds. While active, your champion is immune to crowd control debuffs and if struck by one, restores 10% of the shield's maximum health for the duration.
- Creates a dome around the targeted ally, ward or minion that persists for 6 seconds. Dome has a health of [300 + (12 x Level)] and absorbs all incoming damage from enemy units.
- Creates a shield with [80 + (6 x Level)] health around you for 2 seconds. Once the shield expires or is destroyed, you can use Flash and creates another shield with the same health and duration.
- Creates a shield with [70 + (20 x Level)] health for 2 seconds. Once the shield expires or is destroyed, ignites all nearby enemy units for 90% of the shield's remaining health (minimum of 90) as true damage.
![]()
- For the next 60 seconds, Teleport can be used once more with a channeling time of 1 second.
- Leaves a circle of fire on your initial destination and upon arrival, dealing [20 + (6 x Level)] true damage each second to enemy units that stands within the radius.
![]()
- Ignites all enemy units that is between your initial and arrival destination after the flash, dealing [40 + (12 x Level) true damage each second for 3 seconds.