Summoner Spell Items

Brutalitops01·12/7/2015, 7:04:10 AM·2 votes·297 views

I had an idea that I think would fit best here while watching Jeremy Gamin Curios' video on the League of Legends timeline. This idea is for items that add different improvements to the summoner spells, similar to how the jungle items work with Smite. They give no stats at all and you have two extra item slots that only they can fit into, similar to the trinkets. They add different choices that you can pick up with each summoner spell. A bit of extra range on Flash, or a large amount of extra range at the cost of a brief channel? Reduce Teleport's channel, or make it so the Homeguard effect won't decay after teleporting if you enter combat for a few seconds? Maybe even make you invulnerable for 1 of the 3 seconds in the channel, or allow you to teleport to allied champions at the cost of a much longer channel duration. Obviously, only one of them can be bought per summoner spell. So now you're probably all wondering, okayy, so 2 item slots for them specifically. How do Smite's items, which do give stats, fit into this? The items themselves that buff the smite will fit into one of the two slots, while the enchantment will occupy one of your normal item slots. I feel like this would be an interesting change to make some different summoner spells that aren't in the meta right now more able to fit into it. Each of these would cost a fairly cheap amount of gold, maybe 400G, but make them unable to be purchased until level 6 or 9. Anyway, I think that that would be a pretty cool thing to add in. Sorry I didn't flesh the idea out a bit more before posting about it, it's 1 AM here and I wanted to post about it before I forgot about it. Comment some of your ideas for potential buffs if you want to, and thanks for reading my post and giving any feedback.

2 Comments

dunkeroni12/7/2015, 7:35:05 AM1 votes

You mean like item 1303 item 1308 item 1313 item 1318 item 1323 item 1328 item 1333 affect mobility based summoner spells?

It would add a lot of interesting build types, but Riot is trying to make each champion/game feel more unique. Adding buffs to summoner spells would either be unused or OP in most cases, or the most OP one would always be built. Whenever strong masteries or summoner spell uses are introduced to the game, it dilutes the kits of different champions since they now all have access to the same abilities. Better to keep the general abilities weak and keep focus on the champion abilities, in my opinion.

Minarde12/7/2015, 11:31:39 PM1 votes

I seem to recall a Rioter (either Nome or MWAB, probably) fielding this idea years ago. I think the example given was reducing Ghost's cooldown and giving it pass-through damage, so essentially Kennen's E. Since it wasn't ever implemented, I guess the idea didn't pan out for whatever reason.