Summoner's Abilities - Suggestions for new Abilities (and an analysis on existing ones)

Avios1·1/11/2016, 6:49:21 PM·2 votes·1,012 views

This is a suggestion and analysis post, I am putting it in the Concepts and Creations category because I feel that a Suggested addition to the game should be in the Concepts and Creations area of the boards.


As a regular league player, and there's one thing that I have been noticing that the Summoner's Spells are very undiversified, that only a couple appear each game, almost guaranteed to show up. Within any Elo, these abilities are guaranteed to pop up, and the contenders are.

1st Place - summoner 4 Flash - When activated, your champion blinks into another spot similar to where your Cursor is. Cooldown: 300 seconds, 5 minutes.

The staple in everyone's game, most people will use this to escape, deceive, engage, etc. The possibilities are endless with this ability, but it isn't very diverse if it is in every game I should think, much less being carried on every player.

2nd Place - summoner 14 / summoner 3 - Tied for second place, Ignite offers what Exhaust does not, a DoT that applies Grevious wounds and deals True damage over 5 seconds, which is useful for negating Lifesteal or finishing off someone, but not much use other than that. Exhaust, on the other hand, is the counterpart to Ignite (I believe so, anyways), by reducing the enemy's Armor and Magic Resist, Slowing the enemy's Movement speed and Attack speed, and even reducing the damage they deal for 2.5 seconds. Cooldown: 210 seconds each, 3 min 30 sec.

There is great potential that are within both spells, but Ignite is generally taken on people who wish to finish off their enemies early into the game, while its counterpart is used mostly for people who are against bursty champions or taken by supports to reduce the output of the enemy adc's damage. I personally love these spells being readily available at the same time, which allows one ability to be used and the other to be readily available if the other is down. My personal favorite combo.

3rd Place - summoner 12 - Being the 3rd of the bunch, Teleport has an interesting mechanic. The champion teleports to the target after 4 seconds, while if used on a turret, has a 240 second cooldown if used on a turret, and a 200 second cooldown if cancelled. It provides teams with quick travel over the map to save turrets or get into a fight, and most Toplaners take it to join into a bot lane fight. Cooldown: 300 seconds, 5 minutes, 240 if on turret, 4 minutes, 200 if cancelled, 3 minutes 20 seconds.

When I first started out, my favorite role was Top, being a solitary individual, I ran Teleport to get into a fight if it was needed, but I (Improperly) used it for getting back to lane quickly, which most people use it for. I see the potential that it already possesses, and it can be used for quite a bit.


| - - - Runnerups - - -

1st - summoner 11 - For this lovely runnerup, Smite provided junglers with the means of securing and surviving in the jungle, and is a staple for the Jungler's clear and securing ability. With the introduction of buffs for smiting big monsters, people have taken it even more, and allowed junglers with better means of surviving In the junglers, allowing off-meta picks like Malzahar or Brand jungle. Cooldown: 90 seconds, 1 min 30 seconds, 2 charges max, 15 sec in between charges.

The love of any jungler, smite provides the means of securing and surviving in the jungle. the allowance of True Damage on any large monster allows a Jungler to confidently steal a Dragon or Baron from the enemy, and with the introduction of the Jungle enchantments, Smite has also been used for its specialized smites that it has given people.

2nd - summoner 7 - An ADC's lifeline in lane, Heal has the ability to both heal the ally and him/herself of some of their injuries allowing them to jump back into the fight. Heal also provides a nice feature, which would happen to be Movement speed for him and his ally, allowing them to esacpe or engage in a fight. Cooldown: 240 seconds, 4 minutes.

I don't personally grab this, but it could be useful to the ADCs, unless the enemy has an Ignite on their hand to reduce the healing of the spell, I just don't think it is as strong as the top 3.

3rd - summoner 6 - Aah, Ghost. Who would ever forget you? you provide a nice sum of 27% move speed bonus for 10 seconds, allowing people like MasterYi and Nasus to catch up to their enemies for a juicy kill, and even provides a sustained escape for a little while. Cooldown: 240 seconds, 4 minutes.

I don't dislike the Ghost spell, but it just doesn't seem very effective on most people, compared to Flash or Ignite. At least he gets chosen in some games, some don't get chosen at all.

| - - - Honorable Mentions - - - (Zed is just a good example, no hate please :) summoner 21 - Poor guy, couldn't shield the rest of Zed's ult.

summoner 1 Only if you could get me outta Zed's ult like your brother, item 3140

summoner 32 - ARAM doesn't count in this situation, sorry.

summoner 31 - I don't like Poros

summoner 30 - Ditto

{{summoner:17}} - Dominion's summoner 32

{{summoner:2}} - Pinks don't even do that well, would prefer this. (Too bad its gone.)

summoner 13 - Ditto from Clarvoyance, just Mana and Mana Potions this time.

| - - - RIP In Peace, my friends - - -

Promote http://vignette2.wikia.nocookie.net/leagueoflegends/images/c/c9/Promote.png/revision/latest?cb=20111115121115 - item 3060 is your daddy now.

Revive http://vignette2.wikia.nocookie.net/leagueoflegends/images/1/13/Revive.png/revision/latest?cb=20131212215408 - No more http://vignette2.wikia.nocookie.net/leagueoflegends/images/1/13/Revive.png/revision/latest?cb=20131212215408 summoner 12 Karthus

Rally http://vignette3.wikia.nocookie.net/leagueoflegends/images/c/c7/Fortify.png/revision/latest?cb=20091125005803 - I miss you buddy, you were my friend in those dark times. (Description: Summons a beacon with 200 + (25 × level) health for 15 seconds which increases allied attack damage by 10 – 35.)

Stifle http://vignette2.wikia.nocookie.net/leagueoflegends/images/6/60/Stifle.png/revision/latest?cb=20101227175552 - Can't have an old LeBlanc anymore :c (Description: Silences a target enemy champion for 3 seconds, and removes any beneficial buffs they have.)

Surge http://vignette2.wikia.nocookie.net/leagueoflegends/images/1/1a/Surge.png/revision/latest?cb=20111115121114 - No more full hybrid Jax :c (Description: Empowers your champion, increasing ability power by 6 + (4 × level) and attack speed by 35% for 12 seconds.)

Well, those are for the olden days, and what is with us for now. Anyways, off to the suggestions!

Special thanks to my buddy here, the League of Legends Wikia, http://leagueoflegends.wikia.com/wiki/Summoner_spell For all of the spells info

Now it is time for our friendly suggestions area! Hopefully, these could add more Diversity to Summoner's Spells!

Morbid Resurrection - An enemy Minion or Monster is marked for Resurrection, dealing X (+X per lvl) damage to the Unit until it dies. When the targeted unit dies, they are resurrected at 50% of their maximum health, and have -20 Armor and Magic Resist, and last X seconds, but deal Double the damage they normally would, move at 425 ms , and apply a Debuff, slightly slowing the enemy unit and increasing the damage dealt by the Champion by a small amount for X seconds.

Cannot be applied to Epic or Large monsters, Voidlings, Tibbers, Super Minions, etc., but gain whatever buffs they had when they died. (Such as the Banner of Command buff, etc.)

Cooldown: 180 Charges: 2


Fortification - The nearest tower is Fortified, gaining a shield that blocks X (+X per level) damage. While fortified, the Turret targets the closest Champion and inspires nearby minions. Inspired minions are granted X bonus Armor and Magic Resist and their damage is amplified by a small amount. A Fortified Turret is granted X Armor and Magic Resist, and ignores all armor and deals 150% more damage to Champions

Cooldown: 240 Charges: 1


Illusion - Provides the champion with an Illusion of itself, while only able to move, the Illusion cannot attack, but shields the real champion for however much damage it takes until it dies. Attacking or casting Spells cancels this spell. Lasts X Seconds.

Does NOT block global targeted ults, such as Karthus's Requiem, or Soraka's Wish.

Cooldown: 180 Charges: 1


I will add more suggestions as it does, if I feel that it could be a great addition to the game. I wish to contribute to the game by adding in my suggestions, and hopefully Riot has the time to consider. Good luck on the Rift Summoners!

21 Comments

Akenero1/11/2016, 8:59:17 PM3 votes

What about an influx of gold?

Wishing well:Spend 500 gold and gain 750 gold over 240 seconds 240 second cooldown

TheAce1231/12/2016, 12:39:27 AM2 votes

whats the point of this? xD

Mimy1/11/2016, 7:27:22 PM1 votes

I WOULD OF LOVED RALLY AS A SUPPORT! Holy cow!

I miss having clarity as a support, my ADC could go ham... soo much ham...

like I don't really need flash as a support usually they all go for my ADC anyways..

having spells like Rally, clerity, and exhaust, would really make a support's job wirth it..

ParaBellam1/11/2016, 8:18:06 PM1 votes

I actually think Promote could be a cool spell, but it would be even better if you could take control of ANY monster/minions (maybe not epic ones). Image having Gromp aid you in battle :^). Or stealing the enemy Annie's Tibbers...

Itadaki Seieki1/11/2016, 8:23:40 PM1 votes

You missed the best one.. and it was from Season 1!

The suggestion would be fine, but it was a good summoner for it's time.

Fortify.

;~ ;

RIP FULL TANK TEAM WITH FORTIFY.

LordGeovanni1/11/2016, 10:52:16 PM1 votes

flash is emediate and has emiedate effect the other spells had lower cd in an attempt to keep up with it but they removed that i used to run ghost and teleport with distorion with anyone i took top. but flash having the same cool down and bunch of bs like extending your range when you use it right after your enemy reaches out of your range and winds up half the auto attack in the time of the flash so only the damage is left to be dealt no matter if you 2 champion models away from that meele character or over 600 range from that adc they will still hit you

AyRe CoNteMpT1/11/2016, 7:01:45 PM1 votes

really it kinda sounds boring. fortification could be nice to hold towers n stuff and stop sieges but depending on how long it lasts it either stops one wave or its overpowered. i mean its gonna last like 10 sec or so right?

if i could choose, i would just want surge and stifle back, they were fucking awsome.

LilQuacker1/12/2016, 1:29:01 AM1 votes

item 3156 surge is use on new maw after guinsoos let it go

Onimarus1/11/2016, 7:19:06 PM1 votes

Give me my promote back so I can Proxy Singed even harder.

But other than that, Illusion is just barrier but with more utility to confuse opponents. I'd much prefer to just buff Barrier instead.

The other two are also pretty lame. Fortification will only really be useful against one or two champions taking a turret (as in, early - mid game) and that's only assuming it's up at the time. Again, I'd rather have the old Fortify back in the game (if not a bit altered to prevent it from being overly-strong).

My main suggestions would be:

Make Flash a fast-moving dash. Change ignite to do additional damage from basic attacks/spells instead of flat DoT. Change exhaust so it does an increasing attack speed/movement slow over X seconds, with them both being stronger than Live near the end. Similar to wither. Change cleanse so it reflects any hard CC on them back to the caster (with 66% reduced effectiveness) but not block damage after use.