Summoner Spells
I think Summoner Spells should be introduced to Teamfight Tactics.
Receiving Summoner Spells You get summoner spells through the champion cards. I'm not going to try and guess what their rarity or cost should be. I think the frequency for when you can get them and how valuable they are can be determined based on the information I'm giving later. Champions in the carousel can also have a summoner spell attached.
Storing Summoner Spells Each player has two spaces available to store a summoner spell as "on-deck", without having them on a champion.
Equipping Summoner Spells A champion can have only one summoner spell attached to them at a time. This is independent of items. A champion can hold a summoner spell while on-deck or active on the board. Multiple units of the same type that have different summoner spells will drop all summoner spells to the board when combined. A champion sold with a summoner spell will go to the deck if space is available. If there are already two summoner spells on-deck the summoner spell will drop to the board. A summoner spell will disappear if not retrieved by the courier by the end of the next round. Summoner Spells can be equipped during the round.
Using Summoner Spells If a champion active in a round has a summoner spell attached prior to, or during a round, they will use the spell when conditions are met. If the spell is not used during that round, the spell will disappear at the end of the round.
Summoner Spells Barrier - When the champion equipped with Barrier drops to 10% of their maximum health, they gain a shield.
At this point I want to say that I am going to try and give very general figures regarding balance. For example, I acknowledge that it may be determined more balanced if the barrier activates at a greater or a lower amount of health. I am also going to avoid giving a shield size for similar reasons.
Clarity - When the champion equipped with Clarity's has their mana depleted to zero (this includes using an ability or having their mana burned), Clarity will restore 50% of their maximum mana and they are immune to mana burn until the next use of their ability.
- Significantly increases a champion's ability to cast their ability multiple times, and / or counters demons.
Clense - When the champion equipped with Clense is impaired by crowd control, Clense will remove the crowd control and reduce all subsequent crowd control by 50%.
Exhaust - The champion equipped with Exhaust will slow the attack speed and reduce the rank (minimum 0) of the first target they hit.
- The debuff may last for a duration or for the whole round, determined by balance.
Flash - ...
- to be honest, .. I can't think of a good use for Flash .. I'm open to ideas.
Ghost - The champion equipped with Ghost can move through allied and enemy units for the round.
- A melee champion can move through or occupy allies in order to target the nearest unit. Assassins can always get to the farthest target.
Heal - When the champion equipped with Heal OR an allied champion drops to 10% health, Heal will restore ### health.
Ignite - When the champion equipped with Ignite attacks an enemy champion that is below 50% of their maximum health, Ignite will reduce the rank (minimum 0) and burn them for 200 true damage over 3 seconds.
Smite - When the champion equipped with Smite attacks an enemy minion, monster, spiderling, or Daisy, that is below 50% of their maximum health, Smite will instantly execute it. Smite executes Dragon, Elder Dragon, and Rift Herald at 25% of their maximum health
Teleport - When an allied champion drops to 25% of their maximum health, Teleport will swap that champion with the champion equipped with Teleport after a 1 second channel.