How Do Time Summoner Spells Work In Korea?

To track summoner spells in League of Legends, players can add the cooldown to the time on the chat from when they pinged their used summoner. This method allows for an accurate timer without the need for preparation or charts. In Korea and worldwide, players can use chat timestamps to track the timer of summoner spells. To memorize every summoner spell time, players press tab and hover over the summoner spell icon on the scoreboard.

Players must choose two Summoner Spells during the champion selection process, and at Summoner Level 9, they will have unlocked each one of these unique skills. Some Summoner Spells see their own cooldown, while others have a unique effect. Flash is the most common Summoner Spell in League of Legends, blinking a short distance in whatever direction their cursor is pointing in.

Summoner spells can aid a player’s champion in various ways, with some increasing in effectiveness relative to their champion’s level. Teleport, a unit-targeted summoner spell, blinks your Champion to the enemy’s side. Summoner spells can make or break a champion and their laning phase. Players can track their summoner spells by pressing tab and hovering over their spell, then matching its cooldown to the chart.

Data Dragon is a way of centralizing League of Legends game data and assets, including champions, items, runes, summoner spells, and profile icons. Summoner spells are mandatory and always used, especially if they have an Assasin or high burst damage champion.


📹 Are Summoner Spells Outdated? | League of Legends

Been a while since you guys saw a video like this! I believe the last one I talked about was on Overpowered Abilities which was …


What is the summoner spell haste?

Haste is a stat category that includes ability haste, basic ability haste, ultimate haste, item haste, and summoner spell haste. It increases the casting speed of an effect or ability by decreasing its total cooldown. Haste does not affect static or on-target cooldowns. It replaced cooldown reduction as an intuitive stat, providing additive increases without an artificial cap. Each point of haste has the same benefit compared to the base casting rate, similar to how armor and magic resist are calculated.

How to time sums in league?

Tracking Summoner Spells for League of Legends is a useful tool for Junglers, as it helps identify easier and harder targets. To do this, simply press tab on your keyboard and click on the desired Summoner Spell. To make it easier, download the Mobalytics App and use the free Summoner Spell Timer tool. This guide aims to make Summoner Spell tracking for League of Legends easier and more enjoyable.

Does CDR affect summoner spells?

CDR is a statistic that serves to reduce the cooldown period of champion abilities, affecting both static and on-target cooldowns. The accumulation of this statistic is dependent upon the acquisition of items, runes, and buffs, with a maximum value of 40. An additional increase to 45 is possible with the use of Cosmic Insight. Additional forms of cooldown reduction are available for items, summoner spells, and ultimate abilities. The formula for CDR is as follows: The resulting value is then multiplied by the base cooldown, and the result is divided by 100.

Is cleanse a good summoner spell?

Cleanse is a summoner spell that removes active crowd control effects, allowing the summoner to continue pursuit or escape. It is often used to replace Ignite. However, Cleanse does not remove non-CC effects like damage over time, attack speed reductions, defense shredding, and grievous wounds. Quicksilver Sash is an alternative that removes all these effects but also removes Ignite, a damage over time effect. This crowd control reduction reduces the duration of Exhaust’s movement speed.

What is the 40 20 20 rule in League of Legends?

The 40-40-20 rule suggests that in a game, you will lose 40 games, but 20 of them are within your control. This rule is believed to be effective due to the ability of your teammates to carry your team to victory. This rule is particularly useful when you are close to your appropriate rank, as they can be a significant factor in your success. This rule can help you stay focused and avoid giving up early.

How to switch summoner spells in game?

Players can change Summoner Spells during a game using the Unsealed Spellbook rune with Inspiration as the keystone. This allows players to swap Summoner Spells outside of combat, with the first swap available six minutes into the game. To use Hexflash in League of Legends, players must have Flash as one of their Summoner Spells and the Hextech Flashtraption rune equipped. Hexflash activates by channelling in a specific direction before flashing a short distance away upon release.

How to reduce summoner spell cooldown?

Summoner spells can be reduced in two ways: by using the Mastery “Insight” in the Resolve Tree, which decreases the cooldown by 15 and shows timers at 15 less, and by purchasing Ionian Boots of Lucidity, which reduce the cooldown by 10 but also offers other benefits. Players can stack both Insight and Ionian Boots of Lucidity simultaneously, stacking them to reduce summoner cooldowns by 25. A chart displaying all summoner spells in the game, including all three possible timer lengths, is provided.

Can you use summoner spells while suppressed?

The text explains that a champion is unable to move, attack, or use abilities unless specified, except for Summoner spells and items like Quicksilver Sash. However, abilities like Alistar, Tryndamere, and Gangplank can be used while stunned. Similarly, suppression blocks Summoner spells and items like Quicksilver Sash. It is unclear if this has affected the abilities of other characters like Malz, WW, GP, Trynd, and Alistar, but it is believed that they are also affected.

Does silence affect summoner spells?

The silence effect is a commonly recognized phenomenon in role-playing games (RPGs) and massively multiplayer online games (MMOs). It is employed against mages or spellcasters who recite incantations in order to channel spells.

How to track summoner spells with porofessor?

The ability to mute all users without addressing the issue of league toxicity is a valuable and often overlooked feature. It provides users with the necessary information to know when to engage in ganking and interact with their professor.

Does silence cancel summoner spells?
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Does silence cancel summoner spells?

Silences have the effect of temporarily negating the arcane powers of Champions, including their capacity to establish a connection with a Summoner on the Fields or to serve as a conduit for Summoner spells.


📹 CHINESE TRICK TO TIMING SUMMONER SPELLS

Timing summoner spells -Many Asian teams I’ve watched you’ll see them type “1” to accurately time the flash but some actually do …


How Do Time Summoner Spells Work In Korea?
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  • Calcify boosts your defenses and tenacity based on your current tankiness, slows you and heals you for a portion of the damage taken during the duration – for tank supports to effectively peel. Sneak leaves a hologram of yourself at the cast location (so the enemy knows you used the spell) and grants you camouflage for a just few seconds – fun escapes for assassins or even splitpushers. Slay, after a short and very inconspicuous cast time, empowers your next auto attack for objectives (turrets/drakes/ herald/ baron) like a proto-smite + demolish – reduce jungle dependence for objectives, lane dependence for turrets Sleet is a dash (not blink) shorter than flash that produces a slow zone along the line of travel – less flexible than flash, theoretically more powerful in teamfights + still effective for escapes Flare is also an alternative jungle summoner that burns surrounding enemies for a few seconds before dealing a burst of flat damage (burn is reduced for enemy champions) – improved clear at the cost of reduced objective control

  • There are either near mandatory sums (flash, tp, ignite, barrier) or the rest that only fit a small niche as a counter but are good enough so that they didn’t get removed (cleanse, exhaust, etc). Those that were way too niche that unless they were absolutely busted, no one used them like old promote, got either reworked or just removed

  • The “blink back to location” summoner will actually turn league into more of a kill or be killed fest. It takes all risk away from heavy divers while attempting to break a stalemate with for example a dive that might go horribly wrong (but now it won’t because they can blink back if it does) but still get the rewards of said risky dive. Blowback sounds pretty cool, though it would be better if it is a once off push instead of for 2 seconds. 2 seconds of immunity against Master Yi just turns him into a useless corpse while fighting an adc. Having a knockback on a summoner spell is pretty cool though.

  • I like the idea of updating the summoner spells but at the same time, I don’t trust Riot enough to be able to somehow balance it out. I mean look at this season, all those new items that are a nightmare to balance out and completly changed the meta. I’d let them first try to make the items okay, then they czn make new spells.

  • Death cone – Deals 70 – 410 damage over 5 seconds to minions in a cone. (Provides good wave clear on high cool down to break freezes, rush lane prio, or just get a better recall) Wall – website for 3 seconds and create a wall of impassable terrain. Cannot be cast on the river. The wall remains until recast. The wall is big enough to block some jungle paths.

  • i wish revive was introduced as a buyback mechanic just like in dota in order to make games more strategic and longer, although the only reason why games are so short is because of the ff15 type of mindset and overall negative/toxic mentality – DongHuaP docu on korean server makes a good example to that. kind of wish there was a summoner spell to make your teammates less toxic you know 🙂

  • As a mage player I’d love to have access to clarity even though it enables a very passive playstyle early on, and then becomes useless as shit (because you can recall) Sometime, I’d just love to bait an opponent with an empty mana bar, or extend combos on champs like cassiopeia who can’t really go all the way through with it in early game. Just food for thought.

  • I would personally appreciate if they: 1. Buffed “Cleanse” to clear damage over time effects; 2. Made one to help against enemy mobility, for example: “Counter Tempo: Remove All Movement Speed Bonuses, Deny Any Other And Ground For 2 Seconds. 180 Seconds Cooldown.” As for consumables, I feel they should have one dedicated slot, besides the other general six, in order to enable their use late game when everyone has their general inventory full. They could bring common wards in the shop as well, however that seems implausible given current trinkets.

  • I feel like season 12 will be the summoner spell rework obviously flash and smite should stay but the rest of the summoners should be changed or replaced with a wider variety of spells suited to each subclass to augment them in a fight we could have a summoner spell designed for marksmen one for assassin sone for fighters one for supports and all the other classes you talked about it would definetely spice things up a bit if you had a spell that you have to use correctly

  • Warding Cover is actually a great idea, though in my opinion, instead of the second effect being ‘granting an ally a spell shield and intercepting the first projectile struck within 2 seconds,’ why not ‘cleanses an ally and blocks the first instance of damage (including crowd control).’ So that the shield is still present if the enemy decided not to activate it.

  • I would love a summoner spell similar to Dota’s Smoke of Deceit, which basically makes you and nearby allies invisible for a period of time or until you come into direct line of sight of another hero or a tower. Effectively letting you pull of sneaky ganks or get into objectives behind wards, if you don’t bump into someone on the way.

  • Ok stupid summoner spell idea Strength Sapping Bolt It has 2 actives On champions it will cause a 10% slower attack speed and 10% additional cooldown timer (allies get the inverse of the effects) On Towers it stops the next fired shot and slows it’s fire rate (when used in allies it causes 2 shots in succession and a faster fire rate) This is mainly used for combat but good enough for supports to choose to either help their adc or stack exhaust and nerf their enemy into the ground

  • What about Traps and Passives? Passives could be geared towards support. – Gold Generation when near a minion not killed by you. – Zoning Area Passive. 5 seconds of Slow Zone centered around Champion/or initial cast location in a circle – Regeneration Pulse: Restore x Amount of Allies Health/Mana/Energy every 10 seconds when standing nearby ally. Traps – Additional Sentry Wards / Scout (Similar to Ash Hawk Shot) – Summon Wall: Defense against assassin/dive by creating a physical barrier – Zapper: Apply an .25 sec Stun in area within the next 2-3 secs of cast, that interrupts next action of enemy.

  • More ideas for sums for tanks and fighters in top 1.Fortify, gain decaying armor and Mr along with a burst of MS 2. Last stand, gain bonus Adaptive force, health regen and resistance scaling with your missing Hp 3. solar radience: taunt all enemy units in range for 0,75 sec while gaining a shield 4. Blood rush: gain attack speed and ad 5. Timebend, put one non ult ability off CD

  • I was thinking of a a summoner spell that spawns a Honeyfruit. Way slower than Heal but could a good solution for harder matchups. It also generates a little bit of mana so it might be helpful for champions like Anivia or Ryze. Or maybe even for supports because they can help the adc stay in lane longer while going for a roam.

  • Retreat: it sends you back to base instantly after not being in combat for a few seconds. Battery: your cannon minion becomes a battering ram that does extra damage to structures but cannot damage units. Kindle: empties your mana bar un exchange for a shield that has an aoe effect on enemies. Revitalize: it uses 25% of your current HP to give you 25% of your missing mana, killing someone within a few seconds gives you a 10% missing mana over 3 seconds Shield wall: your minions adopt a defensive stance giving them flat damage reduction, if near a tower every friendly unit has their damage taken split between the minions, the tower and themselves. Bamis Ashes: scatters ashes in a cone in front of you causing minions to stop and blinks to become unreliable, if used against a tower it doubles it’s cast time between shots.

  • ghostwalker was an item that was exclusive to nexus blitz and it had a really neat effect. i think if it was on a similar 500 cd like flash and made to be 2.5 seconds the ability granted you untargetable, invisible, and silence for its duration but only if you were inside of a wall. the item i don’t think ever saw play in nexus blitz because i believe either homeguards or teleport boots were also released along with it making it the inferior of the 3 items. but it could be a neat concept for a summoner spell

  • Blowback is a summoner that would also favour Arti Mages like Xerath who have litte to no self peel. What I would add is: A way to turn a early kill into only a slight loss. When you die early on, not only do you give your opponent 300g + XP, you also have a wave crash into your tower loosing you XP and gold. So: ENCASEMENT Usable while dead. Range: Global. Cooldown 180s after the effect is over. Target an allied tower. Disable the tower for 1 second (prevents a cheeky shot from the tower on champs). All enemy minions within tower range get put into stasis for 10 seconds. After this time, if an enemy or allied champion enters the range of the minions, they turn back to normal. After 40 seconds, the Minions will turn normal on their own. It is essencially a freeze that allows you to deny a heavy splitpush, take back some of the advantage you gave up upon dieing early or have a somewhat safer back. Also: makes just walking up to a champ under their tower somewhat dangerous, giving heavy dive champs at least some pause to take the risk.

  • Summoner spells should be removed from the game and characters reliant on them should be balanced accordingly. They are just an older version of items making champions OP. Stridebreaker making Darius broken in S11 is no different from Ghost making Darius broken in S10. At this point, it is just a weird mechanic that doesn’t really make sense, but players are so used to them that the idea of League without Flash becomes daunting. Also not sure how to fix the jungle problem, though I guess Smite becomes an item ability attached to what they buy at the start?

  • Crumble: For 10s, Champion abilities and AoEs may target and damage structures. Abilities deal 50% reduced damage to towers. Arcane Chaff: Place a visible 3 hit ward. Towers in range of the ward must target the ward. Ward provides vision. Repair: Shield a structure: after 5 seconds convert shield to HP. % varies by structure. Does not restore plates.

  • I would probably make a ‘Banner of command’ summoner spell. Only usable in a certain range around enemy structures. While it’s placed, it buffs nearby big minions, similar to how Hullbreaker works right now, but for damage. It’s considered a ward with 2 hp, untargetable to allies. Has limited duration somewhere around 30 seconds.

  • summoner spells ideas: 1) sticky glob: summoner shoots a sticky glob of fluid at the selected target, momentarily blinding the enemy champion for 1.5 seconds and slowing the target by 60 percent for 2 seconds. 2) Evil Eye: place a hidden eye on the enemy champion, granting true vision of the target for 120 seconds and disabling all vision wards and traps placed by the target for the duration…

  • For summoners spell here’s some ideas: Enraged (180 secs Cooldown): Gives 10-80 Adaptive Force, 20 Ability Haste and 15%-45% Attack Speed for 5 seconds. Deathfire Breath (240 secs Cooldown): Target enemy champion, that champion receives more 5%-25% damage (including true damage) for 3 seconds. Mist Cloak (240 seconds Cooldown): Cloak yourself with the mist granting camouflage for 10 seconds, your next damaging spell has a 5%-20% damage increase for 3 seconds after breaking camouflage or the duration of the camouflage ending (This one is based on an item on Strife, a dead MOBA, it’s questionable but I think it would be cool) Unstable Rune (300 seconds Cooldown): Grants 30-120 Adaptive Force and reduces cooldowns by 95% for 3 seconds. When the duration is over receive 35% of your MaxHP as true damage and create an explosion of 200 units of range that deals the same damage dealt you. In the explosion area everyone is stunned for 1 second (including yourself and allies)

  • The issue with Summoners is the fact champions are balanced AROUND HAVING FLASH. Some champions are shit without a single summoner, which is NOT how a game should be balanced. I religiously refuse to play with Flash and get flamed, have had people throw games, and have overall had a lot of bad games simply because people aren’t happy with my summoner choice.

  • Your Jamming Signal reminds me of a cosumable item that its in dota : smoke of deceit. Basically its an cosumable that shrouds you and your friends ( in an AOE) from wards, enemy creeps, illusions and etc and give you movespeed, but when you get close to an enemy hero, you get revealed. It promotes agressive play and ganks for macro. Always wanted that to be in league. And the blowaway also reminds me of a dota item that pushes an unit foward( being allied or enemy ), its upgrade pushes you and the enemy away if you are close, basically. I think these kind of utilities things lack in league

  • Honestly, flash should probably be removed. I mean, they already hit mobility and even though assassins would become temporarily stronger due to the lack of mobility possessed by opponents, it would allow players to choose more interesting ss combinations. The Teleport/Ignite proves that Flash is not as nessicary as people think. In short, players will have more agency when selecting summoners. Edit: I remember when I tried to play Kha’Zix for the first time I was taking Smite/Exhaust. It freaking worked. I was pretty bad at Kha’Zix but the spell combo worked.

  • Re-Dive: if you manage to get an ultimate ability cast off that damages at least 4 enemy champions, you can activate this ability within 5 seconds of the ultimate cast(unable to if crowd controlled), and move 2000 units in the direction of your cursor, heal for 30% of your Hp, reduce non-ultimate ability cooldowns by 70% and activate this ability again to appear in the same location as before, gaining 15% tenacity for 5 seconds May be a bit broken tho

  • As a support main all I want is a the ability to use the Shield summoner spell on allies, and for cleanse to affect all crowd control because what is the point of a cleanse if it can’t remove all forms of cc, knock ups and suppressions are so strong to the point where as long as you have one in your kit your bound to be useful in some sort of way.

  • Some Summoner Spell ideas: Vanish (Arena Summoner Spell): Go invisible for 1 second (instead of 4 because that’s broken). (CD: 200s) – Initial targets for this summ are assassins that don’t have a way out, for example Diana would surely want this after a bad engage to have a chance to survive, but might be broken on someone like Katarina or Kayn. *Lockdown*: Stuns the targeted enemy champion for 0.9s. (CD: 145s) – CC is one of the most important things to have in the game, some champions are broken as hell just for their cc for example Morgana or Rell but this spell can be used as an engage tool or an interruption tool. *Intellect*: Removes 80% of your other summoner spell’s max CD. (CD: 190s) – Tempts players to have more cheesy strats because that’s not very present in the game, but might be broken if you took Flash and Intellect on someone like Vi or Ornn due to high stick potential, so might need a CD nerf. *Thanks!*: Upon activation, the next ability that hits you is denied in any form (damage, CC etc..) and you will gain that ability on the summoner spell’s second cast. (CD: 185s) – This is a high skill summoner spell because you need to know when you activate it, it will be good on utility based champions like Sylas or Bard but might be broken on unexpected ones. *Lightning*: Executes any struck enemy with 10% or lower HP, if no targets are executed, refund 50% of this summoner spell’s CD. (CD: 210s) – This is not point & click and rather like a Vex E where it’s a damage zone that has a little delay before being cast.

  • i liked the summoners you suggest, and i could think of an extra use for the vision disruption, which would be to make your escapes easier, since most blinks and invisibilities are a little too short and wards are able to pinpoint you usually, so escaping would be easier if that spell was used, also blowback is basically janna’s ult haha

  • Summoner idea: Crush: Cd – 70->40 sec (activates at 2 : 00, loses 10 secs of cd every 8 mins) Can store up to three stacks. Active – instantly kill any enemy minion. If it is a super minion, deal 75% max health instead. I’d say this is a niche pick for lane management and better wave clear, as a lane version of smite. It is more limited in uses, but does not limit the champion to the jungle. Also i know the phrasing is weird, i mean only enemy minions. So no Tiber oneshot. Meant to be a utility spell for assassins who have poor waveclear early on

  • I think having the more universal Ignite, Heal, and Flash is good for the game since it adds a layer of consistency across all games. Though I do think they need more competition. Just some alternatives to them, like the Point Warp in the vid, would add an alternative to Flash for some champions that may not be as good for others. Add in a more defensive version too, like maybe one that gives a shorter dash range but a small burst of movement speed and you’d have a set of very good spells that could be used based on the champion while serving similar roles.

  • “Another way for players to gain an advantage besides killing their opponents” Riot is staunchly opposed to that. Rek’Sai got her ult replaced because people used it for macro plays instead of getting into fights. Pretty much every change to turrets since season 7 was made because people prioritized first tower over first blood. Things like dragon buffs and rift heralds are so hard to fight against because Riot wants teams to fight for them. The big reason skirmishers and divers are so popular right now is that skirmishing and teamfights are the most consistent way to win. And when they aren’t, the thing that IS better gets nerfed.

  • I think the idea is that summoners spells should feel like an extra rather than replacing abilities which is why the blink think wouldnt work imo. Now a champion like rengsr has 5 abilities when hes balanced around 4. Summoners spells are generally, I fight now cause I have a summoner spell IN CASE i need to use them, but not I fight now cause I am going to use it. Flash is probably the only exception to this, cause it allows for so many tricks with a lot of abilities. But if thet change it to be another ability then, a simple barrier wouldnt probably be able to exist anymore cause the other ability summoers would be much stronger

  • tbh, the only thing i would change about summs is either adding more slots (or making flash something you can have without it taking a slot up) or adding more movement ones that have a shorter cooldown. I wanna get into maining jhin but i cant because his only mobility is flash and galeforce since swiftness boots arent always good enough

  • so i play a lot on top and as support so here is one idea, anti tank summoner spell that steal small percent from enemy and give it to you and all allies near you, so for example it steal 5% for 5-6 seconds and give it to youre allies each get 1% . this can be easy to balance and would help early to mid game when youre adc or you might get easily killed .

  • I want new and more unique smites. With all the changes to making jungle more accessible it would be nice to have more varied roles for a jungler to potentially play. Like a support jungler who specializes in making their laner’s jobs as easy or comfortable as possible. Or a utility Jungler who specializes in giving the team more gold and resources. Obviously im just spit balling here, but it’d be nice for the jungler to have more potential jobs then just “Guy who helps kill my lane, then helps teamfight at 25:00”

  • you asked for a metagame perk that can be used by supports, and the first thing that came to my mind is heroes of the storm, where desing is quite crazy, maybe something like reksai portal for the team but only lasts 4 seconds (mediv’s portal) or a really small shen ultimate but on a summoner, so you cast barrier on someone else than yourself and on a long cd (abathurs shield) another one could be a teemo mushroom that only slows and can be spammed a little, so you cut rotations on the enemy team to prevent jungle pathing, there could be a mark on an enemy champ that grants omnivamp to anyone hitting him, as an idea to face a carry, or an aoe .5 secs silence so stop fast paced initiation or people trying to escape on a dive, btw i think the nexus blitz item that allowed to blink back was one of the best items ever, i would love to see it back

  • I have been playing without flash but with ghost for a long time now and i want to present something. Flash has caused some REALLY strong reliance on itself. Flash is a good substitute of vision for when the enemy ganks, you blink to safety, ghost on the other hand rewards you for planning, a gank is nullified way better with less counter with ghost, sience you can walk more distance and helps you dodge more skillshots rather than 1, this does not mean that flash is a bad summoner, sience everyone plays it at comp due to the skill level, but ghost its really a good option if you react correctly, is a great engage sience if you are a tank you can withstand or dodge what its coming ypur way while still gaining ground, and id you force a flash you still have enough uptime to catch them or leave them be, but ghost has a way shorter cooldown, so its good for more pressure, i falls down in the jungle where flash becomes better for escaping but it still is a great push and maintain tool sience the duration increases with takedowns, the catch? It makes you rely solely on your true skill, you can use ghost effectively as a defensive tool without proper vision and awareness, you cant use it as an offensive tool without knowing how to pressure oponents and covering your weaknesses, you cant make the most out of ghost if you dont really know what are you doinf. Glahs is a great summoner because on top of being an EXELENT choice both defensively and offensively, its way better at covering your mistakes, and has the surprise factor.

  • I really hate how inconsequencial flash barrier and heal feel against divers right now. They have so much mobility and such quick bursts that you don’t even get that much help from your tower. Having a summoner that really puts a stop to that like a CC that pushes away or a way to make the tower more effective would be fantastic. The vision thing is also a great idea and would instantly make the game more interesting to play for every player in a game where someone has it. It would just need to be nerfed when used two times in a row I believe.

  • As an Aram player the clearest sign we’re gonna lose is if someone takes clarity. Clarity is a good concept with bad execution. It gives 50% mana to you and 25% to nearby allies. It’s not useful for a support because the allies get so little. It’s bad for carries becauss youre already buying a tear or lost chapter anyway and basically have no need for the spell once you get tear stacked or finish your mythic. So either way it becomes useless after the first or second use. Clarity should be reworked to be a support spell. Maybe you give your mana to an ally, or it lets you cast a spell free after use. It should also scale rather than be a flat percentage. This oets the carries build other items instead of relying on the 4 mana mythics or tear build.

  • I think the new sums ideas are cool. But the first two would be so incredibly busted. Blocking all ward vision is insane as vision is arguably the best tool. Giving any jungler a sudo nocturne ult is nuts and would make ganks way more threatening, causing jungle to be even more powerful then it is now. The recall would also be insane as you effectively give anyone an ekko ult. Sure it gives divers a way out which is their biggest weakness. Last time they tried to remove a weakness with mobility (stridebreaker, galeforce etc) they had to nerf it mid season because for the first half of the season champs moved at 1000 MS and then champs with mobility being their weakness now no longer had counterplay.

  • I know you said you didn’t think much about balance, but you seemed to be leaning towards buffing the Paranoia summoner spell when it was already overpowered. It prevents enemies from TPing but allows your team to, can be done from any location to walk over a ward as jungle, or better yet with coordination, and hard counters Jhin ult, xerath ult, and similar abilities like Zoe E. Information really is king in LoL.

  • About 1hr before Akshan was released i tough about a item or a summoner spell that could revive a person instantly but had like a 300 sec cooldown but now ut seems really under powered since Akshan can revive his whole team without a cooldown Also maybe the item could only bound to ine enemy like Zeke’s so it’s a support item

  • Dance: dance for 0.75 seconds then creates a clone that continues dancing while making you invisible for 1 second. think you can do a lot of things with this Fortify: increase armor and magic resist of a turret for some time (10 sec?). (inhibitors and nexus excluded), it is somewhat global, something like galio lvl 1 ult range. we’ve got hull breaker and a lot of divers so something to help the towers instead of breaking them. Blackhole: pulls enemies in, basically orianna ult but small radius and no dmg. can be useful for set ups i guess

  • I feel like the vision obscuring one would simultaneously require a short cooldown so it could be used as a threat without sacrificing your ability to have it when you need it, but also be too strong if it had a cooldown short enough to encourage that style of gameplay. Maybe it would need to last only two seconds instead of five, and be given a 40s cd, or something along those lines.

  • If you wanted to bring back fortify as an anti dive summoner why not have the tower be able to target multiple targets instead of double damage? champions only get targeted by the tower if they attack you under it but when the tower can target everything at the same time a dive could not even be initiated because the tower would just brick anyone walking in range. another interesting summoner spell would be a temporary ward buff that increased their vision and let them see through walls and bushes at the cost of being visible for a time. IDK maybe give it an increase in wards you can place so supports have SOME variety.

  • I love the idea of having more mobility-focused Summoners to choose from other than Flash. As it is, almost every champion takes Flash, making it so ubiquitous that it may as well be a built-in ability that everyone has by default instead of taking up a Summoner slot. At least that’s what I thought until hearing your ideas in this article. Giving Flash some competition for the slot seems like a better alternative.

  • The disabling of vision spell sounds very broken as it is global and as such all players on the team can utilize it. I’d honestly imagine it being used on supports rather than the gankers themselves. I think a better version of the spell would be a sort of vision stealth that makes wards unable to see you but players can, kinda like a teemo stealth as a spell.

  • Summoner Spells have room for improvement, but I don’t think they’re a bad system. In addition, I like the idea of keeping a minimalistic nature to them. For macro oriented summoners, I agree they’re an interesting addition, though I’d like to point out the contradiction when you ask for them at the same time you roast Banner of Command and other macro oriented tech the game used to have. In addition, Rift Herald’s usefulness after turret plates are gone is narrow. In practice, its the same as taking a turret with an extra step. The last thing league needs is more stalling tools. I like the budged Noc ult idea in particular. With some polishing its something that can make the game more interesting. What I definitly do not want to see are three things: – Anti-game or playbreaker (opposite of playmaker) mechanics such as your upside down Rell ult idea. – Stalling or eliminating methods to end games such as Fortify. – Get out of jail free cards such as Teleport. All three of these archetypes hurt the progression of the game, wether it is preventing the creation of the numbers advantage necessary for an objective, preventing an objective from being completed or eliminating the consequence from the completion of the objective. They don’t contribute to the game. They either force stalemates or attack the player’s ability to break them. For the summoner spells we have today, I only think two are problematic. Flash and, as I mentioned earlier, Teleport. If a mechanic is so dominant no less than 95% of the players take it no matter what, it is undoubtably overpowered and there’s no saying against that.

  • I’ve been waiting for a new summoner spell ever since I started playing league basically. They all feel kinda basic and having basically everyone using the same spell it’s a little limiting. You can’t take something different than flash without being called a troll or being a Shaco main And speaking of which, having smite as a spell it’s kinda bad too since it locks you out of some utility everyone else has. They tried to fix that with the smite upgrades but you only get 2 choices and not very flexible choices. It’d be way more fun to have smite as an item active and free your spell slot for something else. Then you either bring back jungle items with some upgrades, or add some jungle mithics that use the jungle item as a component. Heck, or just transfer the smite active to any other item that doesn’t have an active. I mean if they can add predator to basic boots I don’t see why you can’t add the smite to literally anything else

  • You know i feel that Exhaust barrier or Exhaust ignite whatever are a far better combo than taking flash heck it is used more often in game to lower damage or ms of the enemy so you can get away better or engage on them better than what flash would allow. Though i would say a Enchanter that takes barrier would be good since they usually build heal and shield power anyways meaning in theory it should shield more and exhaust on them well self explanatory as they are usually primary targets in team fights or ganks since they bring the utility. Like there are so much better options for supports to take than just flash even for those in top lane there are just better sum spells than flash for both defensive or offensive as you are not going to use flash often at all while a offensive sum you are however people are too ingrained that they must tale flash no matter what heck if you have spellbook you could start weird spells without worrying much or even grab clarity to restore your mana and stay in lane longer

  • I would love if they made like a better grievous wounds spell. Ya ya Ignite gives grievous wounds buuuuut I’d rather have a spell that gives like 100% grievous wounds for like 1 or 2 seconds just because of how much healing is in the game right now. Sometimes 60% from an item isn’t enough to stop the enemy from out healing an entire team ganging up on them. Obviously that is the extreme of cases and I’d be willing to get like 70% grievous wounds but we need something to better combat the healing in the game in my opinion.

  • I see potential have back fortify etc, but if they are too strong it will change meta to late game focus because is too safe laning phase. Which will dmg game from at least the aspect of a watcher and probably from gamer perspective too because it becomes snore fest while waiting ppl get inaf money for something to happen.

  • Here’s an idea for summoner spell: Remove all dashes/mobility from target champion for 3 seconds. Basically if you use this on akali her ult and e would be greyed out and be unusable for 3 seconds. I know it isn’t a utility summoner but it is a great counter if the enemy has many dashes, also if you feel like the enemy always gets out with a dash you could use it offensively.

  • I think the entire game is shifting to burst only damage. Remember when trundle, mort, jax, zin, yi, etc would lock into a 20-30 auto showdown, healing and hitting away? Now its all burst. Imagine a spell on a 3-5 min cooldown where an area around the champ decreased all damage by 50% for 30 seconds for all parties. It would draw out fights but not give anyone an edge, only hurt burst champs with long cooldowns that rely on 1 hitting

  • Some interesting new spells could be the reverse spells we have now. Like the reverse of ignite would be something like a sell-cast heal over time that boost external sources of healing you receive. Or instead of exhaust, you’d have a spell that makes you receive 40% less damage for the same duration (altho it’d be a little broken since you’d receive less damage from all sources, so maybe a shorter duration than exhaust, or just 10-20% less damage)

  • A few summoner spell proposals; Purge: Enemy Target, 300 Cast Range: Removes positive buffs, shields and enchantments from a targeted enemy. (Does not cancel ongoing skill effects such as an active Nasus ultimate. Just cancels temporary buffs like shields, passives etc.) Use it on a charged up Irelia just as she engages you. Or a Juiced up Darius to stop it’s chain onslaught. Etc. Spectral Form: Ability to move through terrain and units for 2-3 seconds. Much Like Kayn’s Shadow Step, doesn’t heal or give movement speed. Sky Watch: A summoner spell that increases a champions sight range and grants unobstructed vision for 5-10 seconds. Like a continuous Quinn’s Heightened Senses. A Very Interesting One: A passive Summoner spell. Gotta Discuss the implications on that one. Crest Holder: Objective buffs (Red, Blue, Baron, Dragon) are (20-50% stronger, increases with level) and lasts twice as long.

  • Ideas of Summoners Spells : Temporal Surge : instantly reduce all non ultimate skills cooldown by 50% of max cooldown or 4 sec. (the highest). Reduce the cooldown of activable objects by 20% of max cooldown. Sharpness : buff your Lethality, Magical Penetration (absolute), Armor Penetration and Magical Penetration (percentage) for 6 seconds. Shadow Step : makes you invisible to everything except direct champion vision for some time. Dephase : makes you intargetable for half a second (or a quarter of a second maybe). You can’t attack or incant during that time.

  • How about a spell called regen The main Idea for this one is that I see champions often having to back because they’re out of mana or they got poked really hard due to the hard matchup So I suggest that this spell will regen both health and mana. Unlike heal, you don’t really use it to save yourself but more to stay In lane and not having to back. The regen would scale with lv to make sure it doesn’t fall off late game and the main use of it would be to prevent loosing any farm at all because unlike teleport which would require you to back and potentially loose a wave of minions, you can just stay and not loose those minions. It also has combat capabilities simply because it’s free health regen during a fight, who knows maybe you’ll live at like 5 hp from that regen so there’s nothing to loose. I haven’t come up with a cooldown or duration for it that would seem balanced but let’s say that in 30 secs you get like 5 corruption potions worth of healing and mana and the cooldown for the spell maybe could be 3 minutes? It would also help champions early and not need to buy any potions at the start of the game and save some early goal just to get your first item powerspike a tiny bit early? Idk I can’t come up with anything

  • Gravity Pulse: Knocks Down all nearby enemy champions in a 500 unit range from the caster for 2 seconds. Sway Emotion: Hypnotizes a jungle monster to target nearby enemy champions/units for 10 seconds while dealing no damage to you. The target monster is slain afterwards, granting no gold or buffs. Cannot target Epic monsters. Endure: On casting, the next attack or ability that would deal lethal damage to you instead leaves you with 1 health and grants untargetability for 1 second. Butterfingers: Enemy champions within a 300 unit range from the caster have their Active item’s rendered unusable for 2 seconds. Morose Puppetry: Revives allied minions within a 200 unit range from the caster and empowers them with additional armor and magic resist. Temporal Wave: Creates a shockwave cast in a 250 unit target direction that slows all projectiles hit by 80% for 2 seconds. Projectiles from Point&Click abilities lose their target and fly aimlessly. Oiled Trigger: Reduces the cooldown of the next ability cast by 2 seconds for 1 cast after.

  • For those of you who are pointing out that champs are designed around flash and that low mobility champs need it, I would briefly like to point out how absolutely ignorant that logic is. I can best explain this through Yu-Gi-Oh so bear with me, Pot of Greed, we all know it’s effect, draw 2 cards. This has been banned for years yet some argue that it should be unbanned because decks with low consistency need the extra draw power to keep up with higher consistency decks. Despite this it remains banned, why? Simple. BECAUSE THE HIGHER CONSISTENCY DECKS CAN ALSO USE IT DUMBY, same applies to flash. “Oh low mobility champs need it to keep up” Really? Keep up to what? That talon also takes flash you ignoramus, so does leblanc, so does kha’zix. Relatively, you have the exact same mobility with or without flash. On top of that if your balanced about being immobile then thats your weakness, thats like giving support a sum that makes them immune to burst damage, that’s their weakness why tf are you trying to remove their counterplay. If everyone uses it it doesn’t help anyone, thats like saying that increasing everyones hp by 10 is an adc buff, NO a buff to EVERYTHING is a buff to NOTHING. To go back to the Yu-Gi-Oh example, the problem isn’t that low consistency decks need the extra consistency, the problem is that those meta decks are too consistent. There is a reason that riot nerfs stuff. Arguing for flash like that is like saying the solution to the akali rework being to op is to reset jax to beta to even the odds.

  • The thing with summoner spells is, Even if you take a counter, Its not enough to make up the difference even in a 1V1. You can try to take Ignite to slow olafs healing down. The truth is, Olaf Hurts even with out Healing. 300+ Point click true damage my level 4, Tanks are not capable of walking away from that. Ignite doesn’t make the difference. You can exhaust Zed, By the time he Hits his WEQR combo, He Hes popped you for 2K damage in a literal second. Exhaust doesn’t make the difference. I feel like the answer isn’t creating more summoner spells but, Limit what is possible in league of Legends. Put limits on Which characters can build which items, Which characters can take which summoner spells, To a certain extent, Which characters can take which runes. I should clarify, With in reason. Why would Annie need an Infinity edge, Unless The player is griefing, Annie has no reason to build I.E.. One of the items I have grown to hate is Guardian Angel, To a certain Extent, All Zhonyas Hourglass does is Buy you just an extra second of stall, In the case of GA, The only characters who build it are Characters famous for 1V9ing games like Yasuo, Yone, Vayne, Jax, Ect. It turns games Impossible to win for the other team, because they have Kill Yone Twice, While he is Shield cleaving dealing 30% on Hit Physical/magic damage, as well as Q-R Stunlock spaming the entire enemy team out of playing the game. Its hard enough to deal with Yone when he just has a shield bow, He doesn’t need GA.

  • Jamming Signal Me: counter jungling, roaming, ganking and trapping tool for your entire team? sounds good Vars: “I know it sounds pathetically weak but..” Warding Cover Me: wow a dash to an out of position ally that gives 2 a second spell shield that doesnt work on melee AND you probably dash into the projectile yourself? What a bad spell. Vars: “I know many of you will say this sounds incredibly overpowered..” Maybe I am bad at league

  • “At first it might sound pathetic” Fiddlesticks:uses jamming signal* Everyone on the enemy team: OH FU- Also funny enough, blowback “”””kinda exists”””” now Im wild rift actives such as Protobelt, Zhonyas yara yara, are active for you boots, you can only have 1 active item so they choose to put they on boots, there is an active which i dont remenber the name, that instantly blows back someone near your, small range but god, depend on the comp, it can be just as usefull and lower cooldown as zhonyas

  • Haven’t played League in years, however, why not just nerf all the summoner spells to a less effective version. Then introduce items that upgrade them in the shop like how Victor works (or worked, don’t know if something has been changed). However would not occupy an inventory spot, but 2 separate summoner inventory slots. For example – Flash could basically be a Dash ability, with same distance. With said item, it would be how Flash is now. Ghost could at first give you a ramp up speed. But with an item, it could give you the full speed at once and ignore unit collision. Exhaust – Reduce enemy attack speed, damage and movement speed by 15%, but with an item it goes to 35%. Heal – heals for the same amount as it does now, but only you. With upgraded item – it heals for more, in an aoe and gives you movement speed for 1 second. Barrier – absorbs the same amount as it does now, with item it could also have an 1-18% damage reduction for the duration of the effect based on champ. level. Ignite – does OPPOSITE of what your current main damage source is, but still apply reduced healing. For example – if you’re AD character, it does Magic Damage and vice versa. upgraded it would do true damage, with an increased amount to what it does now. Teleport – it could simply have a range at first. So top laners could only teleport to around mid-lane or slightly further. Upgraded it would be global. Smite – Works the way it does now, with slightly reduced damage. Upgraded it would work on enemy champions as well.

  • I think Jamming Signal is pretty interesting but would be op, immagine 3 people take it and you get free nash, Drake, Herold etc. and i think a summoner spell should profit you and not your complete team. My Idea is Jamming Signal but only for u, so Wards (excluding Pink Ward) wont detect you for 5 seconds which would be pretty great for jnglers and roaming champs. Because it could be to strong i would give it a 4 or even 5 min cd like flash

  • Yes, I would love to give all those mobile Assassins even more Blinks/Dashes/Gapclosers for summoner spells. That would make quitting the game even easier! Mobility is something Riot has to be really carefull with, remember when Samira was released and she basicly had your “Support Jump” on her E cause she could jump to allies. She had a near 100% banrate until Riot took that whole function away, fun times!

  • Jamming Signal affects too many players (5 of them) and would be unfun to play against. It’s also vastly differently powerful in proplay vs competitive play vs casual play. Point Warp being a (up to) 1300 range blink is probably too powerful, especially considering Skarner. Let’s assume that Skarner can’t use it during his Impale. It would still be problematic for the reasons meant to be positive, it allows Leblanc and Zed to bypass their intended counterplay. Unlike the first summ, Point Warp can actually be fixed! Adding a cast time to the second cast would probably allow the spell to be balanced for most intended uses. (and also prevent people from using it to reposition to avoid intended weaknesses) Warding Cover as a support main I would use this. But, I do think that this isn’t the spell that should fulfill it’s purposes as a selfless support spell. Tahm Kench’s Ult has been doing a lot better for this purpose than Braum’s W+E. (I’m not saying that Tahm Kench’s Ult should be the spell either, I’m just saying that it’s often used selflessly.) Blowback is a great idea.

  • I have some as well Fury: Gain a large amount of attack speed and ability haste for 10 seconds. Effects for melee champions are halved. Mirage: Send a clone of your champion to the selected direction. The clone will keep on going until it hits an enemy champion or terrain. Does no damage. Grace: Heal the selected ally for 400 to 1400 health over 10 seconds. Safeguard: Creates a zone that slows enemies and speeds up allies that go through it. (kinda like scuttle buff) PETA: Grants invincibility to a tower, minion, or jungle monster for 4 seconds. (basically a counter to backdoors and smite steals)

  • A quick rule of thumb for Summoner Spell concepts: If your name isn’t a single word, you’ve made it too complex. As each summoner spell has to be compatible with EVERY champion in the game, adding more is already going to add a lot of complexity: Clarity is of the utmost importance here. While names don’t automatically make something complex, a lot of your ideas verge in that direction because it seems like you’re thinking of “Cool abilities” as opposed to “Core, universal spells that every champion can and will have access to from the start of the game.” Something else worth noting is that Summoner spells with larger macro utility are inevitably going to be SUBSTANTIALLY stronger for pro teams than solo queuers, which is part of the reason a number of spells got cut. Clairvoyance, for example, was TRASH for 99% of the playerbase, but could do some scary things in skilled hands. The focus on spells as combat utility seems to me at least to be primarily a way of purposefully limiting their impact and closing the skill gap while still having a high ceiling for skill expression. Your Blackout concept, for example, would be kinda useful for certain champions in solo queue, but absolutely devastating for pro play.

  • I have few Idea 1. Solitary disguise : hindder your Mark on minimap for 7 s. So this is good for gank set up kinda like invis but you just disappear from minimap not invis so kinda like camouflage but worse. 2. Tracker down : marking one enemy for 4 second and Granting true sight for that Champion and if marked Champions get takedown heal for 10% of current hp and mana. Kinda for sustain + a chamce for fighting an invisible unit. 3. Ghost clock : turn into ghost for 4 second, cannot be select for attack or do attack but recive 50% bonus damage from any spell source, at the end of duration heal for 1,5 x dmg recive. Just a worse untarget able 4 ballista : enchant your 10 next basic attack with 100 bonus range and Grant attack push back for 25 unit away . Just helping adc more against any diver 5. Malevolance : silence the target for 1,5 s and make them recive 30% more damage . 6. Nullify : dissable item active and passif for 1 second.

  • Vars: Yone’s E is so broken, he can kill you and return to a safe place 1000000 miles away Also Vars: Let’s give everyone a Yone E as a summoner spell! Personally, I would delete Flash and Teleport from the game and limit summs to only 1. While I think Flash is a fun, skill-expressive, fair addition to the game, I also think it’s not completely needed in nowadays League. It would also keep your engage options consistent (an indirect buff to marksmen too).

  • I think Riot watches your articles Since recently in Wildrift while not being summoner spells they added boot upgrades Veil Enchant: Gives a spell shield to any ally for 3 seconds And Repulsor Enchant: Knocks back every unit around you for a small distance They basically did a weaker version of Warding Cover and Blowbackh

  • They are simple for a reason they are easy to understand for new players and gives depth to the game for seasoned players that’s why they are so easy one dimensional in nature intrinsically mobas are very difficult to pick up that’s why league is the most popular because of the easier skill curve to understand. I don’t think summoner spells are changing or getting much more complex then they all ready are but I understand that at the end of the day these are just hypothetical and fun to discuss and make a great vid!

  • A summoner spell I came up with. Camouflage mantle: for 8-15(scaling with level) seconds or until seen by an enemy champion or tower, you become invisible to wards and champion abilities(such as teemo’s shrooms or ashe’s E)(Trigger traps that don’t rely on vision like Caitlyn, Jhin or Teemo will still trigger). taking Damage will end this effect. At level 16 towers won’t spot you right away but this will reduce the remaining invisibility to 2 seconds or end if it was 2 seconds already.

  • “jamming signal” “at first it sounds underwhelming” bro u good ? a summonerspell thats like a noc ult (only the vision part) is busted af. The macro plays u can do would be insane, especially if 5 people of the team take it. In proplay each team would just get 25seconds of darkness as often as possible and everyone would take cdr runes for summoner spells and buy lucidity boots.

  • I think summoners are just more or less “Solved” Creating more may be interesting, but may be just a “novelty trip” to create a new gold rush (may be fun for a pre season) But ate the end will be solved with a new meta: “why no one plays assassins in fortify + flash / push back + heal bot lane meta?” At the end we are left with combat only option cause they decided (correctly IMHO) to prioritize interaction pshing mechanics. Remember the cut of gold passive itens? minion wave itens? turtling itens and summs? Also agressive and explosive gameplay is more viewer friendly. A world championship decided on wave manipulation is probably not their intention. its a cage fight with more steps. (1v1 for the casuals to dream at home – 3v3 for the hardcores to shine am optmize – 5v5s for pros to execute to perfection)

  • A couple Sums I thought of were ones that completely augmented the way you play. Here’s the ones I thought of. Extreme luck- Your next 3 attacks are 100% gurenteed to crit (4 min cool down) Unseen- give yourself 10% MS and true invisibility for 4 seconds. Cannot attack or be attacked (5 min cool down) Vampire- gain 100% lifesteal for 20 seconds (or when you activate it again) but lose all vision on targets and allies less than 500 units away from you. 2 min CD Guardian angel- When activated, if you die within the next 3 seconds, after a 8 second delay you will respawn at full hp. 8 min CD (this one would be different because yes it is super super powerful, but you have to know if you will die and if you can wait the 8 seconds then it could make or break a fight. But if you mistime it then you just wasted a super powerful summoner spell. On top of this, your opponents will see if you have it activated so they have to choose to kill you then and have you respawn at full or wait and let the timer die out then kill you. I’d also like them to remove GA from the item pool for this) Freeze: choose an enemy to freeze in place for 5 seconds (immune to death while frozen). 3 min cool down. This one would be interesting cause this could make you practice target priority. It’s basically a zhonyas that you can put on someone at any time to basically remove them from the fight. Anyway, I’m sure there’s way more people can think of to make the game less cookie cutter and more interesting to play and to watch.

  • i like the idea and your sums were pretty interesting tbh as a support main speaking, vision and a “defensive exhaust” like you mentioned with that 2 second ability could be a nice way to fresh the game up and make new plays viable i like the idea of voli´s ult for instance and think towers are more to play around, not just to dive and destroy, so maybe a temporary upgrade for towers like a small aoe dmg attack or the old laser towers for a small peroid of time to prevent sieges or dives could be cool in some form just thinking here great article!

  • Honestly, for a new player (I play LoL for about a week, though I had experience with other MOBAs), Summoner Spells look… strange. They are pretty boring, with their long cooldowns and simple effects, and most of them don’t actually change much about how you play the game. Yes, you may take some extra risks when you know that the enemy Ignite is on cooldown or if you have your Flash, but that’s all. You won’t really play differently because of this. The thing is, I don’t actually understand why they are needed in the game. They seem like just an extra unnecessary complication for an already pretty complicated game. And they aren’t even a fun complication. They are just an extra thing to keep track of. The only spells I like are Teleport and Smite. The former gives a unique option of map-wide travel, with no analogs in the game, and it feels like the exact sort of game-changing ability that gives you a lot of new options while not overshadowing your character’s base kit. The latter is noticeable by the fact that it by itself enables Jungle playstyle. Again, a single spell changes how you play the game and gives you options no one else has. Plus I like how it has a relatively short cooldown.

  • The thing is…rito have very long history of fucking up in “give people choice” departnent. The runes: With old runes every single champion had A LOT of very minor choices to do pre-game, now there is always only one playable runepage. With only exceptions being multi-role champions (like pantheon, full lethality assasin mid vs fighter top), and even then most of the runes stay the same. New items: Sorry, but with old items there were a lot of builds for almost every champions. Hell for first item there was at least 3 options for every champion…and now there is no choice at all. Hell you can’t even go full resist/full armor on tank cuz there arent enough items for it. And don’t get me started on ADC…

  • Im really hopinh summs and the client get a modernization in season 12, i’ve said it before but Im really hoping that Wild Rift is acting as a ‘dipping in the water’ test for some parts of pc league, like 3d champ select, animated champ portraits and skin previews, a full client, and some map upgrades like red and blue buff. League on PC is amazing, but really needs to get modernized like Wild Rift and DOTA2

  • I’m feeling really scared about your spells. Divers can return somewhat safely, then Janna’s bootleg ult and Braum’s protection combo but single button. Oh, and that vision disabler for 5 secs. Almost all of these are really terrifying and will break game imho. But maybe I am wrong and just bad player. Still, ideas are great but scary

  • Tower summoner v1: target one of your towers, for the next x seconds (20?) it ignores minions. Can be activated while dead. Concept: the game is really only 2 parts — combat and wave management; thus a non-combat summoner would need to target the wave somehow. This version would serve a vital purpose: provide a way to recover/retaliate during the early game. Losing one wave or being insta-killed would not result in losing the entire lane. Tower summoner v2: target one of your towers, for the next x seconds (10?) it has its attack speed, damage, and/or range doubled. Concept: make diving dangerous. The value of turrets as a zone of safety has been steadily eroded over time.

  • Seeing so many comments that immediately call for the REMOVAL of Flash as a response to its presence is amusing, considering that none of them considers the effects of such a change. Note, I’m addressing those who calls for the removal, not nerf or adjustment. The game has been out for 10 years, and for at least 9 years, Flash has always been part of the balancing. Engage-oriented champs are obvious in this regard, but keep in mind that having flash is also the primary reason why immobile/low mobility champions are still viable in the current game state. The ability to reposition instantly is crucial in a game where mobility is one of the largest advantages a champion could possess. Even if Flash were to be removed, Cleanse or Ghost would just take its place as the premier summoner spell, in order for immobile champions to have some semblance of counter play against an increasingly mobile champion casts. So far, none of those who proposes the removal of Flash has given a benefit of doing so. What exactly is being achieved by removing Flash from the game? Balancing for sure isn’t going to be better, because we would have to balance not one, but all 150 ish champions in order to account for the sudden removal. Diversity in play styles isn’t going to be increased by much, considering that a meta would still eventually form, and another defensive option such as Cleanse or Ghost would just be the new Flash. In fact, removing Flash would mean removing all the Flash-combos currently in the game, and drastically reduce skill expressions.

  • idea for summoner spell : Wave promote : you promote an entire wave of minion with a shield who can block 1 tower hit, the wave buff is canceled if an ally champion is near the wave, only 1 champion in the team can get this summoner spell Green smite : you’re smite deal no damage to ennemy champion but heal you instead, extra heal vs monster Violet smite : you can smite an ennemy champion, after that they are marked and your next ability do extra magical damage vs them (for magical jungler) Perfect vision: During a certain time (10s for example) your champion reveal more fog of war and you have a circle around you who reveal the ennemy champion for a certain time (3-5s?), you can’t use abilities when you are in this status, if you start fighting too much the vision end earlier. Black market : (can’t be cast in fight) you summon a black marketer who can sell items for all your team, he stay in the zone until the ennemy team kill him or a certain duration time Life’s present : (can’t be cast in fight) you give some of your HP and mana to an ally and after that you fast recall to your base (5s) Black-Heart link : you link yourself with an ally close to you for a certain time, you give him some of our stat (like 10%) and he deal more damage but everytime he deal damage you loose HP% (you can’t be killed but if you have less than 1% hp the buff wear off)(extra damage to auto attack but maybe not spell ?)

  • For Warding Cover, I think it’d make more sense to give the shield to the summoner, somewhat similar to a Braum W + E. It makes more sense for YOU to block the ability, not the person you’re casting it on. It would create awkward scenarios, like – Caitlyn ults your adc > you’re low health > you cover them > you have to walk away from them, or you’ll tank the shot and die, and your sum is wasted.

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