Heals the caster and the target nearest to the cursor (prioritizes the most wounded allied champion if no allied champions are near the cursor) for 90-345 health (depending on level), also granting +30% movement speed for 1 second.
Heal is a Summoner spell that instantly restores health to your champion and an ally, also granting a temporary movement speed bonus.
This spell can be used to save a life when low on health and under attack. It is commonly used to get an early first blood by healing oneself for more than one's opponent expects. It is also a skill used for "baiting", where you make your champion appear weaker than it actually is, to lure your enemies out of position or to get them to tower dive you. A similar baiting tactic is also commonly used with Barrier.
Table of Heal strength
Heal heals for (75 + 15 at each level) health.
Healed champions are debuffed for 35 seconds, causing subsequent Heal casts on them to be 50% less effective for that period.
Heal is affected by any form of personal health gain modifier on yourself, including;
A debuff is now placed on champions healed by Summoner Heal for 25 seconds. Subsequent Summoner Heals will have their effect diminished by 50% on allies with the debuff. Your Champion will still receive the full amount of the heal if cast by your Summoner.
Mender's Faith (mastery) now provides 10 × level bonus health on Summoner Heal from 75 flat bonus health and 10 seconds cooldown reduction.