Revive was a self-targeting Summoner spell that instantly respawned a dead champion at their home base and gave them a large, slowly-decaying speed boost over a set duration. The spell was usable only while the summoner's champion was dead.
When game pressures became tense, Revive's sudden burst of recovery from the grave could turn the tide of battle in all but the most hopeless situations. Similarly, this spike of champion presence was used to seize an opportunity that might otherwise have been out of reach.
Revive's speed boost allowed players to quickly intercept any objective close to their home base, including an ongoing fight. This effect was even more impactful on smaller maps such as Twisted Treeline, where even objectives on the opposing side of the map become easy to reach. Indeed, Revive's long-distance mobility as a summoner spell was rivaled only by Summoner Teleport.
The bonus health granted from Revive's companion mastery, Summoner's Insight, brought added weight to a champion's return, especially when coupled with champion roles that benefit particularly from health, e.g. fighters, tanks, and aggressive assassins.
In later game phases, longer death timers increased the impact of Revive even further. For example, if a late-game team fight ended with multiple players on both sides slain, a revived champion could attack objectives that the opposing team, now suffering from death recovery, could not defend.
- Revive synergized well with champions who have an 'on-death' effect such as Karthus and Kog'Maw.
- Note that a champion undergoing an on-death effect is considered alive until the ability ends; thus, only after entering into death would Revive become usable.
- Other movement speed and mobility effects could be combined with Revive, allowing players to traverse even greater distances at breakneck speed.
- The boots enchantment paired exceedingly well with Revive, as a revived player would almost always trigger otherwise uncommon condition - being at the summoner's platform.
- Revive was disabled on Summoner's Rift during the special Ultra Rapid Fire game mode in 2014, then disabled on the Crystal Scar with patch V4.7. It was however re-enabled on Summoner's Rift shortly afterward.
- At 9 minutes, Revive had the longest cooldown of any spell or ability in League of Legends.