Summoner Spells

For champion spells, see champion ability

Summoner Spells are abilities that players can use for their champions on the Fields of Justice.

They are chosen in Champion Select before the start of the game. Each player is allowed two summoner spells chosen from a list. Summoner spells can be used in game to aid a player’s champion in various ways as each spell has a unique effect. Some summoner spells increase in effectiveness relative to your champion's level, but many provide the same effect at champion level 1 as they do at champion level 18. They do not have any cost other than their cooldown.

Unlocking and Cooldowns

The number of spells that are available to a player are determined by their summoner level. At summoner level one, a player begins with 4 spells to choose from. Then as a summoner reaches new levels, he/she will unlock new spells up to level 10.

  • The table below shows what summoner level unlocks which spell(s), the description of the spell, their cooldown, and their range.
Level Spell Description Cooldown Range
4 Shields your champion for 115 - 455 (based on level) for 2 seconds.

180 Self
6 Restores 50% maximum mana to you and 25% maximum mana to nearby allies.

180 Self, with area of effect of 600
9 Removes all disables (excluding Suppression icon Suppression and Airborne icon Airborne) and summoner spells debuffs affecting your champion, as well as granting 65% Tenacity for 3 seconds.

210 Self
4 Exhausts target enemy champion, Slow icon slowing them by 30%, and reducing their damage dealt by 40% for 2.5 seconds.

210 650
7 Teleports your champion a short distance toward your cursor's location.

300 425 (Smart cast)
1 Your champion is granted Ghost ghosting for 10 seconds, gaining increased movement speed. Grants a maximum of 28% - 45% (based on level) movement speed after accelerating for 2 seconds.

180 Self
1 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 (based on level) health, also increasing both targets' movement speed by 30% for 1 second.

240 Self, 850 for ally
9 Ignites an enemy champion, dealing 70 - 410 (based on level) true damage over 5 seconds, applying Grievous Wounds icon Grievous Wounds and revealing them for the duration. The Sight icon sight will not reveal stealth champions.

210 600
6 Active: Throws a snowball a long distance, dealing 15 - 100 (based on level) true damage to the first enemy unit hit. If Mark hits an enemy, you gain the ability to cast Dash Dash for the next 3 seconds.

Mark will grant Sight icon sight of brush while passing through, and will grant True Sight icon true sight of a hit target. The True Sight icon true sight is granted by the Mark buff, so it is lost when Dash is used.

The snowball will bypass YasuoSquare Yasuo's Wind Wall Wind Wall, BraumSquare Braum's Unbreakable Unbreakable and spell shields.

80 1600
6 Active: Your champion surges into the target struck by Mark Mark, dealing 15 - 100 (based on level) true damage to the target. Dashing to the target will reduce Mark Mark's cooldown by 25%.

You lose the ability to cast Dash if the marked target dies or removes the mark.
0 Global
9 Smiting deals 390 - 1000 (based on level) true damage, based on champion level, to a monster or enemy minion.

Smiting a large monster restores 70 (+ 10% of maximum health).
15 500 Range model er
7 After channeling for 4.5 seconds, your champion teleports to target turret, minion or ward. You may reactivate Teleport to cancel it, placing it on a 200 second cooldown.

300 Global

  • These spells were removed with some being replaced by other in-game effects.
Level Spell Description Cooldown Range Related Mastery
8 Reveals a small area of the map for your team for 5 seconds. 60 Global N/A
5 Grants invulnerability to all allied turrets and causes them to attack 100% faster for 7 seconds. While Fortify is ready to cast, you deal 9 bonus damage to minions. 300 Global Reinforce mastery 2011.png Reinforce (Defense) – Turrets deal 50% splash damage when fortify is used.
1 Removed from game in patch 6.4.

Strengthens allied capture points or weakens enemy capture points.

  • Allied Turret: Grants massive regeneration and attack speed for 8 seconds.
  • Enemy Turret: Reduces damage dealt by 80% for 8 seconds.
210 1250 N/A
N/A A spell only available to Riot staff that functions as a simple observer mode, meant to be used by an eleventh "neutral" player. When used, this spell reveals the entire map, allowing the user to track both teams' movements. N/A Global N/A
8 Promotes the nearest allied Siege Minion (in Classic) or super minion (in Dominion) to an anti-Turret Cannon, healing it, granting bonus stats (depending on level), and causing it to grant the caster gold for its kills. 180 N/A Summoner's Insight mastery 2013.png Summoner's Insight (Utility) – Increases promoted minion's bonus defensive stats by 15%
8 Summons a beacon with 225 - 650 (based on level) health for 15 seconds which increases allied attack damage by 10 – 35. 270 120
850 Aura
Improved Rally mastery 2011.png Improved Rally (Offense) – Rally also increases base ability power by 20 – 70 and increases duration by 5 seconds.
1 Instantly revives your champion at your team's Summoner Platform and grants 125% movement speed increase which decays over 12 seconds. 540 Self N/A
1 Silences a target enemy champion for 3 seconds, and removes any beneficial buffs they have. 150 N/A Suppression – Reduces the cooldown of Stifle by 10 seconds, and increases the duration by 0.5 seconds.
1 Empowers your champion, increasing ability power by 10 - 78 (based on level) and attack speed by 35% for 12 seconds. 180 Self Summoner's Wrath mastery 2013.png Summoner's Wrath (Offense) – Increases attack speed bonus to 40% and ability power gained by 10%.

Spells and Champion Levels

During combat the spells Barrier Barrier, Heal Heal, Ignite Ignite, Mark Mark, and Smite Smite gain power with champion level. The other spells have the same power throughout the entire battle. While in combat the spells are bound by the same rules as the champion skills, however, Flash Flash and Teleport Teleport are the only summoner spells that cannot be used while silenced or stunned.

Reducing Spell Cooldowns

There are three ways to reduce the cooldown of summoner spells.

The 15 second cooldown of Smite Smite is not affected Cosmic Insight rune Cosmic Insight, but the rune does affect the rate at which Smite Smite charges are generated.

Summoner spell cooldown reduction is (currently) always additive:

Summoner Spell
Cooldown Reduction
Flash F Teleport T Clarity C Heal H Cleanse C Exhaust E Ignite I Barrier B Ghost G Smite S (recharge) Mark M
Without any 0% 300s 300s 240s 210s 180s 75s 80s
Cosmic Insight rune Cosmic Insight 5% 285s 285s 228s 199.5s 171s 71.75s N/A
Ionian Boots of Lucidity item Ionian Boots of Lucidity 10% 270s 270s 216s 189s 162s 67.5s N/A
Ionian Boots of Lucidity item Ionian Boots of Lucidity + Cosmic Insight rune Cosmic Insight 15% 255s 255s 204s 178.5s 153s 63.25s N/A
Unsealed Spellbook rune Unsealed Spellbook 25% 225s 225s 180s 157.5s 135s 56.25s N/A
Unsealed Spellbook rune Unsealed Spellbook + Cosmic Insight rune Cosmic Insight 30% 210s 210s 168s 147s 126s 52.5s N/A
Unsealed Spellbook rune Unsealed Spellbook + Ionian Boots of Lucidity item Ionian Boots of Lucidity 35% 195s 195s 156s 136.5s 117s 48.75s N/A
Unsealed Spellbook rune Unsealed Spellbook + Cosmic Insight rune Cosmic Insight + Ionian Boots of Lucidity item Ionian Boots of Lucidity 40% 180s 180s 144s 126s 108s 45s N/A
ARAM aura 40% 180s N/A 144s 126s 108s N/A 48s
ARAM aura + Cosmic Insight rune Cosmic Insight 43% 171s N/A 136.8s 119.7s 102.6s N/A 45.6s
ARAM aura + Ionian Boots of Lucidity item Ionian Boots of Lucidity 50% 150s N/A 120s 105s 90s N/A 40s
ARAM aura + Ionian Boots of Lucidity item Ionian Boots of Lucidity + Cosmic Insight rune Cosmic Insight 52.5% 142.5s N/A 114s 99.75s 85.5s N/A 38s

Spells and Game Modes

Currently there are two permanent game modes in League of Legends: Classic (Summoner's Rift and Twisted Treeline) and ARAM and several Rotating Game Modes.

Due to the different characteristics of each game mode, some summoner spells are excluded from a mode while other spells are available specifically for a particular mode. And there are also common summoner spells which are available in all modes. The following table shows the spell availability for each map:

Spell Classic Murder Bridge Crystal Scar
Barrier Barrier  Done.svg   Done.svg   Done.svg 
Clarity Clarity  Not done.svg   Done.svg   Done.svg 
Cleanse Cleanse  Done.svg   Done.svg   Done.svg 
Exhaust Exhaust  Done.svg   Done.svg   Done.svg 
Flash Flash  Done.svg   Done.svg   Done.svg 
Ghost Ghost  Done.svg   Done.svg   Done.svg 
Heal Heal  Done.svg   Done.svg   Done.svg 
Ignite Ignite  Done.svg   Done.svg   Done.svg 
Mark Mark  Not done.svg   Done.svg   Not done.svg 
Smite Smite  Done.svg   Not done.svg   Not done.svg 
Teleport Teleport  Done.svg   Not done.svg   Not done.svg 


  • In-game Summoner Spell icon tooltips always show the true cooldown, after mastery and item bonuses. Cooldown display may take a few seconds to update after items have been acquired or sold.[may need confirmation for enemy summoner spells]
  • Spells are map-specific. For example, if you play ARAM on Summoner's Rift, the available spells are Summoner's Rift spells.
  • Revive Revive (removed) had an in-game tooltip error where it said it had a 510-second cooldown instead of 540.
  • Promote Promote was previously removed because it was too strong, but it was since balanced and made available in all game modes until it was again removed for Season 3. The active effect returned as an item.
  • Mark Mark / Mark Dash was inspired by Poro Toss Poro Toss / Poro Dash Poro Dash from the Legend of the Poro King featured game mode.