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Summoner spell

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Summoner Spells are abilities that a summoner can use to assist their champion 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.
SummonerBarrier
Summoner Spell Barrier

Summoner Spell Unlocking and Cooldowns

SummonerTeleport
Summoner Spell Teleport

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

Currently available summoner spells

The table below shows what summoner level unlocks which spell(s), and their cooldowns :

Spell Description Level Cooldown
(Reduced cooldown with the Distortion enchantment)
Range

Barrier
Shields your champion for 95 + (20 × level) for 2 seconds. 6 210 Self

Clairvoyance
Reveals an area of the map for 5 seconds. 10 60 Global

Clarity
Restores 40% your champion's maximum mana. Also restores nearby Allies Mana by 40%. 1 180 Self, with AoE of 600

Cleanse
Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds. 2 210 Self

Exhaust
Exhausts target enemy champion, reducing their movement speed and attack speed by 30% for 2.5 seconds and reducing their damage dealt by 50% for the duration. 8 210 650

Flash
Teleports your Champion to target nearby location under your mouse cursor. 12 300 (240) 400

Garrison
Strengthens allied capture points or weakens enemy capture points. (Allied Turret: Grants massive regeneration and attack speed for 8 seconds. Enemy Turret: Reduces damage by 80% for 8 seconds) 4 210 1000 (estimated)

Ghost
Your champion passes through any unit and moves 27% faster for 10 seconds. 1 210 (168) Self

Heal
Restores 90~495 Health [approx. 66 + (lvl x 24)] to your champion and the allied champion nearest to the caster's cursor (or the most wounded ally if no target is near the cursor).

*Removes healing reduction effects on affected champions.

*Affected champions gain +30% movement speed for 2 seconds.

1 240 700

Ignite
Targets a single champion dealing 70~410 [50 + (lvl x 20)] true damage over 5 seconds.

*Also reduces the target’s healing and regeneration by 50%.

*Grants vision on target.

8 210 600

Revive
Instantly revives your champion at your team's Summoner Platform and grants 125% movement speed increase which decays over 12 seconds. 1 540 Self

Smite
Deals 390-1000 true damage, based on champion level, to a jungle monster, enemy minions, or pets. 1 40 ~750

Teleport
After 4 seconds, teleports your champion to a non-champion, friendly target. Cooldown is shortened to 200 if you teleport to a turret or if you cancel it by reactivating. 2 300 (240) Global

Unavailable Spells

These spells either became obsolete due to game mechanics changes or were removed because they were too strong.

Spell Description Related Mastery Level Cooldown
(Reduced cooldown)

Fortify
Grants invulnerability to all Allied Turrets and causes them to attack 100% faster for 6 seconds. While Fortify is ready to cast, you deal 9 bonus damage to minions. Reinforce (Defense) – Turrets deal 50% splash damage when fortify is used. 4 300
(255)

Observer
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 N/A None

Promote

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.

Summoner's Insight (Utility) - Increases promoted minion's bonus defensive stats by 15% 6 180

Rally
Summons a beacon with 200 + (lvl x 25) Health for 15 seconds which increases allied Attack Damage by 10-35. Improved Rally (Offense) – Rally also increases base ability power by 20-70 and increases duration by 5 seconds. 8 270
(229.5)

Stifle
Stifle silences a target enemy champion for 3 seconds, and removes their beneficial buffs. Suppression - Reduces the cooldown of Stifle by 10 seconds, and increases the duration by 0.5 seconds. N/A 150

Surge
Empowers your champion, increasing ability power by 6 + (lvl x 4) and attack speed by 35% for 12 seconds. Summoner's Wrath (Offense) - Increases attack speed bonus to 40% and ability power gained by 10%. 1 180

Summoner Spells and Champion Level

During combat the spells ( Barrier, Heal, Ignite, and 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 and Teleport are the only summoner spells that cannot be used while silenced or stunned.

Reducing Summoner Spell Cooldowns

In season 4, there are only two ways to reduce the cooldown of summoner spells. The first one is the enchantment Distortion for boots which reduces the cooldown of Ghost, Teleport and Flash by 20%. The second one is the mastery Summoner's Insight which reduce the cooldown of all summoner spells by 4%, 7% or 10% dependent on the amount of points put into it.

Summoner Spells and Game Modes

Currently there are three game modes in League of Legends: Classic, Dominion and ARAM.

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 current set of summoner spells available in Classic mode are the same for Dominion with the exceptions of Garrison and Teleport, which replace one another. The following table shows what modes are available for each spell:

Spell Classic Dominion ARAM
Barrier         
Clairvoyance         
Clarity         
Cleanse         
Exhaust         
Flash         
Garrison         
Ghost         
Heal         
Ignite         
Revive         
Smite         
Teleport         

Notes

  • In-game Summoner Spell icon tooltips always show the base cooldown, unaffected by masteries. The timer visible on the icon after the spell is used shows the actual cooldown remaining.
  • Teleport's cooldown upon being canceled is always 200 seconds.
  • Revive has an in-game tooltip error where it says it has a 510 second cooldown instead of 540.
  • 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 .
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