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Spellcaster

Summoner Spells

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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 6 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 Template:Sib Shields your champion for 115 – 455 [95 + (20 × level)] for 2 seconds. 210 Self
6 Template:Sib Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds. 210 Self
4 Template:Sib Exhausts target enemy champion, reducing their movement speed and attack speed by 30%, their armor and magic resist by 10, and their damage dealt by 40% for 2.5 seconds. 210 650
8 Template:Sib Teleports your champion a short distance toward your cursor's location. 300 425
1 Template:Sib 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
1 Template:Sib Your champion can move through units and has 27% increased movement speed for 10 seconds. 210 Self
1 Template:Sib Restores 90 – 345 health [75 + (15 × level)] 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).

Healed champions are debuffed for 35 seconds, causing subsequent Heal casts on them to be 50% less effective.
Affected champions gain +30% movement speed for 1 second.

240 Self

850 for ally
10 Template:Sib Ignites target enemy champion, dealing 70 – 410 true damage [50 + (20 × level)] over 5 seconds, applying Template:Cctip, and revealing them for the duration. 210 600
1 Template:Sib

File:Dash spell.png Dash

Mark: Throws a snowball to target direction, dealing 15 – 100 true damage [10 + (5 × level)] to the first enemy unit hit. If Mark hits an enemy, you gain the ability to cast Dash for the next 3 seconds.

Mark projectiles are not stopped by spell shields or projectile mitigation.

Dash: Your champion surges into the target struck by Mark, dealing 15 – 100 true damage [10 + (5 × level)] to the target. Dashing to the target will reduce Dash's cooldown by 25%.

40 1600

Global
10 Template:Sib Deals 390 – 1000 true damage [370 + 20 / 30 / 40 / 50 at each level], to target non-allied minion, monster, or pet. Stores up to two charges, refilling at a rate of one charge every 75 seconds. 15 (75) 500
6 Template:Sib After channeling for 4 seconds, teleports your champion to target allied structure, minion, or ward. If you cancel it while channeling, cooldown is reduce to 200 seconds. 300 Global

  • These spells were removed with some being replaced by other in-game effects.
Level Spell Description Cooldown Range Related Mastery
5 Template:Sib 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 Reinforce (Defense) – Turrets deal 50% splash damage when fortify is used.
N/A Template:Sib 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 Template:Sib 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 Summoner's Insight (Utility) – Increases promoted minion's bonus defensive stats by 15%
8 Template:Sib Summons a beacon with 200 + (25 × level) health for 15 seconds which increases allied attack damage by 10 – 35. 270 120
850 Aura
Improved Rally mastery 2011 Improved Rally (Offense) – Rally also increases base ability power by 20 – 70 and increases duration by 5 seconds.
1 Template:Sib 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 Template:Sib 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 Template:Sib Empowers your champion, increasing ability power by 6 + (4 × level) and attack speed by 35% for 12 seconds. 180 Self Summoner's Wrath mastery 2013 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 Summoner's Insight, but the mastery does affect the rate at which Smite Smite charges are generated.

Summoner spell cooldown reduction is (currently) always additive:

Template:Summoner Spell Cooldown table

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 following table shows what modes are available for each spell:

Spell Classic Dominion ARAM
Barrier Template:Check Template:Check Template:Check
Clairvoyance Template:Mark Template:Check Template:Mark
Clarity Template:Mark Template:Check Template:Check
Cleanse Template:Check Template:Check Template:Check
Exhaust Template:Check Template:Check Template:Check
Flash Template:Check Template:Check Template:Check
Garrison Template:Mark Template:Check Template:Mark
Ghost Template:Check Template:Check Template:Check
Heal Template:Check Template:Check Template:Check
Ignite Template:Check Template:Check Template:Check
MarkFile:Dash spell.png Template:Mark Template:Mark Template:Check
Smite Template:Check Template:Mark Template:Mark
Teleport Template:Check Template:Mark Template:Mark

Trivia

  • 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 / Dash Dashwas inspired by Poro Toss Poro Toss / Poro Dash Poro Dash from the Legend of the Poro King featured game mode.

Template:Spells

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