Summoner Spell 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 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 :
(Reduced cooldown with the Distortion enchantment)
|Shields your champion for 95 + (20 × level) for 2 seconds.||6||210|
|Reveals an area of the map for 5 seconds.||10||60|
|Restores 40% your champion's maximum mana. Also restores nearby Allies Mana by 40%.||1||180|
|Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds.||2||210|
|Exhausts target enemy champion, reducing their movement speed and damage dealt by 30% for 2.5 seconds and reducing their attack speed by 50% for the duration.||8||210|
|Teleports your Champion to target nearby location under your mouse cursor.||12||300 (225)|
|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|
|Your champion passes through any unit and moves 27% faster for 10 seconds.||1||210 (157.5)|
|Restores 75 + (lvl x 15) Health to your champion and 100% of that to nearby allies. All targets healed will have a 50% reduction in heal amount from other summoner heal spells for 35 secs.|
AoE range: 600
|Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%.||8||210|
|Instantly revives your champion at your team's Summoner Platform and grants 125% movement speed increase which decays over 12 seconds.||1||540|
|Deals 390-1000 true damage, based on champion level, to a jungle monster, enemy minions, or pets.||1||40|
|After 4 seconds, teleports your champion to target friendly minion or turret. 3 minute cooldown if cancelled.||2||300 (225)|
These spells either became obsolete due to game mechanics changes or were removed because they were too strong.
|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|
|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|
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|
|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|
|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|
|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 for boots which reduces the cooldown of Ghost, Teleport and Flash by 25%. 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
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:
- 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 180 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 .