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Summoner spell

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Spellcaster

Summoner Spells

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 Barrier.png
Barrier
Shields your champion for 115 - 455 (based on level) for 2 seconds.

180 Self
1 Clarity.png
Clarity
Restores 50% maximum mana to you and 25% maximum mana to nearby allies.

180 Self, with area of effect of 600
6 Cleanse.png
Cleanse
Removes all disables (excluding Suppression icon Suppression) and summoner spells debuffs affecting your champion and grants 65% crowd control reduction for 3 seconds.

210 Self
4 Exhaust.png
Exhaust
Exhausts target enemy champion, Slow icon slowing and Slow icon crippling them by 30%, reducing their armor and magic resistance by 10, and their damage dealt by 40% for 2.5 seconds.

210 650
8 Flash.png
Flash
Teleports your champion a short distance toward your cursor's location.

300 425 (Smart cast)
1 Ghost.png
Ghost
Your champion is granted Ghost ghosting and +28% - 45% (based on level) movement speed for 10 seconds.

180 Self
1 Heal.png
Heal
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
10 Ignite.png
Ignite
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
1 Mark.png
Mark
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.png Dash for the next 3 seconds.

Mark will grant Sight icon vision 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 Yasuo Yasuo's Wind Wall.png Wind Wall, Braum Braum's Unbreakable.png Unbreakable and spell shields.

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


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

15 500 Range model
6 Teleport.png
Teleport
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 Clairvoyance.png
Clairvoyance
Reveals a small area of the map for your team for 5 seconds. 60 Global N/A
5 Fortify.png
Fortify
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 s1.png Reinforce (Defense) – Turrets deal 50% splash damage when fortify is used.
1 Garrison.png
Garrison
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 Observer.png
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 Global N/A
8 Promote.png
Promote (spell)
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 s3.png Summoner's Insight (Utility) – Increases promoted minion's bonus defensive stats by 15%
8 Rally.png
Rally
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 s1.png Improved Rally (Offense) – Rally also increases base ability power by 20 – 70 and increases duration by 5 seconds.
1 Revive.png
Revive
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 Stifle.png
Stifle
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 Surge.png
Surge
Empowers your champion, increasing ability power by 6 + (4 × level) and attack speed by 35% for 12 seconds. 180 Self Summoner's Wrath mastery s3.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.png Barrier, Heal.png Heal, Ignite.png Ignite, Mark.png Mark, and Smite.png 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.png Flash and Teleport.png 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 first one is the mastery Summoner's Insight mastery s4.png Insight, which reduces the cooldown of all summoner spells by 15%.
  • The second is Ionian Boots of Lucidity item.png Ionian Boots of Lucidity, which reduces the cooldown of all summoner spells by 10%.

The 15 second cooldown of Smite.png Smite is not affected Summoner's Insight, but the mastery does affect the rate at which Smite.png Smite charges are generated.

Summoner spell cooldown reduction is (currently) always additive:

Summoner Spell Cooldown Reduction Flash.png F Teleport.png T Clarity.png C Heal.png H Cleanse.png C Exhaust.png E Ignite.png I Barrier.png B Ghost.png G Smite.png S (recharge) Clairvoyance.png C Mark.png M
Without any 0% 300s 300s 240s 210s 180s 75s 60s 80s
Ionian Boots of Lucidity item.png Ionian Boots of Lucidity 10% 270s 270s 216s 189s 162s 67.5s 54s N/A
Summoner's Insight mastery s4.png Insight 15% 255s 255s 204s 178.5s 153s 63.75s 51s N/A
Ionian Boots of Lucidity item.png Ionian Boots of Lucidity + Summoner's Insight mastery s4.png Insight 25% 225s 225s 180s 157.5s 135s 56.25s 45s N/A
ARAM aura 40% 180s N/A 144s 126s 108s N/A N/A 48s
ARAM aura + Summoner's Insight mastery s4.png Insight 49% 153s N/A 122.4s 107.1s 91.8s N/A N/A 40.8s
ARAM aura + Ionian Boots of Lucidity item.png Ionian Boots of Lucidity 50% 150s N/A 120s 105s 90s N/A N/A 40s
ARAM aura + Ionian Boots of Lucidity item.png Ionian Boots of Lucidity + Summoner's Insight mastery s4.png Insight 59% 123s N/A 98.4s 86.1s 73.8s N/A N/A 32.8s

Spells and Game Modes

Currently there are two game modes in League of Legends: Classic 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 ARAM
Barrier  Done.svg   Done.svg 
Clarity  Not done.svg   Done.svg 
Cleanse  Done.svg   Done.svg 
Exhaust  Done.svg   Done.svg 
Flash  Done.svg   Done.svg 
Ghost  Done.svg   Done.svg 
Heal  Done.svg   Done.svg 
Ignite  Done.svg   Done.svg 
MarkDash  Not done.svg   Done.svg 
Smite  Done.svg   Not done.svg 
Teleport  Done.svg   Not done.svg 

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.png Revive (removed) had an in-game tooltip error where it said it had a 510-second cooldown instead of 540.
  • Promote.png 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.png Mark / Dash.png Dash was inspired by Poro Toss.png Poro Toss / ProfileIcon749 Poro Attack.jpg Poro Dash from the Legend of the Poro King featured game mode.

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