It's hard to deny that League of Legends has been around for quite some time, retaining many of its original mechanics. While Riot introduces new elements and phases out outdated items or abilities every off-season, have they ever implemented substantial changes to Summoner Spells?
What even are Summoner Spells and what could Riot change going forward. Does Riot have any plans to update the Summoner Spell repertoire? Some players have expressed their desire to remove teleport completely, but will Riot do something like that to freshen up the top lane? Let's go over Summoner Spells in League of Legends!
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Summoner Spells in LoL Explained
What even are Summoner Spells in League of Legends? They're added spells that can help players out in tricky situations or be used for utility. There are currently 10 Summoner Spells available on Summoner's Rift, while one extra Summoner's Spell is available on the Howling Abyss in the ARAM game mode.
|Heal||Heals your champion and the allied champion nearest to the cursor (prioritizes the most wounded allied champion if no allied champions are near the cursor) for 80 − 318 (based on level), while also granting both of you 30% bonus total movement speed for 1 second.|
Your champion ignores unit collision and gains 24% − 48% (based on level) bonus movement speed for 10 seconds, increased by 4 − 7 (based on level) seconds whenever scoring a takedown against an enemy champion.
|Barrier||Shields your champion for 105 − 411 (based on level) for 2 seconds.|
Weakens the target enemy champion for 3 seconds, slowing them by 30% and reducing their damage dealt by 35%.
Restores 50% maximum mana to your champion and 25% of their maximum mana to nearby allied champions.
|Flash||Blinks your champion a short distance toward the target location.|
After channeling for 4 seconds, removes any homestart or homeguard buff and blinks your champion to target allied turret. Upgrades to Unleashed Teleport at 14:00.
Deals 450 true damage to the target medium / large monster, enemy minion, or pet. Using Smite against a medium / large monsterheals for 80 (+ 7.5% of your maximum health).
Removes all disables (excluding Airborne, Nearsight, and Suppression) and summoner spell debuffs affecting your champion, as well as granting 65% tenacity for 3 seconds.
Sets the target enemy champion on fire for 5 seconds, revealing them and dealing 70 − 410 (based on level) true damage over the duration, with the first tick of damage occurring briefly after the cast and subsequent ticks occurring every 1.056 seconds after the previous. The target is also inflicted with 40% Grievous Wounds for the same duration.
|Mark [ARAM Only]|
ACTIVE: Throw a snowball at a long distance in the target direction, dealing 15 − 100 (based on level) true damage to the first enemy unit hit, revealing them for 3 seconds and granting you the ability to cast Dash for the next 3 seconds.
Each time you play League of Legends you have the choice of two spells to add to your inventory. Most of the time players will choose Flash, since it's considered the best Summoner Spell in League of Legends and some plays even revolve around this single Summoner Spell.
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Top laners tend to take teleport so they can solo their lane, while being on-call to basically help out when their team needs. Ahead of Season 12, Riot also changed the way teleport worked, by introducing Unleashed Teleport which means that before 14 minutes players are only able to teleport to structures and not wards or minions.
Removed Summoner Spells in League of Legends
There have been a few Summoner Spells which Riot has removed as well, or reworked. The aforementioned teleport changes ahead of Season 12 have had quite an impact on the top lane and has made players question whether the removal of the Summoner Spell could make the top lane more fun to play. But which Summoner Spells has Riot removed before?
|Removed Summoner Spell|
|Empowers your champion, increasing ability power by 10 − 78 (based on level) and attack speed by 35% for 12 seconds.|
|Observer||Replaced by Spectator Mode|
Observer was only available to Riot Games staff and lifted all Fog of War. Your champion also vanished when used.
|Garrison [Dominion Only]||Season 6|
ALLIED CAPTURE POINT: Quickly restores the neutralized portion and increases its attack speed for 8 seconds. Interrupts nearby enemy champion's neutralization.
|Revive||Season 5||Instantly revives your champion at your team's summoner platform and grants 125% bonus movement speed which decays over 12 seconds.|
|Stifle||Replaced by Exhaust||Silences a target enemy champion for 3 seconds, and removes any beneficial buffs they have.|
|Backtrack [Butcher's Bridge Only]|
|Shields you for 75 − 330 (based on level) health. After 2.5 seconds, the shield expires and you are cleansed from all crowd control and dash towards your fountain while being untargetable and invulnerable. The dash range is increased on melee champions.|
|Fortify [Dominion Only]||Season 1|
Grants invulnerability to all allied turrets and causes them to attack 100% faster for 7 seconds.
Summons a beacon with 225 − 650 (based on level) health for 15 seconds which increases allied attack damage by 10 − 35 (based on level).
Metamorphoses the nearest allied siege minion into an anti-turret cannon, healing it, granting bonus stats, and causing it to grant the caster gold for its kills.
|Clairvoyance [Featured Game Modes Only]||Season 6||Reveals an area of the map for 5 seconds.|
|Blasting Smite||Season 5|
Deals 390 − 1000 (based on level) true damage to the target medium / large monster, enemy minion, or pet. Blasting Smite deals 50% splash damage to all surrounding minions and monsters and stuns all damaged units for 1.5 seconds. If cast on a monster, you will also restore 15% of your missing health and mana.
|Scavenging Smite||Season 5||Deals 390 − 1000 (based on level) true damage to the target medium / large monster, enemy minion, or pet. If Scavenging Smite is used on a large monster in the enemy's jungle, the recharge timer is halved. Upon killing the affected monster, you gain bonus 30 Gold and 175% bonus movement speed that decays over 2 seconds.|
So, some of these removed Summoner Spells were taken out not because they're too OP, but due to them being part of a featured game mode and judging by the most recent Star Guardian event we know how much Riot hates those, eh?
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But now it's time to ask the key questions regarding Summoner Spells and that is, will Riot add more in the future or are we going to live with the same 10 for the rest of our lives?
Will Riot Add More Summoner Spells in the Future?
We love League of Legends and we hate to see too much change, but come on Riot, some of those removed Summoner Spells could be added back with a few tweaks to not make them completely and utterly OP, right? Well, in a Stream on Twitch, lead Champion Designer, Riot August did state that we will likely not be seeing any more new Summoner's for a while.
He explained that Flash is the most prominent and best Summoner Spell in League of Legends and if the team cannot come up with a concept that is as strong and useful as Flash, then they just wouldn't be adding it into the game at all. Riot would have to add in a Summoner that can make for the same amount of interesting plays as Flash and that is highly unlikely to be done – and let's not even think about the balance issues...
So, you're going to have to live with the amount of Summoner Spells we've got for now, since it doesn't seem like we are going to be getting some more in the future. But sure would be fun to have something like Clairvoyance or Rally back in the game, right?
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