Hello everyone, Quite Nomible here. I decided to do a blog about the changes of the new summoner spells that are coming up in PBE, as they are going to be reworked for the next season, and to give some ideas about how they will be effecting the new season. I usually read all information I want to know about the PBE patch on this site, so if you want to check future updates out by yourself then this is really helpful for you. Other than that, this is the first time I do a review blog, so feedback would be more than appreciated for possible future blogs :).

So what are the actual changes to the summoner spells for the next season? Well, to answer that question, I took over the full changes right here:

spoiler because it's pretty long


...so let's get started!


Ghost
  • REVISED ACTIVE: You gain 75% bonus movement speed for 10 seconds that reduces to 15% after 1 second.
  • Cooldown changed to 180 / 160 / 140 / 120 from 180.
  • The movement speed bonus is now multiplicative instead of additive.
  • Bug Fix: Can no longer be activated while rooted.

I think this is a massive nerf for Ghost. 15% extra movement speed after 1 second, is pretty much the same movement speed you would get from Trinity Force when using it's phage passive. I also can't really find any champions as well that can benefit a lot from the 75% movement speed you would get from that one second (maybe a bursting jungle Hecarim?), so I highly question it if Ghost is actually worth to take at this state, like ever. Other than that, the movement speed is now multiplicative, meaning that any slows can already wreck all the extra movement speed you would get from it, which also means that it isn't as reliable as an escape as it was before.
The cooldown you would get at later levels means that you can use it for a lot of teamfights, but that's literally the only upside of it. And even then, it would probably be bad as Flash is still OP.



Ignite
  • Damage now scales on game time, not champion level.
  • The target is revealed for the duration.

So these aren't a big change for a summoner spell, but I was surprised that it actually got a buff for another OP and overused summoner spell. Let me get a little example here:
/league-of-legends/summoner-spell/ignite-11 before Teemo ran into a bush, Teemo would have easily died there. At the current state, Ignite means instant bush control in an all-in, no matter what. I think that this spell is going to get even more priority for a toplaner just because of it (and to trollcounter Rengar), but damage-wise it's still great to take on anyone that can afford to get it in their summoner spells.


Exhaust
  • Attack speed reduction reduced to 30% from 50%.
  • Movement speed reduction is now 30 / 35 / 40 / 45 % from 30%.

This is pretty much a nerf for the main support summoner spell, but also a deserved one. 50% attack speed reduction just completely HURTS the dps of an ADC he gets caught into it. You could all probably have seen what a level 1 Exhaust could do... you can basically drink a cup of tea in the meanwhile the exhausted champion is actually attempting to land an auto-attack.

Does that mean it's now not so usable as a support anymore? Don't think so, 30% attack speed is still 30% less total dps. Other than that, it became more viable in a way as a chasing/escape tool: I could probably expect to see some plays in a teamfight where the APcarry gets exhausted instead of the ADcarry, just because of the 45% late-game slow. The main target of this evil anti-carry summoner spell still remains aimed at the ADcarry, of course.


Heal
  • REVISED ACTIVE: You instantly heal the target ally and yourself, and gran both of you a 30% movement speed bonus for 1 second.
  • Ranged increased to 900 from 600.
  • Cooldown reduced to 180 seconds from 300.
  • Targeting yourself will automatically select the closest ally in range.

Damn, this spell became a lot stronger now. Except for the fact that it doesn't heal your complete team in a teamfight, pretty much everything else became better with this spell, and I totally expect this to become the new primary support spell. Just look what you already have at level 1: you basically got yourself a mini active of talisman of ascension + Mikael's Blessing combined and with better range. The notable thing what made this spell completely OP is the 30% speed buff, which will save you carry for dayz, if it must be in laning phase or in a teamfight. Even though it's only for one second long, it still gives a great kiting advantage, especially at low levels when you basically have no items at all.

Another thing that most likely is going to happen with this spell is securing invades at enemy blues. Assuming that it would still heal the 90 lifepoints at level 1, this gives an ADC such a massive advantage it's not even funny, as it will deal damage with those full AD masteries + AD marks and quint runes, be a tank with Barrier AND have a escape/kite from Heal at freaking level 1, like what the hell?!


Teleport
  • Cooldown reduced to 180 seconds when used on an allied structure.
  • No longer has a reduced cooldown if the effect is cancelled.

There is nothing very notable on this one, I think. Players taking teleport now have to think more certainly if they want to teleport to there, basically. It shouldn't really make a difference, because before you would end up wasting a summoner spell anyway if you were going to cancel it, and just because of that I've never really seen anyone cancelling a teleport. Other than that, the reduced cooldown on structures might make defending turrets easier, as well as splitpushing, so it might be seen more on Teemo, for example.


Cleanse
  • Successfully removing a movement-inhibiting effect creates a shockwave the knocks nearby enemies back.

So this spell was always kinda niche in my opinion, but with this change we might also see this spell a lot more in certain amount of lanes other than the ADC and somtimes the APC. I think the main purpose of this change was to eliminate all these gap closers that nobody could do anything about, and I think they're doing it quite right. Imagine a Riven that could barely catch up to someone with Ki Burst, she would be knocked back and she has to waste her Flash in order to reach her target again. Other than that, it could also be used on certain initiators. Imagine Zac diving into the enemy team with the ADC being out of position, and let's say Nami attempts to stun Zac, that would cause Cleanse to knock the enemy ADC back to the friendly team, which picks up a possible easy kill on the ADC. That being said, I'm not too sure how Cleanse will work out. It might be even very OP to pick.


Clarity
  • Now only available on Howling Abyss.

Well... this spell is dead content. Even on Howling Abyss, it's bad. There's literally no point in taking this spell, as always. I've had the idea once to make it viable again by adding a passive that increases spell damage by 1% of your current mana, but I dunno. For now there's nothing to see here.


Revive
  • Now only available on Dominion.

Same story as with Clarity... there's still no reason to take it. Maybe if there was a longer game version of Dominion where the nexus has 1000 lifepoints instead of 500 it would probably have an use, but Dominion games just don't take that long enough in general in order to make it useful on this map.

So that pretty much ends my view on the reworked summoner spells. Feel free to share your own thoughts of it of course, and please let me know if you like it what I did in this blog and what I could do better. This was more of a test blog as I was quite interested in the new summoner spells, but I'm not familiar at all in writing blogs like these. Anyway, hope you enjoyed reading, and maybe see you again next blog :).