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League of Legends Build Guide Author Jovoo

Summoner Spells 101 - Everything You Need to Know

Jovoo Last updated on January 25, 2012
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Guide Top

Change Log

25-01-2012: Changed a bunch of Summoner Spell recommendations.
25-01-2012: Updated the masteries
25-01-2012: Fixed some spelling and coding mistakes
25-01-2012: Changed the end section a bit (I was such an idiot, tnx for the info ;) )
25-01-2012: Changed some evaluations in 'Independent Pros/Cons and Analysis '
25-01-2012: Changed some MOOORREE evaluations in 'Independent Pros/Cons and Analysis '
25-01-2012: Added an image for the 'heal' section
26-01-2012: More silly fixes, updated the pros/cons lists
26-01-2012: Deleted Champion level recommendation section.

Thanks for the support in the comments, you've been a great help.


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Introduction

Hello and Welcome to Summoner Spells 101







// Here you will learn the basics behind the Summoner Spells;

// Advanced tactics, and ways and means, of proper use;

// What spells suite what kinds, and which, champions;

// Why are the right choices so important;












// I took on a more casual form of writing this guide, due to the topic at hand. There is not much to write about Summoner Spells, so instead of boring you to death with numbers and such, I decided to put a little twist to it;

// Summoner Spells 101 is recommended for new and veteran players of 'League of Legends'. Regardless of skill level, this guide will come in handy;

// Comparisons between the Classic mode and Dominion are available. Dominion Summoner Spells are also analysed, if one so desires to check them out;

// The guide also covers what Summoner Spells at which level are most ideal. If you are a low level summoner, then I got you covered;

// Each level will not have its own Summon Spells recommendations;

// Multiple Summoner Spells choices for all champions are made. Each one is covered in-depth, and each champion has a variety of choices, all of which are dependent on the build that is being used, the style of play and the skill level of the player;

// An in-depth 'Pros/Cons' section for every Summoner Spell independently;










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PLEASE VOTE AND LEAVE A COMMENT

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What are Summoner Spells? - The Very Basics

So Summoner Spells, are two abilities/spells that you take with you in-game. You get these abilities each level as you progress through the ranks of summoners, with the final being at level 12.


You choose these abilities/spells in the champion selection screen, that opens up when you start a game.



Once you click on the tab labeled SPELLS, your Summoner Spells will pop up, and you will be propped to chose two of them. Note that if your summoner level is not high enough, then some spells will be unavailable for you. You will also have a different list of Summoner Spells if you're playing a Dominion game.


To put it bluntly, Summoner Spells are basically free, they cost no mana whatsoever, you can use them whenever you wish. However they all have long cooldowns, some longer then others. So proper and smart use is key.

Every champion requires different summoner spells. Some champions need these, other need those. So once you pick your champion, then you need to figure out which spells wll suite him the best.

I will recommend Summoner Spells for each champion individually, if you're having second thoughts.


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List of Summoner Spells

Here I will do a quick run down of all the Summoner Spells, and give a quick Summary of what they do.


AVAILABLE: Immediately
GAME MODES: Classic/Dominion
COOLDOWN: 210
BONUS COOLDOWN: 178.5
DESCRIPTION: Reduces a target's Attack Damage by 70%, Ability/Item damage by 35% and slows its Movement Speed by 40% for 2.5 seconds


AVAILABLE: Immediately
GAME MODES: Classic/Dominion
COOLDOWN: 210
BONUS COOLDOWN: 178.5
DESCRIPTION: Your Champion ignores unit collision and moves 27% faster for 10 seconds


AVAILABLE: Immediately
GAME MODES: Classic/Dominion
COOLDOWN: 270
BONUS COOLDOWN: 229.5
DESCRIPTION: Restores 140 + (lvl x 25) Health to your Champion and 50% of that to nearby allies. All targets healed will have a 50% reduction in heal amount from other summoner heal spells for 20 secs. The AoE range is 600



AVAILABLE: Immediately
GAME MODES: Classic/Dominion
COOLDOWN: 540
BONUS COOLDOWN: 459
DESCRIPTION: Instantly revives your Champion at your team's Summoner Platform and increases your champion's maximum health by 200 + (lvl x 20). 9 minute cooldown.



AVAILABLE: Immediately
GAME MODES: Classic/Dominion
COOLDOWN: 75
BONUS COOLDOWN: 63.75
DESCRIPTION: Deals 420 + (lvl x 25) true damage to target enemy minion or pet.


AVAILABLE: Immediately
GAME MODES: Classic/Dominion
COOLDOWN: 180
BONUS COOLDOWN: 153
DESCRIPTION: Empowers your champion, increasing ability power by 10-78 (depending on level) and attack speed by 35% for 12 seconds.


AVAILABLE: Immediately
GAME MODES: Classic
COOLDOWN: 300
BONUS COOLDOWN: 255
DESCRIPTION: [bAfter 4 seconds, teleports your champion to target friendly minion or turret. 3 minute cooldown if cancelled.[/b]


AVAILABLE: Summoner Level 2
GAME MODES: Classic/Dominion
COOLDOWN: 210
BONUS COOLDOWN: 178.5
DESCRIPTION: Removes all disables and summoner spell debuffs affecting your champion and lowers the duration of incoming disables by 65% for 3 seconds.


AVAILABLE: Summoner Level 4
GAME MODES: Dominion
COOLDOWN: 210
BONUS COOLDOWN: 178.5
DESCRIPTION: 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)



AVAILABLE: Summoner Level 6
GAME MODES: Classic/Dominion
COOLDOWN: 180
BONUS COOLDOWN: 153
DESCRIPTION: Restores 160 + (lvl x 30) Mana to your champion and 50% of that to nearby allies.


AVAILABLE: Summoner Level 7
GAME MODES: Classic/Dominion
COOLDOWN: 180
BONUS COOLDOWN: 153
DESCRIPTION: Targets a single champion dealing 50 + (lvl x 20) true damage over 5 seconds. Also reduces the target’s healing and regeneration by 50%


AVAILABLE: Summoner Level 6
GAME MODES: Classic/Dominion
COOLDOWN: 180
BONUS COOLDOWN: 153
DESCRIPTION: Promotes the nearest allied super minion to an anti-Turret Cannon, healing it, granting bonus stats, and causing it to grant the caster gold for its kills.


AVAILABLE: Summoner Level 10
GAME MODES: Classic
COOLDOWN: 70
BONUS COOLDOWN: 59.5
DESCRIPTION: Reveals an area of the map for 4 seconds.


AVAILABLE: Summoner Level 12
GAME MODES: Classic/Dominion
COOLDOWN: 265
BONUS COOLDOWN: 250/210.25
DESCRIPTION: Teleports your Champion to target nearby location under your mouse cursor.


Guide Top

Independent Pros/Cons and Analysis

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PROS


+Very good AD carry counter
+Very good AP carry counter
+MS reduction will help you slay/stay alive
+Manageable Cooldown
+Usage from level 1
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CONS


-True value is hard to figure out for new players
-No effective increase from Summoner's Wrath


One of the better Summoner Spells out there, fairly used as well. Exhaust is mainly a support ability, it can enable all sorts of wonderful opportunities. The fact that you can cripple essentially anyone for 2.5, gives high prays.

Exhaust's main use is in a one on one fight



Most new players forget the 70% Attack Damage reduction and the Ability/Item reduction by 35%. They only remember the 40% slow, which is not good in the slightest.

Exhaust can be comboed with other Summoner Spells, like Ghost and Surge. It can be really helpful if in a one on one fight you use Surge + Exhaust. You're basically changing the scales of the battle, and your win % goes up dramatically. And that's the beauty of Summoner Spells, if chose correctly, they can make a champion's value double it's own.

I recommend this Summoner Spell for all new players in the game. If learned quickly, it can improve your learning curve quite a lot, just remember the full effect of the spell, please! It is also useful for new players to understand the value of a good Summoner Spell choice, for when in doubt, take Exhaust.

Exhaust is often the safe bet, where as other spells are not. For instance Exhaust will always help your team, it will enable kills, and it will save lives. While a Renekton with a Clarity is just stupid. "Uuhh, but I'm supporting my team, we have a lots of AP." No. That is not your job, don't be dumb.
So if in doubt, take Exhaust.





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PROS


+Very good escape mechanism
+Very good chase mechanism
+Good Mastery back-up with Summoner's Wrath
+Manageable Cooldown
+Usage from level 1
+Dominion use
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CONS


-Underrated because of Flash
-Can be useless if MS is caped out


The often partner of Exhaust, Ghost is used an awful lot there days (especially after the Flash nerf) by AD carrys in general. It just suites them so well, it's a perfect match. You don't need Flash on your Nocturne for instance. After the big Flash nerf, Ghost received some justice from Riot, and hence it is being picked more often, and with good reason.

It also helps that Ghost is a popular choice in Dominion as well, as people find it more useful for ninja capping.

Ghost is a self cast spell that grants you extra mobility and a no-collision buff for a short time. It's uses are many, well actually there are only two uses for it, escaping and chasing.


Ad carry champions benefit the most from Ghost, because of the ability to continue hitting, and hitting, while Flash just does not offer you that.
Coincidentally, while the no-collision buff helps, it's till not the best spell for retreating, Flash pretty much has that covered.

There isn't much more to say about Ghost, it's one of the simpler abilities in the game. Just remember the no-collision factor, and I recommend you use it for your AD carry, that's it.





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PROS


+Good supporting ability
+Can save you
+Usage from level 1
+Great for new players
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CONS


-Big CD (will be OP if it's shorter)
-No effective increase from Summoner's Resolve
-Does not fit virtually any champion


Ok, ok, so in this guide, it's obvious that take sides with curtain Summoner Spells, and it's obvious to see that I'm not very keen on Heal.



The only thing that I can find redeeming about Heal, is that it helps new summoners get in the game, it makes the learning curve a bit easier to climb, and that's great. Don't get me wrong I used Heal too, when I was level 6. Yes, It does have some other uses in many situations, but if you look at it from a paper stand point, turns out they are not that many.

It's worth considering in some cases. I might get to those later on.





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PROS


+Allows for a unique low lvl jungling
+Usage from level 1
+Great for new players...I guess?
+Good back-up from Summoner's Resolve
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CONS


-Biggest CD (will be OP if it's shorter)
-Does not fit virtually any champion


Oddly enough, I cannot find more Cons about this ability, but don't get me wrong, Revive i genuinely bad.

Again it's great for new summoners, and I might even think that Revive is made just for that. So that when new players die, they can just puff, and their back.

If it wasn't for the MS boost from Summoner's Resolve I doubt this skill would ever be picked.



So here it is, the only semi-useful part of resolve. You can jungle Nocturne on level 10 with it, and usually you can't...actually I might be wrong, can you low-level jungle with Nocturne now? I would think so because of the jungle changes, please tell me in the comments ;) Anyway I digress. Revive is used for when you die in the jungle, you can get back immediately using Revive, and you won't essentially loose anything, it's kind of a valid strategy, come to think of it.

Other then that, it's really worthless, has the biggest CD in the game, and that does not help it one little bit.





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PROS


+Great for jungling
+Usage from level 1
+manageable cooldown
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CONS


-Only mob DMG


Smite ohhh Smite. I don't know why, but I love this Summoner Spell. The essential tool for any wannabe jungler.


So Smite is one of those abilities that if not used correctly, is useless to the core. This is not a jungle guide, so I won't be going into smart Smite usages and such. But what I will say is that Smite is for jungling, it's uses increase, yes (For instance on Sion with Enrage, although it's not a smart idea to take Smite just for that). It is also very useful for securing dragon/baron. It can steal dragon/baron, it can steal buffs, so it's uses in fact vary.

The jungler should take Smite, no lane hero should ever get [[smite, unless in a very very specific circumstance.





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PROS


+Great for dueling
+Usage from level 1
+Great for new players
+Stacks well in Late Game for AS
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CONS


-Does not stack well in Late Game for AP
-No effective increase from Summoner's Resolve


So Surge is one of the new kids on the block, as it were. A decent ability, dunno why it wasn't implemented sooner.

Anyway so Surge is like a berserk from Troll Warlord in DotA (if you guys remember that spell), and is used in other games as well. But anyway, it makes your champion stronger for a short period of time, in specific arias.



I've seen Surge on a lot of champions, and on most of them it works. There is not much to Surge it's just a self cast AP and AS buff, and that's all it is, we do not need to make something out of it, when it clearly isn't.

So Surge is most useful in a duel (same as Exhaust), not that that means that Surge and Exhaust are not useful in other ways, just that dueling is their key aspect, their core, s it were. So Surge is like Exhaust's counter part in some ways, the yin to the yang, in some ways at least. It will increase your AS and AP, and the AP buff can stack up really well surprisingly (I explain why in the Masteries section).

Good ability, worth checking out.





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PROS


+Great for defending
+Great for surprise attacks
+Great for ganks
+Usage from level 1
+Viable in the Late Game
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CONS


-Steep learning curve for new players
-Might become useless
-Not very effective against skilled players


Teleport is a great ability, and the fact that you can use it form level 1 is just awesome. Though few players use it properly in early levels. It's like the opposite of Revive, it used more in high levels, while Revive is used only in low levels.

So Teleport allows you to...teleport ^^ to a friendly turret/minion/ward and the likes.



So Teleport is one of the harder spells to understand, especially if you;re new to the game.

Teleport is most often picked for solo top laners, but here's the thing, it's not it's only viable pick. Teleport can be used in many ways by many champions, and that's where the complexity arrives.

Teleport can teleport to wards, which is the most OP thing EVEEER!! So teleporting to wads is one of the most useful things that this spell can do.




GREEN are wards that are placed in brushes. It's a great tactic if you are solo top, to use Teleport into one of the bottom lane brushes. Most useful one being the one on your opponents side. This will cause confusion, and more often than not, free kills, cuz they won't know where you came from. There is the change that that bush might be warded, but that's highly unlikely.

Same goes for the top brushes, doesn't matter if your mid or bottom or whatever, if your top is being ganked, you can just teleport there, and launch your counter-attack.

Another great bush to Teleport to is the little one near baron. This is a perfect for when the opposing team tries to take baron, or when they are laying a trap for you guys, cuz most people do that, if you didn't know.


BLUE are locations where is is possibly a good idea to use your Teleport to, they are not in brushes.

The dragon one is risky, because if the team is smart, they will see you teleporing in, so they will either leave dragon, or kill you. It is a good idea however, tot ake dragon that way. For instance two people Teleport in, and take dragon before the other team notices. Same with the baron one.

The top bush is not suggested because I don't think that that is a a choice even. The reason why the bottom one is suggested is simple. Bottom lane has two people, top has one. The only reason why the bottom high brush is not 'green lighted' as it were. Is because that brush is often warded, so the other team will now you're coming, oppose to you teleporting in the lower brushes.

TORRETS are often a safe bet. If they need defending, or you just don't have any wards at that time, you can use them to get to your location quickly. More useful in the Early to Mid game, obviously.

INNER TURRETS It's not worth it. You don't need to waste a Teleport when the only time that will shave off is about one to two seconds.





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PROS


+Good back-up from Summoner's Resolve
+Great for survivability
+Usage from level 2
+Viable in the Late Game
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CONS


-Steep learning curve for new players


Ok so Cleanse, I'm not gonna lie, it's my favorite Summoner Spell, and get this, I can't properly use it. It's because I'm too much pro it seams.

But yes, the skill is aimed at more skillful people, which is nice. Very handy and what it allows you to do is basically make you de-buff any CC that is played on you, and it also reduces the duration of incoming CCs for 3 seconds (for with Summoner's Resolve ).



Typically used for AD carrys. It suites well on champions like Nocturne.

Cleanse can get out out of a tight spot in an instant. But the reaction time is key. Pressing that D/F button in the right time requires some practice, and most people don't always like that. In any way the spell is a good pick up, and should always be considered.




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PROS


+Good back-up from Summoner's Resolve
+Great for capturing a point
+Great for defending a point
+Viable in the Late Game (if dominion has such a thing)
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CONS


-/


I know this i really unprofessional on my part, and I am sorry about that, but I can't figure out one bad thing for Garrison. I though "dominion only" in cons. But then i thought "that's really hypocritical" and dominion is a mode like any other so...yeah. If you guys have any, please comment them, or PM me.

So Garrison grants a defending point extra DMG, while in offense it decreases the capturing point's DMG by 80%.



Ok, so before I hear you're complaining about Alistar not being in the upper picture, keep in mind that he cannot be a test subject forever, well actually that's wrong, he is Riot's favorite little test subject, sorry alis.

Anyway, Garrison is the only dominion exclusive Summoner Spell, and it is very good at what it does. You can defend your point from two to three enemies, and even kill one or two guys. You can...point dive (does that term even exist?) very easily, since the towers attack is reduced to 80%, capturing points gets a whole lot easier.

I recommend it on most champions when playing Dominion, especially ninja capers.





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PROS


+Good back-up from Summoner's Insight
+Great for AP
+Good supportive spell
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CONS


-Not viable to a lot of champions


Clarity is dissent Summoner Spell, yes. It can apply to a viraity of cool champions, yes. But is it good enough for you?...yes..(unless your playing Lee Sin and such)

So Clarity is the mana equalvalent of Heal, and like Heal, it's a self cast with an AE range, but it restores your mana rather then your health.



It's not an all around spell. For instance Heal can apply to everyone right? Everyone has health bars. But not all champions in League of Legends have mana bars. Champions like Renekton and Shen that use different forms of accumulating their power, they don't need it.

But for champions that do need it, it's a dissent Summoner Spell. A Morgana with Clarity can throw one more Dark Binding and ef you over, whilst otherwise she can't (and don't get Clarity on Morgana, I only used it as an example}. Plus, the AE works to its favor, as more of a supportive spell then anything else.

And still, I just can't recommend this spell. It urges people to use more spells then they should, and for new players, that can be quite a bad habit. So keep that in mind, and rarely use it.





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PROS


+Finishing-off kinda spell
+A heal disablor
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CONS


-Not good back-up from Summoner's Wrath


One of the better summoner spells.

What it allows you to do is, reduce target's healing and regeneration for 50%, and deal some true DMG over 5 seconds.


Ignite is just great. But I see it over-used. People tend to get Ignite and not even know what it does, they pick it cuz the picture looks cool. So stop picking all the time!

But seriously, it is applicable toa lot of champions. Maybe the only roles that should not take Ignite are support, tank and jungle, the AD, AP and off-tank carry benefits from this skill a great deal.

So when a target is on low health and you know you can't kill him, you use Ignite, and 95% of the time he will die. If there's a team fight, and you are attacking Riven and there is a Soraka nearby, put that Ignite on Riven right away, so Soraka can't heal her, or jump on Soraka and use the Ignite on her, you're getting where I'm going, right?

What I meant to say is, remember all of it's possibilities and use the spell in unison with your other skills. I recommend it for sure.





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PROS


+Good for pushing lanes
+Great for capturing points
+Great for defending points
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CONS


-No real use in summoner's rift
-Not good back-up from Summoner's Insight


Good for Dominion, bad for classic. I just don't see this skill being much viable in a normal game. Oddly enough, it has a slightly bigger use on Twisted Treeline, then on Summoner's Rift, and I do mean slight.

So what the spell essentially does, is it makes a super creep...of sorts.



On Dominion this spell is useful. I still think that Garrison is a better Dominion spell, but that's just me. In Dominion this spell is great, it can push, it can defend, it basically works. But on classic modes, not so much.

I'm not sure if the mob that Promote makes gives any extra gold? pls tell me in the comments bellow. But if it does, then that is just awful.

You can't apply it, you just can't. Recommended for Dominion, and nothing else.





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PROS


+Amazing supporting spell
+Enables ganks
+Prevents ganks
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CONS


-A support only spell


First of all, I have to tell you guys that Clairvoyance is on a bad start. Mainly because I can't remember how to right the stinkin thing, and I have to copy/paste the name.

But other then that, this is the key ability for any wannabe team. The best supportive spell in the game, and an essential part of any support driven champion.

What it does, is it reveals a small area of the map for 4/6 seconds.



So Clairvoyance is a must spell. The usefulness just never runs out. And if you are a support player, you need to have Clairvoyance. I hate it when I see an exhause, Flash Soraka...I mean come one...

The uses for Clairvoyance can range, from baron/dragon attempts, to gank makers/breakers.

So yeah, if you wanna be PRO, and you can't say NO, then listen to JOV, and take Clairvoyance for your support BRO.





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PROS


+Amazing escaping spell
+Enables ganks
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CONS


-Long CD
-Still is OP


So we made it, the final spell, the almighty, all knowing Flash.

What Flash does, well what Flash is, is a blink. A small teleport in the direction where your curser is at.



So Flash is without a doubt the most popular spell in the game, and with good reason. After receiving a massive set of nerfs, the spell still dominates the ques, and is still very much OP...mostly.

A lot of champions have blink abilities, so I guess the only way to counter that is by Flash.

You can no longer just Flash in front of you, the distance is not that great, it's a couple of feet from your champion. The two things that Flash is now all about are, firstly escaping over walls, and secondly, for combo abilities that can be sued by champions like Amumu. But even if you Flash over a wall, chances are that the other person also will have Flash, therefor will follow you, kill you, and you would have wasted a Flash. And since it is on a big CD, you need to use your Flash wisely.

All in all, yes, I do recommend this spell, but not on all champions. AD carry champions don't need it, for instance. So yeah, careful when and on who you get it.


Guide Top

Masteries and Summoner Spells

So, the Mastery Trees are Riots little integration into the game, to make it feel like you're smart, and you know gaming trades and so on. They are that addition that a lot of new players don't really understand why they're there. Most think it's just a WoW reapof, but I digress. The masteries (like everything else in the game) effect your Summoner Spells quite substantially.

As you've probably seen in the 'List of Summoner Spells' segment of this guide, you will see that most, in fact all Summoner Spells, have bonus cooldowns. In fact, CD reduction is not the only thing that masteries can do, and I can tell you for a fact, that it is not the most important thing it does as well.


OFFENSE



Summoner's Wrath is the main Summoner Spell Mastery in the Offense tree. It upgrades the following Summoner Spells.
Exhaust has the effect to reduce enemy's armor and magic resist by 10. You might think this is useful, but it's not. Exhaust is a disabling Summoner Spell, it is not made to reduce anything, and adding something like that just does not make any sense. Plus that bonus stacks really awfully as the game progresses.
Ignite's is another 'meh' moment, it increases AD and AP by 5 when on CD...why would you want this? This goes for Exhaust as well, the only reason why you would want to waste a point in Summoner's Wrath is if your champion has both Exhaust and Ignite as their Summoner Spells, otherwise I advise you not to use your Mastery point on these skills.
Surge is increased by 10% in it's AP and AS boost. So that means that Surge will increase your AP for 11-85.8, and your AS for 38,5%, whereas it did 10-75 AP and a 35% AS increase. If you think that's worth it, and it suites your champion, then go for it. This is one of those spells that really depends on champion to champion basis. I mostly never use (Since I have a very little understanding of Surge, I would like to thank 'Barb]' for the math he did for us in the comment section (caused many headaches) )
So it seems that Summoner's Wrath does Surge some good, more so then I initially thought. It increases AS and AP for 10%. You might think that 10% of increased AP is not much, and it's not. But if the spells are combined in unison, with sufficient masteries and items, that 10% will just continue to stack up, and in time the bonuses will be large.
So yeah Summoner's Wrath does Surge some good, not to mention the 10% AS increase.
Ok and last but by no means least is Ghost which has it's MS increased from 27% to 35%. This I think is the best deal of the bunch. Ghost is a critical Summoner Spells, and the no collision factor really adds up, and adding more MS to that calculation is nothing but doing it some more justice. You might think that that is not a significant increase, but...it kinda is, MS is a stat that scales differently with percentages than most other stats in the game, so yeah, a good fir for Ghost.
If you're taking Ghost + Exhaust then Summoner's Wrath is a good pick up. An often safe bet is, that if two summoner spells are effected by that one mastery, then it's a good spender.



DEFENSE



Here we have Summoner's Resolve which will improve the following Summoner Spells.
Revive gets a massive MS boost for a short time while reviving. Once again I barely use Revive, but without this mastery it's even more worthless. Basically Summoner's Resolve gives it some justice and makes it actually possible for Revive to be picked, it increases it's value quite a bit, make of that what you will.
Cleanse gets one more second of reduction time. I personally think, that for Cleanse this is a good adon. Because one more second on paper is not that much, then actually, it's a whole nother story in game. And Cleanse is a Summoner Spell that I just love, so I'd say that this is a good choice to have.
With Heal it means that on max level, you will get healed for 649 HP, where before you were getting healed for 590 HP. All in all, no matter how you look at it, that's a +49 HP...dunno if that's worth it. In late game that equals to a basic attack from Ahri, and even that is not true ^^, yeas I will have to say no. Of course (and I can't stress this enough) if Summoner's Resolve increases both your Summoner Spells, then get it.
Smite grants 10 bonus gold on use. So if you are a jungler and you complete you root lets say...umm, three times, assuming that you will use smite twice (once for blue, once for red) that is a 60 gold increase. And yes gold is steep for junglers some times, but stil;...I will have to leave this up to you. If you use Smite often, and you think this gold boost will help, then more power to you.
Garrison's allied turrets deal an extra 50% splash DMG. I use Garrison, when I'm playing Rammus, might make a guide for that, hmmm...but nvm. And for me it works out. But since I don't use it for other champions I can't say.
Again if two fit, then the Mastery is a safe go, otherwise, just follow what I've said, and make of it what you will.



UTILITY



So finally on to the much debated Utility tree. A couple of masteries this time. Main one is of course the Summoner's Insight , and it affects the following spells.
Teleport gets a reduced cast time by 1 second. I use Teleport an awful lot, and I have to say that this is a subjective thing. That 1 second can make or brake a situation, but I;m still not convinced though. If using Teleport for escape, it might be more handy, and of course coming on time is always important. But here's the thing. You can't use cheep Teleport tricks on a good team, and that's downgrading Teleport a lot, I know, but it's true. So yeah, up to you.
Promote increases minion's defensive stats by 15%. Again Promote i use almost never, but 15% is not all that much. So I'll have to say no.
Flash reduces CD by 15 seconds. Ah, will come back to that.
Clarity gets a +20% increase. So that's a bonus of 840 mana, where you once had 700. So that's one more spell essentially. I'd say yes to this one.
Clairvoyance gets an increase of 2 seconds. Depends on the team, the Clairvoyance that is used in the specific situation, the enemy etc. But there's nothing wrong with an extra 2 seconds. Usually Clairvoyance is used only to see if someone is in that specific location. So keep that in mind.
Ok the Utility tree has one more mastery that affects Summoner Spells and that's Mastermind . So above you saw the bonus cooldowns of all Summoner Spells, well this is the mastery that does that. Now then Flash. With both masteries activated Flash drops to a 210 CD (which is technically Ghost without the bonus CD). And that is a good deal. I recommend Flash either way, cuz it's still an OP spell. But I'm against getting the amsteries just for Flash, because Flash is most beneficial as an added range skill for champs like Amumu and Maokai and Nunu and stuff like that. And those champions won't benefit (at least the majority won't) from the Utility tree. So if your getting Mastermind only for Flash (and yes people do that) I'd say don't.
Same goes for other Summoner Spells.


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Afterword and Thank yous ^^

It took me some time getting this all together, so I hope it helps. If you enjoyed what you saw, please +vote and comment. I will answer any and all questions that related to the guide.

// I would like to say thank you to 'jhoijhoi' for the line dividers she has offered on the site (cuz I know she gets angry when not credited for his work ;) :P), and of course for the awesome guide that was made in order to stimulate new users, like myself, to make better guides. So yeah tnx a bunch.

// I also would like to thank 'Taneren' for suggesting to me, that I make this guide, among other things. And of course for the tips and tricks that he shared.

// Of course tank you to all of those who supported me in making my guides. I am new here, but am trying to promote some trades in players, some trades that are generally missing, like open-mindedness. Any way thank you to everyone who has supported Jovoo.

// This is my second guide ever made, so please, critics are welcomed. I would like to know my flaws so I can improve in them.

// My first guide was a Nasus guide, so if you are interested in that sort of thing, please go and check it out. It's my first guide ever made, it's not as good as this one in my opinion, but it's still worth a look ;)

MY NASUS GUIDE


// So see you guys around, and expect more guides coming from me in the future ;) Ill see you guys in the fields of justice, as it were. xD


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