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General Guide by moumoon

Not Updated For Current Season

This guide has not yet been updated for the current season. Please keep this in mind while reading. You can see the most recently updated guides on the browse guides page.


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League of Legends Build Guide Author moumoon

Summoner Spells - Don't just spam them.

moumoon Last updated on April 13, 2012
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Example Team Composition

Ability Sequence

2
8
10
12
13
Ability Key Q
4
14
15
17
18
Ability Key W
1
3
5
7
9
Ability Key E
6
11
16
Ability Key R





Not Updated For Current Season

The masteries shown here are not yet updated for the current season, the guide author needs to set up the new masteries. As such, they will be different than the masteries you see in-game.



Masteries

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Sunder
4/
Archmage
 
 
 
 
 
 
1/
Executioner
 
 

Offense: 21

 
 
 
 
 
Durability
Vigor
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Honor Guard
Mercenary
 
 
 
 
 
 
Juggernaut
 
 

Defense: 0

 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Strength of Spirit
Intelligence
 
 
 
 
 
 
 
Mastermind
 

Utility: 9


Guide Top

Introduction

Hello, I'm moumoon. I don't play ranked yet, but I'm quite experienced and started playing LoL from season 1. I found out that there are no guides on summoner spells on MOBAFIRE, so here you go, this is your comprehensive guide on summoner spells.

Rate and comment on this guide if you find it helpful, and would be nice if you vote this up! (If you're voting, you would be required to comment, so don't waste time commenting twice!)


Guide Top

What is it?

So, what is this "summoner spell" you may ask? (now skip this if you're high level, you don't need this section) Summoners are allowed to choose two spells when going into the fields of justice when choosing their champion. These spells will change the outcome of a team fight, and would most likely support your gameplay if used well. Summoner spells would not drain the champion's mana/energy but will be on a cooldown when used, i.e they won't be available for a certain time. Some summoner spells needs to be unlocked in certain levels, i.e Flash, Ignite, Clarity, etc.

We will now go into a in-depth summoner spell guide.


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Exhaust

Exhaust
Slows movement speed by 40% and reduces auto/basic attack damage by 70% and ability/item damage by 35% for 2.5 seconds.

This summoner spell has a cooldown of 210 seconds, and is a "targeted" summoner spell. You would need to "target" an enemy champion in order to activate the ability.

This spell is a very strong tool for disabling an AD carry, such as Master Yi or Caitlyn. It works well on any champion who uses auto attacks to deal damage, or shutting down any champion who has a high damage output.

Tips and Tricks


List of champions who should pick Exhaust:
N/A, as all champions do well with this ability. Preferably melee DPS, or a tank would choose this summoner spell.


Guide Top

Ghost

Ghost
Your Champion ignores unit collision and moves 27% faster for 10 seconds.

This summoner spell has a cooldown of 210 seconds, and is a "non-targeted" spell. The spell will activate if you click/press the activation key.

This spell is a great utility ability, which can be used both offensively or defensively. Remember it ignores unit collision - it means you can run through your minions freely when this spell is active. This spell is to be picked on quick champions such as Master Yi.

Tips and tricks

  • This works really well with Singed and Volibear due to their fling ability.
  • Ghost increases your speed by 27%, not by a particular value. For example, a rolling Rammus would gain a larger effect then a Alistar
  • Ghost's effect will continue after dying (and reviving, of course).
  • Ghost used to work for 30 seconds, now it's only 10 seconds.
  • When Summoner's Wrath is picked, the movement speed bonus is increased to 35%.

List of champions who should pick Ghost:
Singed
Skarner
Volibear
Tanks/Offtanks who depend on auto attacks. Not carries, Flash would be a better choice for them.


Guide Top

Heal

Heal
Heal heals oneself for 120 + 25x level and every allied unit for half the amount.

This summoner spell has a cooldown on 270 seconds, and is a "AoE non-targeted" spell. The spell will activate if you click/press the activation key, and the spell will take effect on a certain area around your champion. This spell becomes stronger as your champion level increases.

This spell is great for baiting/turret diving. It's also technically a "oh-****" button. Lower level players tend to use this ability, and it's also useful for carries. While this is a great spell, don't think it will always save you. It has a high cooldown, and it doesn't heal a lot.

Tips and tricks

  • Heal breaks stealth if used. (e.g. Twitch in stealth using heal)
  • Heal is great for baiting kills. While your team camps in a brush, you can run around at low life, and bait a enemy champion. When you're about to die, use heal. Then wait for your team to ambush them. It's dangerous, but can be worth it.
  • Heal has a debuff for 35 seconds, reducing all incoming Heal used. This does not effect lifesteal, health regeneration, spell vamp and champion healing abilities.
  • Heal can be used during Sanguine Pool/target a Vladimir in pool. Also works on untargetable champions (Zhonya's hourglass). This is the same as Clarity
  • When Summoner's Resolve is picked, the health restored is increased by 10%

List of champions who should pick Heal
AD Carries
Vladimir
Everyone can benefit from this summoner spell.


Guide Top

Revive

Revive
Instantly revives your champion at your team's summoner platform and increases your champion's maximum health by 220-560 (200 + 20/lvl) for 2 minutes.

This summoner spell has a cooldown of 540 seconds, and is a "non-targeted" spell only available when you're dead. The spell will instantly activate if you click/press the activation key when you're dead.

This spell is great when combined with Teleport. You become a exceptionally good chaser, and you get a "sixth" teammate on your team. It also grants you health for a short time.

Tips and tricks


List of champions who should pick Revive
N/A. Everyone can benefit from this spell. It would be nice for a support, especially with Soraka if used with Wish well.


Guide Top

Smite

Smite
deals 420 + (lvl x 25) True damage to a enemy minion, pet, neutral monster.

This summoner spell has a cooldown of 70 seconds, and is a "targeted" spell. This will only target minions, neutral monsters or pets. This spell becomes stronger as your champion level increases.

This spell is commonly seen when jungling, although some junglers such as Shaco do not need it. It increases your sustainability and speed in jungling. It can also be used to push minion waves quickly, but is not recommended to.

Tips and tricks


List of champions who should pick Smite
Jungle Shaco
Jungle Lee Sin
Jungle Skarner
Jungle Warwick
Jungle Nunu
Jungle Shen
Jungle Master Yi
You get my idea.


Guide Top

Surge

Surge
Empowers your champion, increasing ability power by 10-78 (depending on level) and attack speed by 35% for 12 seconds


This summoner spell has a cooldown of 180 seconds, and is a "non-targeted" spell. The spell will instantly activate if you click/press the activation key. This spell becomes stronger as your champion level increases.

This spell is a very strong on AP/AS champions, and is mainly used in fights or pushing towers. The spell increases AP and AS significantly, and could surprise your enemies during a fight.

Tips and tricks

  • Using surge makes your champion look bigger while in effect.
  • The spell will not increase your attack speed to over 2.5.
  • This can be used on junglers such as Skarner as well.
  • When Summoner's Wrath is picked, the attack speed bonus is increased to 40%, and ability power gained by 10%

List of champions who could pick Surge:
Kayle
Shen
Teemo
Fizz
Jax
Volibear
Champions who benefit from both AP and AS are the best.


Guide Top

Cleanse

Cleanse
Removes all stuns, slows, taunts, fears, snares, silences, blinds and immobilizers and lowers the duration of new ones applied by 65% for 3 seconds.

This summoner spell has a cooldown of 210 seconds, and is a "non-targeted" spell. The spell will instantly activate if you click/press the activation key. You need to be summoner level 2 or higher in order to use this spell.

This spell is great when you know you're against a CC heavy team, or champions who get shut down by CC easily. It removes CC, and reduce the duration of incoming ones by 65%.

Tips and tricks

  • Cleanse reduces the duration of incoming CC, so it can be useful in teamfights.
  • Cleanse does not remove suppress, poison and other "disables" not listed above.
  • When Summoner's Resolve is picked, the duration of disable reduction is increased by 1 second.

List of champions who should pick Cleanse
Champions who are weak to CC's.
AD Carries


Guide Top

Clarity

Clarity
Restores 160 + 30x level mana to your champion and 50% of that to nearby allies.

This summoner spell has a cooldown of 180 seconds, and is a "AoE non-targeted" spell. The spell will activate if you click/press the activation key, and the spell will take effect on a certain area around your champion. This spell becomes stronger as your champion level increases. You need to be summoner level 6 or higher in order to use this spell.

This spell is often used by mana hungry mages, and works really well on mana dependent teams. It works well on aggressively played champions such as Lux, or mana hungry champions such as Malphite.

Tips and tricks

  • Using Clarity breaks stealth.
  • This works well on aggressive play, and with champions who can use their ultimate to secure a kill, i.e. Lux and Amumu.
  • When Summoner's Insight is used, the mana restored is increased by 20%

List of champions who could pick Clarity
Summoners who play their champion very aggressively (especially early game) and goes oom quickly. (You shouldn't be doing this if you're pro, meaning you shouldn't be picking this spell)
A support, in a mana dependent team.


Guide Top

Ignite

Ignite
Ignites an enemy unit, dealing 50 plus 20 x level true damage over time to a single target and reduces the health regeneration and the healing effects received by 50%.

This summoner spell has a cooldown of 180 seconds, and is a "targeted" summoner spell. You would need to "target" an enemy champion, pet or a neutral monster in order to activate the ability. This spell becomes stronger as your champion level increases. You need to be summoner level 7 or higher in order to use this spell.

This spell is usually used to kill low health enemy champions, and is used to get first blood often. It is also used to counter champions such as Fiddlesticks, Vladimir or Dr. Mundo.

Tips and tricks


List of champions who should pick Ignite:
Ignite works well on every champion, but especially with AP carries.


Guide Top

Promote

Promote
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.

This summoner spell has a cooldown of 180 seconds, and is a "non-targeted" summoner spell. The spell will activate if you click/press the activation key, and the spell will only be available if you have a siege minion in range. It only works on the nearest siege minion. You need to be summoner level 8 or higher in order to use this spell.

This spell is used to push lanes, or to be used when leaving your lane to prevent it from being pushed too hard. It can also be used to spread you enemies before a teamfight, i.e by using promoted minions to push a lane for a enemy champion to leave their team, allowing to make fights easier (4v5).

Tips and tricks

  • Promote does not work on super minions.
  • When use in dominion, do not use it on a siege minion heading to a allied turret/a turret which is about to become allied. This is because the minion will die when it reaches the turret.
  • Promote does not fully recover the minion's health in classic mode (it does in dominion)
  • Promoted minions give you gold when killing a minion/champion, but does not give you exp unless you are close to the dying enemy.

List of champions who should pick Promote:
N/A. This is because promote works okay on nearly every champion, for pushing lanes or when leaving a lane to keep it pushed. It is not a popular spell due to its lack of uses.


Guide Top

Flash

Flash
Teleports your Champion to target nearby location.

This summoner spell has a cooldown of 265 seconds, and is a "smart cast" spell. The spell will instantly activate upon cast, and will teleport your target to cursor location in a blink. This spell will not be available when you are under hard CC, and when you are silenced (along with Teleport). You need to be summoner level 12 or higher in order to use this spell.

This spell is used to chase/escape. This is a blink type summoner spell, and will activate immediately upon cast. This means it can be used to dodge enemy skillshots. Also, as this spell works instantly unlike Ghost, this can be used to surprise enemies upon ganking/chasing.

Tips and tricks


List of champions who should pick Flash:
Again, N/A. Flash works very well on nearly every champion, even champions with a flash/dash ability. This is because they would be able to use their ability to go in, and escape safely with Flash.


Guide Top

Teleport

Teleport
After 4 seconds, it teleports your champion to target turret or friendly minion (making it invulnerable for the duration). Can be canceled.

This summoner spell has a cooldown of 300 seconds, and is a "targeted" summoner spell. You would need to "target" an allied champion/minion in order to activate the ability. This spell will not be available/will be cancelled when taking hard CC, and when you are silenced (along with Flash). This spell can only be used in classic mode.

This spell is used to save turrets/allied champions by teleporting to/near them. Teleport can also be used to switch lanes for defending a undefended turret. Another use is to backdoor, and take down enemy turrets/inhibitors/nexus.

Tips and tricks


List of champions who should pick Teleport:
Any champion solo top, for going back quickly.


Guide Top

Clairvoyance

Clairvoyance
Reveals an area of the map for 4 seconds.

This summoner spell has a cooldown of 70 seconds, and is a "targeted" summoner spell. You need to target a area of a map (global range) and cast the spell in order for it to take effect. You need to be summoner level 10 or higher in order to use this spell. This spell can only be used in classic mode.

This spell is used to check bushes and rivers, to find out/check enemies who are "MIA" (Missing in Action). This spell cannot detect invisible units, but shows an area of a map globally, and champions hiding in bushes (if they are in range of the spell).

Tips and tricks

  • Using Clairvoyance in the enemy fountain at the start of the game (at around 10 seconds) to check their starting items and lane setup.
  • If you know a enemy jungler is invading your jungle, use Clairvoyance on a possible location (blue/red) to check and catch a enemy jungler out of guard, granting you/your team a kill.
  • Using Clairvoyance on baron/dragon when all enemies are MIA (of course, when they are not aced).
  • Enemies/Allies see a "eye" mark on the map (even in the fog of war) where Clairvoyance is casted.
  • Casting Clairvoyance does not interrupt your recall
  • When Summoner's Insight is picked, the duration of the spell increases by 2 seconds.

List of champions who should pick Clairvoyance:
Support Soraka
Support Sona
Support Alistar
You get my idea again.


Guide Top

Garrison

Garrison
Allied capture point: quickly restores the neutralized portion and increases its attack speed for 8 seconds. Interrupts nearby enemy champion's neutralization. Enemy capture point: Reduces damage by 80% for 8 seconds.
(Cannot be cast on neutral capture point.)

This summoner spell has a cooldown of 210 secons, and is a "non-targeted" summoner spell. You need to be close to a allied/enemy turret in order to cast the spell, and the spell will act differently depending on the casting target. This spell can only be used in dominion.

This spell is used in dominion. It has different uses, such as: cancelling enemies from capturing a turret, getting a advantage in a teamfight near a turret (allied and enemy), regenerating turrets which are nearly neutralized, etc.

Tips and tricks

  • Using Garrison on a near neutralized turret maximizes its regeneration effect.
  • When Garrison is used on a enemy turret, focus on defeating the enemy champions over neutralizing the turret, as the spell will be wasted (turrets stop attacking when it is being neutralized).
  • Casting Garrison on a turret which Garrison is already taking effect on will overwrite the current one, resulting in a lower effect duration.
  • Try not to use Garrison when you are severely outnumbered, as if one enemy champion starts neutralizing it, the effect will be ineffective.
  • When Summoner's Resolve is picked, your turrets deal 50% splash damage

List of champions who should pick Garrison:
At least 1 person should take this spell in a game of dominion, but everyone is not ideal (although it works). Usually the person in bot lane (if not, mid lane) should take Garrison.


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