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The Tooltip Tome of Summoner Spells
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Choose Champion Build:
Spells:
Ghost
Flash
Ability Order
Guerrilla Warfare (PASSIVE)
Teemo Passive Ability
Introduction
Hello, and welcome to a guide by Kibblinator. This is my second guide check out my
Sivir one here. This is orientated around normal and ranked gameplay, but is focused more on beginners than experienced players. If you have a suggestion please, please, please type it in a comment and i'll add it as soon as i get the chance. It is really appreciated.
I cannot do any editing right now for my computer has bluescreened and due to heavy hardware issues is broken beyond repair (i thoroughly recommend you do NOT use vista with an NVida card :D). I will change them as soon as I have access to a proper computer, but until then I cannot. Importantly, some changes will be made for cross referencing spells, champion examples for spells and some clean up on a few inaccuracies in Heal and Ignite (take those with a pinch of salt). Thank yo very much and please take this into account.
There are lots of summoner spells available for use today in LoL. They have varying roles and uses, according to map, champion and personal preference. Here is an alphabetical list, with a description behind each one and the kind of situation you may be inclined to take it.

I cannot do any editing right now for my computer has bluescreened and due to heavy hardware issues is broken beyond repair (i thoroughly recommend you do NOT use vista with an NVida card :D). I will change them as soon as I have access to a proper computer, but until then I cannot. Importantly, some changes will be made for cross referencing spells, champion examples for spells and some clean up on a few inaccuracies in Heal and Ignite (take those with a pinch of salt). Thank yo very much and please take this into account.
Oh, and the Champions are irrelevant!! Do not talk/give advice on the actual champ builds, they are not relevant here.
There are lots of summoner spells available for use today in LoL. They have varying roles and uses, according to map, champion and personal preference. Here is an alphabetical list, with a description behind each one and the kind of situation you may be inclined to take it.















This spell has many uses. You almost certainly wont see a ranked game without it it is hugely useful in illuminating areas of the map to set up ganks on isolated champions or observe where people are converging on you from. It can also be used to scout Baron and Dragon, and generally set up a huge amount of kills and prevent many deaths on your team. Typically, the support should/will take it because they have less need of other summoner spells and typically have to have more map awareness, especially on global casters like Soraka. Here is a map showing good places to put clairvoyance to see strategic points, but it is not limited to these locations:

Notably, the key areas to check in passive parts of the game are the major buffs, dragon, baron, and immediately at the spawn to see whos bought what and where they are going. If the enemy has a jungler, it can be used to scout where they are as well throughout the game. It is a spell that can take a while to get used to, but when you have, it is a huge help and your intuition takes over for you on deciding where to scout.
If youre on a team with clairvoyance, and you need it somewhere, just ping and type CV and they ought to know what you mean and will oblige as soon as they can. This spell works especially well in a team of premades on voice communication, and i speak from experience that co-ordination helps significantly.

A lot of games simply dont have a clarity AD carries shouldnt be taking it, AP carries could but usually dont, support needs to prioritize CV and if they take both have no defensive mechanism other than their own spells, and tanks cant usually spec into it meaning they cannot help their team very much with it. Also, a lot of the time champions will be building their own mana regen or taking blue, so it really is one of those spells that can be spared from most games. You must base it off your team, I cannot emphasize that enough.





It fits on many different champions, simply because it benefits all champions. Tanks can initiate more effectively with it, soaking up more CC, especially used in conjunction with a

Imagine, for example, you are playing











Thats not to say cleanse is a must, it takes experience to learn when to use it as well as a quick mind and itchy finger. It is also fairly useless against teams with little CC compared to other offensive spells you could take. But cleanse is notably versatile and worth considering if youre unsure of a second skill to get.






Notable people to take it though are AD carries, as it helps so much in a 1v1 situation as well. Try and time exhaust for when they activate their skills using the example of





Also worth mentioning is the mastery in exhaust reduces the targets Armor and Magic Resist by 10, which coupled with runes early game can mean close to true damage at the start of the game - Especially with a




(I made this myself but its terrible so feel free to use it wherever you like. You can flash over all the walls shown but the map is unclear in perspective in areas).
Theres not much more to say. Just make sure you dont waste flash unnecessarily if you can surive or chase otherwise. You can also flash from grass to grass to be very ninja in cases. More on flash will come in other sections, such as gank escape.

You are aced, after a poorly executed teamfight by you. Its ~35 minutes into the game so death timers are harsh. The two remaining ememies,


Fortify isnt always needed, but again, if a tank takes cleanse they may see it more viable to get fortify as well because the team doesnt need helping with other spells like heal. Its all dependent. Another good use of fortify is when you are tower dived, or when enemies try to tank towers and the double damage tears them apart, and they usually dont see it coming. This works very well with moves like

The final and rarely noticed use is that the fortify mastery grants 9 bonus damage against minions when it is on cooldown. This helps because tanks tend to be poor last hitters anyway as a broad generalization, allowing ease of farming in laning. Specifically though, it helps with jungling tanks like










Another important aspect to consider when using heal is its timing - heal grants a debuff that reduces the amount of healing you recieve a short time after healing. Maybe, therefore, if a



As a result, heal is, or should, only really be taken if you think it will give you a sound early game that leads into late game dominance, or else you essentially sacrifice a slot useful in other lategame spells. Dont be discouraged though to take it.


Similarly with heal, ignite debuffs the target reduces its healing effectiveness. As a result, ignite can be used wisely at the start of teamfights on champions like

AD champs can take this if they want, but only as a buff to their damage and it often isnt necessary compared to other versatile spells. AP champions also benefit from the damage, and tend to have better escape methods so they can afford to, especially as they sometimes need more kills to keep up on gold and farm. Tanks and support shouldnt really take it compared to the other spells they need defensively or supportingly.

But it is of course worth mentioning that it no longer exists. Feel free to take it on any character, but if you manage to id be impressed :D.


CONFIRMATION NEEDED: A very sneaky way to use it against (gullible) players is to ward bait with it, which is where you plonk the totem down in grass where you think the enemy is to see if they are there, and then initiate on them. Another idea is if YOU are sitting in the grass, place the totem down in plain enemy view and with a tad of luck they will go to destroy it, at which point you and/or your team annihilate them. However, the most common and frustrating use is to place it directly on you when you are being chased, and chances are the person chacing you will misclick and waste time and abilities on the ward. This is easily achieved simply by buying actual wards though, and you could take a defensive spell like flash instead.

For example, if your team is aced you can revive to help defend a turret that would be threatened by the team. You also get back into action quicker early game, but timers are short anyway early on and its not a huge difference, especially when you have to wait another 10 minutes before it can be used again. A genuinely good use used to be when people played jungle



Many argue though that it is still a waste over other summoner spells, and most the time, I would agree with them. Certainly, in the conventional situation you probably shouldnt be taking revive.

Take note, however, that you can smite objects such as



It can also be used on a sight ward in grass where people really dont see it coming. By porting to a ward in the laning phase behind an enemy, you can pop out of a brush next to them which they thought was perfectly safe, and proceed to kill them with your teammates. Theres lots of possibility again here.
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