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- How to play League of Legends while high
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- Team Comp and Strategy: AOE Trolling
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Spells:
Exhaust
Flash
Ability Order
Essence Theft (PASSIVE)
Ahri Passive Ability
Welcome!
And after learning so much and being so enormously helped by the Jungling 101 and Jungling 202 guides on here, and REALLY appreciating the hell out of those guides (I have them bookmarked now), I decided I would write one.
It isn't finished yet, but I decided to publish it a little early so I could get some suggestions and improve as I go along. I really hope you all get some use out of this, and I really hope you gain as much insight from this as I gained from the two other guides I mentioned.
Happy learning!
-Dbug
On many guides, I see someone mention that a certain summoner skill is not useful, or is garbage, or whatever degrading term they choose to apply. Not viable and useless are two very different terms, and one might consider being a little less dismissive of alternative options. However, everyone is entitled to their own opinions, and they have every right to enter whatever they like into their guide... and I have a right to disagree, and do.
That being said...
I will rate each skill based on Versatility, Popularity, DPS viability, Caster viability, Tank viability, Midlane viability, Support viability, Cooldown Versus Benefit (CVB)
I will use the







Classification
I will classify each summoner spell by one of three (3) classifications.
Mobility - This summoner skill is meant for movement, such as closing distance, initiating, escaping, or optimizing position.
Offense - This summoner skill is meant to be used purely offensively, such as doing damage or securing a kill.
Utility - This summoner skill is meant to be used for a variety of purposes, which will most likely be discussed within the section of the guide for this skill.
Guide
In this section of each discussion, I will go over specific uses and tricks for the summoner skill being discussed, as well as unconventional uses, and reasons why this skill is efficient, as well as how it may possibly be used on a type of character it may not be typically accepted as being viable on.

I'm nobody from Riot Games, so I'm not particularly sure what the actual reason is. But if you think about it, it does sort of make sense in this light, because the last thing someone who is just learning how to move and attack wants to deal with is being unable to judge an engagement because they THOUGHT they were leaving with a certain amount of life, and lo and behold, the engagement closes with a well placed

I'll never know.
There are three...



And you should use them.
I see so many players run their masteries a certain way that they saw on the interwebs somewhere and completely ignore the fact that they're getting bonuses for certain summoner spells. They'll get




Here's a general rule of thumb...
If your masteries aren't granting you a bonus for the summoner spells that you're using, there's a pretty good chance that the type of character that you're playing that merits those masteries PROBABLY won't be efficiently running the summoner spells you chose. With VERY few exceptions. That's not to say that you shouldn't run them- By all means, experiment. But if you're running an unorthodox summoner spell, you should probably at least grab the mastery for it, otherwise you're pretty much running a chainsaw with no chain. Yeah, it'll run, but you can probably cut better if you go
put the stupid chain on.


Cooldown: 265 seconds
Game Mode: Both
Classification: Mobility
Versatility:





Popularity:





DPS viability:





Caster viability:






Tank viability:






Midlane viability:





Support viability:





CVB:


DPS Characters are, for the most part, short ranged. There are ranged ones, yes, lots of them, but there are a lot more melee/short ranged ones. When someone starts running from you, it is incredibly frustrating when you can't catch them. Sometimes they'll even bait you right into a gank. This skill can help to prevent both of those scenarios, so I'd say it's pretty viable on a DPS character. It can also help you get into an optimum range if you have a distance closing skill like







Tanks need to get into a fight quickly and initiate, drawing damage to themselves and away from their carries. It's a pretty knee-jerk reaction for a team to focus on the first stray target that prevents itself, so if your carry is being stupid and heading in first to face certain death, you can flash ahead of them, pop your taunt or CC, and keep your carry alive and doing his job effectively. Tanks are also prone to getting some heavy focus. If you get in over your head, you can always

The midlane is prone to ganks, prone to tower dives, prone to a whole lot of abuse.

In the early stages of the game,


Holy cooldown batman. This skill is so ridiculously versatile, but you can only use it once every few minutes. THIS is why I don't use this skill- it creates a crutch mindset. In the back of your head there's always "I can flash if I need to", and then you may find yourself in a situation when you can't. I rated this pretty low because I just can't see waiting 265 seconds to be able to move about a quarter of a screen as being a great balance between cooldown and benefit. DO NOT get me wrong,

You need to really get creative and really put some thought into all the things you can do with













For instance, have you ever thought of baiting a low level counterjungler towards a high level creep, aggrivating the creep, using

You do, however, need to be very careful to be mindful of where your mouse cursor is before you cast


Do not burn your flash just because "this is what I use to escape", try and escape without it first. Be conservative. What happens if you successfully run back to your team, your team beats your attacker within inches of their life, but the attacker gets away? Oh! Wait! You never burned your





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When to use flash: To escape To secure a kill To save a dumb carry To exit a tower dive |
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When NOT to use flash: To initiate To harass To return to a lane To enter a tower dive |
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FAIL with flash: Burn it for no reason Move a centimeter Flash into focus Flash into a wall |
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WIN with flash: Save your carry Avoid damage Match mobility Mad ninja skills |

Cooldown: 210 seconds
Game Mode: Both
Classification: Utility
Versatility:


Popularity:



DPS viability:





Caster viability:

Tank viability:






Midlane viability:





Support viability:

CVB:



You can only really use


Yup. This is where


You're a caster. What do you need




Oh hey, look, they're chasing down your carry or your support. Whelp, not anymore! Oh hey,




This is a great skill to use to get a few free hits on a fleeing enemy before they finally get some protection from their tower, and it's also great to get them off of you if they happened to get the jump on you. It screw up an enemy gank, keep someone in place for a team gank, and it can cause a tower diver to get assaulted by more tower fire than they would have normally. It's really useful in the middle lane, I gotta say.
If an enemy is chasing you, it's your lane partner's responsibility to capitalize on it and its your responsibility to keep your lane partner alive. Exhaust is great for slowing and weakening, but those are sort of offense based things, and as a support, you're kinda supposed to leave that to your team mates. That's not to say that






You get two and a half seconds of pure hell for the enemy every 210 seconds. Not too bad, not the best either. I'd rate it about average. It's not quite like


Exhaust is a hell of a skill, for damn sure. It has a lot of tide-changing uses in a fight, especially against characters like a fed


A creative use for exhaust, like I mentioned above, is to pop it on an enemy who is trying to tower dive you. It's best to let them get ONE hit on you so the tower is targeting them, so stay close to the tower (within range, at least) and take a hit. Exhaust them, back off a bit, and hit them with anything you can at a safe range. If you're strictly melee and low on health, then your only real option is to let them hit you, exhaust them, and run for the hills since you can't do anything anyway. If you have enough health to stand off, though, well then NOW you have your tower helping you to pummel this guy.
Be very mindful of champs with something like














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When to use exhaust: -Destroy tower dives -Nerf AD Crazies -To escape -To chase |
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When NOT to use exhaust: -Too far away -Enemy runs ![]() - ![]() -Cannot be disabled |
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FAIL with exhaust: -Burn it for no reason -Enemy removes it -Use on a minion -Imminent death |
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WIN with exhaust: -Catch an enemy -Mitigate damage - ![]() -Set up gank |


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Cooldown: 180 seconds
Game Mode: Both
Classification: Offense
Versatility:


Popularity:





DPS viability:





Caster viability:





Tank viability:





Midlane viability:





Support viability:

CVB:





Ignite has two (2) uses: Deal damage and reduce healing effects. People only ever use it for the damage though, and that's a shame. Say Olaf engages you and you're a tank. You can stand up to him, but jesus, that man has some life leech potential. But you, thinking quickly,




So you're fighting the enemy and you almost kill them, but darn it if they didn't slip though your greasy fingers. They're heading towards the tower and they have so little life that if a minion sneezed on them, they'd kick the bucket. You're a melee guy, and you just can't catch the guy. Suddenly, the existence of







Exact same story as above, I see no need to re-type it all. Oh...Except for the tank part. Don't square off toe to toe against


I feel like I'm being repetetive, but ignite really does have sort of the same dynamic no matter who you put it on. As a tank, you're going to eventually have to end up squaring off against the enemy tank or ranky DPS champion, and it's going to be intense. You have leech, they have leech, you can take a beating, they're a walking talking house, and hell, your team and theirs might even sit back and watch West Side Story knife fight style.

This is where things change up a bit. You have a choice here.

You aren't mant for offense, bud. There are much better skills to run on a support than













180 second cooldown for true damage and healing reduction. Yeah buddy. Every 3 minutes this thing comes off of cooldown, so it's almost always going to be at the ready when you need it. It's got HUGE benefit potential, it can secure kills for you, it can keep you alive and winning against heavy leechers, and it shuts down life pool champs. Yup. That'll do, pig. That'll do.
Ignite. The ultimate troll skill, I think. Being a total troll, I think I could be the expert on these things. It's kind of a toss up between




A creative use for





The cool thing about






One last thing... DO NOT be that guy that runs in to pop ignite and gets skull-****ed in the process. It's not worth it. Let it go.







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When to use ignite: -Very low life -Lots of leech -Harassing -Life for "mana" |
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When NOT to use ignite: -Risky to use -Counter-ignition = Death -High life -Kill steal |
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FAIL with Ignite: -Die from their ignite -Use on a minion -Use on dragon/baron -KILL STEAL |
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WIN with Ignite: -Screw Vlad's Day -Steal buffs -Delayed kills -Anti-leech |


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Target Acquired... Engaging.

Cooldown: 300 seconds
Game Mode: Both
Classification: Mobility
Versatility:


Popularity:

DPS viability:


Caster viability:


Tank viability:






Midlane viability:





Support viability:





CVB:

Teleport has two (2) main uses. I call them "Air Strike" and "Sandbag". Think about what you do when you call an air strike in (or, since you sit at home and play video games, what happens when they call in an air strike in the movies... since I don't think you'll physically call in an air strike anytime soon. Just sayin). Your team is taking some heavy hits and they need help, like, yesterday. You teleport in and IMMEDIATELY change the tides. Sandbagging is when they're about to push a tower HARD, and it's un-manned, and they think they've got it in the bag. Suddenly an orange swirly thing shows up and now you still have a tower.
Gonna have to downvote this one to oblivion. So yeah, you teleported to your team mates getting face rolled by a really good plow session... you're a DPS. You aren't meant to be a meat shield, you're meant to throw damage. This skill doesn't help you do that at all, so leave it to the tank, who can actually do some good. It's god for ganking though, and anybody that can save a tower is just fine by me.
The only reason that casters got a vote of two (2) and DPS only got one (1) is because casters usually take the middle lane, and

Your tank is supposed to be wherever the damage is. If he's backdooring and pushing on a tower because he's a tanky pusher like

This is where I'd have to say that



Another class that really needs to be where the action is. They also get focused a lot in team fights. So, say you get smashed in the face with something blunt like




(Such was the case in one of my recent games. And not on our team. Sorry. Sour subject.)

Yuck, freaking yuck, and triple yuck. I'd call it the worst out of all of the skills in terms of CVB. 5 minute cooldown, I mean, really? You need this thing UP and ready to GO. And it NEVER IS. I would run








The most effective times to teleport are actually pretty obvious to recognize- if you see that your team needs you badly, and they aren't going to survive without you, then get your butt over there. It's pretty simple.
Some creative uses for






The other one is something my friends and I actually had to FACE, which is how I learned it. The WHOLE team runs



BUT.... Casual use of teleport is a GREAT way to get yourself ganked.






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When to use teleport: -Heavy plowing -Middle aggression -Save your team -Save your towers |
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When NOT to use teleport: -Casually -Bad odds -Plowers have heavy CC -MIA's Called |
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FAIL with Teleport: -Teleport a few inches -Teleport to focus -Tele-towerdive -Get ganked |
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WIN with teleport: -Mind****ing -Shift teamfight -Win middle -Gank |
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Thanks to JhoiJhoi for the tips on guide building! If you don't know how to build a guide, go Here!
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ERC #1: I am not an expert. At anything. I'm always learning new things and I absolutely love to try new things, especially the things no one else wants to try. There are a few summoner skills that nearly all league of legends players immediately dismiss, and in writing this guide, I have to say that those are the ones that I'm most excited to write about. Hopefully I can shed some new light for at least some of you. We need all you stubborn folk, too, though- and no offense against you. You guys are usually the ones who write the really amazing guides for the characters you can't seem to force yourself to abandon!
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