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Summoner Spells - Don't just spam them.
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Choose Champion Build:
Spells:
Ignite
Flash
Ability Order
Illumination (PASSIVE)
Lux Passive Ability
Introduction
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!)
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.



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

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


Tips and Tricks
- The item damage reduction works on items such as
Sheen,
Hextech Gunblade, etc.
Exhaust shows stealthed enemies such as
Twitch,
Shaco,
Evelynn, etc.
Exhaust does not reduce true damage.
- When
Summoner's Wrath is picked, you reduce your enemy's armor and magic resistance by 10.
List of champions who should pick

N/A, as all champions do well with this ability. Preferably melee DPS, or a tank would choose this summoner spell.

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

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




Tanks/Offtanks who depend on auto attacks. Not carries,


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

AD Carries

Everyone can benefit from this summoner spell.

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

Tips and tricks
- It is considered "troll" when you pick
Revive and
Smite on
Ryze.
- If you
Revive and
Teleport after you die, you literally have six teammates in your team.
- This spell grants you extra health and movement speed temporary.
Karthus's death defield combined with
Revive,
Teleport is awesome. It can be seen here
- When
Summoner's Resolve is picked, the movement speed is increased massively.
List of champions who should pick

N/A. Everyone can benefit from this spell. It would be nice for a support, especially with



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

Tips and tricks
Smite apparently procs spell vamp.
Smite can be used on
Annie's Tibbers,
Malzahar's voidlings and
Heimerdinger's turrets.
Smite is used to steal/secure buff kills.
Smite is not effected by any offensive masteries.
- When
Summoner's Resolve is picked, using
Smite rewards you 10 gold.
List of champions who should pick

Jungle

Jungle

Jungle

Jungle

Jungle

Jungle

Jungle

You get my idea.

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







Champions who benefit from both AP and AS are the best.

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

Champions who are weak to CC's.
AD Carries

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


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

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.

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



Tips and tricks
Cleanse removes the damage over time component of
Ignite, but does not remove the healing reduction.
- This spell's damage can increase if used with a damage increasing spell, such as
Hemoplague, cutthroat or
Diplomatic Immunity.
Ignite is great for finishing off a angry
Tryndamere.
- When
Summoner's Wrath is picked, your ability power and attack damage is increased by 5 when ignite is on cooldown.
List of champions who should pick



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

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.

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

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

Tips and tricks
Flash can be used to blink over walls.
Flash can be countered by
LeBlanc, because she can use
Distortion over walls, then go back by using it again. Don't
Flash over walls when against
LeBlanc!
- Check if an enemy has
Flash before ganking them. If they do, try to gank someone else (or gank them to make them waste their
Flash).
- When
Summoner's Insight is picked,
Flash has 15 seconds reduced cooldown.
Flash's cooldown can be reduced by
Mastermind and
Summoner's Insight
List of champions who should pick

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


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

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
Teleport can be used to backdoor, and can teleport to sight ward.
Teleport can be used on
Noxious Trap,
Demacian Standard,
Jack In The Box,
Summon: Tibbers, voidling, etc.
- However,
Teleport does not work on indestructible traps like bushwack and
Yordle Snap Trap. Also, it would not work on champion copies like
Hallucinate and
Children of the Grave.
Teleport can be cancelled by activating the spell again, but will have a cooldown of 180 seconds.
- Escaping with
Teleport would be possible if they have no hard CC.
Teleport can make a target minion/pet invulnerable for 4 seconds. This can be used to prevent a turret from killing a minion for 4 seconds.
- A invisible object would be revealed if enemies have sight of the object, and you use
Teleport on it.
- Teleporting to a allied tower will not make it invulnerable. Also, if the turret is destroyed while teleporting,
Teleport will not be cancelled and you will still
Teleport to target location.
- When
Summoner's Insight is picked,
Teleport has 0.5 seconds reduced casting time.
List of champions who should pick

Any champion solo top, for going back quickly.

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

Support

Support

Support

You get my idea again.

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

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

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