League of Legends Summoner Spell: Clairvoyance
Clairvoyance
Level: 8
Range: 0
Cooldown: 60
Level: 8
Range: 0
Cooldown: 60
Reveals a small area of the map for your team for 5 seconds. Spell is no longer available.
There's a saying about how wards win games. In Twisted Treeline, there are no wards, so Clairvoyance will have to do.
Safe in the bush between your towers, blue-pilling?
"DEMACIA!"
Guess not :P
Blitzcrank's Rocket Grab also benefits from it - pulling people out of their base (or into yours) through walls. Turning the tables on would be gankers hiding in bushes, etc.
I use it for my Janna and Nidalee builds, and it plays out just like Jun said, cant be ganked, and that map awareness gives you such and edge. If you have Junglers you can light up buffs and that makes ganking junglers so much fun. Buff stealing from the other team is so much fun
If you can get 2 tanks/supports who get this spell, Clairvoyance becomes virtually OP. Far superior to any multi-Fortify or multi-Teleport.
Double Clairvoyance means a reveal every 30 seconds or less.
This reduces the areas that need warding to Baron and dragon, meaning you will always at least know where the enemy isn't lurking.
I once fed 21 kills to the enemy, yet because of double clairvoyance, they couldn't gank, and thus couldn't push, and ended up getting ganked themselves 3~5 times, with the final ace winning us the game.
We ended up climbing out of a huge ditch because of the massive map-awareness we had.