Views: 1309 Timing Summoner Spells 0.1
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Assuming I have all the math right, this should be a fairly complete list of the possible cooldowns on most of the summoner spells.
It is a lot of information that I wouldn't expect most people to encode. This is more of a baseline that I can work with to distill down and gave me a chance to play with tables.
It is interesting information if you think of say
Sona running
Flash and 3 points in
Summoner's Insight
and wearing
Enchantment: Distortion on her boots, she can Flash
Crescendo your team every 3 minutes and 30 seconds, which is a big difference compared to every 5 minutes.
I would list the following summoner spells the most important to time.
Flash 5:00
Barrier 3:30
Teleport 5:00
Heal 4:00
Exhaust 3:30
Ignite 3:30
If I were try to categorize that to make it a little bit easier I think it would be like this:
Mobility Summoner = 5:00
Combat Oriented Summoner = 3:30
Heal: 4:00
They represent windows of potential opportunity.
E.g. You and your ADC manage to get the opposing laners to blow their
Heal and their
Exhaust so you have about four minutes to take advantage of that situation.
Same situation as written above and their top laner just
Teleported back to lane.
Even better! You can go ham and if you get low you don't have to worry about their top laner showing up for the turn around.
It is a lot of information that I wouldn't expect most people to encode. This is more of a baseline that I can work with to distill down and gave me a chance to play with tables.
It is interesting information if you think of say





Sumnmoner Spell | Base Cooldown (s/min) | Base + Summoner’s Insight (s/min) | Base + Distortion (s/min) | Base + Distortion + Summoner’s Insight (s/min) |
---|---|---|---|---|
![]() | 210 / 3:30 | 189 / 3:09 | ||
![]() | 60 / 1:00 | 54 / 0:54 | ||
![]() | 180 / 3:00 | 162 / 2:42 | ||
![]() | 210 / 3:30 | 189/ 3:09 | ||
![]() | 210 / 3:30 | 189/ 3:09 | ||
![]() | 300 / 5:00 | 270/ 4:30 | 240 / 4:00 | 210 / 3:30 |
![]() | 210 / 3:30 | 189 / 3:09 | 168 / 2:48 | 147 / 2:27 |
![]() | 240 / 4:00 | 216 / 3:36 | ||
![]() | 210 / 3:30 | 189 / 3:09 | ||
![]() | 60 / 1:00 | 54 / 0:54 | ||
![]() | 300 / 5:00 | 270 / 4:30 | 240 / 4:00 | 210 / 3:30 |
Teleport to Tower | 240 / 4:00 | 216 / 3:36 | 192 / 3:12 | 168 / 2:48 |
Teleport Interrupted | 200 / 3:20 | 180 / 3:00 | 160 / 2:40 | 140 / 2:20 |
I would list the following summoner spells the most important to time.
Flash 5:00
Barrier 3:30
Teleport 5:00
Heal 4:00
Exhaust 3:30
Ignite 3:30
If I were try to categorize that to make it a little bit easier I think it would be like this:
Mobility Summoner = 5:00
Combat Oriented Summoner = 3:30
Heal: 4:00
They represent windows of potential opportunity.
E.g. You and your ADC manage to get the opposing laners to blow their


Same situation as written above and their top laner just

Even better! You can go ham and if you get low you don't have to worry about their top laner showing up for the turn around.
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