How Each Summoner Spell Works In League Of Legends



Ghost – Your champion gains increased Movement Speed and can move through units for 10 seconds. Grants a maximum of
28-45% (depending on champion level) Movement Speed after accelerating for 2 seconds. Cool down 180 seconds.

Ghost is best taken Top Lane with champions that can use it effectively like Tryndamere, Singed, etc. Rarely is it taken in any other lane then Top Lane unless a Mid Laner is doing a combo with Flash. Ghost beats Flash in an all in scenario
If you are stronger then your enemy because it covers more distance then Flash. However you need a long range to be able to use it because champions can Flash over walls and with Ghost you can’t.

Heal – Restores 90-345 Health (depending on champion level) and grants 30% Movement Speed for 1 second to you and target allied champion.
This healing is halved for units recently affected by Summoner Heal. Cool down 240 seconds.

Heal is usually used Bot Lane by the Adc but it can change with the Meta sometimes. Adcs use it for a little bit of self protection to heal if they are in danger but also for the move speed buff to get away from enemies because Adcs
are really squishy and can’t take a lot of damage but boy can they dish out a lot of damage late game if they are protected.

Barrier – Shields your champion from 115-455 damage (depending on champion level) for 2 seconds. Cool down 180 seconds.

One of the more under used spells in the game. It can give you a shield for 2 seconds but doesn’t give move speed buff like Heal does so most people don’t take this summoner spell.

Exhaust – Exhausts target enemy champion, reducing their Movement Speed by 30%, and their damage dealt by 40% for 2.5 seconds. Cool down 210 seconds.

This Summoner spell is usually taken by supports Bot Lane because it can be used effectively against anyone trying to kill your Adc. Your job as a Support is to protect your carries and this spell does a good job of it.

Cleanse – Removes all disables (excluding suppression) and summoner spell de buffs affecting your champion and lowers the duration of incoming
disables by 65% for 3 seconds. Cool down 210 seconds.

One of the more under used champion spells in the game as well. It can be okay against a lot of crowd control team with lock down. However most people just buy a Quicksilver Sash item as it does a better job then this spell.

Teleport – After channeling for 4.5 seconds, teleports your champion to target allied structure, minion, or ward.

Mostly taken by Top Laners and sometimes by Mid Laners. Usually the Top Laner takes this spell so he can show up in team fights or dragons or siege scenarios. He can split push and your team can push a lane together and he can
Teleport into the fight if one breaks out.

Flash – Teleports your champion a short distance toward your cursor’s location. Cool down 300 seconds.

The most popular summoner spell in the game. Pretty much everyone runs this summoner spell. It is the most useful escape in the game because you can use it around walls to Flash over etc. Pick this spell.

Ignite – Ignites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds, grants you vision of the target, and
reduces healing effects on them for the duration. Cool down 210 seconds.

Ignite is a good spell to use if you are a Mid Laner or sometimes Top Laner. It is usually used with champion that like to do all ins or just do a lot of damage as it can secure your kills very effectively if they try to flash away
the Ignite with still deal damage to them for 5 seconds.

Smite – Deals 390-1000 true damage (depending on champion level) to target epic or large monster or enemy minion. Restores Health based on your maximum
life when used against monsters. Cool down 75 seconds.

Smite pretty much does what it says and if you are a jungler you always take this spell. Use it on monsters in the jungle and use it to gank with as items you can buy with only having Smite can assist you in many ways.

Clarity – (Aram Only)Restores 50% of your champion’s maximum Mana. Also restores allies for 25% of their maximum Mana. Cool down 240 seconds.

Clarity is an Aram only Summoner spell but used to be used on 5v5 Summoners Rift games. This spell is good for Aram for sure because mana sustain is very important in Aram.

Mark – (Aram Only)Throw a snowball in a straight line at your enemies. If it hits an enemy, they become marked, granting True Sight, and your champion
can quickly travel to the marked target as a follow up. Cool down 80 seconds.

Most people take this in Aram especially if you are on a champion with no engage or a melee champion that can’t close distance effectively. You can jump right to their team and secure kills or engage fights if you take this spell.


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