One of the major change of the "Season 2" patch is that Riot modified the summoner spells. Spells are distributed into three groups, Offense, Defense and Utility. With the new mastery trees, summoners can enhance the spells of the appropriate category with using only one point in the mastery tree. Two spells, Fortify and Rally have been removed from the game, while Surge has been added.
Offense
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Exhaust(Level 1, Classic, Dominion): Exhausts target champion, reducing their movement speed by 40%, attack damage dealt by 70%, and ability and item damage dealt by 35% for 2.5 seconds. Slightly weaker than before, duration is 0.5 second shorter. I still like this spell very much. Most people use this to catch fleeing enemies, but i find the enemy damage reduction part even better. It can make a turning point in 1 vs 1 situations. The improved version reduces armor and magic resistance by 10(no increased duration).
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Ignite(Level 7, Classic, Dominion): Deals 70-410 true damage(depending on champion level) over 5 seconds and reduces healing effects on the target for the duration. No changes here. Probably the most popular offensive summoner spell. Very useful for early, low level ganks. The improved version has been changed, now it gives 5 ability power and 5 attack damage while ignite is on cooldown.
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Surge(Level 1, Classic, Dominion): Increases attack speed by 35% and ability power by 10-78(depending on champion level) for 12 seconds. New spell in the game. I think this can help junglers clearing and therefore leveling faster. The improved version increases attack speed to 40% and ability power gained by 10%.
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Ghost(Level 1, Classic, Dominion): Grants unit collision ignorance and 27% increased movement speed for 10 seconds. This spell can be good on some champions, but generally Flash is better in most cases. Improved Ghost raises movement speed bonus to 35%.
Defense
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Revive(Level 1, Classic, Dominion): Instantly revives the champion at the summoner platform and increases health by 220-560(depending on champion level) for 2 minutes. This spell is very rarely used. Would be good in chasing situations after death, but it's better not to die right? Improved version gives 125% bonus movement speed.
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Cleanse(Level 2, Classic, Dominion): Removes all disables and summoner spell debuffs affecting the champion and lowers the duration of incoming disables by 65% for 3 seconds. Despite the increased cooldown from 150 to 210 seconds, the buff(removes summoner spell debuffs) to this spell is huge. I can see this spell becoming quiet popular in season 2. Improved version increases the duration by 1 second.
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Heal(Level 1, Classic, Dominion): Restores 165-590 health(depending on champion level) to your champion and 50% of that to nearby allies. Buffed healing power of the spell. I saw some high elo games with CLG players and HotshotGG used it on support characters. I think the reason is not the buff to the heal spell, but the nerf to Clairvoyance. Improved Heal gives 15% bonus healing power.
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Smite(Level 1, Classic, Dominion): Deals 445-870 true damage(depending on champion level) to target enemy minion or pet. Cooldown is reduced to 70 seconds from 75. This spell has been a must have for junglers. I wonder if surge can replace it, but i have some doubts, mainly because smite plays an important role in stealing buffs(baron, red, blue). Improved smite gives 10 golds on cast.
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Garrison(Level 1, Dominion): Grants massive regeneration and attack speed to allied turret for 8 seconds. Reduces enemy turret's damage by 80% for 8 seconds.
Utility
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Teleport(Level 1, Classic): Teleports the champion to target allied minion, turret or ward. 4 seconds cast time. This spell is usually used by solo top lane players. Improved version reduces cast time by 0.5 second.
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Promote(Level 8, Classic, Dominion): Promote a nearby allied siege minion, healing it, granting it bonus stats, and causing it to grant the caster gold for its kills. 180 seconds cooldown. This spell is hardly ever used. improved version gives 15% bonus defensive stats to the minion.
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Flash(Level 12, Classic, Dominion): Teleports the champion towards the cursor location. Cooldown increased from 255 to 265 seconds, ranged decreased from 450 to 400. Despite the nerfs flash remains the only decent gap closer in the game and therefore it will be used by most of the summoners. Improved version gives 15 seconds less cooldown.
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Clarity(Level 6, Classic, Dominion): Restores 190-700 mana(depending on champion level) to the champion and 50% of that to nearby allies. Can be used on mana hungry champions. Improved version gives 20% more mana.
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Clairvoyance(Level 10, Classic, Dominion): Reveals a small area for your team for 4 seconds. Increased cooldown from 55 to 70 seconds. Improved version gives 2 seconds bonus duration(not reduces cooldown). Significant nerf in my opinion, an enhanced version now reveals an area for only 6 seconds, also the 15 seconds increased cooldown is quiet a lot. I like the change though, maybe we will see other spells used by support champions, not Clairvoyance always.
I hope you liked this little overview of the spells in League of Legends. If you want to know more about the new mastery trees visit my other League of Legends articles.
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