Summoner spells

Every player brings two summoner spells into a game, chosen before it starts and usable by any champion. Cooldowns here are base values; runes and items can shorten them.

  • Barrier

    Barrier

    Cooldown
    180s
    Unlocks at
    level 4

    Gain a brief Shield.

    A self-only shield, taken when a bot laner or mid laner expects to be targeted by burst.

    Summoner's RiftARAM

  • Cleanse

    Cleanse

    Cooldown
    240s
    Unlocks at
    level 9

    Removes all disables (excluding suppression and airborne) and summoner spell debuffs affecting your champion and gives Tenacity.

    Taken against teams with heavy crowd control, by carries who die the moment they are locked down.

    Summoner's RiftARAM

  • Exhaust

    Exhaust

    Cooldown
    240s
    Unlocks at
    level 4

    Slows target enemy champion and reduces their damage dealt.

    Defensive: a support or a squishy carry takes it against assassins and divers, to blunt the one champion who wants to reach them.

    Summoner's RiftARAM

  • Flash

    Flash

    Cooldown
    300s
    Unlocks at
    level 7

    Teleports you a short distance toward your cursor.

    Taken by almost every champion in every role. It is the one escape or engage that works anywhere, so most players keep it on the same key for years.

    Summoner's RiftARAM

  • Ghost

    Ghost

    Cooldown
    240s
    Unlocks at
    level 1

    Gain Move Speed and ignore unit collision for the duration.

    For champions who need to reach, chase or run away from targets more than they need to cross a wall.

    Summoner's RiftARAM

  • Heal

    Heal

    Cooldown
    240s
    Unlocks at
    level 1

    Restores Health and grants Move Speed to you and target allied champion.

    The usual partner to Flash for bot laners: a burst of health and speed for you and a nearby ally.

    Summoner's RiftARAM

  • Ignite

    Ignite

    Cooldown
    180s
    Unlocks at
    level 9

    Deals true damage over time to target enemy champion and reduces healing effects on them for the duration.

    An aggressive pick for lanes that expect to kill early, often mid or support. The healing reduction also counters champions that heal themselves.

    Summoner's RiftARAM

  • Smite

    Smite

    Cooldown
    15s
    Unlocks at
    level 3

    Deals true damage to a monster or minion.

    Required for the jungler: it secures large monsters and objectives, and the jungle's companion item is only bought with it.

    Summoner's Rift

  • Teleport

    Teleport

    Cooldown
    300s
    Unlocks at
    level 7

    After a brief channel, become untargetable and travel to an allied unit. Upgrades into Unleashed Teleport, which significantly increases travel speed.

    Common on top laners and some mid laners: it gets you back to lane after a recall and lets you join a fight on the other side of the map.

    Summoner's Rift

  • Clarity

    Clarity

    Cooldown
    240s
    Unlocks at
    level 6

    Restores your and ally champion's Mana.

    A mana refill for you and your team, seen in ARAM where you cannot recall to base.

    ARAM

  • Mark

    Mark

    Cooldown
    80s
    Unlocks at
    level 6

    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.

    ARAM's ranged engage: land the snowball, then dash to the marked enemy to start a fight.

    ARAM

Game data: Riot Games Data Dragon, patch 26.20 · Written by LaneDojo · not endorsed by Riot Games