User blog:DoctorAsawa/New Summoner Spells Maybe

Season Two is coming to a close, and I'm wondering what Riot can put into the game to back it better. The current summoner spells bring some customizable utility with escape, mobility, and damage. However, nothing for tanks except heal and cleanse. And nothing to counter the whole Flash-Ignite combo. So I'm presenting a few spells that can be more useful in teamfights and to fight an entire team taking Flash-Ignite.

Bulken Up - Gives your champion 10 Armor and Magic Resist plus 25% damage reduction from AOE abilities for 10 seconds.

A counter for the ever OP AOE Ultimate in a teamfight. Allows tanks to be more tanky in teamfights.

Barrier - Shields your champion for 160 + (30 × level) for 4 seconds.

Basically the same spell from Proving Grounds but with a better base stat, and scaling. Good for when you initiate and need to sponge up all of the initial damage, but not unfair in a 1v1 situation. Also a counter to the reduced heal from ignite.

Reveal - Reveals an enemy for 6/8/10 seconds.

No more cheap flash escapes now. Gives vision to an enemy champion to all allies, even stealth champions, but it must be cast before they run away or stealth, or it's useless.

So what do you think? Useful, useless, or too useful. Please give some thought and feedback.