Talk:Ghost/@comment-76.17.79.146-20110808123228/@comment-4834593-20120615195330

Imo, the most important time for most spells is the laning phase. Only very few are useful after that - ignite for heal debuff, cleanse to get away, that's nearly it. Of course, an Exhaust is nice, but not gamechanging, like early game (really; I just take exhaust + ignite on top laners for the chance my enemy has it and we end up in a level 1 1v1 fight for first blood). For this reason, you should, imo, take spells like ghost and exhaust on ad carries (no unit collision, you can catch up if there is no cc, and you can land an epic number of basic attacks, and exhaust for the epic slow, which gives you more damage than ignite), and ignite + flash on ap carries (ignite adds burst, plus gives a debuff to an enemy life stealer endgame, and flash can make you get away from an enemy combo without stun), and just situational for others (except top laners I mentioned, though that's just my own choice).