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League of Legends Wiki
LoL Battle 7

Pantheon Pantheon casting Smite Smite on Red Brambleback Red Brambleback

For champion abilities, see champion ability. For the Legends of Runeterra card type, see Spell (Legends of Runeterra).

Summoner spells are abilities that players can use for their champions on the Fields of Justice.

They are chosen in Champion Select before the start of the game. Each player is allowed two summoner spells chosen from a list. Summoner spells can be used in-game to aid a player's champion in various ways, as each spell has a unique effect. Some summoner spells increase in effectiveness relative to your champion's level, but some provide the same effect at champion level 1 as they do at champion level 18. They do not have any cost other than their cooldown.

All summoner spells, excluding Flash Flash, Teleport Teleport, Hexflash Hexflash, and Mark Mark / Dash Dash, can be used while under the effects of cast-inhibiting crowd control, with the exceptions of stasis and suppression. The aforementioned summoner spells are also disabled while grounded or rooted, as they cause the caster to move.

Available summoner spells[]

A summoner spell's availability is based on the player's summoner level. At summoner level one, a player begins with 2 summoner spells to choose from. Then as a summoner reaches new levels, they unlock new summoner spells, up to summoner level 9.

Standard summoner spells[]

Summoner spell upgrades/variants[]

Special summoner spell upgrades or replacements can be made available when certain criteria are met.

Summoner spell
Variant

Reducing the cooldown[]

There are three ways to reduce the cooldown of summoner spells.

The 15 second cooldown of Smite Smite is not affected by summoner spell cooldown reduction, but the rate at which Smite Smite charges are generated is affected.

Summoner spell haste
Summoner's Rift
Base cooldown ▶ 360s
()
300s
()
240s
()
180s
()
90s
()
20s
()
 Haste
10 () 327.27s 272.73s 218.18s 163.64s 81.82s 18.18s
18 () 305.08s 254.24s 203.39s 152.54s 76.27s 16.95s
28 ( ) 281.25s 234.38s 187.5s 140.63s 70.31s 15.63s
Howling Abyss
Base cooldown ▶ 300s
()
240s
()
180s
()
80s
()
20s
()
 Haste
70 () 176.47s 141.18s 105.88s 47.06s 11.76s
80 () 166.67s 133.33s 100s 44.44s 11.11s
88 () 159.57s 127.66s 95.74s 42.55s 10.64s
98 () 151.52s 121.21s 90.91s 40.4s 10.1s


Summoner spell-related items[]

Summoner spell-related runes[]

Featured Game Mode summoner spells[]

Some summoner spells are only available during certain featured game modes.

Legend of the Poro King[]

Ultimate Spellbook[]


Ult-ernate

Attack-Smite

Arena[]

Removed summoner spells[]

These summoner spells were, at one point, removed from the game.

Trivia[]

Spellcaster

Summoner spells

  • Upon starting a match in Summoner's Rift, all summoner spells are placed on a 15-second cooldown.
  • In-game Summoner Spell icon tooltips always show the true cooldown, after rune and item bonuses. Cooldown display may take a few seconds to update after items have been acquired or sold.
  • Spells are map-specific. For example, if you play ARAM on Summoner's Rift, the available spells are Summoner's Rift spells.
  • Legend of the Poro King (Howling Abyss), Odyssey: Extraction (Crash Site) and Nexus Siege (Summoner's Rift) use or did use game mode specific summoner spells.
  • In Ultimate Spellbook, one of the summoner spell slots is replaced by a placeholder summoner spell that is used to grant a champion's ultimate.
  • A few summoner spells originated as alpha items, such as Teleport Teleport having roots in the items Ancient Pocket Watch Ancient Pocket Watch and Scroll of Teleportation Scroll of Teleportation.
    • This may be a borrowed gameplay design choice from DotA where powerful gameplay effects similar to summoner spells were accessible to players through items.