League of Legends Wild Rift Summoner Spells

Welcome to our LoL Wild Rift Summoner Spells Guide, here will discuss what we consider to be the Best Summoner Spells for each Role. We also explain what each summoner spell does when you use it. Barrier, Smite, Ignite, Flash, Ghost, Heal, and Exhaust each have their place in the meta, but we will explain what Roles will get more value than others with these spells.

LoL-Wild-Rift_Summoner_Spells

Whats the Best Summoner Spells in Wild Rift?

In League of Legends Wild Rift, the Best Summoner Spells will largely depend on what Role and Champion you are playing. Below we list the Best Summoner Spells to use based on Role and Lane and a full description explaining what each spell does effect and stats wise.

Each player can select up to 2 Summoner Spells to aid them in the game.

  • Important Note :
    Almost every player will be using the Summoner Spell Flash. This is due to the effectiveness of the spell on every champion/role in the game. This means players will have an option for one other spell to choose from.
  • Best Summoner Spells for Dragon Lane as a Carry :
    Typically players will run Heal as it provides survivability for both you and your lane partner (Support).
  • Best Summoner Spells for Dragon Lane as a Support  :
    You have two choices one is Ignite for a more Aggressive playstyle, and the other is Exhaust for a more defensive/controlled playstyle.
  • Best Summoner Spells for Baron Lane :
    You will almost always go Ignite, since it is one of the Best 1v1 Summoner Spells in the game.
  • Best Summoner Spells for Mid Lane :
    Typically you will run Ignite, but in some cases when you are a long range poke champion, such as Ziggs you will instead get more value with Barrier.
  • Best Summoner Spells for Jungle :
    You have NO Choice you will have to use Smite.
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SpellEffects and Stats

Barrier
Gain a shield that absorbs 115 − 465 (based on level) damage for 2 seconds (90 second cooldown).

Exhaust
Exhausts target enemy champion, reducing their movement speed by 20% and their damage dealt by 40% for 2.5 seconds (105 second cooldown).

Flash
Teleport a short distance forward or towards the aimed direction (150 second cooldown).

Ghost
Gain a large burst of movement speed that decays to 25% bonus movement speed for 6 seconds (90 second cooldown).

Heal
Restore 80 − 360 (based on level) health and grants 30% bonus movement speed for 1 second to you and the most wounded nearby ally champion (120 second cooldown). Healing is halved for champions recently affected by Heal.

Ignite
Ignites target enemy champion, dealing 60 − 410 (based on level) true damage over 5 seconds and inflincting them with Grievous Wounds, reducing healing effects by 50% (90 second cooldown).

Smite

Deal 440 − 1000 (based on level) true damage to a large or epic monster or minion (10 second cooldown). Smiting monsters restore 70 (+ 10% maximum health) health.

Slaying 4 large monsters upgrades Smite to Chilling Smite or Challenging Smite which can target enemy champions.

Hunting License: Permanently earn 20% bonus experience from jungle monsters.