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LoL Classic Summoner Spells

All 16 summoner spells in LoL Classic, with cooldowns, availability and the mastery bonus each one picks up. Several of them exist nowhere else in League today.

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LoL Classic Summoner Spells List

16 of 16 shown
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Classic only means the spell is off the modern Rift. It can still live in other modern queues; Clarity, for one, never left ARAM.
FLFlashInsight300s cooldownSTeleports you a short distance toward your cursor.Cooldown300sAvailabilityAlso in modern LeagueSummoner's InsightReduces Flash's Cooldown by 15 seconds.Why SConfirmedBlinks you a short distance in any direction, including straight through a wall, so it is both your escape from a gank and your way onto a fleeing target. Take it on any champion whose kit cannot reposition on its own, and choose your other spell around it.
BABarrierResolve210s cooldownAGain a short duration shield.Cooldown210sAvailabilityAlso in modern LeagueSummoner's ResolveBarrier's Shield is increased.Why ACorroboratedAn instant shield on yourself, pressed as the damage is landing, which makes it the cleanest answer to burst for AD carries and squishy solo laners. Its cooldown is short enough to be up for most fights, and that availability is what separates it from Heal.
EXExhaustWrath210s cooldownASlows target enemy champion and reduces their Attack Speed and damage dealt.Cooldown210sAvailabilityAlso in modern LeagueSummoner's WrathExhaust also reduces the target's Armor and Magic Resist by 10.Why ACorroboratedSlows the target, cuts its attack speed and reduces the damage it deals with both attacks and abilities, so one press turns off an assassin who has jumped your carry. Supports take it to protect the lane, and anyone can use it to shut down the single enemy who is carrying the game.
IGIgniteWrath210s cooldownADeals true damage over time to target enemy champion and reduces healing effects on them for the duration.Cooldown210sAvailabilityAlso in modern LeagueSummoner's WrathWhile Ignite is on cooldown, gain 5 Ability Power and Attack Damage.Why AConfirmedTrue damage over time plus a healing cut on one enemy champion, which converts a trade you were already winning into a kill and turns off sustain champions who would heal it back. Take it when the plan is to end the lane with a kill rather than to farm it out.
SMSmiteResolve70s cooldownADeals true damage to target enemy minion or pet.Cooldown70sAvailabilityAlso in modern LeagueSummoner's ResolveSmite grants 10 gold per cast.Why AConfirmedA burst of true damage to a jungle monster, which is how you clear the buff camps quickly and how you win a contested dragon or Baron against an enemy jungler doing the same. Nobody but the jungler should take it, and the jungler should never leave champion select without it.
CLCleanseResolve210s cooldownBRemoves all disables and summoner spell debuffs affecting your champion and temporarily lowers the duration of incoming disables.Cooldown210sAvailabilityAlso in modern LeagueSummoner's ResolveExtends the Tenacity buff duration.Why BCorroboratedStrips the crowd control holding you in place and removes summoner spell debuffs as well, so it answers a lockdown ultimate aimed at you and clears Exhaust outright. Take it reactively: it is the right pick when one enemy exists to delete you and dead weight when nobody does.
GHGhostWrath240s cooldownBGain Move Speed and ignore unit collision for the duration.Cooldown240sAvailabilityAlso in modern LeagueSummoner's WrathBonus Move Speed granted by Ghost is increased.Why BCorroboratedSustained movement speed that also lets you walk through units, which is the pick for bruisers and fighters who win by staying on a target instead of repositioning once. It gives you no damage and no defense and it cannot cross a wall, so it loses a straight solo lane trade to Ignite or Exhaust and will never do Flash's job.
HEHealResolve300s cooldownBRestores Health to your champion and to nearby allies.Cooldown300sAvailabilityAlso in modern LeagueSummoner's ResolveGain 5 Health per level.Why BCorroboratedRestores health to you and to every ally standing near you at once, so it swings a bot lane skirmish for both players and can catch several people in a teamfight, which no other restorative here does. Its long cooldown means you get it for only a handful of fights, and that is what keeps it a band under Barrier.
TETeleportInsight300s cooldownBAfter a short channel, your champion teleports to a target allied minion, turret, or ward.Cooldown300sAvailabilityAlso in modern LeagueSummoner's InsightTeleport's channel time is reduced.Why BCorroboratedChannels you to an allied minion, turret or ward anywhere on the map, so a solo laner never falls behind on farm after a recall and can drop into a fight on the far side of the map. The cost is the aggressive spell you give up, so it suits players who plan to win by out farming rather than out killing.
CLClairvoyanceInsight60s cooldownCReveals a small area of the map for your team for a short duration.Cooldown60sAvailabilityClassic onlySummoner's InsightRetain sight on units revealed by Clairvoyance for 5 seconds.Why CCorroboratedA reveal of any patch of the map, cast from anywhere and on the shortest cooldown here, so a support can track the enemy jungler, check an objective before the team commits and look into brush without walking into it. It has no combat effect at all and the same slot could hold Exhaust, which keeps it a support luxury rather than a standard pick.
FOFortifyResolve180s cooldownCGrants invulnerability to all Allied Turrets and causes them to attack 100% faster for 6 seconds.Cooldown180sAvailabilityClassic onlySummoner's ResolveTurrets deal splash damage around their target.Why CCorroboratedMakes every turret you own invulnerable and much faster firing, cast from anywhere on the map and even while you are dead, so an enemy dive in any lane turns into free kills that credit you. It does nothing away from your own structures and Exhaust answers the same dive from any position, which keeps it a specialist pick against a team that insists on diving.
CLClarityInsight135s cooldownDRestores all nearby allied champions' mana.Cooldown135sAvailabilityAlso in modern LeagueSummoner's InsightRestores 25% more mana.Why DCorroboratedRefills mana for you and for every ally standing near you, which is worth something to a team full of casters who run dry in long fights and in your first games before runes unlock. It wins no fights and does nothing at all for a champion with no mana bar, so the slot is nearly always better spent.
PRPromoteWrath270s cooldownDPromotes a minion, granting it bonus stats, an empowering aura, and causing it to grant the caster gold for its kills.Cooldown270sAvailabilityClassic onlySummoner's WrathThe Siege Rider's bonus Attack Damage aura also affects Champions.Why DCorroboratedTurns a nearby minion into a siege engine that buffs the minions around it and pays you the gold for everything it kills, which is real pressure in a side lane you cannot afford to walk to yourself. The catch is that the pressure only exists where that minion is standing, which is rarely the fight you are in, and its cooldown is longer than the combat spells competing for the same slot.
REReviveInsight510s cooldownDInstantly revives your champion at your team's Summoner Platform and increases their Movement Speed for a short duration.Cooldown510sAvailabilityClassic onlySummoner's InsightRevive temporarily grants the user 220-560 Health.Why DCorroboratedRespawns you at your fountain with a burst of movement speed, and since Teleport is also on this board you can pair the two and be back in the fight moments after dying. That pairing spends both of your slots, so you play the whole game with no Flash and no Ignite or Exhaust for a payoff that only arrives after you are already dead.
SUSurgeWrath180s cooldownDTemporarily empowers your champion, granting Attack Speed and Ability Power for the duration.Cooldown180sAvailabilityClassic onlySummoner's WrathIncreases the Attack Speed bonus by 5% and the Ability Power bonus by 10%.Why DCorroboratedA buff you cast on yourself granting ability power and attack speed together, so it only pays in full on hybrid champions who want both halves at once. On a standard mage or AD carry half of it is wasted, and Ignite competes for the same aggressive slot.
RARallyWrath270s cooldownESummons a temporary beacon which increases allied Attack damage in an area.Cooldown270sAvailabilityClassic onlySummoner's WrathRally additionally gives Ability Power.Why ECorroboratedDrops a stationary beacon that gives allies standing near it bonus attack damage, so getting value out of it means persuading your team to fight on one fixed spot at a chosen moment. Every other spell here pays off the moment you press it, which is why this slot is better spent on almost anything else.

Beyond the two slots

grades and the masteries behind them

How summoner spells work in LoL Classic

You lock in two spells before the game starts and keep them the whole way through, so every pick is really a bet on how the next thirty minutes go. The classic roster brings back spells the modern Rift dropped years ago: Clairvoyance, Fortify, Promote, Rally, Revive and Surge are all live again in this mode.

The mastery tie-in

Every spell here belongs to one of three tier one masteries: Summoner's Wrath, Summoner's Resolve or Summoner's Insight. Take the matching node and the spell gets a direct upgrade.

The bonus line on each card is Riot's own wording, split out of the spell description it ships inside. Nothing on this page paraphrases a mechanic.

Cooldowns tell you the role

Cooldown gaps are the quiet argument behind half these picks. Flash at 300 seconds is a once a fight card you hold until it decides something. Smite at 70 seconds is a farming tool you press nearly on cooldown. Sort this page by cooldown and the roster splits into those two families almost on its own.

Past this page

The summoner spells tier list grades all of these for the two slots you get, and the mastery list shows the three nodes that upgrade them.

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