Summoner spells play an essential part in League of Legends: Wild Rift These spells act as additional skills that your champions can activate in certain situations to turn the tide of a fight in your favor. While the game automatically presets the summoner spells recommended for the champion you chose, those spells won’t apply for every situation. Learn how to choose the right summoner spells for every case to improve your in-game performance.
Explaining Summoner Spells Guide Wild Rift
FLASH |
Teleports your champion toward your cursor's location. |
IGNITE |
Ignites target enemy champion, dealing 70-410 true damage (depending on champion level) over 5 seconds and applying Grievous Wounds to them for the duration (Grievous Wounds reduces all healing received and regeneration rates by 40%). |
BARRIER |
Shields your champion for 95 + (20 per level) for 2 seconds. |
EXHAUST |
Exhausts target enemy champion, reducing their damage dealt by 40% and movement speed by 30% for 3 seconds. It also shows how much damage is being reduced. |
GHOST |
Your champion ignores unit collision for 10 seconds, and gains 24-48% bonus movement speed for the duration (depending on champion level). The duration of this buff is increased by 4−7 seconds upon scoring a takedown (depending on level). |
HEAL |
Heals the caster and the allied champion nearest to the caster's cursor (or the most wounded ally if no target is near the cursor) by 90-345 health, and gives affected champions +30% movement speed for 1 seconds. Heal is 50% less effective on allies previously healed with another Summoner Spell Heal within the past 35 seconds. |
TELEPORT |
After channeling for 4 seconds, removes any homestart or homeguard buff, blinks your champion to target allied turret, minion or ward. On arrival, grants 50% multiplicative bonus movement speed for 3 seconds Cooldown: 420-210 seconds (depending on level). |
SMITE |
Deals 390-1000 true damage (depending on champion level) to target monster or enemy minion. Does not trigger spell effects. 15 second cooldown. Smite regains a charge every 90 seconds, up to a maximum of 2 charges. Smiting large monsters grants a heal for 90 (+10% max health). Smite can also be upgraded by purchasing Stalker's Blade or Skirmisher's Sabre. |
CHALLENGING SMITE |
Deals 390-1000 true damage (depending on champion level) to target monster or enemy minion. When cast on enemy champions it marks the target for 4 seconds, reducing their damage by 20%. While marked, your basic attacks apply a burning effect to the target that deals 48-125 (based on level) true damage over 2.5 seconds. Does not trigger spell effects. 15 second cooldown. Smite regains a charge every 90 seconds, up to a maximum of 2 charges. Smiting large monsters grants a heal for 70 (+10% max health). Challenging Smite is unlocked by purchasing Skirmisher's Sabre. |
CHILLING SMITE |
Deals 390-1000 true damage (depending on champion level) to target monster or enemy minion. When cast on enemy champions, deals 28-164 true damage and steals 20% of the target's movement speed for 2 seconds. Does not trigger spell effects. 15 second cooldown. Smite regains a charge every 90 seconds, up to a maximum of 2 charges. Smiting large monsters grants a heal for 70 (+10% max health). Chilling Smite is unlocked by purchasing Stalker's Blade. |
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