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All Summoner Spells in League of Legends and what they do

League of Legends Summoner Spells

Summoner Spells are the two spells that you can always pick in a game no matter which champion you play, and League of Legends is balanced around their existence.

All players have two Summoner Spells that they pick in the champion selection screen before a match. It’s possible to choose between 9 different Summoner Spells, except for ARAM, where you will have two extra options in “Mark” and “Clarity.”

A Summoner Spell usually has a longer cooldown than usual champion spells and should be used carefully. Some Summoner Spells are widespread and have been for a while.

Flash is the most popular among them as almost all champions and roles use it, and Smite is also mandatory for the jungle role. Other Summoner Spells are more situational and fade in and out of play.

Photo via: League of Legends

What are the various Summoner Spells in League of Legends?

In 2025, the selection of Summoner Spells in League of Legends is pretty easy to wrap your head around. In the early seasons, there were a lot of Summoner Spells; some have been removed since.

After 12 seasons, Riot Games has found a solid spot for Summoner Spell balance. Some were harder to balance than others, but with the recent adjustments to Teleport, everything seems to be in a good spot.

The following Summoner Spell descriptions will include each spell’s base cooldown. Note that there are specific ways to reduce Summoner Spell cooldowns: the Cosmic Insight rune and Ionian Boots of Lucidity.

Summoner Spells differ a bit in ARAM, so we will make a short mention of them at the end. Otherwise, this article only covers regular Summoner’s Rift gameplay.

Flash

Flash “blinks” your champion towards the target location. Flash is the most common Summoner Spell in the game and has been so since the game’s origin. Only a few champions don’t use Flash regularly.

  • Range: 400
  • Cooldown: 300 seconds
  • Extras: The Hextech Flashtraption rune replaces Flash with Hexflash while it’s on cooldown. Hexflash has the same effect as Flash, but requires the user to charge it while standing still for 1-2.5s before releasing it. This spell has a 20 seconds cooldown.

Ghost

Ghost increases your champion’s movement speed for 10 seconds. Ghost also makes your champion ignore unit collision, allowing the champion to go through minions.

  • Range: Selfcast
  • Cooldown: 240 seconds
Photo via: Riot Games

Heal

Heal your champion and the allied champion nearest to your mouse cursor within the spell’s range. Heal also grants bonus movement speed for a short duration.

  • Range: 900
  • Cooldown: 240 seconds

Barrier

Barrier grants a temporary shield for 2.5 seconds—the Barrier shield scales based on level. Great for stationary mages or vulnerable marksmen, just like Heal. Barrier does less than Heal on average, but with the potential to do more. In the bot lane, the two are often stacked with each player picking one.

  • Range: Selfcast
  • Cooldown: 180 seconds

Exhaust

Exhaust can only be used on an enemy champion, slowing it and reducing the damage it deals for three seconds.

  • Range: 650
  • Cooldown: 240 seconds
Photo via: Riot Games

Teleport

Channel for three seconds to rapidly dash to an allied turret, minion, or ward over a few more seconds. After 10 minutes, Teleport turns into Unleashed Teleport, which increases the speed of the dash and grants a strong movement speed boost for 3 seconds upon landing. Unleashed Teleport also reduces the spell’s cooldown with levels, up to level 10.

  • Range: Global
  • Cooldown: 300 seconds (Teleport) / 330 – 240 seconds (Unleashed Teleport)

Cleanse

Cleanse removes all disables and Summoner Spell debuffs from your champion, including Exhaust and Ignite’s damage-over-time component. Exceptions are: Airborne, Nearsighted, and Suppressed effects. Cleanse also grants extra Tenacity (75%) for three seconds.

  • Range: Selfcast
  • Cooldown: 240 seconds
Photo via: Riot Games

Ignite

Burns a targeted enemy champion for five seconds. Ignite reveals the target, inflicts Grievous Wounds (reducing healing by 40%), and deals true damage over time on the target.

  • Range: 600
  • Cooldown: 180 seconds

Smite

Smite deals 600 true damage to a targeted medium or large monster. Smite can also target enemy minions, or champion pets for minimal damage. Smite evolves into Unleashed Smite, then Primal Smite upon clearing a number of jungle camps.

Unleashed Smite deals 900 true damage instead. Alternatively, it can also be used on enemy champions to deal minimal damage and apply a short slow.

Primal Smite upgrades the damage to 1200 and also hits the monsters around the target.

Smite and its upgrades have two charges. The jungler is locked into selecting this spell, and no other player can.

  • Range: 500
  • Cooldown: 15 seconds (90 seconds recharge)

What are the Summoner Spells in ARAM? 

On Howling Abyss and its variants, spells are altered to fit the game pace and different map.

  • Smite and Teleport aren’t available.
  • Clarity is available, restoring mana to the caster and nearby allies.
  • Mark/Dash is available, launching a snowball then allowing to dash to it if it hit a target.
  • Exhaust’s cooldown is increased.
  • Every summoner spell’s cooldown is reduced.

It’s extremely rare that Riot adds new Summoner Spells or removes existing ones, so don’t expect these to change anytime soon.

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