Summoner Spells are abilities that players can use in addition to their heroes' abilities. They are chosen during Hero Select before the start of the game and each player is only allowed to have two summoner spells. Summoner spells are primarily used to provide support and utility to the players' heroes as they don't have any cost except for their cooldown. The effectiveness of some spells vary from the hero's level but some are not and will give constant effects regardless of the level.
Unlocking Summoner Spells
The number of spells that are available to a player is determined by their level. At level one, a player begins with 9 spells to choose from. Then as a player reaches new levels, he/she will unlock new spells up to level 35.
List of Summoner Spells
The table below shows what player level unlocks which spell(s), the description of the spell and their cooldown.
|Instantly revives your hero to your team's fountain (starting platform) and grants 400 + [40 x Hero Level] bonus Health for 2 minutes.
|Deals 370 + [35 x Hero Level] true damage to a targeted non-allied minion, monster, or summoned unit. When your hero is out of combat from non-jungle units (heroes, minions, buildings, summons) for 8 seconds, the refresh rate on the cooldown of this spell will be increased by 200%.
|Exhausts the target enemy hero, reducing their Movement Speed and Attack Speed by 60%, and reducing their damage dealt by 60% for 2 seconds.||240||Target|
|After channeling for 4 seconds, teleports your hero to the target allied structure, minion, summon or ward. You can cast this skill again while channeling to cancel it and reduce the cooldown to 150 seconds. This spell is also canceled if the target ward or summon expires during the channeling of the spell.
|Grants the ability to move through units and increases your hero Movement Speed by 27% for 10 seconds.||158||Self-casting|
|Restores 75 + [25 x Hero Level] Health to your hero and removes the burning debuff of Ignite () from them, also healing the Health of nearby allies by half of the healing effect.
|Deals 100 + [30 x level] true damage to all non-allied minions, monsters, or summoned units in the target area.
|Reveals all nearby enemies within 800 radius around yourself, including invisible units for 7 seconds. Your hero also gains the ability to detect all invisible units and wards for 7 seconds.||90||Self-casting|
|Empowers your hero, increasing Ability Power by 6 + [4 × Hero Level] and Attack Speed by 35% for 12 seconds.
|Removes all crowd control effects and summoner spell debuffs on your hero and lowers the duration of incoming disables by 65% for 3 seconds. This spell can be used while under the effects of crowd control.
|Restores [(10% of your hero's maximum Mana) + (40 x Hero Level)] Mana to your hero (half of the restoration effect is applied to all nearby allies), and grants 10% Cooldown Reduction to your hero for 60 seconds.
|Ignites an enemy hero by applying a burning debuff on them, dealing 50 + [20 x Hero Level] true damage over 5 seconds, reducing all healing they receive by 40%, reducing their Armor and Magic Resist by 15%, and revealing their location for the duration.
|Teleports your hero a short distance toward your cursor's location.||188||Target|
|Disarms an enemy hero, reducing their Movement Speed by 25%, and disabling their basic attacks, skills and summoner spells for 1.2 seconds.||240||Target|
Free spells are unrelated with the Summoner Spells and they are given to all players for free.
- Recall () (Hotkey: [B]): Is an ability that all players have access to regardless of selected hero. Recall causes your hero to channel for 8 seconds. If the channel is not interrupted, the hero will be teleported to their team's Spawn fountain. This ability can be interrupted by normal attacks or skills.
- Surveillance Ward () (Hotkey: [Z]): Places a Surveillance Ward to the target location, granting vision around the ward to the team for 90 seconds (after 8 in-game minutes, the duration will be increased to 120 seconds, limited to only in Eternal Arena). When an enemy hero within stealth state comes into the ward's vision, it will alert the allies by sending a signal on the mini-map, but will not send the same signal on the exact enemy location within the game screen. This stealth detection ability will not affect the same hero within 4 seconds. This skill has a 150 second cooldown. (It has the fixed 3 units of Health and any basic attack on it only reduces 1 hitpoint per attack regardless of hero stats)
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