These are the few ideas I currently have in mind, none of these are set in stone and may change over time. Currently as everyone knows, every game the standard is Flash/Ignite or Flash/Exhaust. I feel these summoner spells will fit into League of Legends just fine and add more of a variety to the game since season 3 is starting soon and masteries are continuing to change. Also, anytime the update time/date changes that means there is a change in the spells, either through its cooldown/percent/damage/layout.... i'm updating this daily! Season 4 is just around the corner and Riot is testing some new summoner spells so why not give them some ideas!

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Berserk: Enrages your champion, increasing Critical Strike Chance and Attack Speed by 15% and Attack Damage by 10-45 (depending on champion level) for 8 Seconds.

Supported Game Modes: Classic, Custom, Dominion

Summoner Level: 1

Cooldown: 180 Seconds

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Safeguard: Places your champion into a defensive stance, increasing Armor and Magic Resist by 10-65 (depending on champion level) for 6 Seconds.

Supported Game Modes: Classic, Custom, Dominion

Summoner Level: 9

Cooldown: 210 Seconds

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Focus: Infuses your champion with energy, increasing the Capturing Speed of Capture Points by 35% for 10 Seconds.

Supported Game Modes: Dominion

Summoner Level: 1

Cooldown: 150 Seconds

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Resolve: Marks target champion, granting full vision of the target and increases their damage taken by you and your allies by 15% for 5 Seconds. During this time, the target will have a skull icon above their head. Resolve does not stack with any other damage increasing effects.

Supported Game Modes: Classic, Custom

Summoner Level: 11

Cooldown: 210 Seconds

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*Remake* Surge: Empowers your champion, increasing Spell Vamp by 15% and Ability Power by 10-78 (depending on champion level) for 10 Seconds.

Supported Game Modes: Classic, Custom, Dominion

Summoner Level: 1

Cooldown: 180 Seconds

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Deluge: Energizes your champion, causing the next Ability cast within 6 Seconds to deal 20% more damage as Magic Damage. Deluge's effect does not stack with any other damage increasing effects. Deluge's effect is dominant over Resolve.

Supported Game Modes: Classic, Custom, Dominion

Summoner Level: 4

Cooldown: 180 Seconds

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Bane: Curses target champion, causing their next Ability cast within 4 Seconds to be negated. Targets afflicted by Bane will be immune to addtional Bane's casted at them for 15 Seconds

Supported Game Modes: Classic, Dominion

Summoner Level: 5

Cooldown: 240 Seconds

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Decipher: Causes your champion to be immune to Disables and Slows (does not include Taunts or Fears) for 3 Seconds. Decipher does not break any currently active Disables or Slows on your champion.

Supported Game Modes: Classic, Custom, Dominion

Summoner Level: 3

Cooldown: 180 Seconds

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*Remake* Heal: Heals only your champion for 15% of Missing Health and an additional 1% per second for 5 seconds.

Supported Game Modes: Classic, Custom, Dominion

Summoner Level: 10

Cooldown: 210 Seconds

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Very Experimental Summoner Spells (ideas running low)





Reserve: Your champion drinks a hidden elixir according to whats current on Reserves image. Reserves image will cycle through all the elixirs similar to Twisted Fates "Pick a Card", these elixirs will last just as long as a regular elixir and have the exact same scaling.

Supported Game Modes: Classic, Custom, Dominion

Summoner Level: 14

Cooldown: 420 Seconds (7 Minutes)

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Divert: Causes your champion to absorb 50% of the next Ability's damage that's targeted at them and reflects damage back to the attacker equal to the amount of damage your champion takes, this effect lasts for 3 Seconds.

Supported Game Modes: Classic, Custom

Summoner Level: 20

Cooldown: 90 Seconds



Updated 11/7/2012 - 4:38PM est - *New "Very Experimental Summoner Spells" - Thumps Up Please - Thanks for the reviews so far!

- 1000 views 11/6/2012, Thanks guys!

- Im Back guys! 10/3/2013