LoL Summoner Spells Guide: All 10 Spells Ranked

Verified November 7, 2026 · Status: live gameplay
LoL Summoner Spells are 2 out-of-combat abilities picked per match from 10 options (Flash, Ignite, Teleport, Heal, Exhaust, Barrier, Ghost, Cleanse, Smite, Clarity) — one of them, Flash, is essentially mandatory on 95% of champions due to its blink utility, and your spell choice depends heavily on role and matchup. Verified on 7 November 2026.
Source: Riot — League of Legends Game Reference.
Symptom → cause → first action
| Problem | Likely cause | First action |
|---|---|---|
| Can’t pick Summoner Spell | Spell locked at low level | Hit level 10 for Flash; some unlock earlier |
| Wrong spells on summoner | Default loadout not changed | Champion Select → click spell → swap |
| Can’t change spell mid-game | Locked at queue start | Normal — set before queueing |
| Spell on cooldown entire fight | Used early, 5-min cooldown typical | Save for critical moments |
| Different keybind per spell | D and F keys by default | Rebind in Settings → Hotkeys |
| Can I get bonus summoner spells? | Some keystones grant third effect | Unsealed Spellbook keystone adds swap |
All 10 Summoner Spells
| Spell | Effect | Cooldown | Best for |
|---|---|---|---|
| Flash | Blink 400 units in target direction | 300s | Every role — mandatory |
| Ignite | Deal 70-410 true damage + reduce enemy healing | 180s | Mid lane, kill pressure |
| Teleport | After 3s channel, blink to friendly unit | 360s → 240s (upgrade) | Top lane, split push |
| Heal | Heal champion + nearby ally for 90-345 HP + 30% move speed | 240s | ADC, sustain |
| Exhaust | Reduce enemy damage by 35% + slow for 2.5s | 210s | Support, counter burst |
| Barrier | Shield self for 115-455 damage | 180s | Mid/ADC solo survival |
| Ghost | Walk through units + 27-45% move speed | 210s | Mobile champs, chase |
| Cleanse | Remove disables + reduce future disables | 240s | Mid/ADC vs hard CC |
| Smite | Deals 450-1000 true damage to monsters/minions | 15s cap | Jungle only (mandatory for jungler) |
| Clarity | Restore mana to self and nearby allies | 240s | ARAM only (not Summoner’s Rift) |
Standard loadouts by role
| Role | Primary (D) | Secondary (F) |
|---|---|---|
| Top | Flash | Teleport (lane presence) or Ignite (kill pressure) |
| Jungle | Smite | Flash |
| Mid | Flash | Ignite (burst mages) or Teleport (scaling) or Barrier (assassin counter) |
| ADC | Flash | Heal (standard) or Barrier (vs assassins) or Ghost (hyper-carry) |
| Support | Flash | Ignite (engage) or Exhaust (vs burst) or Heal (if ADC takes Barrier) |
Flash — the universal spell
- 5-minute cooldown (base) — long enough that trading is a decision, not a crutch.
- Goes over most walls and barriers.
- Can be used offensively (chase + burst) or defensively (dodge CC).
- Combo with abilities (Flash + ultimate) for surprise plays.
- 95% of ranked players have Flash equipped — it’s that good.
- Not having Flash forces specific play styles; only a few champions build around no-Flash.
When to pick alternatives
- Ignite: Kill lane with magic burst — Ryze, Veigar, Annie. Not on tanks.
- Teleport: Split push + global map pressure. Top lane or scaling mid.
- Exhaust: You’re playing support vs burst damage comp.
- Cleanse: Enemy team has multiple hard-CC threats.
- Ghost: Your champion lacks natural mobility and gets kited.
- Heal: Standard ADC — sustain + burst heal for self and ADC-partner.
Smite — jungle exclusive
- Deals true damage to jungle monsters.
- Lower cooldown (15s cap) than other summoners.
- Used for securing objectives (dragon, Baron, Rift Herald) — “smiting” the objective.
- Upgrades to specialized Smites at level 10 (Challenging Smite, Chilling Smite).
- Must have Smite to enter Summoner’s Rift jungle — Riot restricts queue.
Keybindings (default)
- D key: Primary summoner (usually Flash).
- F key: Secondary summoner.
- Swap default: Settings → Hotkeys → change if you prefer F as Flash.
- Quick cast: hover → tap D/F (no confirmation needed).
- Normal cast: Press D/F → target → click. Confirmation stops accidental use.
If summoner spells aren’t picking
- Spell locked? → level up more; some are gated until level 10+.
- Already selected spell but shows other? → re-select in Champion Select Picks tab.
- Can’t take two of same spell? → correct — must pick 2 different spells.
- Smite on non-jungle role? → not allowed; Rift restricts Smite to Jungle.
- Related: runes, tier list, popular roles, settings.
FAQ
How many Summoner Spells can I pick?
Exactly 2 per match. You cannot have the same spell twice. You pick during Champion Select and they lock when the match starts.
Is Flash mandatory?
Essentially yes. 95% of ranked matches have Flash equipped. It’s a 400-unit blink on a 5-minute cooldown — unmatched utility. A few specific champs skip it, but as a new player, always pick Flash.
Why is Smite only for jungle?
Riot restricts Smite to the Jungle role on Summoner’s Rift. Smite is extremely strong in jungle (securing objectives, killing camps), so limiting it enforces role diversity. On other roles it’s not available for selection.
Can I change Summoner Spells mid-match?
No — spells lock in at match start. If you want different spells for a specific matchup, select them before queueing.
What’s the difference between Teleport and TP Upgrade?
Teleport starts at 360s cooldown. At level 10, it becomes “Unleashed Teleport” with reduced cooldown (240s) and expanded functionality. Pick Teleport in Champion Select; the upgrade happens automatically mid-game.
Which Summoner Spell should ADC take?
Flash + Heal is the standard ADC combo. If enemy team has heavy assassin burst (Zed, LeBlanc) → Barrier instead of Heal. If your support takes Heal, you can take Ghost for extra mobility.
When do I use Ignite vs Barrier?
Ignite is offensive — turns kill pressure into actual kills via Grievous Wounds + damage. Barrier is defensive — survive the fight. Pick Ignite if you’re ahead/engaging; Barrier if you’re defensive matchup.



