League of Legends Classic is an upcoming League of Legends gamemode that transports players back to Season 3. In this game mode, there are a limited number of champions, the reintroduction of Runes and Masteries, and unique Summoner Spells that were at one point added and removed from the game.
In this guide, we will discuss all the Summoner Spells that are available in League of Legends Classic. Here at Mobalytics, we have been working on many guides for LoL Classic, and we recommend you check out some of our other articles on our Guides Page.
All Summoner Spells in LoL Classic
Barrier
Cooldown: 210s
- Gain a short-duration shield. Summoner's Resolve: Barrier's Shield is increased.
Clairvoyance
Cooldown: 60s
- Reveals a small area of the map for your team for a short duration. Summoner's Insight: Retain sight on units revealed by Clairvoyance for 5 seconds.
Clarity
Cooldown: 135s
- Restores all nearby allied champions' mana. Summoner's Insight: Restores 25% more mana.
Cleanse
Cooldown: 210s
- Removes all disables and summoner spell debuffs affecting your champion and temporarily lowers the duration of incoming disables. Summoner's Resolve: Extends the Tenacity buff duration.
Exhaust
Cooldown: 210s
- Slows target enemy champion and reduces their Attack Speed and damage dealt. Summoner's Wrath: Exhaust also reduces the target's Armor and Magic Resist by 10.
Flash
Cooldown: 300s
- Teleports you a short distance toward your cursor. Summoner's Insight: Reduces Flash's Cooldown by 15 seconds.
Fortify
Cooldown: 180s
- Grants invulnerability to all Allied Turrets and causes them to attack 100% faster for 6 seconds. Summoner's Resolve: Turrets deal splash damage around their target.
Ghost
Cooldown: 240s
- Gain Move Speed and ignore unit collision for the duration. Summoner's Wrath: Bonus Move Speed granted by Ghost is increased.
Heal
Cooldown: 300s
- Restores Health to your champion and to nearby allies. Summoner's Resolve: Gain 5 Health per level.
Ignite
Cooldown: 210s
- Deals true damage over time to target enemy champion and reduces healing effects on them for the duration. Summoner's Wrath: While Ignite is on cooldown, gain 5 Ability Power and Attack Damage.
Promote
Cooldown: 270s
- Promotes a minion, granting it bonus stats, an empowering aura, and causing it to grant the caster gold for its kills. Summoner's Wrath: The Siege Rider's bonus Attack Damage aura also affects Champions.
Rally
Cooldown: 270s
- Summons a temporary beacon which increases allied Attack damage in an area. Summoner's Wrath: Rally additionally gives Ability Power.
Revive
Cooldown: 510s
- Instantly revives your champion at your team's Summoner Platform and increases their Movement Speed for a short duration. Summoner's Insight: Revive temporarily grants the user 220-560 Health.
Smite
Cooldown: 70s
- Deals true damage to target enemy minion or pet. Summoner's Resolve: Smite grants 10 gold per cast.
Surge
Cooldown: 180s
- Temporarily empowers your champion, granting Attack Speed and Ability Power for the duration. Summoner's Wrath: Increases the Attack Speed bonus by 5% and the Ability Power bonus by 10%.
Teleport
Cooldown: 300s
- After a short channel, your champion teleports to a target allied minion, turret, or ward. Summoner's Insight: Teleport's channel time is reduced.
What Summoner Spells You Should Take
The majority of the Summoner Spells in the game are not very good, and you will stick with taking the mainstream ones you would in normal League of Legends. However, I will discuss some champions and what Summoner Spells they could take.
Top Lane
Many Top Laners, such as Jax, Kayle or Garen, would take
Flash +
Ignite as Flash give you an escape tool and the Ignite gives you additional kill pressure.
When playing a tank such as Malphite or Nasus, you would take
Flash +
Teleport instead, so you can get back to the lane quickly.

Jungle
In the Jungle role, you usually have 2 options. For most Junglers like Lee Sin, Dr Mundo and Fiddlesticks, you’ll take
Flash +
Smite. Flash allows you to make plays, and Smite is used to clear the jungle and secure objectives.
However, if you’re playing an assassin Jungler like Shaco or Evelynn, then you could take
Ignite +
Smite to increase your kill pressure.

Mid Lane
Mid Laners with kill pressure, such as Ahri or Katarina, will take
Flash +
Ignite as they want to get kills and snowball.
Some Mid Laners who are weak early and just want to farm, like Karthus, will opt for
Flash +
Teleport to help them get back to the lane quickly. There is no point in them taking Ignite as they will be unable to get kills nor snowball.

ADC
All ADCs in League of Legends Classic should take
Flash +
Heal as these 2 Summoner Spells give them extra sustain in lane, and the Flash is very useful for securing kills or escaping sticky situations. It is rare for an ADC to take anything outside of these Summoner Spells.

Support
The Support meta mostly consists of Supports taking
Flash +
Exhaust, as Exhaust is really strong in League of Legends Classic, and it is good to set up kills or stop the enemy Jungler from killing you. These Spells are really strong on champions like Lulu, Janna and Soraka.
But just like normal League of Legends, some tanks can go
Flash +
Ignite like Leona, Blitzcrank or Alistar if they want to. The Flash + Ignite is good at getting kills, Flash + Exhaust is currently favoured on these engage champs.

Learn what Summoner Spells you should take on your favourite champion by heading over to our LoL Classic Guides Page.