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Summoner Spells

Complete Summoner Spells database with cooldowns and recommended roles

Sprint

Sprint

90s CD
Sprint • Unlocks at account Lv.1

Instantly removes slow effects and grants 30% Movement Speed for 10s. While sprinting, halves slow effects received and grants an extra 20% Movement Speed when out of combat.

When to take it

The answer to slows — the only spell unlocked at account level 1

Slows applied during the sprint are halved, and being out of combat adds another 20%. It is not a blink, so terrain still blocks you — but ten seconds of speed is a different tool from Flash's single instant. Against a composition built on slows, it often does more work.

Heroes that take this spell (2)
Recommended
FighterMageSupport
Smite

Smite

30s CD
Smite • Unlocks at account Lv.5

Deals 1,500 true damage to a nearby monster or minion and stuns them for 1s. Buy Hunting Knife to upgrade to Smite Aura.

When to take it

Required to buy jungle items — effectively locked in for junglers

If you are clearing the jungle this is not a choice but a prerequisite: jungle items cannot be purchased without it. Its 30s cooldown is the shortest in the game, half that of the next-shortest pair (Execute and Frenzy). The 1,500 true damage to monsters doubles as steal protection when contesting the Tyrant or the Overlord. Buying the Hunting Knife upgrades it to Smite Aura.

Recommended
AssassinFighterJungle
Heal

Heal

120s CD
Heal • Unlocks at account Lv.7

Restores 15% Health to self and nearby teammates, and increases the Movement Speed of nearby teammates by 15% for 2s.

When to take it

Recovers the group, not the individual

Because Heal restores a percentage, the total goes up the more high-Health frontliners are standing near you. For a hero who spends long stretches alone, it only ever returns your own 15%. Its 120s cooldown ties for the longest in the game.

Recommended
SupportTank
Execute

Execute

60s CD
Execute • Unlocks at account Lv.3

Instantly deals true damage to nearby enemy heroes equal to 16% of their lost Health. Cooldown is reduced by 90% if an enemy is defeated as a result.

When to take it

Closes out the kills you cannot quite finish

Because it is true damage, no amount of enemy defense reduces it. That also means it scales with how low they already are — against a full-health target it does almost nothing. Securing the kill cuts the cooldown by 90%, putting it back up in about six seconds. It unlocks at account level 3, so it is available almost from the start.

Recommended
FighterTank
Frenzy

Frenzy

60s CD
Frenzy • Unlocks at account Lv.17

Increases damage by 10%, Resistance by 15%, Physical Lifesteal by 20%, and Magical Lifesteal by 30% for 7s.

When to take it

For heroes whose fights go long

Frenzy cannot be used to escape or to close a gap, so it only pays off in extended trades. The flip side is a 60s cooldown, short enough to be up for every team fight. It unlocks at account level 17, so it is out of reach until you have played for a while.

Heroes that take this spell (3)
Recommended
MarksmanFighter
Disrupt

Disrupt

90s CD
Disrupt • Unlocks at account Lv.9

Silences enemy structures for 2-5s (increases by 1.5s at 04:00 and again at 10:00). Grants damage immunity and double Attack Speed for 4s when used on allied structures. Stacking within 90s only adds 1s to the effect.

When to take it

Works on both sides of a tower dive

The silence lasts 2-5s, extending by 1.5s at 04:00 and again at 10:00. The same spell inverts its purpose depending on the target: it buys time to dive, or time to hold. Stacking it within 90s only adds one second.

Heroes that take this spell (2)
Recommended
SupportTank
Stun

Stun

90s CD
Stun • Unlocks at account Lv.11

Stuns all nearby enemies for 0.75s and slows them for 1s.

When to take it

Gives a hero without crowd control a way to start a fight

Stun is an area effect rather than a targeted one, so a clumped enemy team all get hit. The heroes who gain most are the ones with no reliable crowd control of their own — it adds an opener they otherwise lack. At 0.75s it is short, and it only works if teammates are close enough to follow up.

Heroes that take this spell (5)
Recommended
SupportTank
Teleport

Teleport

75s CD
Teleport • Unlocks at account Lv.14

After 2s of channeling, teleports the hero next to an allied structure (can be a destroyed tower) or minion. The selected unit is immune to damage during teleportation. Canceling teleportation in any way or using it within 30s of using the Teleportation Portal reduces its cooldown by 25s.

When to take it

Lane returns and split pushing

Destroyed towers still count as destinations, so a losing lane keeps a way back. The selected unit takes no damage while you channel. Cutting out the walk after a death is what makes the difference — you simply get more pushes per game. Cancelling the channel refunds 25s of the cooldown.

Heroes that take this spell (1)
Recommended
FighterTank
Intimidate

Intimidate

90s CD
Intimidate • Unlocks at account Lv.15

Reduces the damage output of nearby enemies by 25% and increases own damage reduction by 20% for 4s. If a teammate uses Intimidate on the same target within 5s, the damage reduction debuff will be halved.

When to take it

For the player absorbing damage at the front

What separates Intimidate from other defensive options is that it lowers the enemy's damage itself, not just your intake. If a teammate applies it to the same target within 5s, though, the reduction debuff is halved — with two frontliners, split the targets.

Heroes that take this spell (5)
Recommended
SupportTankFighter
Flash

Flash

120s CD
Flash • Unlocks at account Lv.19

Teleports a short distance in the target direction.

When to take it

The lifeline for heroes with no movement skill

Flash is the only general-purpose way to cross terrain. Heroes who can reposition with their own kit have room to pick something else, but Hou Yi has no movement effect anywhere in his passive or three skills, so Flash is his only reset. Huang Zhong also loses the ability to move during Turret Mode and needs an exit that does not wait for the mode to end. At 120s it ties for the longest cooldown in the game — assume you cannot repeat the escape for two full minutes.

Recommended
MageMarksmanAssassinFighter
Purify

Purify

120s CD
Purify • Unlocks at account Lv.13

Removes all debuffs and crowd control effects (except suppression) and grants crowd control immunity for 1.5s.

When to take it

For roles that die to a single crowd-control hit — picked after seeing the draft

Suppression is the one exception it cannot remove, and that exception is why its value depends on the enemy composition. For marksmen and mages who evaporate the moment they are pinned by a stun or knock-up, it can outrank Flash. The cooldown is 120s, tied with Flash and Heal for the longest.

Recommended
MarksmanMage

Summoner Spell Strategy Guide

Players select one summoner spell (11 total) before a match. Choice depends on role, tactical need, and cooldown window (30s to 120s).

What players actually take

Across the 226 popular sets read from the game, Flash appears in 109 (48.2%), Smite in 62 (27.4%) and Heal in 20 (8.8%). Frenzy and Execute follow on 11 each, then Teleport on 8, Stun and Sprint on 2 each, and Intimidate on 1.

All 49 jungle sets across 26 heroes run Smite. Jungle items cannot be bought without it, so there is no choice to make.

Purify and Disrupt appear in none of the 226 sets. Intimidate turns up once, in Florentino's second most-used build. Missing from the top builds does not mean they never matter against the right opponent.

Spell descriptions and cooldowns are based on the global server in-game Common Skills display as of 2026-08-12.

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Tier, win rate, pick rate and ban rate are taken from the official in-game HoK Camp statistics (as of 2026-08-14). Skill values and descriptions are transcribed from the in-game display (Global). Patch changes are summarised from the official patch notes (Level Infinite) and written up by this site. Matchups, synergies and strategy write-ups are this site's own commentary.

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