Summoner Spells
Complete Summoner Spells database with cooldowns and recommended roles

Sprint
90s CDInstantly 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.
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.

Smite
30s CDDeals 1,500 true damage to a nearby monster or minion and stuns them for 1s. Buy Hunting Knife to upgrade to Smite Aura.
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.

Heal
120s CDRestores 15% Health to self and nearby teammates, and increases the Movement Speed of nearby teammates by 15% for 2s.
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.

Execute
60s CDInstantly 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.
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.

Frenzy
60s CDIncreases damage by 10%, Resistance by 15%, Physical Lifesteal by 20%, and Magical Lifesteal by 30% for 7s.
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.

Disrupt
90s CDSilences 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.
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.

Stun
90s CDStuns all nearby enemies for 0.75s and slows them for 1s.
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.

Teleport
75s CDAfter 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.
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.

Intimidate
90s CDReduces 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.
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.

Flash
120s CDTeleports a short distance in the target direction.
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.

Purify
120s CDRemoves all debuffs and crowd control effects (except suppression) and grants crowd control immunity for 1.5s.
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.
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.