Summoner spells
Flash, TP, Smite — when to take each one and who runs them. · 9 spells

Flash
Flash
Blinks your champion a short distance toward the cursor. The most impactful summoner spell in the game — used to engage, escape, and dodge skillshots.

Ignite
Ignite
Burns an enemy champion for 5 seconds, dealing true damage over time. Applies Grievous Wounds (40% healing reduction) for the duration. Mid range.

Smite
Smite
True-damages a monster or minion. Required for jungle — secures Baron and dragons, and boosts damage on jungle camps. Upgrades to gold Smite after one camp, which adds an anti-champion effect (slow + true damage on the closest enemy).
Every game if you jungle. Junglers can't function without it — camps eat you, and you can't secure objectives.
Jungle only. Laners shouldn't take it — they lose XP from camp restrictions.

Teleport
Teleport
After a short channel, teleports you to a turret, minion, or ward. Becomes unstoppable mid-cast. A baron-lane staple — lets you get back to lane fast or flank a sidelane fight.
In baron lane especially against aggressive snowball matchups or when you want strong sidelane presence. Also great for split-pushers who want to threaten Baron + flank fights.

Ghost
Ghost
Grants +24-48% movement speed for 10 seconds and lets you walk through units. Excellent for stick-to-you bruisers chasing kills.

Heal
Heal
Restores a chunk of HP to you and the nearest ally, and grants both +30% movement speed for 1 second. Applies a debuff that weakens subsequent Heal uses briefly.

Barrier
Barrier
Grants a strong shield for 2 seconds. Great against burst damage — absorbs a big hit so you can keep fighting.

Exhaust
Exhaust
Weakens an enemy champion for 2.5 seconds: -40% damage, -30% movement speed, -10 armor/MR. Massive value against assassins and high-DPS targets.

Cleanse
Cleanse
Removes all crowd control on you (slows, stuns, roots, fears, etc.) and grants +65% tenacity for 3 seconds. Doesn't cleanse suppression (e.g. Warwick R, Malzahar R).