WildPick

Summoner spells

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

Flash

Flash

Cooldown 150s

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

When to take

Almost every champion runs Flash. No real substitute in most lanes. Going without it is a major risk.

Who runs it

Every lane — Top, Jungle, Mid, ADC, Support. The only exceptions are champions with built-in extreme mobility (rare).

Ignite

Ignite

Cooldown 180s

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

When to take

In aggressive matchups where you want kill pressure early. Great into healing champions (Soraka, Yuumi, Aatrox, Dr. Mundo).

Who runs it

Mid laners (especially burst mages like Annie, LeBlanc, Veigar), aggressive Top laners, Support over Heal when the team is aggressive.

Smite

Smite

Cooldown 75s

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).

When to take

Every game if you jungle. Junglers can't function without it — camps eat you, and you can't secure objectives.

Who runs it

Jungle only. Laners shouldn't take it — they lose XP from camp restrictions.

Teleport

Teleport

Cooldown 380s

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.

When to take

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.

Who runs it

Top laners (default over Ghost in most matchups), occasionally Mid laners who want to rotate fast between lanes.

Ghost

Ghost

Cooldown 180s

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

When to take

Bruisers without strong gap closers (Garen, Sett, Darius, Mundo). Solves the kiting problem against ranged opponents.

Who runs it

Top + Jungle (rarely, on tanky junglers post-build instead of standard utility), and occasionally ADC like Sivir.

Heal

Heal

Cooldown 240s

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.

When to take

ADC default. Critical for teamfight survival when you're squishy and being focused.

Who runs it

ADC (default), occasionally Support if the team needs extra sustain. Don't double-stack on the same team — the debuff wastes value.

Barrier

Barrier

Cooldown 180s

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

When to take

Squishy Mid + ADC champions in assassin matchups (Zed, Talon, LeBlanc). Barrier prevents the one-shot.

Who runs it

Mid carries (Lux, Brand, Vladimir) against burst, some ADCs against assassin-heavy comps.

Exhaust

Exhaust

Cooldown 210s

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

When to take

Support against teams with a scary assassin (Zed, Akali, Yasuo) or strong ADC (Vayne, Tristana). Diverts focus off your ADC.

Who runs it

Support primarily, occasionally Mid in a duel against a scary assassin.

Cleanse

Cleanse

Cooldown 195s

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).

When to take

ADC or Mid carry against heavy-CC comps (Leona, Morgana, Lissandra, Ashe). Take over Heal when CC chain is the bigger threat.

Who runs it

ADC against engage-heavy comps, Mid carries in matchups with Ahri / Lissandra / Ashe support.