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LoL Summoner Spells Explained: Best Picks for Every Role

What each of the nine Summoner's Rift summoner spells does, its cooldown, and which pair to take on top, jungle, mid, ADC and support. Checked against the wiki and patch notes up to 26.21, including the top role quest's free Unleashed Teleport.

Beginner 17 min read 21 viewsUpdated 8 days ago
Adapted from Full SUMMONER SPELL guide - When do I use what? | League of Legends

🎯 The core idea

Almost every League of Legends champion takes Flash, so the real choice is your second summoner spell. Junglers must take Smite. Top and mid pick between Teleport and a fighting spell. ADCs take Barrier, Heal or Cleanse depending on the enemy bot lane. Supports take Heal, Exhaust or Ignite. In 2026 the top role quest also hands top laners a free Teleport. All numbers checked on October 23, 2026 (patch 26.21).

  • free costs nothing
  • cheap small cost
  • setup needs preparation
  • grind pays off slowly
  • skip the thing to stop doing

How summoner spells work in Season 2026

Summoner spells are the two extra buttons you pick in champion select, on top of your champion's abilities. They cost nothing to cast, only cooldown time. All of them start on a 15-second cooldown when the game begins, the same moment the base gates open. New accounts unlock them gradually over the first 9 summoner levels, so a brand-new player won't see every option yet.

Summoner's Rift has nine standard spells: Flash, Ignite, Ghost, Exhaust, Heal, Teleport, Barrier, Cleanse and Smite. Varry's video shows all nine icons at the start but only names eight out loud (Heal gets its own section later). Clarity and Mark/Dash also appear in the client, but they belong to ARAM on the Howling Abyss, not Summoner's Rift.

These are the base summoner spell cooldowns on Summoner's Rift, from the official League of Legends Wiki:

SpellCooldownWhat it does
Flash300 sBlink up to 400 units toward your cursor
Teleport300 s (Unleashed after 10:00: 330 to 240 s by level)3-second channel, then dash to an allied turret, minion or ward
Ignite180 s70 to 525 true damage over 5 s, Grievous Wounds, reveals the target
Barrier180 sShield of 100 to about 502 for 2.5 s
Exhaust240 s40% slow and 35% less damage dealt for 3 s
Heal240 sHeal you and one ally for 80 to 346, plus 30% movement speed for 1 s
Cleanse240 sRemoves most crowd control, then 75% tenacity for 3 s
Ghost240 s24% to about 51% movement speed and no unit collision for 10 s
Smite2 charges, 90 s recharge, 15 s between casts600 true damage to a monster or minion (jungle only)

Summoner spell haste shortens these timers. Ionian Boots of Lucidity give 10, the Cosmic Insight rune gives 18, and Crimson Lucidity (the boots you get from the mid role quest) gives 20. With Ionian Boots plus Cosmic Insight (28 haste), Flash drops from 300 to about 234 seconds. On ARAM maps everyone gets +70 summoner haste, which is why Flash comes back in about 176 seconds there, as the ARAM Mayhem guide explains.

Flash: the spell nearly everyone takes

free Flash teleports your champion a short distance (400 units) toward your cursor and always casts instantly. It goes over walls, dodges skillshots, closes the gap for a kill or ends a gank before it starts. The video is right that mid, ADC and support players can take it every game without thinking, and most top laners and junglers do too.

How to use Flash in lol well comes down to three habits:

  • Flash late, not early. Wait until the dangerous ability is actually coming (a hook, a stun, an ultimate). Flashing too soon just lets the enemy follow you.
  • Use it for kills only when it secures one. Burning Flash for a target that dies anyway wastes five minutes of safety.
  • Combine it with your kit. Flash doesn't cancel charged or cast-time abilities, so some champions start a spell and Flash during it. The Yasuo guide shows the classic EQ3 Flash combo.

Flash can't be cast while rooted, grounded, or stunned. It is also not a spell you can skip lightly: a champion without Flash is the easiest target on the map for 5 minutes.

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Flash on D or F, and summoner spell tracking

setup Flash on D or F is pure habit. The default puts summoner spells on D and F, and players argue about which key Flash belongs on forever. Pick one and keep Flash on that key for every champion, so your hand never has to think about it. Jungle players usually keep Smite on the same key every game for the same reason.

Summoner spell tracking wins games. When the enemy uses Flash or Teleport, note it in chat. The frame above shows the scoreboard open with chat lines like "Xerath used Flash" and "Xerath Teleport", so the whole team knows when the enemy can't escape. A simple rule: an enemy laner without Flash has about 5 minutes (300 seconds) of danger. Tell your jungler and play for a gank in that window. Tracking cooldowns is also why the scoreboard (Tab) is worth glancing at after every fight.

Teleport and Unleashed Teleport

setup Teleport channels for 3 seconds, then dashes you to an allied turret, minion or ward. You are untargetable during the dash, but enemies see the channel coming. The base cooldown is 300 seconds. At 10:00 it automatically turns into Unleashed Teleport: a faster dash, 50% bonus movement speed for 3 seconds on arrival, and a 330 to 240 second cooldown that shortens with your level.

Teleport is a solo lane spell. It lets you go back to buy items without losing a wave, join a fight across the map, or show up in a side lane to push. The video's explanation is still right: side laners with Teleport can join the team and then teleport back out to catch waves. Some ADCs take Teleport against mages with Teleport, but that's a niche pick.

Where Teleport fits:

  • Top lane: still common, but no longer automatic (see the next section).
  • Mid lane: a solid option. The mid lane guide explains why many mid laners now take Ignite or Ghost instead, since the 2026 Homeguard makes walking back faster.
  • ADC: rare, mostly to match an enemy laner who has it.
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Teleport top lane in 2026: the role quest changes the choice

grind This is the biggest change since the video. Varry uploaded it on November 13, 2025, before Season 2026 added role quests, so he says top laners almost always take Flash and Teleport. That advice is now out of date.

The top lane role quest fills during laning. When you finish it, your Teleport choice pays off differently, as the role quests guide covers in full:

What you tookWhat the top quest gives you
No Teleport (for example Flash + Ignite or Flash + Ghost)A free Unleashed Teleport in an extra Role Quest slot, 390-second cooldown
TeleportYour Teleport gives a shield of 35% of your max health for 10 seconds when the channel ends, and Unleashed Teleport's cooldown drops by 30 seconds (300 to 210 s)

Patch 26.12 changed the shield to 35% for 10 seconds (it was 30% for 30 seconds), and patch 26.19 cut the free Teleport's cooldown from 420 to 390 seconds. Riot itself said in the 26.19 notes that the quest is freeing top laners to skip Teleport. In practice:

  • Take Flash + Ignite or Flash + Ghost on lane bullies who want kills before the quest finishes (Riven, the video's example, and similar fighters).
  • Take Flash + Teleport on tanks and split pushers who want a strong Teleport all game, and the shield for crossing the map.

The top lane guide covers when the quest finishes and how to use the free Teleport.

Ignite: kill pressure in lane

cheap Ignite burns one enemy champion for 70 to 525 true damage over 5 seconds, based on your level. It also applies Grievous Wounds (less healing) and reveals the target for the duration. Range is 600 and the cooldown is 180 seconds, tied with Barrier for the shortest cooldown.

Take Ignite when you want to kill your lane opponent early: aggressive mid laners like LeBlanc, fighters like Riven in top lane, and all-in supports. Use it at the start of an all-in, not as the last hit, because most of the damage comes over time. Ignite also counters healing champions and lifesteal, since Grievous Wounds stays on for the whole burn.

The video says Ignite isn't used in the jungle or by ADCs, and that holds up. One correction: Varry calls a few spells "runes" when he means summoner spells. Runes are a separate system you set on another page.

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Exhaust: when to take it

cheap Exhaust targets one enemy champion within 650 range for 3 seconds: it slows them by 40% and reduces the damage they deal by 35%. Cooldown is 240 seconds. It doesn't reduce true damage. Patch 26.17 fixed a bug where it did.

When to take Exhaust in lol: against champions who kill you in one burst, like assassins (the video's example is a burst champion who has little damage once Exhausted) or a hard all-in bot lane. Most Exhaust users are supports. Save it for the moment the enemy jumps on your carry, not the start of the fight. A well-timed Exhaust can turn an assassin's whole combo into a failed attempt.

Heal: the support and ADC staple

free Heal restores 80 to 346 health (based on level) to you and the ally nearest your cursor, and gives you both 30% bonus movement speed for 1 second. Range is 900 and the cooldown is 240 seconds. If someone was healed by Heal in the last 35 seconds, the next Heal on them restores 50% less.

The video says Heal is mostly a support spell, especially on enchanters like Lulu or Soraka, and that many supports take it right now. Supports and ADCs both use it in bot lane. The speed boost is easy to forget and often saves more lives than the heal itself, so use it to run, not only to survive one more hit. The support guide covers lane matchups where Heal fits.

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Barrier vs Heal on ADC

cheap Barrier gives you a shield that absorbs 100 to about 502 damage (based on level) for 2.5 seconds, on a 180-second cooldown. It only protects you, but it is shorter than Heal's 240 seconds and ignores Grievous Wounds.

Barrier vs Heal comes down to the enemy:

PickWhen
BarrierBurst lanes and Ignite users: assassins, all-in supports. Grievous Wounds doesn't reduce a shield
HealLong poke lanes, kiting, and saving your support too

The video says Barrier is almost only an ADC spell, plus odd top lane cases like Warwick. The wiki adds that Barrier also shows up in mid lane against Ignite users, because the shield isn't affected by healing reduction. Both the Jinx and Kai'Sa guides take Flash + Barrier as their default.

Cleanse: breaking crowd control

setup Cleanse removes disables (stuns, roots, slows, charms, taunts and more) and summoner spell debuffs like Ignite and Exhaust, then gives you 75% tenacity for 3 seconds. Cooldown is 240 seconds.

What Cleanse does not remove matters: knock-ups (airborne), nearsight and suppression, and it can't be cast at all while you are suppressed. It also removes Ignite's damage but not Ignite's Grievous Wounds. So Cleanse is great against Leona's stuns, Morgana's root and Ahri's charm. It does nothing against a Malphite or Yasuo knock-up.

The video is right that Cleanse is mostly an ADC spell, taken when the enemy team has several hard crowd control abilities. Expect to swap Barrier or Heal for Cleanse in those games.

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Ghost vs Flash: speed for longer fights

cheap Ghost gives you 24% to about 51% bonus movement speed (based on level) for 10 seconds and lets you walk through units. Cooldown is 240 seconds.

Ghost vs Flash isn't really a choice for most players. Flash answers one moment instantly. Ghost wins long chases, long kites and side lane fights. That's why nearly everyone takes Flash and some pair it with Ghost instead of the usual second spell. Ghost fits melee champions who need to stick to targets and ADCs who don't need Barrier or Cleanse. The video calls it a mid-to-late game spell, which fits: the bonus speed grows with level. A few champions even skip Flash for Ghost + another spell, but that's for experienced players.

Smite: the jungle-only spell

grind Smite deals true damage to a monster or enemy minion. It holds 2 charges, recharges every 90 seconds and has a 15-second gap between casts. Since patch 25.09, Smite in the permanent Summoner's Rift queues (ranked and normal draft) is locked to the Jungle role and must take one of your two slots. Other roles can't pick it at all, so the video's "no other laner would ever use Smite" is now a rule, not just advice.

Smite grows as your jungle pet eats treats from camps:

TreatsVersionDamage to monsters
0Smite600 true damage
15Unleashed Smite1,000 true damage, can hit champions for 40 damage and a 20% slow
35Primal Smite1,400 true damage, also hits nearby monsters

Patch 26.01 raised Unleashed Smite to 1,000 (from 900) and Primal Smite to 1,400 (from 1,200), and moved the second charge to 0:48. The jungle guide covers using Smite on Dragon and Baron.

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Best summoner spells for every role

Which summoner spell in lol for each role? This table combines the video's summary with the 2026 changes:

RoleDefaultAlternatives
TopFlash + TeleportFlash + Ignite or Ghost, relying on the role quest's free Teleport
JungleSmite + FlashSmite + Ghost or Ignite on a few champions
MidFlash + Teleport or Flash + IgniteGhost, Barrier against burst
ADCFlash + Barrier or Flash + HealCleanse against heavy crowd control, rarely Ghost, Teleport or Exhaust
SupportFlash + Heal, Exhaust or IgniteHeal on enchanters, Ignite on all-in tanks, Exhaust against assassins

Summoner spells for ADC: Barrier or Heal against most lanes, Cleanse when the enemy has a Leona, Morgana or other heavy crowd control. Summoner spells for support: Heal on enchanters, Exhaust when the enemy has a burst threat, Ignite when you want to fight in lane. Summoner spells for mid: Flash plus Teleport for safety and map play, or Flash plus Ignite for kill pressure. These are the best summoner spells for most champions, but always check your champion's own guide. Some champions have their own standard pair.

skip Don't decide between Flash ignite or teleport by copying the last game. Look at your lane opponent in champion select: Ignite if you can kill them, Teleport if you can't and want to play the map.

How this guide was fact-checked

The facts in this guide were checked on October 23, 2026, against patch 26.21.

  • From the official League of Legends Wiki: the Summoner spell page (spell list, the 15-second start cooldown, the summoner haste table, ARAM's +70 haste) and each spell's page: Flash, Ignite, Ghost, Exhaust, Heal, Barrier, Cleanse, Teleport and Unleashed Teleport, Smite (including Unleashed and Primal Smite and the jungle role lock), Clarity and Mark, plus Cosmic Insight, Ionian Boots of Lucidity and Crimson Lucidity. Cooldowns, ranges and effect values come from those pages.
  • From the official patch notes: 25.09 (Smite locked to junglers), 26.01 (Smite damage and recharge start, via the wiki's patch history), 26.12 (top quest Teleport shield 35% for 10 s), 26.17 (Exhaust no longer reduces true damage), 26.19 (free top quest Teleport cooldown 420 to 390 s, upgraded Unleashed Teleport 300 to 210 s) and 26.21 (Teleport channel visual bug fix only). Patches 26.13 to 26.21 were checked and have no other balance changes to standard summoner spells.
  • From the video: the spell icons, the tooltips and the chat lines in the frames, and the general role recommendations, which still match current play.
  • Corrections to the video: the video predates Season 2026, so it doesn't mention that the top role quest gives a free Unleashed Teleport (390 s) or upgrades your existing Teleport, which makes Flash + Ignite or Ghost far more common in top lane. Varry names eight spells while saying there are nine; Heal is the ninth. He calls summoner spells "runes" twice; they are a separate system. Barrier isn't only for ADCs: the wiki notes it is also used in mid lane against Ignite. Smite is no longer just a convention for junglers; since 25.09 the game forces it.
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What this guide doesn't answer

  • Exact spells per champion. Each champion has its own best pair; check its champion guide.
  • Hexflash and the Hextech Flashtraption rune. Runes are a separate topic.
  • Arena and ARAM Mayhem summoner spells. Those modes use their own spell lists; the ARAM Mayhem guide covers ARAM.
  • Teleport timing in specific team fights. That's macro play covered in the top lane guide.
  • Pro play spell choices. Pro picks depend on team strategy and change every patch.

Frequently asked

What are the best summoner spells in League of Legends for each role?

Almost everyone takes Flash. Top takes Teleport, or Ignite or Ghost and relies on the role quest's free Teleport. Jungle must take Smite plus Flash. Mid takes Teleport or Ignite. ADC takes Barrier or Heal, and Cleanse against heavy crowd control. Support takes Heal, Exhaust or Ignite.

Should top laners still take Teleport in 2026?

Not always. Finishing the top role quest gives a free Unleashed Teleport with a 390-second cooldown if you didn't take Teleport. If you did, your Teleport gains a 35% max health shield for 10 seconds and Unleashed Teleport's cooldown drops by 30 seconds. Lane bullies often take Flash plus Ignite or Ghost now.

What are the summoner spell cooldowns in LoL?

On Summoner's Rift: Flash 300 s, Teleport 300 s (Unleashed after 10:00, 330 to 240 s by level), Ignite and Barrier 180 s, Exhaust, Heal, Cleanse and Ghost 240 s. Smite has 2 charges with a 90-second recharge. Ionian Boots (10 haste) and Cosmic Insight (18 haste) shorten all of them.

Is Barrier or Heal better on ADC?

Heal restores 80 to 346 health to you and one ally plus 30% speed for 1 second on a 240-second cooldown, so it suits poke lanes and kiting. Barrier shields 100 to about 502 damage for 2.5 seconds on a 180-second cooldown and ignores Grievous Wounds, so it is better against burst and Ignite.

Can I take Smite if I'm not playing jungle?

No. Since patch 25.09, Smite in the permanent Summoner's Rift queues is locked to the Jungle role and must fill one of the jungler's slots. It deals 600 true damage, 1,000 as Unleashed Smite after 15 pet treats and 1,400 as Primal Smite after 35 treats.

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