Summoner Spells
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All summoner spells
The 9 Summoner Spells
Wild Rift has 9 summoner spells, and this page collects the effect text and cooldown for each. Cooldowns run from 10 seconds to 150 — a gap that decides how freely each one gets spent.
What each spell does
They fall roughly into mobility, healing and defence, disruption, and farming support. Cooldowns are in brackets.
- Flash (150s) — Teleports a short distance forward or in a chosen direction.
- Teleport (150s) — After a 3.5-second channel, moves you to an allied champion, structure or ward. Structures only for the first six minutes.
- Cleanse (110s) — Removes disables and grants 0.25 seconds of immunity to them.
- Heal (100s) — Heals you and the most wounded nearby ally, with bonus movement speed for both.
- Barrier (100s) — Grants a damage-absorbing shield for 2.5 seconds.
- Exhaust (100s) — Slows one enemy champion and cuts their damage for 2.5 seconds.
- Ignite (100s) — Burns for true damage over 5 seconds, applying Grievous Wounds and revealing the target.
- Ghost (90s) — A large burst of movement speed that decays; kills and assists reset and extend it.
- Smite (10s) — Deals 600 true damage to monsters, epic monsters and enemy minions, and heals you when used on a monster.
Reading the cooldowns
Smite sits at 10 seconds because it is meant to be spent on every camp. Flash and Teleport sit at the other end at 150, which is why holding or spending one is a decision in itself.
Heal, Barrier and Ignite scale with level, so the same spell simply does more as the game goes on. Smite upgrades into Chill Smite after three uses.
Effect text and cooldowns are taken from the summoner spell data bundled with this site.