League of Legends Classic Spells: Full List & Best Picks

Summary

League of Legends Classic has 16 summoner spells. They differ from modern LoL spells in cooldowns, effects, range, and charges. In this game mode, 6 removed spells also return: Clairvoyance, Fortify, Promote, Rally, Revive, and Surge. Additionally, Masteries can change up the abilities of Classic spells.

League of Legends Classic SpellsIn League of Legends Classic, summoners get 6 additional spells to pick from during champion selection. Clairvoyance grants remote vision, Fortify makes allied turrets invulnerable, Promote turns a minion into a Siege Rider, Revive lets one avoid the death timer, and Surge makes your champ stronger. Nevertheless, even spells known from modern LoL in Classic require some relearning.

Here, we explore League of Legends Classic spells’ abilities, cooldowns, differences, and best picks.

All League of Legends Classic summoner spells

All of League of Legends Classic summoner spells come from LoL’s early seasons.

Spell Ability/effect Cooldown
Classic spell BarrierBarrier Grants a shield from enemy damage for 2s 210s
Classic spell ClairvoyanceClairvoyance Reveals a small area of the map for your team for 5s 60s
Classic spell ClarityClarity Restores 40% of all nearby allied champions’ Mana 135s
Classic spell CleanseCleanse Removes all disables and summoner spell debuffs affecting your champion and reduces their duration by 65% for 3s 210s
Classic spell ExhaustExhaust Reduces the target enemy champion’s AS, dealt damage, and slows them for 2.5s 210s
Classic spell FlashFlash Teleports you a short distance toward your cursor 300s
Classic spell FortifyFortify Grants invulnerability to allied turrets and makes them attack 100% faster for 6s 180s
Classic spell GhostGhost Gives extra MS and makes you avoid unit collision for 10s 240s
Classic spell HealHeal Restores your champion’s and nearby allies’ Health 300s
Classic spell IgniteIgnite Deals True Damage over 5s to the target enemy champion and reduces healing effects on them 210s
Classic spell PromotePromote Promotes a selected minion to Siege Rider with bonus Health and AD stats, which grants the caster gold for its kills 270s
Classic spell RallyRally Summons a beacon for 15s that increases allies’ AD 270s
Classic spell ReviveRevive Instantly revives your champion at your team’s Summoner Platform and increases their MS by 125% for 12s 510s
Classic spell SmiteSmite Deals True Damage to the target enemy minion, monster, or pet 70s
Classic spell SurgeSurge Temporarily buffs your champion, granting 35% AS and extra AP for 12s 180s
Classic spell TeleportTeleport After 4s of channeling, your champion teleports to a target allied minion, turret, or ward 300s

If you’re still confused by all the terms and abbreviations, check out our LoL glossary. 

Classic vs modern League of Legends summoner spells

In the normal LoL mode, summoners can choose 2 of the 11 spells during champion selection, while the Classic collection has 16 of them. All of the normal LoL mode spells belong in the Classic collection, except for the Mark spell, but this one is meant for ARAM anyway.

Spell Classic spell differences
LoL spell BarrierBarrier 30s longer cooldown;
shield lasts 0.5s less
Clairvoyance N/A in normal
LoL spell ClarityClarity 105s shorter cooldown;
less for you and more Mana for allied champions
LoL spell CleanseCleanse 30s shorter cooldown;
10% less crowd control reduction
LoL spell ExhaustExhaust 30s shorter cooldown;
lasts 1s less;
enemy damage reduced by 15% more
LoL spell FlashFlash Shorter blink distance
Fortify N/A in normal
LoL spell GhostGhost Less MS granted
LoL spell HealthHeal 60s longer cooldown;
targets all nearby allies (not 1);
no MS burst
LoL spell IgniteIgnite 30s longer cooldown;
deals less damage;
10% less Grievous Wounds
Promote N/A in normal
Rally N/A in normal
Revive N/A in normal
LoL spell SmiteSmite 55s longer cooldown;
1 charge instead of 2;
less damage to monsters
Surge N/A in normal
LoL spell TeleportTeleport Channeling takes 1s longer
LoL spell MarkMark N/A in Classic

Here you see modern LoL spell icons ✨

Removed summoner spells missing from League of Legends Classic

Riot removed a total of 14 spells over the years. However, in League of Legends Classic, they brought back 6 of them. Now, these remain the only spells new summoners have no way of trying out:

  • Observer: granted sight of the entire map and made your champion vanish. 
  • Garisson: repaired and increased AS for allied turrets or reduced damage for enemy ones.
  • Stifle: silenced a target enemy champion and removed any of their buffs.
  • Backtrack: shielded your champion and made you untouchable afterward.
  • Blasting, Scavenging, Challenging, and Chilling Smites: different Smite variants.

How Masteries change League of Legends Classic spells

Masteries grant special effects on League of Legends Classic spells. By putting together the right points in the Mastery trees, summoners get extra boosts on the chosen spells.

Spell Mastery upgrade Bonus effect
Classic spell ClairvoyanceClairvoyance Summoner’s Insight Retains revealed sight for 5 seconds
Classic spell ClarityClarity Summoner’s Insight Restores 25% more Mana
Classic spell FlashFlash Summoner’s Insight Reduces cooldown by 15 seconds
Classic spell ReviveRevive Summoner’s Insight Temporarily grants 220-560 Health
Classic spell TeleportTeleport Summoner’s Insight Channel time is reduced
Classic spell CleanseCleanse Summoner’s Resolve Extends the Tenacity buff duration
Classic spell FortifyFortify Summoner’s Resolve Turrets deal splash damage
Classic spell BarrierBarrier Summoner’s Resolve Shield is increased
Classic spell HealHeal Summoner’s Resolve Gain 5 Health per level
Classic spell SmiteSmite Summoner’s Resolve Grants 10 gold per cast
Classic spell ExhaustExhaust Summoner’s Wrath Reduces the target’s Armor and MR by 10
Classic spell GhostGhost Summoner’s Wrath Granted MS is increased
LoL spell IgniteIgnite Summoner’s Wrath Gain 5 AP and AD during cooldown
Classic spell PromotePromote Summoner’s Wrath Siege Rider’s AD affects champions
Classic spell RallyRally Summoner’s Wrath Grants additional AP
Classic spell SurgeSurge Summoner’s Wrath Increases AS by 5% and AP by 10%

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What spells to choose in League of Legends Classic?

Take Flash as it’s the S-tier League of Legends Classic spell (or Smite as a Jungler), and have fun by picking one that is removed from the modern LoL for your second slot. League Classic is all about experimenting, so don’t be afraid to try new spells (just learn how they work before a match).

However, if you’re keen on taking any match seriously and being a try-hard, we put together the best spell choices in League of Legends Classic for each lane. Spoiler: Flash is in all of them.

Lane Best picks Alternatives
Top Flash + Teleport Ignite, Ghost
Jungle Smite + Flash Ignite
Mid Flash + Ignite Barrier, Teleport
ADC Flash + Heal Barrier, Cleanse, Exhaust, Ghost
Support Flash + Barrier Exhaust, Ignite, Heal

NOTE: Sites like U.GG and Mobalytics recommend spells for each Classic champ if you don’t trust us.

Remember items matter, too. Some LoL Classic items already grant Mana sustain or mobility, so you can use your second spell slot to cover whatever your item build will lack instead.

Top lane

Flash is a safe choice here, while Teleport is the way to go for the second slot. That’s because Top lane champs are typically tanky but lack mobility. It helps you get in time for fights while split-pushing lanes. You can also go with Ghost or pick Ignite if you plan to play more aggressively. 

Jungle

There’s no way to avoid Smite as a Jungler unless you want to feed. This leaves only one slot left for a spell. A safe bet for that remaining slot is Flash as well, since it adds extra mobility. However, for some LoL champions, Ignite can work well. For example, Shaco’s Q is somewhat of a flash in itself, so picking Ignite will grant some kill pressure instead.

Mid lane

Flash is also the most popular option for Mid. It lets you dive for a kill or escape a gank. For the second slot, on the other hand, many choose Teleport or Ignite.  However, midlaners’ spells aren’t limited to them. They can vary, as the second spell slot is meant to be situational.

Spell Situation/prioritization
Teleport Farming, split-pushing, objective pressure
Ghost Roaming other lanes/jungling, filling mobility gaps
Barrier Against Burst Damage
Heal For Sustain
Exhaust Against assassin enemies
Cleanse To deal with heavy enemy CC

If all this feels overwhelming, overall Ignite is the safest option, as it grants that last touch of damage for securing a kill, while preventing opponents from healing.

ADC

Flash comes first yet again. The second spell for ADCs varies, just like for Mid laners, but is more oriented for 2v2 Bot lane fights. The best choice depends on the enemy team you’re playing against.

  • Heal is best for 2v2 fights, at least when your Support isn’t already taking it.
  • Barrier is pretty default against heavy burst mages.
  • Exhaust is shorter range, but slows and reduces incoming damage, so it’s best against assassins.
  • Cleanse helps to deal with annoying stuns like Morgana’s Q and Veigar’s E.

Summoners also go with Ghost if there’s no need for a specific defensive counter. That extra mobility comes in handy mid or late-game. Some also simply use it for kiting. 

Support 

League of Legends Classic spells for this role should be about supporting your team, especially the ADC, not a selfish choice like Teleport. Thus, besides Flash, for Support you can take:

  • Heal if the ADC isn’t taking it.
  • Barrier if the ADC is taking Heal.
  • Exhaust or Ignite if you know the ADC will want some kill pressure.

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