In 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 |
|---|---|---|
Barrier |
Grants a shield from enemy damage for 2s | 210s |
Clairvoyance |
Reveals a small area of the map for your team for 5s | 60s |
Clarity |
Restores 40% of all nearby allied champions’ Mana | 135s |
Cleanse |
Removes all disables and summoner spell debuffs affecting your champion and reduces their duration by 65% for 3s | 210s |
Exhaust |
Reduces the target enemy champion’s AS, dealt damage, and slows them for 2.5s | 210s |
Flash |
Teleports you a short distance toward your cursor | 300s |
Fortify |
Grants invulnerability to allied turrets and makes them attack 100% faster for 6s | 180s |
Ghost |
Gives extra MS and makes you avoid unit collision for 10s | 240s |
Heal |
Restores your champion’s and nearby allies’ Health | 300s |
Ignite |
Deals True Damage over 5s to the target enemy champion and reduces healing effects on them | 210s |
Promote |
Promotes a selected minion to Siege Rider with bonus Health and AD stats, which grants the caster gold for its kills | 270s |
Rally |
Summons a beacon for 15s that increases allies’ AD | 270s |
Revive |
Instantly revives your champion at your team’s Summoner Platform and increases their MS by 125% for 12s | 510s |
Smite |
Deals True Damage to the target enemy minion, monster, or pet | 70s |
Surge |
Temporarily buffs your champion, granting 35% AS and extra AP for 12s | 180s |
Teleport |
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 |
|---|---|
Barrier |
30s longer cooldown; shield lasts 0.5s less |
| Clairvoyance | N/A in normal |
Clarity |
105s shorter cooldown; less for you and more Mana for allied champions |
Cleanse |
30s shorter cooldown; 10% less crowd control reduction |
Exhaust |
30s shorter cooldown; lasts 1s less; enemy damage reduced by 15% more |
Flash |
Shorter blink distance |
| Fortify | N/A in normal |
Ghost |
Less MS granted |
Heal |
60s longer cooldown; targets all nearby allies (not 1); no MS burst |
Ignite |
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 |
Smite |
55s longer cooldown; 1 charge instead of 2; less damage to monsters |
| Surge | N/A in normal |
Teleport |
Channeling takes 1s longer |
Mark |
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 |
|---|---|---|
Clairvoyance |
Summoner’s Insight | Retains revealed sight for 5 seconds |
Clarity |
Summoner’s Insight | Restores 25% more Mana |
Flash |
Summoner’s Insight | Reduces cooldown by 15 seconds |
Revive |
Summoner’s Insight | Temporarily grants 220-560 Health |
Teleport |
Summoner’s Insight | Channel time is reduced |
Cleanse |
Summoner’s Resolve | Extends the Tenacity buff duration |
Fortify |
Summoner’s Resolve | Turrets deal splash damage |
Barrier |
Summoner’s Resolve | Shield is increased |
Heal |
Summoner’s Resolve | Gain 5 Health per level |
Smite |
Summoner’s Resolve | Grants 10 gold per cast |
Exhaust |
Summoner’s Wrath | Reduces the target’s Armor and MR by 10 |
Ghost |
Summoner’s Wrath | Granted MS is increased |
Ignite |
Summoner’s Wrath | Gain 5 AP and AD during cooldown |
Promote |
Summoner’s Wrath | Siege Rider’s AD affects champions |
Rally |
Summoner’s Wrath | Grants additional AP |
Surge |
Summoner’s Wrath | Increases AS by 5% and AP by 10% |
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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Barrier
Clairvoyance
Clarity
Cleanse
Exhaust
Flash
Fortify
Ghost
Heal
Ignite
Promote
Rally
Revive
Smite
Surge
Teleport
Barrier
Clarity
Cleanse
Exhaust
Flash
Ghost
Heal
Ignite
Smite
Teleport
Mark
