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Summoner Spells

Detailed search for all Summoner Spells

Effects and values: transcribed from the game, with official patch note changes applied (updated ). We have not confirmed which patch they are complete through.

9 of 9 spells

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, rising to 1000 after 8 stacks spent and 1400 after 20.

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.

Effect text and cooldowns are taken from the summoner spell data bundled with this site.

Frequently asked questions

How long is Flash's cooldown in Wild Rift?
Flash has a 150-second cooldown. It teleports you a short distance forward or towards a target direction.
How does Smite get stronger?
It upgrades as you spend Eco-system Protection stacks. Smite starts at 600 true damage, rises to 1000 after 8 stacks spent in total, and to 1400 after 20. You gain a stack every 20 seconds (up to 3), and clearing a monster camp spends one for 45 bonus gold. At 1400 you also gain 5% Movement Speed in the jungle and river (10% out of combat). Its cooldown is 10 seconds.
Heal or Barrier — what is the difference?
Heal also reaches a nearby ally, while Barrier gives you a shield. Heal restores 110 (110-400 by level) health to you and the most wounded nearby ally champion, and gives both 30% increased movement speed for 2 seconds. Barrier grants a shield that absorbs 120 damage (120-560 by level) for 2.5 seconds. Heal's cooldown is 100 seconds and Barrier's is 100.
What is the difference between Ignite and Exhaust?
Ignite wears the target down and cuts their healing; Exhaust takes away their speed and damage. Ignite deals 72 true damage over 5 seconds, rising to 380 with level. It also applies Grievous Wounds and reveals the target. Exhaust slows by 35% and cuts damage dealt by 40% for 2.5 seconds, and the slow eases off over the duration. Ignite's cooldown is 100 seconds and Exhaust's is 100.
Why can't I Teleport to an ally early in the match?
For the first 6 minutes of the match, Teleport can only target structures. After that, allied champions and wards also become valid destinations. Locations within enemy inhibitor range are excluded. The cast is a 3.5-second channel, and the cooldown is 150 seconds.

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