menu
Mage
Summoner
S PvE
∙
A PvP
∙
Average

3v3 Arena Summoner Build Guide for PvP

Build

required skill points: 340
Ancient Spear

10

Ancient Spear

Swift CastExplosive SpearCondensed Strength
Electricity Release

10

Electricity Release

Swift CastCurrent EnhancementHigh Voltage
Fleeting Gale Bird

4

Fleeting Gale Bird

Accumulated Energy
Pauru

10

Pauru

Twilight CombustionAtk. Power EnhancementFiery Pauru
Reine's Protection

10

Reine's Protection

Energy ConcentrationShield EnhancementReine's Shelter
Released Will

10

Released Will

Excellent MobilityTenacityStorm Stampede
Steed Charge

10

Steed Charge

Stormlike GallopFleet HorseDestruction Charger
Water Elemental

10

Water Elemental

Swift CastMud ElementalWater Cannon
Bagron's Wrath

Bagron's Wrath

How to play

playstyle

Summoner is a great backline mage that shouldn't try to engage. They thrive when being focused by one person because they have great CC options to counteract the enemy engage as well as their shield that can block one piece of CC. This matched with their huge damage makes them a big problem in the arena.

is one of the Summoner's best skills, it can be used to peel for yourself as well as giving a damage buff when exploded. This skill can be used in combos to greatly increase damage output. This skill can be controlled using Shift, much like the Machinist's drone, this key can be changed in the settings. Controlling this skill is beneficial because it can be a great zoning tool to give you the FoV advantage.

Combo #1

If the opponent has roll

should already be out.

  1. or
Combo #2

If the opponent has roll

This combo is great if someone is trying to peel you off their teammate when you would usually use , using or instead gives you the push immunity to not get interrupted.

should already be out.

  1. or
  2. or
Combo #3

If the opponent has roll

  1. , or
Combo #4

If the opponent has roll

should already be out.

  1. or
Combo #5

If the opponent doesn't have roll

should already be out.

  1. or
Combo #6

If the opponent doesn't have roll

should already be out.

  1. or
Combo #7

If someone is going to jump on you, you can use this combo to counteract them.

  1. , or
Identity and Ultimate

and should be used during the countdown, before the match begins, to get identity orbs.

There are only 3 identity choices you should consider using , or . All of them grant you push immunity when using.

  • should rarely be used, it can be used to peel yourself as it has push immunity and can knock down foes.
  • is the most commonly used, it should be used as part of some of your combos to deal damage.
  • is mostly used for its range, it is very versatile and can be used for peel or damage.

Your ultimate will be , it should be used as part of a combo.

combat stats

Crit

0

Swiftness

750

Specialization

0

Endurance

0

Domination

250

Expertise

0