Summoner is OP.
Yeah, i know youve heard it all before, alalalala, spawn beats him, alalalala.
Kk, so lets go over an organized team in TS.
Three people, each has a role. The most common are simmer stunner damager, who do what the name implies.
A random team would be Fbat stunner, warrior damager, mech simmer. (i could make these very specific types, but that may not be required)
This works for all units but summoner, in the way that this.
Stunner normally gets atleast l3, if not l4, as fast as possible. (random thought, medic doesnt fit into any of these catagories either, but she would fit where you needed her to, normally stunner damager medic damager sims)
Damager gets upgs, and whatever spells are required (not usually over l3)
Simmer gets some upgs, maybe a spell level (mech) and then sims, and continues to do what fits best with the situation.
Everyone gets health when needed.
Now, summoner does none of this. Summoners game is very different from any other characters, and not in a good way.
Laning: People that do very well: Warrior,Archer,DM,Mutant.
Warrior: Pressures, kills spawn easily for levels, and once your low hp you have to run unless youve got some very nice micro. Counters: Archer, Summoner. (note counters are for capping phase only, and are what counters the unit, not what it counters.)
Archer: Micros easily, High damage spell, High hp. Takes you to low hp with burning arrows, and youve gotta run, micro or no. Counters: Good Summoner. None else if microd correctly.
Dark Mage: Farms easily, harasses/kills with mael, high damage means even one hit is a big thing, high hp. Dm farms, maels you, your low hp and you run. If you dont run when your low hp, he will kill you with another mael and melee hits. If you cant be maeled, your slow enough so with snare you take a lot of hits. Counters: Summoner, Nothing else with perfect mael/snare except maybe Mech/Volt, but i rarely see it
Mutant: Fast, farms easily, high DPS. Mutant pressures you until your low in hp, and if your slow, will chase and kill you. If your fast, will stay on the beacon. Counters: Summoner, Mech, Warrior, Archer.
Now you may notice that all of those are countered by summoner. I am not here to say summoner is 100% unbeatable, no. Summoner is countered by a great medic, and a mediocre summoner will lose to almost anyone. However, in the laning phase, a great summoner will stall the lane for all its worth, while farming every single spawn that would be coming your way. If your mech, you may beat him due to him not wanting to sacrifice lings, but until you two hit them, this isnt gonna happen. He is effectively countered by DM in that the DM cant do anything, but can use mael elsewhere. Basically, if your up against a summoner in capping phase, all you can do assuming he is good is farm and wait, usually on the beacon because hes killing your spawn anyway.
Mid game, summoner gains his major advantage. If you think of a char as completed when they are done, and think of it in percents, summoner is counting by 10% while everyone else is counting by 5%, excluding assasin/not that great medic who counts by 7.5%. Why? Summoner does not require what other characters require to be good, he requires only two things.
Mana to cast l1.
Upgrades for his l1.
He does not require health, as he stays in his base. He does not require spell levels, as six civs are worthless of it and the three after get him ultras, but those nine civs would've been alot better elsewhere.
But, the most important thing about summoner being OP is that he NEVER has to risk his neck to do ANYTHING.
he can hide in base and farm, kill, base kill, scout, cap,(mid game, starting is when he has to come out) and mostly anything else any other hero can do except stun, which is why you have teammates.
I could post alot more, but i want this to get ripped apart first. GO SEN GO!
None.