Crowd control

Crowd control (CC) is the term used to describe an ability or spell that temporarily reduces a unit's ability to fight. The term 'crowd control' comes from the ability to control the enemy team during fights, by either restricting their contribution or means to escape. Crowd control is also often split into two types: "soft" crowd control, which hinders a target without specifically preventing them from performing any action, and "hard" crowd control, which negates or blocks the use of certain effects. There are many different forms of crowd control in League of Legends, each of which is unique in the way it affects its target, as well as the way it can be resisted, mitigated or removed.

Types of Crowd Control
The following are the current forms of crowd control that exist within League of Legends:


 * : A unit that is airborne is unable to control its movement, attack or cast abilities for the duration. The duration is also unaffected by crowd control reduction and cannot be removed by cleansing effects.
 * Knockback: A knockback causes the target to be made airborne in a direction away from the point of cast.The duration depends on how far the target travels, from seconds  to.
 * Knockup: A knockup causes the target to be made airborne on the spot. The duration depends on how high is the target thrown into the air, from seconds  to.
 * Pull: A pull effect causes the target to be made airborne in a direction toward the point of cast.
 * : A unit that is blind will miss its auto-attacks for the duration. Miss occurs on-hit, and does not prevent attacks from being declared.
 * : A unit that is disarmed cannot declare attacks for the duration. There are currently no examples of Disarm as a standalone crowd control type.
 * is a combination of Disarm and Root.
 * is a combination of Disarm and Silence (aka Pacify). The only example also reduces movement speed for the duration.
 * Forced Action: A unit that is under the effect of a forced action cannot control its own movement or attacks, and is unable to cast abilities.
 * : A unit that is charmed will move toward the source for the duration.
 * : A unit that is feared move around randomly at reduced movement speed for the duration. There are currently no examples of Fear that affect champions.
 * : A unit that is fleeing will move directly away from the source with reduced movement speed for the duration.
 * : A unit that is taunted will attempt to autoattack the source of the taunt for the duration.
 * : A unit that is rooted is unable to control its movement for the duration (occasionally referred to as a Snare).
 * : A unit that is silenced cannot cast abilities or activate items for the duration.
 * : A unit that is slowed has reduced movement and/or attack speed for the duration.
 * : A unit that is in stasis is unable to perform any action while being untargetable and invulnerable. The duration is also unaffected by crowd control reduction.
 * : A unit that is stunned is unable to move, attack or cast abilities for the duration.
 * : A unit that is suspended is considered to be airborne for the purposes of, but for countering purposes it's considered a stun.
 * : A unit that is suppressed is unable to control its movement, attack, cast abilities or use spells (including ). The duration is also unaffected by crowd control reduction.

Summary Table
Please note the following:
 * Movement includes abilities (such as, and ).
 * Ability refers to a champion's castable spells (by default Q, W, E and R).
 * cannot be activated where Abilities are disabled, as the item is intended to be used on allies.
 * Spells refers to the Summoner Spells.
 * Interrupt refers to whether or not the effect will cancel channeled abilities.
 * Roots and Entangles do not interrupt channeling except in two special cases: and . Roots and Entangles will interrupt charged dashes (namely  and ) due to the second active no longer being castable.
 * is specially coded and is interrupted only by things which "Block" basic attacks. Relative to standard channels, most things (except Silence) will still interrupt it.
 * and will remove any crowd control effect that  would.

Airborne

 * Airborne crowd control effects are made up of two components: a movement modifier (called a "move block" by Riot, referring to a chunk of code) and a stun (which is responsible for the disabling to attacking and casting). In the game, the most recent move block will over-rule any previous move blocks.
 * Move block
 * The target is unable to control movement.
 * The target remains targetable and will be affected by abilities as if they were on the ground (such as ).
 * The duration of the effect is related to how long the target is in the air. A common bug where a target who is dashing is made airborne causes them to be knocked "into orbit". The duration is largely extended due to the increased distance the target has to fall.
 * Interrupts active move blocks, namely other airborne effects and dashes.
 * Can be interrupted by subsequent move blocks, namely other airborne effects, dashes or blinks.
 * The duration is unaffected by crowd control reduction.
 * The effect cannot be removed by cleanse effects.
 * Stun
 * The target is unable to cast abilities or basic attack.
 * The duration is affected by crowd control reduction and can be removed by cleansing effects.
 * Explained in more detail below.


 * Through the use of cleansing effects or tenacity, players can remove the stun and subsequently activate abilities such as or champion-specific dashes to break the airborne's move block.
 * In some instances, the stun duration is longer than the move block (e.g. ), but in most cases they are the same duration. There have been cases in the past where the stun duration was shorter, but this usually lead to bug-like interactions and was later "fixed" (e.g. did not apply any stun at all in the initial charge on the ability, which allowed his enemies to use Flash/dash to supersede the charge's knockback and get over the wall).

Knockback

 * The target is made airborne in a direction directly away from the point of cast.
 * Champions with Knockback:, , , , , , , , , , , , , , , , , , , , ,.

Knock Aside

 * The target is made airborne in a direction perpendicular from the source.
 * Champions with Knock Aside:,.

Knockup

 * The target is made airborne on the spot.
 * Champions with Knockup:, , , , , , , , , ,, , , , , ,, , , , , , ,.

Pull

 * The target is made airborne in a direction toward the point of cast, and in some cases over the point of cast.
 * Champions with Pull:, , , , , , , (against minions and monsters), ,  (not coded as airborne) and.

Blind

 * The target's autoattacks will deal no damage, incurring the message "Miss" above their attack target.
 * Blind only mitigates the physical damage portion of an attack, usually but not always including physical damage sourced from a physical on-hit effect. Other damage types and effects will not miss. See: on-hit effects.
 * Abilities that apply on-hit effects will also miss.
 * Blind is considered a form of damage mitigation. As such, will still return damage despite the attack dealing no base damage.
 * Does not interrupt channeling.
 * The duration is affected by crowd control reduction.
 * The effect can be removed by all cleansing effects (except for ).
 * Attacks will only miss if the attack is declared while blinded. An attack will not miss if the projectile was en-route prior to being blinded.
 * Champions with Blind:,.

Disarm

 * The target is unable to autoattack.
 * This is distinct from Blind as the target cannot instigate an attack (whereas blind only occurs on-hit).
 * Does not interrupt channeling.
 * The duration is affected by crowd control reduction.
 * Effects with disarm components can be removed by all cleansing effects.
 * Currently, no champion can disarm opponents as a standalone effect, though the crowd control is implicit in other effects such as Entangle and Polymorph.

Entangle

 * The target is unable to control movement or attack.
 * This includes abilities and summoner spells that move the champion.
 * This will not prevent delayed teleports that have already begun channeling, such as . This is with the exception of and . The target will arrive rooted, if the duration permits.
 * Does not interrupt the channeling of abilities.
 * Will interrupt charged dashes, namely: and.
 * The duration is affected by crowd control reduction.
 * The effect can be removed by all cleansing effects.
 * Champions with Entangle:.

Forced Action

 * ​The target is unable to control movement, attack or cast abilities.
 * Interrupts the channeling of abilities.
 * The duration is affected by crowd control reduction.
 * The effect can be removed by all cleansing effects.

Charm

 * The target will attempt to move toward the source for the duration.
 * If the target does not have vision of the source, they will instead stand still.
 * If the source dies, the effect ends.
 * Champions with Charm:.

Fear

 * The target will walk in random directions with reduced movement speed for the duration.
 * Champions with Fear: (non-champion enemies only).

Flee

 * The target will be locked in place for a brief duration and then run directly away from the source with reduced movement speed for the duration.
 * Champions with Flee:, , ,.

Taunt

 * The target will attempt to attack the source of the taunt for the duration.
 * If the target does not have vision of the source, they will simply stand in place.
 * If the target cannot attack the source (such as ), the target will simply stand in place.
 * If the source dies, the effect ends.
 * Champions with Taunt: ,,.

Polymorph

 * ​The target is unable to attack or cast abilities and is slowed for the duration.
 * This is distinct from Blind as the target cannot instigate an attack (whereas blind only occurs on-hit).
 * , when cast on an enemy, transforms the target into a small critter (reducing their size).
 * Interrupts the channeling of abilities.
 * The duration is affected by crowd control reduction.
 * The effect can be removed by all cleansing effects.
 * Champions with Polymorph:.

Root

 * The target is unable to control movement.
 * This includes abilities and summoner spells that move the champion.
 * Does not interrupt the channeling of abilities.
 * This will not prevent delayed blinks that have already begun channeling, such as . This is with the exception of and . The target will arrive rooted, if the duration permits.
 * Will interrupt charged dashes, namely: and.
 * The duration is affected by crowd control reduction.
 * The effect can be removed by all cleansing effects.
 * Champions with Root:, , , , , , , , , ,, , , , ,.

Silence

 * The target is unable to cast abilities or the summoner spells and . All other summoner spells are still usable.
 * Interrupts the channeling of abilities.
 * The duration is affected by crowd control reduction.
 * The effect can be removed by all cleansing effects.
 * Champions with silence:, , , , ,.

Slow

 * The target has reduced movement speed.
 * Does not interrupt the channeling of abilities.
 * The duration is affected by crowd control reduction.
 * The effect can be removed by all cleansing effects.
 * Champions with slow:, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,  , , , , , , , , , , , , , , , , , , ,, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,.

Stasis

 * The targetable is unable to control movement, attack, cast abilities, activate items or use summoner spells.
 * The target is also untargetable and invulnerable for the duration.
 * Interrupts the channeling of abilities.
 * Interrupts dash abilities.
 * The duration is not affected by crowd control reduction.
 * The effect cannot be removed by any means.
 * Champions with Stasis:, (a similar effect) and.

Stun

 * The target is unable to control movement, attack or cast abilities.
 * Will interrupt the channeling of abilities.
 * The duration is affected by crowd control reduction.
 * The effect can be removed by all cleansing effects.
 * Champions with Stun:, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,.

Suspension

 * The target is unable to control movement, attack or cast abilities.
 * The target remains targetable and will be affected by abilities as if they were on the ground (such as ).
 * Interrupts the channeling of abilities.
 * Interrupts dash abilities.
 * Unlike a knockup, which is visually similar:
 * The duration is affected by crowd control reduction.
 * The effect can be removed by all cleansing effects.
 * The target is considered to be "airborne" for the purposes of.
 * Champions with Suspension:, ,.

Suppression

 * The target is unable to control movement, attack, cast abilities or use summoner spells.
 * Will interrupt channeled abilities.
 * The duration is not affected by crowd control reduction.
 * The effect can be removed only by using or  ( is not an option since Suppression prevents summoner spell use).
 * Champions with Suppression:, , ,.

Loss of Control
Crowd control is often categorized into two categories depending on whether or not the effect removes total control of the player's character.

Hard CC — The following effects completely remove control of one's character:
 * Airborne
 * Forced Action
 * Stun
 * Suppression

Soft CC — The following only remove partial control of one's character:
 * Blind
 * Entangle
 * Polymorph
 * Root
 * Silence
 * Slow

Disruption
As an alternative to the above, crowd control is sometimes categorized into two categories depending on whether or not the effect disrupts the channeling of an ability; abilities such as  and.

Hard CC — The following effects disrupt the channeling of abilities:
 * Airborne
 * Forced Action
 * Polymorph
 * Silence
 * Stun
 * Suppression

Soft CC — The following effects do not disrupt the channeling of abilities:
 * Blind
 * Entangle
 * Root
 * Slow

Modifiers
Abilities can also be categorized by what their effects inhibit.

Movement Modifiers — The following effects in some way inhibit movement:
 * Airborne
 * Entangle
 * Forced Action
 * Root
 * Slow
 * Stun
 * Suppression

Action Modifiers — The following effects in some way inhibit the ability to attack or cast abilities:
 * Airborne
 * Blind
 * Entangle
 * Forced Action
 * Polymorph
 * Silence
 * Stun
 * Suppression

Countering Crowd Control
Crowd Control can be countered in various different ways.

Preventing
Crowd control can be prevented. All forms of crowd control can be prevented, including knockback, knockup and pull effects.
 * prevents slows for its 10 seconds, champion kills and assists extend the duration by 4 seconds.
 * prevents all forms of CC for seconds except from her target.
 * prevents all CC for 6 seconds.
 * prevents all forms of CC for 5 seconds or until the shield is broken.
 * creates a magical shield for seconds which can block the next enemy spell that hits him.
 * creates a magical barrier for seconds which can block the next enemy spell that hits her.
 * creates a spell shield that can block a spell once every 40 seconds.

Removing
Crowd control can be removed after it has been applied. These effects can be activated while under the effects of the crowd control.

All forms of crowd control can be removed except knockback, knockup and pull effects.

Items and Spells

 * removes all CC except suppression.

Champion abilities

 * removes all forms of CC.
 * removes all forms of CC.
 * removes and prevents all forms of CC.
 * removes all slows.
 * removes all slows.
 * removes and prevents all slows.

Reduction
Crowd control reduction reduces the duration of crowd control effects by a percentage equal to its value. The reduction will stack multiplicatively with other types of CC duration reduction.

Champion abilities

 * reduces crowd control by while active.
 * reduces crowd control by 30% for seconds.
 * reduces crowd control by for  nearby enemy champion(s).

Masteries/spells

 * reduces crowd control by 65% for 3 seconds.
 * The mastery reduces crowd control by 15%.

Slow Potency Reduction
These effects reduces the potency of movement slows. Similar effects stack multiplicatively with each other. Note: This does not reduce the duration of the effect.
 * reduces the potency of movement slows by 25%.
 * reduces the potency of movement slows by.
 * reduces the potency of movement slows by 10%.

Self-CC
The following effects are comparable to crowd control, except that the effect is caused voluntarily and affects the user rather than a target. These effects cannot be removed by cleansing mechanisms and will ignore all crowd control immunity and reduction except in the case of self-slows, which will be affected by slow potency reduction (such as from ).


 * Self-Knockback: A champion that knockbacks itself is temporarily unable to attack and issue movement commands. The target may still cast spells.


 * Self-Root: A champion that roots itself is unable to control its movement and will ignore movement commands (included forced actions, such as fear). A champion that is rooted can still be moved by airborne effects, but it will not break the root.


 * Self-Silence: A champion that silences itself is unable to cast abilities. They may still attack and use summoner spells.


 * Self-Slow: A champion that slows itself has reduced movement speed.
 * (while passing through enemy units)
 * (while passing through enemy units)

Cast Times and Channels
The casting (sometimes "charging") of an ability cannot be cancelled by the player or an enemy except by death. Forced actions (such as taunt) will have no effect for the duration of the cast, and using airborne effects to move the player will not affect the trajectory of the skill - which will start from the point of cast, not from the player's current location. Summoner spells and most items can still be activated while casting.

The channelling of an ability, by contrast, will be cancelled by hard CC, and will also automatically cancel should the champion attempt to perform another action (such as movement, casting another ability or attacking) - there do exist exceptions to this rule, such as cast while channelling, but these are usually specific coding allowances and not standard behaviour. Summoner spells and most items can typically be activated without disrupting a channel.

Channelling and casting animations are generally not considered forms of crowd control, however disruptive they may be. There do exist several notable exceptions, however:


 * Channelled Self-Slow: These abilities will slow the caster for the duration of the channel. In all cases the champion may freely move while channelling but may not issue attack commands.


 * Channelled Self-Stun: The following abilities have channels that the user cannot voluntarily interrupt (contrary to most channels which will be interrupted if any attempt is made to move, attack, or use another ability). This is effectively comparable to a stun.
 * (for the first seconds of the duration)
 * (for the first seconds of the duration)
 * (for the first seconds of the duration)

Trivia

 * causes the target to dance.
 * If abilities that share cooldowns or are unique to different forms are counted separately, then possesses the highest number of crowd control abilities in the game, at six, with  and  tying for second place, at four. Otherwise, if they are counted as shared,  and  possess the most, at four.
 * also possesses the highest number of unique crowd control types, at five.
 * possesses the second-highest, at four. If  is counted as a form of, she also has four.
 * ,, , , , , , , , , (otherwise), , , , , , , , , , ,  and  each have three.
 * The highest continuous level of crowd control reduction under standard conditions can be achieved by  with 3 nearby foes for the maximum benefit of , any item bearing Tenacity and the mastery  for 67% reduced crowd control. If the game mode in this scenario is Ultra Rapid Fire, this becomes 75%.
 * If an is consumed, she can achieve 4 minutes of 81% crowd control reduction. If  is used on top of this,  can achieve 3 seconds of 93% crowd control reduction, which is the highest reduction possible in League of Legends.
 * With this level of reduction, the longest crowd control in the game,, lasts only seconds, only slightly longer than the cast times of most abilities.
 * ,, , , and  are the only champions in the game that can activate an ability while disabled. Of these, ,  and  can also remove the disabling effects.
 * ,, , , , , , and are the only champions in game without any sort of crowd control inherent to their kit. If  rooting neutral monsters is not counted, she also has no form of crowd control.