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. In addition, the use of crowd control can aid in your own survivability: in the same way you can stop them from escaping, you can stop them from following.

Crowd control does not make an enemy untargetable. In the case of Airborne effects, the target is considered to be on the ground for the purposes of skill shots and area of effect damage (such as ).

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


 * Airborne icon.png Airborne: 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/Fling: A pull effect causes the target to be made airborne in a direction toward the point of cast.
 * Blind icon.png Blind: 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.
 * Disarm icon.png Disarm: A unit that is disarmed cannot declare attacks for the duration. There are currently no examples of Disarm as a standalone crowd control type.
 * Disarm icon.pngRoot icon.png Entangle is a combination of Disarm and Root.
 * Disarm icon.pngSilence icon.png Polymorph 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.
 * Charm icon.png Charm: A unit that is charmed will move toward the source for the duration.
 * Fear icon.png Fear: 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.
 * Flee icon.png Flee: A unit that is fleeing will move directly away from the source with reduced movement speed for the duration.
 * Taunt icon.png Taunt: A unit that is taunted will attempt to Autoattack the source of the taunt for the duration.
 * Root icon.png Root: A unit that is rooted is unable to control its movement for the duration (occasionally referred to as a Snare).
 * Silence icon.png Silence: A unit that is silenced cannot cast abilities or activate items for the duration.
 * Slow icon.png Slow: A unit that is slowed has reduced movement and/or attack speed for the duration.
 * Stunned icon.png Stun: A unit that is stunned is unable to move, attack or cast abilities for the duration.
 * Suspended: A unit that is suspended is considered to be airborne for the purposes of, but for countering purposes it's considered a stun.
 * Suppress icon.png Suppression: 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.
 * Contrary to popular belief, Roots and Entangles will NOT interrupt channeling. This is with the exception of two special-cases: and . Roots and Entangles will, however, 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 will still interrupt it, however: Silence will not while Entangle will.
 * 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 will miss auto-attacks, incurring the message "Miss" above their attack target.
 * Blind only mitigates the physical damage portion of an attack, including physical damage sourced from a physical on-hit effect. Other damage types and effects won't miss. See: On-hit effects.
 * Abilities that apply on-hit effects will also miss.
 * Blind is considered a form of damage mitigation. As such, it is applied after 's passive.
 * Does not interrupt channeling.
 * The duration is affected by crowd control reduction.
 * The effect can be removed by all cleansing effects (except for Mikael's Crucible).
 * Blind will not affect certain champion abilities.(e.g. Riven's passive Runic Blade)
 * Blinded enemies will only miss if they attack while blinded. Ranged units will still hit if the projectile fires before the blind.
 * If is blinded, she can only proc her  if she tumbles. Normal auto attacks do not proc silver bolts while blinded (tested)
 * Champions with Blind: ,

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:, , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,  , , , , , , , , , , , , , , , , , , ,, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , ,.

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 summoner spells (including cleanse).
 * 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.

Self-Knockback: A champion that knockbacks itself and 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.

These effects are not affected by crowd control reduction, nor can they be removed by cleansing effects.

A note on channeling and casting animations: neither are considered forms of crowd control, however disruptive they may be. A notable example is, which incapacitates Renekton for a fair duration of the stun - much to many player's detest.
 * Casting: 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.
 * Channeling: The channeling of an ability can be cancelled by hard CC, or by the player attempting to perform another action (such as movement, casting another ability or attacking) - a notable exception is, which can be cast during without interrupting the channel. Summoner spells and most items can be activated without disrupting channeling (which is particularly useful information for jungle  as  will not interrupt ).
 * Self-Slow: A champion that slows itself has reduced movement speed. Most of the current examples are
 * (while passing through enemy units)
 * Self-Stun: The following champions have channeled abilities that the summoner cannot interrupt (contrary to most channels which will be interrupted if you attempt to move, attack or use another ability). This is comparable to a stun.
 * (for the first seconds of the duration)
 * Self-Stun: The following champions have channeled abilities that the summoner cannot interrupt (contrary to most channels which will be interrupted if you attempt to move, attack or use another ability). This is 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.
 * possesses the highest number of separate crowd control effects, at four.
 * ,, , , , , , , , , , 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 , Tenacity,, and  for 75% reduced crowd control. If the game mode in this scenario is Ultra Rapid Fire, can obtain a maximum continuous crowd control reduction of 81%.
 * If is used in addition to the above,  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 0.35 seconds, roughly the cast time of.
 * ,, and are the only champions in the game that can activate an ability while disabled that doesn't remove the disable. ,  and  also have an ability that can be activated while disabled, but these remove the disabling effects.