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
''This article contains a streamlined version of the content. For the full article, see: Types of Crowd Control.''

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


 * Airborne: A unit that is airborne is unable to control their 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 high is the target thrown into the air, from 0.75 seconds to 1.5.
 * 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 0.75 seconds to 1.5.
 * Pull/Fling: A pull effect causes the target to be made airborne in a direction toward the point of cast.
 * Blind: A unit that is blinded will miss their auto-attacks for the duration.
 * Entangle: A unit that is entangled is unable to control their movement or attack for the duration.
 * Forced Action: A unit that is under the effect of a forced action cannot control their own movement or attacks, and is unable to cast abilities.
 * Charm: A unit that is charmed will attempt to move toward the source for the duration. If the source cannot be seen, a charmed unit will instead stand still.
 * Fear: A unit that is feared will walk in random directions with reduced movement speed for the duration.
 * Flee: Targeted unit will move away from the attacker.
 * Taunt: A unit that is taunted will attempt to attack the source of the taunt for the duration.
 * Polymorph: A unit that is pacified cannot attack or cast abilities, and has reduced movement speed for the duration.
 * Silence: A unit that is silenced cannot cast abilities for the duration.
 * Slow: A unit that is slowed has reduced movement speed for the duration.
 * Snare/Root: A unit that is snared is unable to control their movement for the duration.
 * Stun A unit that is stunned is unable to control their movement, attack or cast abilities for the duration.
 * Suppression: A unit that is suppressed is unable to control their movement, attack, cast abilities or use spells (including ). The duration is also unaffected by crowd control reduction.

Summary Table
denotes that the action is blocked

Please note the following:
 * Movement includes abilities (such as ).
 * For example, while airborne you can cast all summoner spells except Flash and Teleport.
 * Ability refers to a champion's castable spells.
 * cannot be activated where Abilities are disabled.
 * Spells refers to the Summoner Spells.
 * Suppression cannot be removed by the summoner spell.
 * Slow, whilst a form of crowd control, doesn't actively block anything.

Disruption
Crowd control is often categorized into two categories depending on whether or not the effect disrupts the channelling of an ability; abilities such as and.

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

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

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
 * Slow
 * Snare
 * 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

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

Preventing
Crowd control can be prevented. All forms of crowd control can be prevented, including knockback, knockup and pull effects.
 * prevents all forms of CC for 5 seconds or until the shield is broken.
 * prevents all forms of CC for seconds except from her target.
 * prevents all CC for 6 seconds.
 * Currently Bugged: and  will go on cooldown and do nothing. Intended: Malzahar will still become rooted and do damage; Vi will still gap-close and deal damage, knocking up other enemies.
 * prevents slows for seconds.
 * creates a magical barrier for 3 seconds which can block the next enemy spell that hits her.
 * creates a magical shield for 1.5 seconds which can block the next enemy spell that hits him.
 * also becomes immune to CC during 's dash.
 * creates a spell shield that can block a spell once every 25 seconds.
 * becomes immune to CC during 's charge.
 * becomes immune to CC during 's charge.
 * becomes immune to CC during 's charge.

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.
 * removes all CC except suppression.
 * removes all forms of CC.
 * removes all stuns, roots, taunts, fears, silences and slows on an ally
 * removes and prevents all forms of CC.
 * Currently Bugged:  and  will go on cooldown and do nothing. Intended: Malzahar will still become rooted and do damage; Vi will still gap-close and deal damage, knocking up other enemies.
 * removes all forms of CC.
 * will continue to do damage.
 * and  remove all forms of CC.
 * removes all slows.
 * removes all slows.

Tenacity
The Tenacity item effect will reduce the duration of crowd control effects. The reduction from the Tenacity on items does not stack with itself, but it will stack multiplicatively with other types of CC duration reduction from the champion abilities.

Note: This does not reduce the potency of the effect.


 * reduces the duration of CC by 35%.
 * reduces the duration of CC by 35%.
 * reduces the duration of CC by 35%.
 * reduces the potency of all slows by 25%.

CC Reduction
Another form of Tenacity but these effects can stack multiplicatively with Tenacity and with other type of CC duration reduction. Note: This does not reduce the potency of the effect.

Champion abilities

 * reduces the duration of CC while active by.
 * reduces the duration of CC while active by 30%.
 * reduces the duration of CC by for  nearby enemy champion(s).
 * reduces the duration of CC by for 25 seconds.
 * reduces the duration of CC by while active.

Masteries/spells

 * reduces the duration of CC by 65% for 3 seconds (4 seconds with ).
 * The mastery reduces the duration of crowd control effects by.
 * The mastery reduces the potency of movement slows by 7.5 / 15%.
 * ​Stacks multiplicatively with  to provide 36.25% reduction in the potency of slows.

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.


 * Channelling:
 * Most abilities have a brief channel time, that causes the caster to remain still until the channeling is complete. The duration varies, and is usually less than a second. In most cases: attempting to move, attack or cast another ability while channeling will disrupt the channel.
 * Channelling can be disrupted by hard CC.
 * Examples of abilities that cannot be disrupted by the caster: and.
 * Examples of abilities that can be disrupted by the caster:, and.


 * Casting/Charging:
 * Some abilities have a cast time instead of a channel time. Like a channeled ability, the caster is temporarily halted. However, movement, attack and other abilities will be queued-up rather than interrupt channeling.
 * Abilities that are "cast" cannot be disrupted except by death.
 * A champion that is casting is unaffected by Forced Action, but can still be moved by Airborne effects. In the event of being moved by an Airborne effect, the ability will still be cast at the point of cast regardless of where the caster is after being moved.


 * Knockback: A champion that knockbacks itself and is temporarily unable to cast abilities, attack and issue movement commands.


 * Root: An ability that roots the caster is preventing them from moving, and while rooted the champion is unable to obey movement commands. In some cases, a champion that is rooted will remain rooted while under the effects of Forced Action (e.g. Taunt). Other effects of the Forced Action will still happen (such as attacking a specific target, or being unable to activate abilities). A champion that is rooted can still be moved by Airborne effects. In most cases, being moved will end the effect, but in others the target will remain rooted at the new location.


 * Self-Silence: A champion that silences itself is unable to cast abilities or summoner spells.
 * is currently the only self-silence ability.

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

Trivia

 * causes the target to dance.
 * The highest available crowd control reduction can be achieved on and . This combines the 35% from Tenacity, 15% from Tenacious and 40% from either  or, reaching a total of  . Or 87.7% for 3 seconds with use of.