Crowd control/Action modifier

On this page there are two tables containing all crowd control that are action modifiers.

Types of Action Modifiers
The action modifiers (Crowd Control) are the following:


 * Blind
 * Makes the target always miss with auto attacks.
 * Has no effects on abilities and will not interrupt them or prevent their damage.
 * Fear
 * Forces the target to run around randomly.
 * Prevents controlled movement, auto attacks, and the use of abilities.
 * Will interrupt channeled abilities.
 * Will slow the target.
 * Knockup
 * Knocks the target into the air but does not change their location.
 * Prevents movement, auto attacks, and the use of abilities while in the air.
 * Will interrupt channeled abilities.
 * Cannot be removed by or reduced by Tenacity.
 * Silence
 * Prevents use of most spells and abilities.
 * Does not stop auto attacks.
 * Will interrupt channeled abilities.
 * Stun
 * Immobilizes and prevents actions.
 * Will interrupt channeled abilities.
 * Blocks use of most abilities.
 * Suppression
 * Immobilizes and prevents actions.
 * Will interrupt channeled abilities.
 * Prevents use of most abilities.
 * Cannot be removed by or reduced by Tenacity.
 * Taunt
 * Forces the target to try to auto attack the taunting champion, making him unable to do anything else.
 * Will interrupt channeled abilities.
 * Can force movement because target will chase to try to autoattack while taunting.

Action modifiers (more commonly known as disables) prevent or reduce the effectiveness of actions the afflicted unit can take. By blinding a melee DPS champion, you are preventing him/her from dealing damage. Other champions, particularly casters, rely on their abilities extensively in combat. Preventing these abilities from being activated will effectively render those champions useless.

Note: Abilities which reduce attack speed are intentionally left out of this list due to how much is already listed. To see those, please refer to Attack Speed.

Forced Action Modifiers
A less common form of CC, but equally powerful, are the forced action modifiers. These force the target to do something, temporarily rendering the player's input useless. Specifically, taunts force the affected champion to attack the taunting champion, while fear causes the affected champion to simply run around aimlessly for the duration.