- Not to be confused with casting times.
A channeled ability is an ability that can be interrupted through specific crowd control effects. Interrupting a channeled ability is desirable either to end its effects early or to prevent the ability from successfully firing in the first place.
Casting Channel[]
The original form of channel, now called a "casting channel", is a feature of several of the game's older champions. Activating one of these abilities will cause the caster to stop other actions for a specific duration. These abilities are interrupted by crowd control effects that inhibit casting, namely: airborne, forced action, polymorph, silence, stun and suppression.
Some casting channels actively prevent the caster from making other actions (such as autoattacking, moving or casting their other abilities). However, this is a luxury and not a rule; in most cases the caster is still able to perform other actions but doing so will interrupt the channel. Most activatable items and summoner spells can be used while channeling without interrupting, which is particularly useful information for jungle : as consuming will not interrupt .
- Champion abilities
Champion | Ability | Channel duration | Notes |
---|---|---|---|
1 seconds | Channeling for the full duration is required fire the missile. If the target dies while channeling, the ability is put on a 5 second cooldown. | ||
~0.25 seconds | Darius is considered to be channeling during the dash. Darius must complete the channel in order to deal damage. Interrupting Noxian Guillotine does not put it on cooldown or expend mana. | ||
5 seconds | Damage is dealt every 0.5 seconds while channeling. | ||
1.5 seconds | Channeling for the full duration is required to blink and start dealing damage. | ||
2 seconds | The taunt effect ends early upon the channel being interrupted; but the damage is still dealt in full. | ||
1 second | Replenishes mana over the duration. Channeling for the full duration is required to gain the attack damage and damage reduction. | ||
4 seconds | Health is restored every 0.5 second while channeling. | ||
3 seconds | Channeling for the full duration is required to deal the damage. While | , it is not possible to interrupt Requiem.||
2 seconds | Damage is dealt every 0.2 seconds while channeling. | ||
2.5 seconds | Damage is dealt every 0.5 second while channeling. | ||
4 seconds | Health is restored every 0.5 second while channeling. | ||
2 seconds | Damage is dealt every 0.25 second while channeling. | ||
3 seconds | Damage will be dealt even if the channeling is interrupted, but the damage will be reduced. | ||
0.75 seconds | Damage is dealt every 0.25 second while channeling. | ||
2 seconds | Channeling for the full duration is required to teleport and deal the damage. | ||
1.5 seconds | Channeling for the full duration is required to teleport. | ||
1 second | Channeling for the full duration is required to swap positions with his target. | ||
1.8 seconds | Damage is dealt every 0.334 second while channeling. |
- Other
Name | Duration of channel | Notes |
---|---|---|
Greater Relic | 3 seconds | Channeling for the full duration is required to capture the objective. |
Capture Point | Varying duration | Channeling for the full duration is required to capture the objective. If the capture point is owned by the enemy, it will neutralize halfway through the channel. |
All the above can also be interrupted by taking direct damage (this does not include health costs). Shielded champions are not interrupted so long as the shield remains intact.
Recently, several damage over time abilities were changed to not interrupt the above channels:
- Ignite
- This list is incomplete
Movement Channels[]
This classification was only recently identified. Movement channels are casting channels that can also be interrupted by crowd control effects that inhibit movement, namely: airborne, entangle, forced action, polymorph, silence, snare, stun and suppression. To put it another way: all forms of crowd control will interrupt a movement channel with the exception Blind and Slow.
This is a fairly new ruling and many of the game's older channel-delayed movement abilities use casting channels. It's unknown if those abilities will be updated in the future.
- Champion abilities
Champion | Ability | Channel duration | Notes |
---|---|---|---|
~0.25 seconds | Channeling for the full duration is required dash. | ||
3 seconds | Channeling for the full duration is required to teleport. | ||
0-Unknown seconds | The range increases over the first 0.9 / 1 / 1.1 / 1.2 / 1.3 seconds. The cooldown is reduced by half the base amount and half the health cost is refunded if the ability is canceled, interrupted or times out. |
- Other
Name | Duration of channel | Notes |
---|---|---|
4.5 seconds (4 seconds with Improved Recall (Maestría de la 3ra Temporada) Improved Recall) | Channeling for the full duration is required to teleport. | |
Recall | 8 seconds (7 seconds with Improved Recall (Maestría de la 3ra Temporada) Improved Recall) | Channeling for the full duration is required to teleport. |
Teleport | 4 seconds (3.5 seconds with Summoner's Insight (Maestría de la 3ra Temporada) Summoner's Insight) | Channeling for the full duration is required to teleport. |
With the exception of Teleport, all the above can also be interrupted by taking direct damage (this does not include health costs). Shielded champions are not interrupted so long as the shield remains intact.
Recently, several damage over time abilities were changed to not interrupt the above channels:
- Ignite
- This list is incomplete
Attacking Channel[]
With the release of airborne, entangle, forced action, polymorph, stun and suppression. Unlike other forms of channel, silence does not interrupt the channel and entangle will.
, a new form of channeling was added to the game. Unlike previous forms of channeling, is interrupted by attack-inhibiting crowd control effects rather than casting-inhibiting effects, namely:The only example of an attacking channel does not inhibit movement.
Champion | Ability | Channel duration | Notes |
---|---|---|---|
0-2 seconds | Damage is dealt over the duration at a rate proportional to Lucian's attack speed. |
Habilidades de Carga[]
Con el lanzamiento de Flash o .
, se añadió un nuevo subtipo de canalización en el juego: la carga. Una habilidad cargada tiene dos activaciones (o casteos): la primera activación se inicia la carga y el segundo dispará la habilidad. Durando el uso del Hechizo Inteligente (Smartcast en inglés), el jugador debe manteer la tecla pulsada para cargar la habilidad y se disparará al soltar la tecla. A diferencia las Habilidades Canalizadas, el jugador puede moverse libremente incluso usandoCharging is a sub-classification. The forms of crowd control that will interrupt a charged ability depends on the ability's supertype.
Campeón | Habilidad | Duración de la carga/tipo | Notas |
---|---|---|---|
0-4 segundos; casting channel | El daño y alcance aumentan en los siguientes dos segundos. Varus recupera el maná si la habilidad se cancela. | ||
0-4 segundos; movement channel | El daño y alcance aumentan en los siguientes 1,25 segundos. El enfriamiento de la habilidad se reduce a 3 y se recupera el mana si la habilidad es interrumpida. |
Pending his rework, de will feature the charged mechanic. Unlike current examples of the mechanic, interrupting Xerath will automatically trigger the second activation - rather than canceling the ability.
Casting Times[]
Most champion abilities that are cast (like
) have a very brief casting time that will interrupt other actions, such as movement or attacking (most will automatically have the champion continue in their previous actions, although some will interrupt previous actions indefinitely). These casting times cannot be interrupted except by the caster's death. Casting times will show a channeling bar on screen, although the bars of short casting times will often not be drawn except on very high framerates.Champions will ignore crowd control effects while casting, with the exception of airborne/knockabout effects. This is different from crowd control immunity as the effect can persist the duration of the casting time. If a champion is knocked about while casting, the skill will still fire from the point of cast regardless of the caster's position at the time of fire (although it's worth noting that the animation will occasionally fire from the new location). For blinks and dashes, they too will move toward the selected target after the casting has finished regardless of crowd control effects suffered during the cast time.
"Casting" is sometimes referred to as "charging", although charging was assigned to a new mechanic with the release of
.Some notable examples of longer casting times, or casting times that are frequently labelled bugs on account of their ability to ignore crowd control:
Champion | Ability | Cast duration | Notes |
---|---|---|---|
90 Caliber Net | 0.1 seconds | Caitlyn is further unable to activate abilities during the animation. | |
Arcane Shift | 0.25 seconds | There is a wind-down animation upon landing, however this is not forced and Ezreal can move instantly. | |
1 second | Casting for the full duration is required to fire the missile | ||
Riftwalk | 0.25 seconds | There is a wind-down animation upon landing, however this is not forced and Kassadin can move instantly. | |
0.5 seconds | Casting for the full duration is required to fire the shot | ||
Rocket Jump | 0.25 seconds | Tristana cannot move or attack during the animation, but may use her abilities | |
0.75 seconds | Casting for the full duration is required to fire the shot | ||
0.5 seconds | Casting for the full duration is required to begin casting other abilities | ||
~0.2 seconds | The beam will appear instantly and has an ~0.5 second delay. Casting for the full 0.2 seconds is required for the beam to fire. If Xerath dies before then, the blast will fizzle. |