Control de masa (o del Ingles Crowd Control (CC)) es un termino usado para describir una habilidad o hechizo que temporalmente reduce la habilidad de pelear de una unidad. El termino 'control de masa' proviene de la habilidad de controlar al equipo enemigo durante el combate, ya sea restringiendo su contribución a la misma o su maneras de escape. En adición, el uso de un control de masa puede ayudar a tu propia supervivencia: en la misma manera que puedes evitar que escapen de ti, tu puedes evitar que te sigan.
Los controles de masa no vuelven a un enemigo inalcanzable. En el caso de los efectos de los Derribos Aereos, el objetivo se considera en el suelo para el proposito de tiros de habilidad o efectos de daño (como Morgana de ).
Tipos de Controles de Masa
Este articulo contiene una version simplificada del contenido. Para el articulo completo, vea: Tipos de Controles de Masa.
The following are the current forms of crowd control that exist within League of Legends:
- En el aire: Una unidad es considerada en el aire cuando no puede moverse, atacar o usar habilidades durante la duración. La duración no es afectada por reducción de control de masa y no puede ser removida por efectos de purificación.
- Knockback?: Un knockback? causa que el objetivo sea lanzado en el aire en dirección contraria desde el punto de lanzamiento. La duración depende en cuanto viaja el objetivo, desde 0.75 segundos ( de ) hasta 1.5 ( de ).
- Derribo aereo: Un derribo aereo causa que el objetivo sea lanzado en el aire en el lugar. La duración depende en cuan alto el objetivo es lanzado, desde 0.75 segundos ( de ) hasta 1.5 ( de ).
- Pull/Fling?: Un pull? es un efecto que causa que el blanco sea lanzado en el aire en dirección hacia el punto de lanzamiento.
- Cegar: Una unidad cegada fallara sus ataques basicos durante la duración.
- Envolver: Una unidad envuelta no podra moverse o realizar ataques basicos durante la duración.
- Acción Forzada: Una unidad bajo los efectos de una acción forzada no puede controlar sus propios movimientos o ataques, ademas de no poder usar habilidades.
- Encanto: Una unidad encantada se movera hacia la fuente del encanto durante la duración.
- Miedo: La unidad afectada correra en direcciones al azar con velocidad de movimiento reducida durante la duración.
- Aterrorizado: La unidad blanco intentara alejarse del atacante.[1]
- Provocación: Una unidad que es provocada intentara atacar la fuente de la provocación durante la duración.
- Polymorph: Una unidad que es pacificada no puede atacar o usar habilidades durante la duración, ademas su velocidad de movimiento es reducida durante la misma.
- Silencio: Una unidad que es silenciada no puede usar habilidades durante la duración.
- Ralentización: Una unidad que es ralentizada vera reducida su velocidad de movimiento durante la duración.
- Atrapar: Una unidad que es atrapada no puede moverse durante la duración.
- Aturdir: Una unidad que es aturtida no puede atacar, moverse o usar habilidades durante la duración.
- Suspensión: Una unidad suspendida es considerada en el aire por el proposito de de , pero por propositos de contrarrestración es considerado un aturdimiento.
- Supresión: Una unidad que es suprimida no puede controlar su movimiento, atacar, usar habilidades o hechizos (incluyendo Purificación). La duración no es afectada por reducción de control de masa.
Summary Table
denotes that the action is blocked
Movement | Attacking | Abilities | Interrupt | Spells | Reduction | Removal | |
---|---|---|---|---|---|---|---|
Airborne | No | ||||||
Blind | Miss | Yes | Archivo:Quicksilver Sash.gif | ||||
Entangle | Yes | Archivo:Quicksilver Sash.gifArchivo:Mikael's Crucible.gif | |||||
Forced Action | Yes | Archivo:Quicksilver Sash.gifArchivo:Mikael's Crucible.gif | |||||
Polymorph | Yes | Archivo:Quicksilver Sash.gifArchivo:Mikael's Crucible.gif | |||||
Silence | Yes | Archivo:Quicksilver Sash.gifArchivo:Mikael's Crucible.gif | |||||
Slow | Reduced | Yes | Archivo:Quicksilver Sash.gifArchivo:Mikael's Crucible.gif | ||||
Snare/Root | See notes | Yes | Archivo:Quicksilver Sash.gifArchivo:Mikael's Crucible.gif | ||||
Stun | Yes | Archivo:Quicksilver Sash.gifArchivo:Mikael's Crucible.gif | |||||
Suppression | All | No | Archivo:Quicksilver Sash.gif |
Please note the following:
- Movement includes abilities (such as de ).
- 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.
- removes any crowd control effect that would.
Categorization
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
- Silence
- Slow
- Snare
Disruption
As an alternative to the above, crowd control is sometimes categorized into two categories depending on whether or not the effect disrupts the channelling of an ability; abilities such as
de and de .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
- Stun
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.
- de prevents slows for its duration.
- de prevents all forms of CC for 6 / 7 / 8 seconds except from her target.
- de prevents all CC for 6 seconds.
- becomes immune to CC during 's charge.
- becomes immune to CC during 's charge.
- becomes immune to CC during 's charge.
- becomes immune to CC during 's charge.
- Assault and Battery's charge. becomes immune to CC during
- de prevents all forms of CC for 5 seconds or until the shield is broken.
- de creates a magical shield for 1.5 seconds which can block the next enemy spell that hits him.
- de creates a magical barrier for 3 seconds which can block the next enemy spell that hits her.
- creates a spell shield that can block a spell once every 25 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.
- Unique Active - Quicksilver: Removes all debuffs from your champion. 90 second cooldown.+60 attack damage, +45 magic resistance 3700 de oro. :
- Unique Active: Removes all stuns, roots, taunts, fears, silences and slows on an allied champion and heals them for 150 + 10% of their missing health. 180 second cooldown.+7 health regeneration, +40 magic resist, +18 mana regeneration per 5. Unique Passive - Mana Font: Increases your Mana Regen by 1% per 1% Mana you are missing. 2200 de oro. :
- Unique Active - Quicksilver: Removes all debuffs from your champion. 90 second cooldown.+45 magic resist 1550 de oro. :
Champion abilities
- de removes all forms of CC.
- de removes all forms of CC.
- de removes and prevents all forms of CC.
- de removes all slows.
- de removes all slows.
- de removes all slows.
- de 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.
Items
- Unique Passive - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%. +25 magic resistance, Unique Passive - Enhanced Movement: +45 movement speed. 1200 de oro. :
- Unique Passive - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%. +500 health, +30 armor, +14 health regeneration, +7 mana regeneration. Unique Passive - Butcher: Damage dealt to monsters increased by 25%. 2300 de oro. :
- Unique Passive - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%. +25 attack damage, +50% attack speed, +10% movement speed, +10% cooldown reduction. 2850 de oro. :
Champion abilities
- de reduces crowd control by 10% / 15% / 20% / 25% / 30% while active.
- de reduces crowd control by 30% for 2 / 3 / 4 / 5 / 6 seconds.
- de reduces crowd control by 10% / 25% / 40% for 1 / 2 / 3 nearby enemy champion(s).
Masteries/spells
- Summoner's Resolve (Maestría de la 3ra Temporada) Summoner's Resolve). reduces crowd control by 65% for 3 seconds (4 seconds with
- The Tenacious (Maestría de la 3ra Temporada) Tenacious mastery reduces crowd control by 5% / 10% / 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%.
- The Relentless (Maestría de la 3ra Temporada) Relentless mastery reduces the potency of movement slows by 7.5% / 15%.
- de reduces the potency of movement slows by 10% / 15% / 20% / 25%.
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.
- de
- de
Self-Snare: A champion that snares itself is unable to control its movement and will ignore movement commands (included forced actions, such as fear). A champion that is snared can still be moved by airborne effects, but it will not break the snare.
- de
Self-Slow: A champion that slows itself has reduced movement speed. Most of the current examples are connected to a channelled ability, and the slow will end when the abilities have finished casting.
- de (while passing through enemy units)
- de
- de
Self-Silence: A champion that silences itself is unable to cast abilities. They may still attack and use summoner spells.
- de
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
de , 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
- Self-Stun: The following champions have channelled 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.
- de (for the first 0.5 seconds of the duration)
- de
- de
de , 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-Stun: The following champions have channelled 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.
Trivia
- dance. de causes the target to
- The highest continuous form of crowd control reduction can be achieved by Tenacity, and Tenacious for 66.85%. de with 3 nearby foes,
- is the only champion 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.
References
- REDIRECCIÓN Plantilla:Listaref
Habilidades de campeones | |
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Tipos de focalización | |
Autodirigido · Terrestre · Propio · Dirigida · Unitaria | |
Tipos de efecto | |
Aura · Destello · Mejora · Control de masas · Daño · Desplazamiento · Debilitación · Curación · Efectos de impacto · Mascota · Escudo · Visión |