File:Debuff.png

Tristana Tristana under the effects of Nasus' Nasus' Wither Wither

  1. Crowd control (commonly shortened to CC) is a blanket term used in League of Legends to describe abilities or spells that remove or diminish the control a target unit has over aspects of itself - aspects such as being able to cast spells or initiate movement commands. As crowd controls impact a unit's combat ability, they are essentially more specialized forms of debuffs - however, this ability to directly hinder a unit's ability to fight means that crowd controls are often given significantly more importance in regular gameplay than normal debuffs, resulting in their special classification.

There are many different forms of crowd control in League of Legends, each of which is unique in the way it affects its target and the ways it can - if at all - be resisted, mitigated or removed. Some crowd controls can be exclusive or near-exclusive to certain champions or items, and different champions can apply the same crowd control in multiple different ways. A few specific mechanics (such as Yasuo's Yasuo's Last Breath Last Breath) even require a catalyst crowd control to function.

Types of Crowd Control

For the complete article, see 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.
    • Knock aside: A knock aside causes the target to be made airborne in a direction perpendicular to the direction of cast.
    • 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 0.75 seconds (Rammus' Rammus' Powerball Powerball) to 1.5 (Lulu's Lulu's Wild Growth Wild Growth).
    • 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 (Rammus' Rammus' Powerball Powerball) to 1.5 (Lulu's Lulu's Wild Growth Wild Growth).
    • Pull: 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.
    • Root icon.pngDisarm icon.png Entangle is a combination of Disarm and Root.
    • Silence icon.pngDisarm 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.
    • Flee 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.[1]
    • Taunt icon.png Taunt: A unit that is taunted will attempt to basic attack the source of the taunt for the duration.
  • 20px Ground: A unit that is grounded is unable to activate mobility spells.
  • 20px Knockdown: A unit that is knocked down is placed on the ground.
  • 20px Nearsight: A unit that is nearsighted has their sight radius reduced by 900 and loses their allied vision.
  • 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.
  • 20px Sleep: A unit that has fallen asleep is unable to move, attack or cast abilities for the duration as long as it doesn't get damaged.
  • Slow icon.png Slow: A unit that is slowed has reduced movement speed for the duration.
    • 20px Cripple: A unit that is crippled has reduced attack speed for the duration.
  • Stasis icon.png Stasis: A unit that is in stasis is unable to perform any action while being untargetable and invulnerable. The duration is also unaffected by crowd control reduction.
  • Stun icon.png Stun: A unit that is stunned is unable to move, attack or cast abilities for the duration.
  • Suppression icon.png Suppression: A unit that is suppressed is unable to control its movement, attack, cast abilities or use spells (including Cleanse Cleanse). The duration is also unaffected by crowd control reduction.

Crowd Control Movement Attacking Abilities Interrupt Spells Reduction Removal
Airborne icon.png Airborne Blocked Blocked Blocked Yes Blocked Partial 18px18xpx18xpx18xpx18xpxUnbreakable Will.png
with dash/blink
Blind icon.png Blind Allowed Miss Allowed No Allowed Yes 18xpx18px18xpx18xpx18xpxUnbreakable Will.png
20px Cripple Allowed Reduced Allowed No Allowed Yes 18xpx18px18xpx18xpx18xpx18xpx18xpx18xpx18xpxUnbreakable Will.png
Disarm icon.png Disarm Allowed Blocked Allowed 18xpx Allowed Yes 18xpx18px18xpx18xpx18xpx18xpxUnbreakable Will.png
Charm icon.png Charm / Flee icon.png Flee / Taunt icon.png Taunt Forced Action Blocked Blocked Blocked Yes Flash.png18xpx Yes 18xpx18px18xpx18xpx18xpx18xpxUnbreakable Will.png
20px Ground Partial Allowed Partial See notes Flash.png18xpx No 18xpx
20px Nearsight Allowed Allowed Partial See notes 18xpx No 18px
Root icon.png Root Blocked Allowed Allowed See notes Flash.png18xpx Yes 18xpx18px18xpx18xpx18xpx18xpxUnbreakable Will.png
Silence icon.png Silence Allowed Allowed Blocked Yes Flash.png18xpx Yes 18xpx18px18xpx18xpx18xpx18xpxUnbreakable Will.png
20px Sleep Blocked Blocked Blocked Yes Flash.png18xpx Yes 18xpx18px18xpx18xpx18xpx18xpxUnbreakable Will.png
Slow icon.png Slow Reduced Allowed Allowed No Allowed Yes 18xpx18px18xpx18xpx18xpx18xpx18xpx18xpx18xpxUnbreakable Will.png
Stasis icon.png Stasis Blocked Blocked Blocked Yes Blocked No None
Stun icon.png Stun Blocked Blocked Blocked Yes Flash.png18xpx Yes 18xpx18px18xpx18xpx18xpx18xpxUnbreakable Will.png
Suppression icon.png Suppression Blocked Blocked Blocked Yes Blocked No 18px18xpx18xpx18xpxUnbreakable Will.png

Notes

  • Movement includes mobility abilities (i.e. dashes and blinks, such as Ezreal's Ezreal's Arcane Shift Arcane Shift).
    • Ground does not impede basic movement.
  • Attack refers to a champion's basic attacks (by default right-click).
  • Ability refers to a champion's castable spells (by default Q, W, E, and R).
  • Spells refers to summoner spells.
  • Interrupt refers to whether or not the effect will cancel channeled abilities.
  • Crowd control applied by one's self or an ally cannot be countered in any way (neither reduced, resisted, nor removed), with the exception of self-slows.

Categorization

To facilitate easier communications, crowd controls are usually described under one of the following systems:

Loss of Control

Crowd controls are grouped into one of two categories depending on whether or not the effect removes total control of the player's character. Hard CC completely removes all control of a character, while soft CC only partially removes it.

Hard CC Weak CC
Airborne icon.png Airborne Blind icon.png Blind
Charm icon.pngFlee icon.pngTaunt icon.png Forced Action 20px Cripple
20px Sleep Disarm icon.png Disarm
Stasis icon.png Stasis Root icon.pngDisarm icon.png Entangle
Stun icon.png Stun 20px Ground
Suppression icon.png Suppression 20px Knockdown
Stun icon.png Suspension 20px Nearsight
Root icon.png Root/Snare
Silence icon.png Silence
Slow icon.png Slow

Disruption

Crowd controls are grouped into one of two categories depending on whether or not the effect disrupts a channeled ability (such as Karthus' Karthus' Requiem Requiem and Katarina's Katarina's Death Lotus Death Lotus). Hard CC will disrupt all channels, while soft CC will not.

Hard CC Weak CC
Airborne icon.png Airborne Blind icon.png Blind
Charm icon.pngFlee icon.pngTaunt icon.png Forced Action 20px Cripple
Silence icon.png Silence Disarm icon.png Disarm
20px Sleep Root icon.pngDisarm icon.png Entangle
Stasis icon.png Stasis 20px Ground
Stun icon.png Stun 20px Knockdown
Suppression icon.png Suppression 20px Nearsight
Stun icon.png Suspension Root icon.png Root/Snare
Slow icon.png Slow

Immobilization

Crowd controls are grouped into one of two categories depending on whether or not they restrict movement. Hard CCs prevent all forms of movement, while soft CCs do not.

Hard CC Weak CC
Airborne icon.png Airborne Blind icon.png Blind
Root icon.pngDisarm icon.png Entangle 20px Cripple
Charm icon.pngFlee icon.pngTaunt icon.png Forced Action Disarm icon.png Disarm
Root icon.png Root/Snare 20px Ground
Stasis icon.png Stasis 20px Knockdown
20px Sleep 20px Nearsight
Stun icon.png Stun Silence icon.png Silence
Suppression icon.png Suppression Slow icon.png Slow
Stun icon.png Suspension

Modifiers

Crowd controls are categorized by what their effects inhibit. Movement modifiers in some way inhibit the ability to move, while action modifiers in some way inhibit the ability to attack or cast abilities.

Movement Modifiers Action Modifiers
Airborne icon.png Airborne Airborne icon.png Airborne
Root icon.pngDisarm icon.png Entangle Blind icon.png Blind
Charm icon.pngFlee icon.pngTaunt icon.png Forced Action 20px Cripple
20px Ground Disarm icon.png Disarm
20px Knockdown Charm icon.pngFlee icon.pngTaunt icon.png Forced Action
20px Nearsight 20px Ground
Root icon.png Root/Snare 20px Nearsight
20px Sleep Silence icon.png Silence
Slow icon.png Slow 20px Sleep
Stun icon.png Stun Stun icon.png Stun
Suppression icon.png Suppression Suppression icon.png Suppression
Stun icon.png Suspension Stun icon.png Suspension

Increasing the duration of Crowd Control

20px Brittle is a status effect that can be applied by Ornn's Ornn's Bellows Breath Bellows Breath and Call of the Forge God Call of the Forge God. Enemies can have up to 2 marks of 20px Brittle.

Each mark reduces the target's tenacity by 30% or in other words, increases the duration of incoming Crowd Control by 30% (including Airborne icon.png Airborne effects).

Countering Crowd Control

Crowd control can be countered in various different ways.

Immunity

Units that are immune to crowd control will completely negate any attempt at its application on the recipient. This does not, however, necessarily mean the user is now also unaffected by crowd controls already applied.

All forms of crowd control currently in League of Legends can be prevented with CC immunity.

While not specific to crowd control, spell shields can be considered to provide pseudo-CC immunity against a single spell, but this is not guaranteed - abilities that do not interact with spell shields (such as Karthus' Karthus' Wall of Pain Wall of Pain) will still apply any attached crowd controls if possible.

Deferral

Similar to immunity, abilities that defer crowd control will negate their effects while the ability is active, but any CC still present will be applied after the duration ends. CC duration will still tick down during the immunity period.[2]

Removal

Most types of crowd control can be removed after it has been applied - with the exception of Mikael's Crucible Mikael's Crucible, the ability or item in question can still be activated while affected by the CC it removes, even when that CC normally precludes ability or item usage.

Stasis effects cannot be removed. Ground effect can be removed only by basic moving out from affected area. Nearsight effect can be removed only by Quicksilver Sash's Quicksilver Sash's active. Airborne effects are removable only by other move blocks (airborne effect, dash or blink); airborne effects will still apply for the rest of their duration if not removed by other airborne effect (although they can be prevented and removing their stun component allows to completely remove them by consecutively using own dash or blink). Stasis makes units untargetable and completely prevents ability usage even for abilities that can be activated under CC (thus making whether it can be removed or not a moot question).

Reduction

Crowd control reduction reduces the duration of crowd control effects by a percentage equal to its value. Sources of CC duration reduction will stack multiplicatively with each other, not additively - successive buys can only approach, not reach, 100% reduction. Crowd control reduction can sometimes be referred to as Tenacity.

Ground, nearsight, stasis, suppression and move block part of airborne are not affected by crowd control reduction and will always apply for their full duration. Stun part of airborne effect is affected by crowd control reduction.

Potency Reduction

This effect is unique to the slow crowd control; potency reduction reduces the effectiveness, or percentage, of movement slows by a percentage equal to its value. Sources of slow potency reduction stack multiplicatively with each other, but do not interact with normal crowd control reduction.

Only slows are affected by potency reduction.

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. These effects cannot be removed by cleansing mechanisms and will ignore all crowd control immunity and reduction except in the case of self-slows, which will be affected by slow potency reduction (such as from Boots of Swiftness Boots of Swiftness).

  • Self-Nearsight: A champion that that is self-nearsighted has their own sight radius reduced by 900, while still benefitting from allied vision.

Cast Times and Channels

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.

The channelling of an ability, by contrast, can be cancelled by hard CC, and will also automatically cancel should the champion attempt to perform another action (such as movement, casting another ability or attacking) - there do exist exceptions to this rule, such as Sion's Sion's Soul Furnace Soul Furnace cast while channelling Decimating Smash Decimating Smash, but these are usually specific coding allowances and not standard behaviour. Summoner spells and most items can typically be activated mid-channel without disrupting it.

Channelling and casting animations are generally not considered forms of crowd control, however disruptive they may be. There do exist several notable exceptions, however:

Trivia

References

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