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Crowd Control | Movement | Attacking | Abilities | Interrupt | Spells | Reduction | Removal |
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Blocked | Blocked | Blocked | Yes | Blocked | Partial | with dash/blink |
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Allowed | Miss | Allowed | No | Allowed | Yes | |
20px Cripple | Allowed | Reduced | Allowed | No | Allowed | Yes | |
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Allowed | Blocked | Allowed | Allowed | Yes | ||
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Blocked | Blocked | Blocked | Yes | Yes | ||
20px Ground | Partial | Allowed | Partial | See notes | No | ||
20px Nearsight | Allowed | Allowed | Partial | See notes | No | ||
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Blocked | Allowed | Allowed | See notes | Yes | ||
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Allowed | Allowed | Blocked | Yes | Yes | ||
20px Sleep | Blocked | Blocked | Blocked | Yes | Yes | ||
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Reduced | Allowed | Allowed | No | Allowed | Yes | |
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Blocked | Blocked | Blocked | Yes | Blocked | No | None |
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Blocked | Blocked | Blocked | Yes | Yes | ||
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Blocked | Blocked | Blocked | Yes | Blocked | No |
Indice
Notes
- Movement includes mobility abilities (i.e. dashes and blinks, such as ).
- 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.
- Roots and Entangles will not interrupt channeling, with the exception of and .
- Roots and Entangles will interrupt and by virtue of disabling their second casts.
- Nearsight prevents the activation of "long ranged" abilities, which seems to include any ability that can input targets via the minimap. By virtue of disabling the second cast, Nearsight will interrupt . This may be a bug, although it is thematically appropriate for an effect that removes the target's ability to see.
- Knockdown and Ground only interrupt dash and blink 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.
Airborne
A unit that is made airborne is moved in a specified direction or to a specific point. For the duration, the unit is also 20px stunned and cannot move, attack, cast abilities, activate items or use the summoner spells and .
Interrupts: | Interrupts all channeled and charged abilities, as well as | , all dash abilities and other airborne effects.
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Reduction: | Only the stun component duration is reduced by Tenacity, which stacks multiplicatively. Forced movement's execution time remains unaffected. |
Resist: | Resisted by | , , and , as well as dashes that grant immunity to disables.
Removal: | The forced movement of airborne effects cannot be removed by cleansing effects. However, | , , , , and can be used to remove the stun effect. Once the user is able to activate abilities: a dash or blink ability can be used to overrule the airborne. Note that , specifically, cannot be used to do this.
To expand upon the countering of airborne effects, consider that the effects are made up of two components: a movement modifier (called a "move block" by Riot, referring to a chunk of code) and a stun (which is responsible for the disabling attacking and casting). As a general rule, the most recent move block will over-rule any previous move blocks, which is how and combo functions. This rule also extends to all beneficial movement modifiers, such as dashes and blinks, which is why and will over-rule each other depending on their order of activation. Most beneficial movement modifiers do not prevent the activation of abilities, allowing to still activate abilities during but not during ).
- Through the use of cleansing effects or tenacity, players can remove the stun and subsequently activate abilities such as
- Note that is special-cased to not remove the stunning effects, but is still available to cast. One or the other may be a bug.
or champion-specific dashes to break the airborne's move block.
- In some instances, the stun duration is longer than the move block (e.g. ), but in most cases they are the same duration. There have been cases in the past where the stun duration was shorter, but this usually lead to bug-like interactions and was later "fixed" (e.g. did not apply any stun at all in the initial charge on the ability, which allowed his enemies to use Flash/dash to supersede the charge's knockback and get over the wall).
Knockback
- The target is made
airborne in a direction directly away from the point of cast.
- Champions with knockback: , , , , , , , , (minions and monsters only), , , , , , , , , , , , , (minions and monsters only), , , , , , , , , , .
- Monsters with knockback: , , .
Knock Aside
- The target is made
airborne in a direction perpendicular from the source.
- Champions with knock aside: , , (minions and monsters only), , .
- Monsters with knock aside: .
Knockup
- The target is made
airborne on the spot.
- Champions with knockup: , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , .
- Monsters with knockup: .
Pull
- The target is made airborne in a direction toward the point of cast, and in some cases over the point of cast.
- Champions with pull: , , , , , , , , , (minions and monsters only), , , (non-champions only), , .
- Monsters with pull: .
Blind
A unit that is blinded will "Miss" their basic attacks, similar to when attacking a target with dodge. Missed attacks will fail to deal damage or apply on-hit effects, with the exception of Disarm, Blind does not prevent the unit from declaring attacks. Blind causes shotgun to fire pellets with a random spread, excluding the direction of his target.
Interrupts: | Does not interrupt any abilities, but will prevent on-hit effects from being triggered. This does not waste the effects, however, and they will simply wait until a successful attack lands. |
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Reduction: | The duration is reduced by Tenacity, which stacks multiplicatively. |
Resist: | Resisted by | , , and . Dashes that grant immunity to disables will ignore the effects of Blind for the duration of the dash, but the target will be affected upon landing if the disable duration permits.
Removal: | Removed by | , , , , and .
- Champions with blind: .
- 's passive returns 30% of all physical damage back to the attacker as magic damage before the damage is reduced by any effect, including blind. So it still applies if the target is blinded.
- Blinded enemies will only miss if they attack while blinded; ranged units still hit if the projectile fires before the blind.
Cripple
A unit that is crippled has reduced attack speed for the duration.
Interrupts: | Does not interrupt any abilities. |
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Reduction: | The duration is reduced by Tenacity, which stacks multiplicatively. |
Resist: | Resisted by | , , , and . Dashes that grant immunity to disables will ignore the effects of Slow for the duration of the dash, but the target will be affected upon landing if the disable duration permits.
Removal: | Removed by | , , , (as ), , , , , and .
- Champions with cripple: , (versus monsters), , ,
- Items with cripple: , , ,
Disarm
A unit that is disarmed is unable to declare attacks.
Interrupts: | Interrupts | , but no other abilities.
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Reduction: | The duration is reduced by Tenacity, which stacks multiplicatively. |
Resist: | Resisted by | , , and . Dashes that grant immunity to disables will ignore the effects of Disarm for the duration of the dash, but the target will be affected upon landing if the disable duration permits.
Removal: | Removed by | , , , , and .
- Champions with disarm:
- Reloading is mechanically similar to being disarmed, which is featured on and .
(non-champions only).
The following crowd control types combine Disarm with another crowd control type:
Entangle
- Champions with entangle: .
Pacify
- Champions with pacify: (self), (also polymorphs the target), (self).
Forced action
Charm
- For the item, see
A unit that is charmed will move toward the source for the duration, during which time they cannot control their own movement or attacks, and cannot cast abilities, activate items or use the summoner spells and .
Interrupts: | Interrupts all channeled and charged abilities, as well as | . It will also interrupt and prevent from bouncing.
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Reduction: | The duration is reduced by Tenacity, which stacks multiplicatively. |
Resist: | Resisted by | , , and . Dashes that grant immunity to disables will ignore the effects of Charm for the duration of the dash, but the target will be affected upon landing if the disable duration permits. The slow is also resisted by .
Removal: | Removed by | , , , , , and .
- Champions with charm: , , .
Fear / flee
A unit that is fleeing will move directly away from the source, during which time they cannot control their own movement or attacks, and cannot cast abilities, activate items or use the summoner spells and . Versus non-champions, flee instead causes the target to move around aimlessly or stand immobilized.
Interrupts: | Interrupts all channeled and charged abilities, as well as | . It will also interrupt and prevent from bouncing.
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Reduction: | The duration is reduced by Tenacity, which stacks multiplicatively. |
Resist: | Resisted by | , , and . Dashes that grant immunity to disables will ignore the effects of Flee for the duration of the dash, but the target will be affected upon landing if the disable duration permits. The slow is also resisted by .
Removal: | Removed by | , , , , , and .
- Champions with flee:
- Uniquely to Volibear, fear slows the target by 100% which causes it to stay in place and turn around aimlessly instead of away from the source.
(minions and monsters only), , , , , , (minions and monsters only), .
Taunt
A unit that is taunted will attempt to attack the source for the duration, during which time they cannot control their own movement or attacks, and cannot cast abilities, activate item or use the summoner spells and .
Interrupts: | Interrupts all channeled and charged abilities, as well as | . It will also interrupt and prevent from bouncing.
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Reduction: | The duration is reduced by Tenacity, which stacks multiplicatively. |
Resist: | Resisted by | , , and . Dashes that grant immunity to disables will ignore the effects of Taunt for the duration of the dash, but the target will be affected upon landing if the disable duration permits. The slow is also resisted by .
Removal: | Removed by | , , , , , and .
- Champions with taunt: , , .
20px Ground
A unit that is grounded is unable to activate mobility spells - i.e. all dash and blink abilities.
Interrupts: | Interrupts all dash and blink abilities, including | , , , , , and , and will prevent from bouncing.
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Reduction: | The only examples of Ground are persistent area of effects, which continually refresh. |
Resist: | Resisted by | , , and , as well as dashes that grant immunity to disables.
Removal: | The only example of Ground is a persistent area of effect, which continually refresh. | is the only ability that both removes crowd control and grants immunity to subsequent effects.
- Champions with ground: , .
20px Knockdown
Knockdown only affects units that are Airborne or are performing a dash. A unit that is knocked down is placed on the ground. Knockdown will not trigger .
Interrupts: | Interrupts dash abilities and airborne effects. |
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Reduction: | The effect is instantaneous. There is nothing to reduce. |
Resist: | Resisted by | , , and , as well as dashes that grant immunity to disables.
Removal: | The effect is instantaneous. There is nothing to remove. |
- Champions with knockdown: , , , , , , .
20px Nearsight
A unit that is nearsighted has their sight radius reduced by 900 and loses their allied vision (i.e. their ability to see what their allies see). The target is also unable to activate "long ranged" abilities even if the target is visible, which appears to cover any ability that can be targeted using the map. For example: , and . This may be a bug.
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- Champions with nearsight:
- applies an effect to herself that is similar to Nearsight: reducing her vision radius. However, she retains allied vision.
, , , .
Root/Snared
A unit that is rooted is unable to control its movement for the duration. Moving covers movement commands, as well as all dash and blink abilities - including and .
Interrupts: | Interrupts | , , and , and will prevent from bouncing.
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Reduction: | The duration is reduced by Tenacity, which stacks multiplicatively. |
Resist: | Resisted by | , , and . Dashes that grant immunity to disables will ignore the effects of Root for the duration of the dash, but the target will be affected upon landing if the disable duration permits.
Removal: | Removed by | , , , , , and .
- Champions with root: , , , , , , , , , , , , , , , , , , , , .
Silence
A unit that is silenced cannot cast abilities, activate items or use the summoner spells and for the duration.
Interrupts: | Interrupts all channeled and all charged abilities with the exception of | . It will also interrupt .
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Reduction: | The duration is reduced by Tenacity, which stacks multiplicatively. |
Resist: | Resisted by | , , and . Dashes that grant immunity to disables will ignore the effects of Silence for the duration of the dash, but the target will be affected upon landing if the disable duration permits.
Removal: | Removed by | , , , , , and .
- Champions with silence: , , , , , , (on himself).
Disrupt
A unit that is disrupted has their channeled and charged abilities interrupted. Unlike Silence, the unit can still cast abilities.
Interrupts: | Interrupts all channeled and all charged abilities with the exception of | . It will also interrupt .
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Reduction: | The duration is reduced by Tenacity, which stacks multiplicatively. |
Resist: | Resisted by | , , and . Dashes that grant immunity to disables will ignore the effects of Silence for the duration of the dash, but the target will be affected upon landing if the disable duration permits.
Removal: | Removed by | , , , , , and .
- Champions with disrupt: , .
20px Sleep
A unit that is asleep is unable to control its movement, declare attacks, cast abilities, activate items or use the summoner spells and for the duration, as with stun. The duration is substantially longer than other crowd control effects, but will be interrupted if the target takes damage.
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Interrupts: | Interrupts all channeled and charged abilities, as well as | and . It will also prevent from bouncing.
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Reduction: | The duration is reduced by Tenacity, which stacks multiplicatively. |
Resist: | Resisted by | , , and . Dashes that grant immunity to disables will ignore the effects of Stun for the duration of the dash, but the target will be affected upon landing if the disable duration permits.
Removal: | Removed by | , , , , , and .
- Champions with sleep: .
Slow
A unit that is slowed has reduced movement speed for the duration. Slows cannot reduce a target below 110 movement speed.
Interrupts: | Does not interrupt any abilities. |
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Reduction: | The duration is reduced by Tenacity, which stacks multiplicatively. The strength is reduced by Slow resist, which stacks additively. |
Resist: | Resisted by | , , , and . Dashes that grant immunity to disables will ignore the effects of Slow for the duration of the dash, but the target will be affected upon landing if the disable duration permits.
Removal: | Removed by | , , , (as ), , , , , and .
- Champions with slow:
- and are the only ones who can reduce movement speed below 110, to 60 and 100 respectively. This movement speed is set and cannot be modified, but it can be cleansed by slow immunity.
, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , .
- Items with slow: , , , , , , , , , , , , .
- Monsters with slow: , .
- Summoner Spells with slow: ,
- Runes with slow:
Stasis
- For the named item effect, see Stasis
A unit that is in stasis is unable to control movement, declare attacks, cast abilities, activate items or use any summoner spell for the duration, while also being 20px invulnerable and untargetable.
- Champions with stasis:
- untargetable targets can sometimes move or be vulnerable to area of effect and/or damage over time effects, which is thematically at odds with what "stasis" means). or don't belong in here (
, , , , (minions only), .
- Items with stasis: , , , .
Stun
A unit that is stunned is unable to control its movement, declare attacks, cast abilities, activate items or use the summoner spells and for the duration.
Interrupts: | Interrupts all channeled and charged abilities, as well as | and . It will also prevent from bouncing.
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Reduction: | The duration is reduced by Tenacity, which stacks multiplicatively. |
Resist: | Resisted by | , , and . Dashes that grant immunity to disables will ignore the effects of Stun for the duration of the dash, but the target will be affected upon landing if the disable duration permits.
Removal: | Removed by | , , , , , and .
- Champions with stun: , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , .
- Monsters with stun: .
Suspension
A unit that is suspended is made Airborne on the spot and is also 20px stunned, preventing them from moving, attacking, casting abilities, activating items or using the summoner spells and . The distinction between Suspension and a traditional Airborne is that a Suspension is affected by crowd control reduction and can be fully removed by cleansing effects.
Interrupts: | Interrupts all channeled and charged abilities, as well as | , all dash abilities and other airborne effects.
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Reduction: | The duration is reduced by Tenacity, which stacks multiplicatively. |
Resist: | Resisted by | , , and . Dashes that grant immunity to disables will ignore the effects of Stun for the duration of the dash, but the target will be affected upon landing if the disable duration permits.
Removal: | Almost all crowd control effects can be blocked with Spell shields.
|
- Champions with suspension: , , .
Suppression
A unit that is suppressed is unable to control its movement, declare attacks, cast abilities, activate items or use any summoner spell for the duration.
Interrupts: | Interrupts all channeled and charged abilities, as well as | and . It will also prevent from bouncing.
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Reduction: | The duration is not reduced by crowd control reduction. |
Resist: | Resisted by | , , and , as well as dashes that grant immunity to disables.
Removal: | Removed by | , , , and .
- Champions with suppression: , , , , .