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Karthus Karthus Channeling icon.png channeling Requiem Requiem.

A Channeling icon.png channel is a trait of certain abilities which is Silence icon.png interrupted by Stun icon.png crowd control effects that inhibit casting. These effects are: Airborne icon.png airborne, Charm icon.pngFlee icon.pngTaunt icon.png forced action, Silence icon.png silence, Silence icon.png disrupt, Sleep icon.png sleep, Stasis icon.png stasis, Stun icon.png stun, Stun icon.pngAirborne icon.png suspension, and Suppression icon.png suppression. When a caster activates a channeled ability, the caster stops performing any previous actions.

Channels cannot begin if the caster becomes unable to cast abilities.

While the effects of the ability are present the caster is channeling the ability. In most cases, the caster can interrupt the channel by performing an action, such as moving, attacking, or casting an ability. Some channels cannot be canceled at all, which prevent the caster from performing any act. Channels that require the caster to be out-of-combat means that entering combat interrupts their channel.

The channeling status disables other effects specified by the ability from being used. This includes attacking, moving, casting abilities, and using summoner spells or item actives.

List of Channeled Abilities

Classic Channels

The following channeled abilities are consistent with one another in terms of being interrupted by the forms of crowd control stated above.

Champion abilities
Item actives

Movement Channels

The following channeled abilities involve movement of the caster, usually through Dash.png dashes or Flash.png blinks. They are also interrupted by the forms of crowd control stated above, in addition to Root icon.png root and Grounded icon.png ground (except for a few of these abilities) which both are responsible for inhibiting movement.

Champion abilities
Summoner spells

Objective Channels

The following channeled effects are also interrupted by entering combat or taking damage.

Champion abilities

Recall Recall and Empowered Recall Empowered Recall cannot be interrupted by damage in the last 0.1 seconds of their channels, aside from crowd control effects that naturally Silence icon.png interrupt channels, such as Silence icon.png silence and Airborne icon.png displacements. Note that Root icon.png root and Grounded icon.png grounding do not belong to that and thus do not interrupt the channel at any point by themselves.

Unstoppable Channels

Irelia Irelia channeling Defiant Dance Defiant Dance even while being Suppression icon.png suppressed.

The following channeled abilities cannot be Silence icon.png interrupted by Stun icon.png crowd control and are only stopped by Death.png death.

Champion abilities
Item actives

Uniquely, Unstoppable Onslaught Unstoppable Onslaught is a channeled ability which additionally grants him Cc-immune icon.png crowd control immunity during the channel, therefore it cannot be interrupted as any attempt at cast-inhibiting Stun icon.png crowd control will be negated.

Charged Abilities

Varus Varus Channeling icon.png charging up Piercing Arrow Piercing Arrow to increase its range. The lesser circle defines the current range output, while the greater circle signifies the maximum range output. Most charged abilities have a default spell indicator to display the respective range.

A charged ability has two activations - the first begins the charging and the second will fire the ability. While using quick cast, the player must keep the hotkey held down to charge the ability and it will fire upon releasing the key. For most charged abilities, the caster is still able to move freely including the use of Flash Flash and Dark Passage Dark Passage.

Charged abilities will cancel if their channel duration permits. If stated otherwise, the recast will be automatically initiated.

Charging is a sub-classification. The forms of crowd control that will interrupt a charged ability depends on the ability's super-type.

Champion abilities
Summoner Spells

Channel Interactions

The following channels cause the caster to be unable to cast some or all of their abilities and or issue attack commands, but still allows them to issue movement commands.

The following channels cause the caster to become unable to issue movement commands, but still allows them to cancel the channel early by other means.

The following channels cause the caster to become unable to issue movement or attack commands or cast abilities, in addition to not allowing them to cancel the channel early.

In contrast to the above, the following channels do not necessarily prevent the caster from performing actions but will automatically cancel when they do so for all or certain actions:

Ryze's Ryze's Realm Warp Realm Warp is the only channel that does not disable any actions and prevents the caster from cancelling it early.

Casting Times

A majority of abilities and item actives have a casting time, during which time the caster cannot move, attack, or cast other abilities but will instead buffer them to be issued at the end of the cast time. Cast times will pause all previous actions until they complete, although some may interrupt them as whole.

Cast times cannot be interrupted by any means except by death. Anything occurring after the completion of a cast time will take place regardless of the caster's circumstance.

Gameplay Elements