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Revision as of 19:36, 1 June 2020
A channel is a trait of certain abilities which is interrupted by crowd control effects that inhibit casting. These effects are: airborne, forced action, silence, disrupt, stasis, stun and suppression. When a caster activates a channeled ability, the caster stops performing any previous actions.
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
Champion | Ability | Channel duration | Notes |
---|---|---|---|
1 second | Channeling for the full duration is required to fire the missile. If the target dies or becomes untargetable while channeling, the ability is put on a 5 second cooldown. | ||
1 second | Channeling for the full duration is required to secure the package. | ||
2 seconds | Channeling forms tethers and damages every 0.25 seconds. If the channel completes, it deals an additional burst of damage to affected targets and refunds part of its remaining cooldown. The channel ends but also refunds the cooldown if all targets break their tethers. | ||
0.75 seconds | Channeling for the full duration is required to gain the bonus damage for next basic attack within ~5 seconds. Grants damage reduction for 3 seconds. | ||
3 seconds | Channeling restores health every 0.5 seconds. | ||
10 seconds | Channeling grants the ability to recast four times to shoot a projectile after a 0.25-second delay that deals damage and slows. Channel cannot be canceled nor can a projectile be fired in the first second. | ||
3 seconds | Channeling for the full duration is required to deal the damage. While | is active, it is impossible to interrupt Requiem.||
2.5 seconds | Channeling deals damage every 0.166 seconds. | ||
3 seconds | Channeling fires projectiles rapidly which deal damage. Can be recast to end the channel early. | ||
2.5 seconds | Channeling forms a tether to deal damage every 0.25 seconds. Summons a zone dealing damage every 0.5 seconds. The zone will persist even if the channel is interrupted. Cleansing the suppression does not interrupt the channel. | ||
4 seconds | Channeling restores health every 0.5 seconds. | ||
3 seconds | Channeling deals damage every 0.25 / 0.2142 / 0.1875 second. | ||
3 seconds | Channeling decreases the damage reduction (percentage) and increases the slow percentage. Can be recast after 0.5 seconds to end the channel early. | ||
4 seconds | Channeling for the full duration is required to purchase item. | ||
2 seconds | Channeling for the full duration is required to unite with | . Can be recast after 0.5 seconds to end the channel early.||
6 seconds | Channeling increases movement speed over the duration. Can be recast after 1 second to end the channel early. | ||
2.6 seconds | Channeling deals damage every 0.2 seconds and slows. Can be recast after 1 second to end the channel early. | ||
1.5 seconds | Channeling deals damage every 0.5 seconds and heals. The suppression ends prematurely if the channel is interrupted. Cleansing the suppression does not interrupt the channel. | ||
10 seconds | Channeling grants the ability to recast with a 0.8 second cooldown in between casts. Can be recast 3-5 times based on ability rank to deal damage after 0.5 seconds. If the channel times out, the ability cancels and half of its cooldown is refunded. |
Movement Channels
The following abilities can also be interrupted by any form of crowd control that interrupts movement unless otherwise stated by the ability, namely: ground and root in addition to all those listed above.
- Champion abilities
Champion | Ability | Channel duration | Notes |
---|---|---|---|
1.5 seconds | Channeling for the full duration is required to blink and start dealing damage. | ||
2.75 seconds | Channeling for the full duration is required to dash and deal the damage and knock up. Becomes immune to crowd control and gains untargetability after 1.25 seconds. | ||
0-10 seconds | Channeling increases the damage, range, size, and stun duration of the snowball over the first 5 seconds and grants bonus movement speed. Can be recast after 0.5 seconds to end the channel early. If the channel is interrupted or times out, or the ability is recast, the snowball releases. | ||
2 seconds | Channeling for the full duration is required to blink, vanish, and deal the damage. | ||
3 seconds | Channeling for the full duration is required to blink. | ||
6 seconds | Channeling allows an ally champion to join. Can be recast after 0.25 seconds to blink. If the channel is interrupted or cancelled or times out, the ability is put on a 10 second cooldown. | ||
1 second | Channeling for the full duration is required to summon the wall. Recasting after the channel causes her to dash with it. | ||
1.5 seconds | Channeling for the full duration is required to blink. | ||
2 seconds | Channeling for the full duration is required to blink. | ||
0.25 seconds | Channeling for the full duration is required to dash. | ||
0-4.5 seconds | Channeling increases the range over the first 0.9-1.3 seconds based on ability rank. if the channel is interrupted, cancelled, or times out, the ability cancels but the cooldown is reduced by half the base amount and half the health cost is refunded. |
- Summoner Spells
Name | Channel duration | Notes |
---|---|---|
0-2.5 seconds | Channeling for 1 second is required to blink. Increases the range over the channel. Releasing or entering combat in the first second interrupts the channel and places the spell on a reduced cooldown. | |
4 seconds | Channeling for the full duration is required to blink and gain bonus movement speed. |
Objective Channels
The following effects are also interrupted by entering combat.
Name | Channel duration | Notes |
---|---|---|
4 seconds | Channeling for the full duration is required to blink. Not interrupted by ground or root. Can't be interrupted by damage or crowd control in the last 0.1 seconds of the channel, aside from displacements. | |
8 seconds | Channeling for the full duration is required to blink. Not interrupted by ground or root. Can't be interrupted by damage or crowd control in the last 0.1 seconds of the channel, aside fron displacements. | |
1.5 seconds | Channeling for the full duration is required to gain the buff. If the channel is interrupted, half the cooldown is refunded. |
Unstoppable Channels
The following channeled abilities cannot be interrupted by crowd control and are only stopped by death. Note that any channel can be unstoppable as long as the user is crowd control immune in the process of doing so (e.g. could place her on a channeling target and they would be considered unstoppable while the shield holds):
Champion | Ability | Channel duration | Notes |
---|---|---|---|
0.3 seconds; classic channel (unstoppable) | Channeling for the full duration is required to deal damage and knock back. Channel starts immediately after a 0.35 seconds cast time. | ||
0-1.5 seconds; charged channel (unstoppable) | Channeling grants physical damage reduction and increases the damage over the duration. Can be recast to end the channel early. | ||
/ | 1.5 or 2.5 seconds; classic channel (unstoppable) | Channeling deals damage every 0.125 seconds and renders him invulnerable in a certain condition. Can be recast after 0.3 seconds to end the channel early. Pantheon can move while channeling, but is slower when moving backwards. | |
0-8 seconds; movement channel (unstoppable) | Channeling renders him immune to crowd control and increases the damage and stun and pull duration over the first 3 seconds of channeling. Can be recast to end the channel early and apply effects as if he collided. | ||
(recast of ) | 1.5 seconds; classic channel (unstoppable) | Channeling launches chains which suppress, reel, and execute. Urgot can move while channeling. |
Uniquely, crowd control immunity during the channel, therefore it cannot be interrupted as any attempt at cast-inhibiting crowd control will be negated.
is a channeled ability which additionally grants himThere are a few exceptions, however:
- The ability still be interrupted by death, as with all other channels. If so, the effect will end as if he collided with terrain or an enemy champion, dealing the damage and stunning and knocking up enemies around his current location immediately.
- Due to a bug with rooted. In this case, he will stand in place until the root's debuff duration ends. During this time, the damage, stun duration and movement speed granted by the ability will still ramp up, and enemies that come into contact with him will be affected by the collision normally.
- The same bug allows him to cast his ultimate during crowd control that inhibits casting and movement abilities. If he starts charging the ability while stunned, airborne or silenced for example, the channel will be interrupted almost immediately, and he will perform the same leap as he does when the channel ends at maximum duration or is ended via its recast.
, he can occasionally cast his ultimate despite being - An allied trigger of the airborne effect is not considered hostile crowd control and will thus disregard his crowd control immunity, interrupting his ultimate in the process. He will turn to face the direction in which he would be knocked into, then initiate the leap as if he collided with an enemy champion or recasted the ability the ultimate or was affected by an enemy's hard crowd control, overriding the initial airborne effect of the plant.
- If he is put into stasis by an allied (does not count as hostile crowd control in this case), he will attempt to leap forward (he can't while in stasis however) then initiate the area of effect as if he engaged in a collision. The ability does not appear to go on cooldown for a few seconds according to the HUD but trying to cast it does not bring any result. The steer and channel indicators do not disappear however and he is still able to perform actions as if he were not channeling.
Since
is a channeled spell, will wait with its effect until the channel has ended, dragging him back to her across a potentially massive distance. The pull transpires immediately after the channel ends, but he will still leap forward despite not colliding with anything. The area of effect still occurs in the landing spot he would've stopped at.Charged Abilities
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 and .
Charging is a sub-classification. The forms of crowd control that will interrupt a charged ability depends on the ability's super-type.
Champion | Ability | Channel duration/type | Notes |
---|---|---|---|
0-3 seconds; classic channel; unable to cast movement spells | Channeling increases the range of the area of effect, damage, and taunt duration over the duration as well as granting damage reduction and slowing him. | ||
0–4 seconds; classic channel | Channeling caps the range after the first 0.35 seconds and slows him. If the channel is interrupted or times out, the ability cancels and is put on cooldown, but half its mana cost is refunded. | ||
0-4 seconds; classic channel | Channeling increases the range and knock back distance over the duration and slows her. If the channel is interrupted or times out, the ability goes on a 30 second cooldown. | ||
0–3 seconds; classic channel | Channeling increases the range over the duration after the first 0.5 seconds and slows him. If the channel is interrupted or times out, the ability cancels and is put on cooldown, but half its mana cost is refunded. | ||
0–2 seconds; classic channel; unable to move | Channeling increases the range and damage every 0.25 seconds and the stun and airborne duration after 1 second over the next second. If the channel is interrupted, the ability goes on a 2 seconds cooldown but no mana is refunded. | ||
0–4 seconds; classic channel | Channeling increases the range and damage over 2 seconds and slows him. If the channel times out, the ability cancels and refunds half of its mana cost. | ||
0–4 seconds; movement channel; able to move | Channeling increases the damage and range over the first 1.25 seconds and slows her. The cooldown is reduced to 3 seconds if the channel is interrupted or times out. | ||
0-1.5 seconds; classic channel | Channeling increases the damage and range over the first second. If the channel is interrupted or times out, the ability will release instantly. | ||
0–3 seconds; classic channel | Channeling increases the range over 1.5 seconds and gradually slows him. If the channel times out, the ability cancels and refunds half of its mana cost. |
Casting Times
Most abilities 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 by any other effect than the caster's death, unless it was protected by resurrection. Casting times will display a channeling bar above the HUD.
The effects of crowd control are ignored while casting, with the exception of displacement effects. Being displaced while casting a direction-targeted ability will still fire the projectile from the point of cast regardless of the caster's position once the cast time has finished (although it's worth noting that the animation will occasionally fire from the new location for certain abilities of the targeting type). For blinks and dashes, they too will move toward the selected target after the casting has finished regardless of crowd control effects suffered during their cast times
These are notable examples of cast times that are much longer than usual, or casting times that are misunderstood as bugs on account of their ability to ignore crowd control:
Champion | Ability | Cast duration | Notes |
---|---|---|---|
0.25 seconds | There is a wind-down animation upon landing, however this is not forced and he can move instantly. | ||
0.25 seconds | There is a wind-down animation upon landing, however this is not forced and he can move instantly. | ||
1 second | Casting for the full duration is required to fire. | ||
0.75 seconds | Casting for the full duration is required to fire. Can be cast during | dash.||
0.25 seconds | There is a wind-down animation upon landing, however this is not forced and he can move instantly. | ||
0.5 seconds | Casting for the full duration is required to fire. | ||
1.25 seconds | Casting for the full duration is required to fire. Does not interrupt any actions. | ||
0.25 seconds | Cannot move or attack during the animation, but may use her abilities. |