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A channeled ability is an ability that can be interrupted by crowd control effects that inhibit casting (in addition to Death). These effects are: airborne, forced action, disarm, silence, 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 stop the channeling by performing any action, such as basic attacking, moving, or casting other abilities. However, some channeled abilities prevent the caster from doing anything else until the channeling finishes. Most activatable items and summoner spells can be used while channeling without interrupting the channel.
List of Channeled Abilities
|1 seconds||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.|
|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.|
|0-3 seconds||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.|
|0.75 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. Whileis 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.|
|0-4 seconds||Channeling increases the range and knock back distance over the duration and slowing her. If the channel is interrupted or times out, the ability goes on a 30 second cooldown.|
|0-3 seconds||Channeling increases range over the duration and slows him. If the channel is interrupted or times out, the ability goes on cooldown but refunds mana cost.|
|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.|
|0-2 seconds||Channeling increases the range and damage every 0.25 seconds and the stun and airborne duration over the duration. If the channel is interrupted, the ability goes on a 2 seconds cooldown but no mana refund.|
|0-4 seconds||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.|
|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.|
|0-3 seconds||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.|
|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.|
- Champion abilities
|1.5 seconds||Channeling for the full duration is required to blink and start dealing damage.|
|1.25 seconds||Channeling for the full duration is required to dash and deal the damage and knock up.|
|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 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.|
|0–4 seconds||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.|
|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 / 1.1 / 1.2 / 1.3 seconds. 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
|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.|
|4 seconds||Channeling for the full duration is required to blink.|
|8 seconds||Channeling for the full duration is required to blink.|
|1.5 seconds||Channeling for the full duration is required to gain the buff. If the channel is interrupted, half the cooldown is refunded.|
The following ability can only be interrupted through Death:
Uniquely, a buff preventing CC from being applied to Sion. And even though the cast of does not cleanse current crowd control, Sion can already not cast the spell when he is affected by the types of crowd control that would interrupt a channel (not unlike all other channeled abilities). Thus the channel cannot usually be interrupted.is a channeled spell which additionally grants him
There are a few exceptions, however:
- Sion can still be interrupted by death, as with all other channels. If so, the effect will end as if he collided with a champion or wall, by dealing the AoE damage and CC effect around his current location immediately.
- Due to a bug with snared. In that case, he will stand in place until the snare status effect wears off (In this time, the damage, stun duration and movement speed granted by the ability will still ramp up, and an enemy coming in contact with Sion will have them collide as normal). , Sion can occasionally cast his ultimate despite being
- The same bug allows Sion to cast his ultimate during most other hard CC aswell. If Sion starts charging while stunned, airborne or silenced for example, the channel will be interrupted almost immediately, and Sion will perform the same leap as he does when the channel ends at maximum duraction (8s) or is ended normally via its second cast.
- An allied trigger of the Blast Cone does not count as enemy CC and will thus disregard Sion's CC immunity, interrupting his ultimate. Sion will be turned in the direction in which he would be knocked into, then initiate the leap as if he has recasted the ultimate or was affected by enemy hard CC (see paragraph above), overriding the initial airborne effect of the plant.
Becauseis a channeled spell, will wait with its effect until the channel has ended, dragging Sion back to her across a potentially massive distance. Even though Sion will be dragged immediately after the channel ends, as he is still leaping if he didn't collide with anything, the AoE damage and CC effect still happen in the usual place of his would-be landing spot.
|0–8 seconds||Damage and CC duration increase over the first 3 seconds of channeling. Not usually interruptable except through death, which has the same result as colliding with a champion or wall.|
With the release of 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 ., a new subtype of channeling was added to the game - charging. A charged ability has two activations - the first begins the charging and the second will fire the ability. While using
Charging is a sub-classification. The forms of crowd control that will interrupt a charged ability depends on the ability's supertype.
|0-3 seconds; classic channel||The damage, range, and taunt duration increase over the duration.|
|0–4 seconds; classic channel||The damage is modified after the first 0.5 seconds, the range is capped after 1 second. Mana is half refunded if it times out, or is interrupted.|
|0–2 seconds; classic channel||The range and crowd control is modified after the first 05 seconds. Mana is half refunded if it times out, or is interrupted.|
|0–2 seconds; classic channel||Sion is unable to issue movement commands while charging. The damage and range increases over the duration, the crowd control changes passing the first second, and said new crowd control increases its duration over the last second. The cooldown is reduced to 2 seconds if the ability is interrupted.|
|0–4 seconds; classic channel||The damage and range increase over the first 2 seconds. Mana is refunded if Varus cancels the shot or it times out.|
|0-1.5 seconds; classic channel||The damage and range increase over the first second. The second cast will initiate if the channel times out or is interrupted.|
|0–3 seconds; classic channel||The range increases over the first 1.5 seconds. Half the mana cost is refunded if the ability times out.|
Most champion abilities that are cast (like) 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 except by the caster's death. Casting times will show a channeling bar on screen, although the bars of short casting times will often not be drawn except on very high framerates.
Champions will ignore crowd control effects while casting, with the exception of displacement effects. This is different from crowd control immunity as the effect can persist the duration of the casting time. If a champion is knocked about while casting, the skill will still fire from the point of cast regardless of the caster's position at the time of fire (although it's worth noting that the animation will occasionally fire from the new location). For blinks and dashes, they too will move toward the selected target after the casting has finished regardless of crowd control effects suffered during the cast time.
"Casting" is sometimes referred to as "charging", although charging was assigned to a new mechanic with the release of.
Some notable examples of longer casting times, or casting times that are frequently labelled bugs on account of their ability to ignore crowd control:
|0.25 seconds||There is a wind-down animation upon landing, however this is not forced and Darius can move instantly.|
|0.25 seconds||There is a wind-down animation upon landing, however this is not forced and Ezreal can move instantly.|
|1 second||Casting for the full duration is required to fire|
|0.25 seconds||There is a wind-down animation upon landing, however this is not forced and Kassadin 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||Tristana cannot move or attack during the animation, but may use her abilities|
|seconds||Urgot can freely move while channeling and while executing the target. The channel can only be interrupted by Urgot's death.|