
under the effects of
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, 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, 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
) even require a catalyst crowd control to function.Crowd control effects that inhibit casting will only disable the summoner spells Flash,
Teleport,
Hexflash, and
Mark /
Dash.
Stasis and
suppression are exceptions to this and will prevent the caster from using any summoner spell.
All crowd controls, with the exception of blind or
cripple, will count toward assists, even if the ability they were applied from did not deal damage.
The following can be used even when casting is disabled by crowd control:
- Most spells and abilities with
cleansing effects (there are exceptional cases)
- recast
- and recasts
- recast
- recast
- recast
- recast
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: A unit that is airborne is unable to move, attack, cast abilities, or use item actives for the duration.
- Knock aside: A knock aside causes the unit to be made airborne in a direction perpendicular to the direction of cast.
- Knock back: A knock back causes the unit to be made airborne in a direction away from the point of cast.
- Knock up: A knock up causes the unit to be made airborne on the spot.
- Pull: A pull causes the unit to be made airborne in a direction towards the point of cast.
Blind: A unit that is blinded will miss its basic attacks for the duration. Miss occurs on-hit, and does not prevent attacks from being declared.
Cripple: A unit that is crippled has reduced attack speed for the duration.
Disarm: A unit that is disarmed cannot declare basic attacks for the duration.
Disrupt: A unit that is disrupted has its
channeled and charged abilities interrupted.
Drowsy: A unit that is drowsy is gradually slowed over the duration, falling asleep thereafter.
Sleep: A unit that is asleep is unable to move, attack, cast abilities, or use item actives for the duration as long as it doesn't get damaged.
- 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 or use item actives.
Charm: A unit that is charmed will move toward the source with reduced movement speed for the duration.
Flee: A unit that is fleeing will move directly away from the source with reduced movement speed for the duration.[1]
Taunt: A unit that is taunted will attempt to basic attack the source for the duration.
Ground: A unit that is grounded is unable to activate mobility spells for the duration.
Kinematics: A unit affected by kinematics is dragged to a unit or location.
Knockdown: A unit that is knocked down has its
dash or
displacement interrupted and is placed on the ground.
Nearsight: A unit that is nearsighted has their sight radius reduced and loses their allied vision for the duration.
Root: A unit that is rooted is unable to control its movement or activate mobility spells for the duration.
Silence: A unit that is silenced cannot cast abilities or use item actives for the duration.
Slow: A unit that is slowed has reduced movement speed for the duration.
Stasis: A unit that is in stasis is unable to move, attack, cast abilities, or use item actives or summoner spells while being
untargetable and
invulnerable for the duration.
Stun: A unit that is stunned is unable to move, attack, cast abilities, or use item actives for the duration.
Suspension: A unit that is suspended is
stunned and pretends to be
airborne.
Suppression: A unit that is suppressed is unable to move, attack, cast abilities, or use item actives or summoner spells for the duration.
Crowd Control | Movement | Attacking | Abilities | Interrupts Channels | Disabled Summoner Spells | Modified by Tenacity | Removal |
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Disabled | Disabled | Disabled | Yes | ![]() ![]() ![]() ![]() ![]() |
No | |
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Allowed | Parried | Allowed | No | None | Yes | ![]() |
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Allowed | Reduced | Allowed | No | None | Yes | ![]() |
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Allowed | Disabled | Allowed | No | None | Yes | ![]() |
Forced Action - ![]() ![]() ![]() |
Uncontrollable | Disabled / Uncontrollable | Disabled | Yes | ![]() ![]() ![]() ![]() ![]() |
Yes | ![]() |
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Partial | Allowed | Partial | See notes | ![]() ![]() ![]() ![]() ![]() |
Yes | ![]() |
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Partial | Allowed | Allowed | No | None | No | None |
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Allowed | Partial | Partial | No | None | No | |
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Disabled | Allowed | Partial | See notes | ![]() ![]() ![]() ![]() ![]() |
Yes | ![]() |
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Allowed | Allowed | Disabled | Yes | ![]() ![]() ![]() ![]() ![]() |
Yes | ![]() |
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Reduced | Allowed | Allowed | No | None | No | ![]() |
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Disabled | Disabled | Disabled | Yes | ![]() ![]() ![]() ![]() ![]() |
Yes | ![]() |
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Reduced | Allowed | Allowed | No | None | Yes | ![]() |
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Disabled | Disabled | Disabled | Yes | All | No | None |
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Disabled | Disabled | Disabled | Yes | ![]() ![]() ![]() ![]() ![]() |
Yes | ![]() |
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Disabled | Disabled | Disabled | Yes | All | No |
Notes
- Movement includes basic movement and mobility abilities (i.e.
dashes and
blinks, e.g. or ).
- Attacking refers to a champion's
basic attacks (by default right-click).
- Abilities refers to a champion's castable spells (by default
,
,
, and
).
- Removal refers to
cleansing effects that can remove the crowd control debuff.
Root and
Ground will only interrupt channeled movement abilities.
- Impaired movement refers to crowd control effects that inhibit the unit's movement, which includes all
immobilizing effects as well as
Drowsy,
Ground, and
Slow.
Immobilizing effects refer to crowd control effects that render the unit unable to control their movement, which includes
Airborne,
Forced Action (
Charm,
Flee,
Taunt),
Root,
Sleep,
Stasis,
Stun (
Suspension), and
Suppression.
Airborne,
Knockdown, and
Stasis are the only crowd control effects that interrupt
dashes and
displacements (airborne status while knocked up is not changed by stasis however).
- Crowd control applied by one's self or an ally cannot be countered in any way (neither reduced, resisted, nor removed) unless otherwise stated.
- Self-
slows (e.g. , , and ) will be reduced by
slow resist.
- Self-
Brittle is a
debuff that reduces a unit's effective
Tenacity by 30%. It ends prematurely when the affected unit is
immobilized.
Forced action crowd control effects end prematurely if the Source dies.
Charm,
Flee, and
Taunt all individually apply the same debuff even from different ability sources.
- Forced action effects override each other when they're applied on the same target; an ongoing forced action will end prematurely when another one is applied.
- All crowd control effects that inhibit attacking also
interrupt attack windups. In terms of crowd control,
unstoppable basic attacks are interrupted by
polymorph only.
- All crowd control effects that inhibit casting will also disable abilities that can be recast, unless otherwise stated by the ability.
Spell shield blocks all components of an ability, including crowd control, unless the ability itself cannot be blocked.
channels.
and are special cased to be deactivated by all forms of crowd control that interrupt all
The following mobility spells are interrupted / prevented by immobilizations and/or
ground:
- and
The following will trigger / enhance an effect from immobilizations and/or
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.
Total CC | Partial CC |
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Disruption
Crowd controls are grouped into one of two categories depending on whether or not the effect disrupts a channeled ability (such as and ).
Note that Disrupt will have the same interaction as hard disruption CC towards channels, but does not have a duration and thus is not a status effect.
Ground and
Root only interrupt channeled movement abilities.
Disrupts | Does not disrupt |
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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. This is how hard and soft CC are usually defined.
Hard CC | Soft CC |
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Impaired Movement and Actions
Crowd controls are grouped into one of two categories depending on if they impair movement or impair actions. Impaired movement effects inhibit movement in some form, whereas impaired action effects inhibit acting, such as moving, attacking, or casting, to an extent.
Impairs movement | Impairs actions |
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Increasing the duration of Crowd Control

A unit with Brittle.
Brittle is a status effect that can be applied by and .
It temporarily reduces the affected unit's Tenacity by 30% and ends prematurely when they become
immobilized.
Countering Crowd Control

knock up from .
Crowd control can be countered in various different ways.
Immunity
Crowd control immunity completely negates any attempt at application of CC on the unit. Becoming immune does not prevent already-applied crowd control from imposing their effects, unless they were explicitly removed.
A unit with the immunity status will indicate that they "Can't Be Disabled!" or are "Spell Immune!" when they resist a crowd control effect, or specifically "Can't Be Slowed!" upon negating a slow or
cripple effect with slow immunity. This indicator this may not appear for some immunities.
Total Immunity
All crowd control debuffs currently in League of Legends can be prevented with total CC immunity:
nearsight) during the parry. Does not resist self/allied crowd control.
provides immunity to all forms of CC applied (except - provides immunity to all forms of CC applied during the last 1.5 seconds of the channel. Does not resist self/allied crowd control.
- provides immunity to all forms of CC applied while in the zombie state.
- provides immunity to all forms of CC applied during the dismount and provides immunity to all forms of CC applied during the charge and the dash.
- provides immunity to all forms of CC applied while in the zombie state.
- provides immunity to all forms of CC applied while active and for a brief period after it's triggered. Does not resist self/allied crowd control.

stasis regardless of its immunity to
crowd control.
nearsight) while the shield persists. Does not resist self/allied crowd control.
provides immunity to all forms of CC applied (except - cleanses and provides immunity to all forms of CC applied in the duration.
- (second channel) provides immunity to all forms of CC applied in the channel.
- provides immunity to all forms of CC applied in the duration.
- provides immunity to all forms of CC applied during the dash.
- provides immunity to all forms of CC applied during the dash and for a moment upon impact.
- is immune to all forms of CC.
- are immune to all forms of CC.
- All
epic monsters (e.g. , , ) are immune to all forms of CC with the exception of
stasis.
- The Rift Herald loses her immunity in summoned form (when spawned by the ).
Turrets ignore any potential forms of CC applied that may affect them with the exception of
stasis.
Displacement Immunity

knockdown from .
Displacement immunity provides immunity to
displacements, (including
suspension,
knockdown, , , and ),
kinematics,
sleep and
stasis. The effects of other types of crowd control as well as and are deferred until the unit is no longer displacement immune, where their remaining duration may still affect them.
will not trigger against displacement immune units.
- Is only immune to
airborne displacements.
- Is only immune to
- (the emerging dash)
- (recast)
- The channel may still be
interrupted, removing the immunity.
- The channel may still be
- (recast)
- wind up and leap attack
- Catapult
is the only ability that will ignore the effects of displacement immunity and drag its target regardless, interrupting their otherwise "unstoppable" action in the process. Click "Expand" for more details.
airborne and are not flagged as displacements, meaning that targets who are not
immune to the
suppression are also never immune to the displacement either. As a consequence,
displacement immunity fails to ignore this movement. See the table below regarding interaction with abilities that grant displacement immunity.
Special interactions |
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The following
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The following
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The following abilities do not have any special interactions with Impale other than being displaced during their cast.
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has two different outcomes:
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behaves differently in contrast to the previously noted examples due to its uniqueness.
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It is important to note that total immunity and displacement immunity are not distinguished by the in-game user interface to display statuses relating to crowd control above the health bar. Both read "Unstoppable" which merely only indicates the unit is immune to crowd control in some form. It should not be confused as being the same effect.
displacement immune during dash, though not explicitly indicated.
immune to all crowd control during , though not explicitly indicated.
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Slow Immunity

slow from .
Main: Slow_resist#Slow_Immunity
Slow immunity is a status effect that prevents the application of
The following prevent the application of slows:
- (while not fleeing)
Total crowd control immunity
Cripple Immunity

cripple from .
Main: Slow_resist#Cripple_Immunity
Cripple immunity is a status effect that prevents the application of

The following prevent the application of cripples:
Spell Shields

preventing from being affected by .
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 ) will still apply any attached crowd controls if possible. Multiple active spell shields existing on the same unit simultaneously will break against a single hostile ability that does not apply a crowd control effect.
- provides immunity to CC applied with the first instance of a hostile ability blocked in the duration.
- provides immunity to CC applied with the first instance of a hostile ability blocked in the duration.
- provides immunity to CC applied with the first instance of a hostile ability blocked while the passive is ready.
- provides immunity to CC applied with the first instance of a hostile ability blocked while the passive is ready.
Removal

herself to remove a crowd control debuff.
Most types of crowd control (CC) can be
removed after they have been applied, with the cleansing ability or item remaining "castable" while affected by the CC it removes even if that CC normally precludes ability, spell, or item usage. , recast, and are exceptions to this "castable" rule.
Suppression will disable all summoner spells, including
Cleanse.
Stasis effects cannot be removed through any means (excluding death) and will also disable cleansing effects for their duration.
Kinematics cannot be removed by cleansing effects. The capability to cleanse persistent crowd control is case by case and usually depends on the source of application. The
stun component of
airborne effects can be removed by cleanse effects, but their move block cannot, unless it's being overridden by another move block (i.e. another displacing effect,
dash or
blink).
- removes all forms of CC.
- removes all forms of CC.
- removes all forms of CC.
- removes all forms of CC.
- removes all forms of CC.
- removes all forms of CC.
disarm,
ground,
nearsight,
silence, and
slow.
(recast) removes all forms of CC aside from - removes all slows and cripples.
- removes all slows.
- removes all slows.
Cleanse removes all forms of CC aside from
airborne,
nearsight, and
suppression.
airborne,
blind,
disarm,
ground,
nearsight, and
suppression.
active effect removes all forms of CC aside from Quicksilver removes all forms of CC aside from
airborne.
Reduction

Airborne,
drowsy,
kinematics,
nearsight,
stasis, and
suppression are not affected by tenacity and will always apply for their full duration.
Potency Reduction



Self/Ally-CC
The following effects are comparable to crowd control, except that the effect is caused voluntarily and affects the user/an ally rather than an enemy.
- Self-Slow: A champion that
slows itself has reduced movement speed.
- (when taking damage from non-minions)
- (with a champion)
- (when hitting a target)
- (when attacking a target)
- Self-Stun: A champion that
stuns itself is unable to control its movement, attack, or use abilities.
- (when colliding with terrain)
- (when colliding with or )
- Ally-Silence: A champion that is
silenced by an ally cannot cast abilities or activate items. This is currently the only example of an ability that applies crowd control to an allied champion.
Cast Times and Channels
The casting (sometimes "charging") of an ability cannot be canceled by the champion nor an enemy except by death. Forced action will have no effect for the duration of the cast, and using
airborne effects to move the champion will not affect the trajectory of the skill - which will start from the point of the cast, not from the champion's current location, although it is important to note that some abilities will always cast from the current position. Summoner spells and most item actives can still be used while casting.
The channeling 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
cast while channeling , but these are usually specific coding allowances and not standard behavior. Summoner spells and most items can typically be activated mid-channel without disrupting it.Channeling and casting animations are generally not considered forms of crowd control, however disruptive they may be. There do exist several notable exceptions, however:
- Channeled Self-Pacify: These abilities cause the champion to lose access to cast their abilities and issue attack commands. The champion may still freely move and use other summoner spells during this time.
- Channeled Self-Slow: These abilities will slow the caster for the duration of the channel. In all cases the champion may freely move while channeling.
- (is only slowed in the 1st second)
- and
- Channeled Self-Root: These abilities will remove the caster's ability to control their movement and issue movement commands.
- (for the first 1.25 seconds of the duration)
- Channeled Self-Stun: The following abilities have channels that the user cannot voluntarily interrupt (contrary to most channels which will be interrupted if any attempt is made to move, attack, or use another ability). This is effectively comparable to a stun.
- (for the first 0.5 seconds of the duration)
Teleport
Trivia
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This article is outdated. Please update this article to reflect recent events or newly available information.
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champions to also play a sped-up version of its dance animation.
causes affected - If abilities that share cooldowns or are unique to different forms are counted separately, then possesses the highest number of crowd control abilities in the game, at six, with and tying for second place, at four. Otherwise, if they are counted as shared, and possess the most, at four.
stasis, she also has four.
- , , , , , , , , , , , , , , (otherwise), , , , , , , , , , , and each have three.
, , , and possess the second-highest, at four. If is counted as a form of
, and possess the highest number of unique crowd control types, at five.
- Of these, , , and can also remove the disabling effects.
, , , , , , , , , , , and are the only champions in the game that can activate an ability while disabled.
- , , , , , , and are the only champions in game without any sort of crowd control inherent to their kit.
- is the only tank in the game that lacks hard crowd control on his basic abilities.
- Most
Marksman and
Slayers lack hard crowd control. This is to balance their high damage dealing kits. The few champions in those classes that have hard CC, tend to have one that is a skillshot, has a long cooldown, and/or is tied to their ultimates.
References
Targeting Types | Auto (Passive · Self) · Direction · Location · Unit · Proximity · Vector (Collision · Radius) |
---|---|
Unit types | Champion · Minion · Monster · Pets · Structures (Turret · Inhibitor · Nexus) |
Effect types | Ability effects · Attack effects (On-hit) · Area of effect · Damage over time · Heal · Multi-hit · Redirected damage · Shield · Single-targeted |
Ability types | Aura · Blink · Buff · Combat status · Crowd control · Damage (Ability · Basic · Magic · Physical · True · Nexus Obelisk · Execution) · Dash · Debuff · Invulnerability · Pet · Sight · Spell shield · Untargetability · Ward |