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, including being able to cast spells and issue movement or attack commands. Crowd control effects are essentially specialized forms of debuffs. However, because they directly hinder a unit's combat ability, crowd control effects are often considered significantly more important than normal debuffs in regular gameplay, resulting in their special classification.
Crowd control can take many forms, each of which is unique in the ways it impairs affected units and the ways it can be resisted, mitigated, or cleansed, if at all. Most champions can apply the same types of crowd control, although through various means. However, some crowd control effects are exclusive to a few champions.
Many mechanics require a unit to be affected by specific forms of crowd control in order to function.
Crowd Control Effects
Crowd control can disable movement commands, attack commands, casting abilities, and casting summoner spells. Crowd control can also interrupt channels.
Crowd control effects that inhibit casting will only disable the following summoner spells: , , , and / . Stasis and suppression are exceptions to this rule and will prevent the caster from using any summoner spell.
Castable during Crowd Control
The following can be used even when casting is disabled by crowd control:
- Most spells and abilities with cleansing effects (there are exceptional cases)
- initial cast and 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.
- Berserk: A unit that is berserk will attempt to basic attack a nearby unit regardless of being ally, enemy, or neutral for the duration.
- 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.
- 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.
- 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|
|Forced Action - Berserk, Charm, Flee, Taunt||Uncontrollable||Disabled /||Disabled||Yes||Yes|
|Stun and Suspension||Disabled||Disabled||Disabled||Yes||Yes|
- 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 ( Berserk, 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.
- 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 (excluding Berserk) end prematurely if the Source dies.
- Berserk, 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, basic attacks with uncancellable windups 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
- Crowd control applications trigger a stack for and .
- Taunt is the only crowd control that could theoretically break stealth (due to it being interrupted by declaring an attack).
Categories of Crowd Control
To facilitate easier communications, crowd control effects are usually described under one of the following systems:
Loss of Control
|Total CC||Partial CC|
Crowd control effects are grouped into one of two categories depending on whether or not the effect removes total control of the champion.
Total CC and partial CC are also colloquially referred to as "hard CC" and "soft CC," respectively.
|Disrupts||Does not disrupt|
Crowd control effects 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.
Disruptive crowd control effects are also referred to as cast-inhibiting crowd control, which are those that disable casting.
Crowd control effects are grouped into one of two categories depending on whether or not the effect inhibits movement commands. Immobilizing effects prevents the ability to control movement. Non-immobilizing effects do not have an effect on the ability to control movement.
|Disarms||Does not disarm|
Crowd control effects are grouped into one of two categories depending on whether or not the effect disables basic attacks.
Impaired Movement and Actions
|Impairs movement||Impairs actions|
Crowd control effects are grouped into one of two categories depending on if they impair movement or impair actions. Movement-impairing effects inhibit movement in some form, whereas action-impairing effects inhibit acting, such as moving, attacking, or casting, to an extent.
Increasing the duration of Crowd Control
It is possible for a unit to have negative tenacity, this causes crowd control to last longer. The following gameplay elements reduce a unit's tenacity:
- 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.
- Brittle for a total of -56% tenacity. reduces the Nemesis' tenacity by 20% while at maximum stacks of Vendetta. This stacks multiplicatively with
- Brittle for a total of -130% tenacity. has -100% tenacity, doubling the duration of crowd control effects applied to her. This stacks additively with
Countering Crowd Control
Crowd control can be countered in various different ways.
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 may not appear for some immunities.
All crowd control debuffs currently in League of Legends can be prevented with total CC immunity.
The following abilities provide immunity to all forms of CC:
- Champion abilities
The following units are immune to all forms of CC:
- Champion summoned units
The following abilities provide immunity to displacement CCs:
- Champion abilities
- Catapult launch
The following units are immune to displacement CCs:
- wind up and leap attack
displacement immunities as well as the immunities for , , , , and .UnstoppableForceMarker is a marker buff which is preloaded for all
, , , and all interact with UnstoppableForceMarker.
- recast reel-in will be deferred to until the unit is no longer displacement immune.
- will not trigger against displacement immune units.
- Some abilities that apply airborne and stun simultaneously will not apply their stun against displacement immune units. These include:
- 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 , 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.applies a small displacement to the target every 0.25 seconds whenever they are not close to . These displacements do not apply
The following dashes are interrupted and do not apply their 'on dash completion' effects (if they have one) when successfully impaled:
The following dashes are stopped likewise with the ones mentioned above, however, they do apply 'on dash completion' effects and when their dash is interrupted, the ability's effects are centered around their initial stopping point from Impale.
The following abilities do not have any special interactions with Impale other than being displaced during their cast.
has two different outcomes:
behaves differently in contrast to the previously noted examples due to its uniqueness.
untargetable instantly the moment it's activated, which will always cancel Impale's cast, regardless of the timing.is impractical to test, as it renders her
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 only indicates the unit is immune to crowd control in some form. It should not be confused as being the same effect.
The following prevent the application of slows:
Cripple Immunitycripples, also known as attack speed slows.
The following prevent the application of cripples:
- root and silence. gains immunity to
- immobilizing effects. provides immunity to
- airborne displacements. provides immunity to
- knock ups. is immune to
- airborne displacements and silence. gain immunity to
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 crowd control effects if possible. Multiple active spell shields existing on the same unit will break simultaneously against a single hostile ability that does not apply a crowd control effect.
The following provide immunity to CC applied with the first instance of an applicable hostile ability:
- Champion abilities
Most types of crowd control can be removed once they have been applied, with the cleansing spell itself not being disabled even while under the effects of cast-inhibiting crowd control (excluding , recast, and ). Suppression will disable all summoner spells, including .
Stasis effects cannot be removed by cleanses, and will also disable cleansing effects for their duration. Persistent crowd control effects cannot be cleansed. The disabling effect of airborne can be removed by cleansing effects, but their forced movement cannot (which can be overridden by another displacement or a dash or blink).
The following remove all forms of CC:
- (on the target)
The following remove some or most forms of CC:
- forced action effects on both units entering the realm) (all
- disarm, ground, nearsight, silence, and slow) (all CC except
- airborne, nearsight, and suppression) (all CC except
- airborne, blind, disarm, ground, nearsight, and suppression) (all CC except
- Quicksilver (all CC except airborne)
The following remove slowing CC effects:
- (all slows and cripples)
- (all slows)
- (all slows)
- Tenacity reduces the duration of crowd control effects by a percentage equal to its value. Sources of tenacity will stack multiplicatively or additively with each other, depending on the source of the tenacity.
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-Disarm: The following abilities disarm the caster:
- (versus champions he did not collide with)
- (until the third stone is thrown)
Self-Slow: The following abilities slow the caster:
- (only in the first second)
- (when taking damage from non-minions)
- (when hitting a target)
- (when attacking a target)
Self-Stun: The following abilities stun the caster.
- (when colliding with terrain)
- (when colliding with or )
Self-Ground: The following abilities ground the caster.
Ally-Silence: The following abilities silence an ally.
Cast Times and Channels
The casting time of an ability cannot be canceled by any means except death and prevents the caster from performing any other actions until the cast time is complete, unless otherwise stated. Certain summoner spells and item actives can be used during almost all cast times.
The channeling time of an ability, by contrast to a casting time, can be cancelled by disruptive CC. Channels can prevent their caster from performing certain actions and/or being able to cancel them, which is case by case. See Channel Interactions for more details.
- 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.
, and possess the highest number of unique crowd control types, at five.
- stasis, she also has four.
, , , and possess the second-highest, at four. If is counted as a form of
- , , , , , , , , , , , , , , (otherwise), , , , , , , , , , , and each have three.
- stasis, she also has four.
, , , , , , , , , , , , and are the only champions in the game that can activate an ability while disabled.
- Of these, , , and can also remove the disabling effects.
- , , , , ,