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Tristana Tristana under the effects of Nasus' Nasus' Wither Wither

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 Yasuo's Yasuo's Last Breath Last Breath) even require a catalyst crowd control to function.

Crowd control effects that inhibit casting will only disable the summoner spells Flash Flash, Teleport Teleport, Hexflash Hexflash, and Mark Mark / Dash Dash. Stasis icon.png Stasis and Suppression icon.png suppression are exceptions to this and will prevent the caster from using any summoner spell.

All crowd controls, with the exception of Blind icon.png blind or Cripple icon.png cripple, will count toward assists, even if the ability they were applied from did not deal damage.

Castable during Crowd Control

The following can be used even when casting is disabled by crowd control:


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 icon.png 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 icon.png 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 icon.png Cripple: A unit that is crippled has reduced attack speed for the duration.
  • Disarm icon.png Disarm: A unit that is disarmed cannot declare basic attacks for the duration.
  • Silence icon.png Disrupt: A unit that is disrupted has its Channeling icon.png channeled and charged abilities interrupted.
  • Drowsy icon.png Drowsy: A unit that is drowsy is gradually slowed over the duration, falling asleep thereafter.
    • Sleep icon.png 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 icon.png Charm: A unit that is charmed will move toward the source with reduced movement speed for the duration.
    • Flee icon.png Flee: A unit that is fleeing will move directly away from the source with reduced movement speed for the duration.[1]
    • Taunt icon.png Taunt: A unit that is taunted will attempt to basic attack the source for the duration.
  • Grounded icon.png Ground: A unit that is grounded is unable to activate mobility spells for the duration.
  • Kinematics icon.png Kinematics: A unit affected by kinematics is dragged to a unit or location.
  • Knockdown icon.png Knockdown: A unit that is knocked down has its Dash.png dash or Airborne icon.png displacement interrupted and is placed on the ground.
  • Nearsight icon.png Nearsight: A unit that is nearsighted has their sight radius reduced and loses their allied vision for the duration.
  • Root icon.png Root: A unit that is rooted is unable to control its movement or activate mobility spells for the duration.
  • Silence icon.png Silence: A unit that is silenced cannot cast abilities or use item actives for the duration.
    • Silence icon.png Polymorph: A unit that is polymorphed is Silence icon.png silenced and turned into a critter. The only example also applies Disarm icon.png disarm and reduces movement speed for the duration.
  • Slow icon.png Slow: A unit that is slowed has reduced movement speed for the duration.
  • Stasis icon.png Stasis: A unit that is in stasis is unable to move, attack, cast abilities, or use item actives or summoner spells while being Playful.png untargetable and Cosmic Radiance.png invulnerable for the duration.
  • Stun icon.png Stun: A unit that is stunned is unable to move, attack, cast abilities, or use item actives for the duration.
  • Suppression icon.png 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
Airborne icon.png Airborne (status) Disabled Disabled Disabled Yes Flash.pngTeleport.pngMark.pngDash.pngHexflash.png No Battle Roar 2.pngRagnarok.pngRemove Scurvy.pngUnbreakable Will.pngDismounted Skaarl the Cowardly Lizard.pngFate's Call.pngSoul Unbound 2.pngForce of Will.png
Blind icon.png Blind Allowed Parried Allowed No None Yes Cleanse.pngQuicksilver Sash item.pngBattle Roar 2.pngRagnarok.pngRemove Scurvy.pngUnbreakable Will.pngDismounted Skaarl the Cowardly Lizard.pngFate's Call.pngSoul Unbound 2.pngForce of Will.png
Cripple icon.png Cripple Allowed Reduced Allowed No None Yes Cleanse.pngQuicksilver Sash item.pngMikael's Blessing item.pngHighlander.pngBattle Roar 2.pngRagnarok.pngRemove Scurvy.pngUnbreakable Will.pngDismounted Skaarl the Cowardly Lizard.pngFate's Call.pngSoul Unbound 2.pngForce of Will.png
Disarm icon.png Disarm Allowed Disabled Allowed No None Yes Cleanse.pngQuicksilver Sash item.pngBattle Roar 2.pngRagnarok.pngRemove Scurvy.pngUnbreakable Will.pngDismounted Skaarl the Cowardly Lizard.pngFate's Call.pngForce of Will.png
Forced Action - Charm icon.png Charm, Flee icon.png Flee, Taunt icon.png Taunt Uncontrollable Disabled / Uncontrollable Disabled Yes Flash.pngTeleport.pngMark.pngDash.pngHexflash.png Yes Cleanse.pngQuicksilver Sash item.pngMikael's Blessing item.pngBattle Roar 2.pngRagnarok.pngRemove Scurvy.pngUnbreakable Will.pngDismounted Skaarl the Cowardly Lizard.pngFate's Call.pngSoul Unbound 2.pngForce of Will.png
Grounded icon.png Ground Partial Allowed Partial See notes Flash.pngTeleport.pngMark.pngDash.pngHexflash.png Yes Cleanse.pngQuicksilver Sash item.pngBattle Roar 2.pngRagnarok.pngRemove Scurvy.pngUnbreakable Will.pngDismounted Skaarl the Cowardly Lizard.pngFate's Call.pngForce of Will.png
Kinematics icon.png Kinematics Partial Allowed Allowed No None No None
Nearsight icon.png Nearsight Allowed Partial Partial No None No Quicksilver Sash item.pngBattle Roar 2.pngRagnarok.pngRemove Scurvy.pngUnbreakable Will.pngDismounted Skaarl the Cowardly Lizard.pngFate's Call.pngForce of Will.png
Root icon.png Root Disabled Allowed Partial See notes Flash.pngTeleport.pngMark.pngDash.pngHexflash.png Yes Cleanse.pngQuicksilver Sash item.pngMikael's Blessing item.pngBattle Roar 2.pngRagnarok.pngRemove Scurvy.pngUnbreakable Will.pngDismounted Skaarl the Cowardly Lizard.pngFate's Call.pngSoul Unbound 2.pngForce of Will.png
Silence icon.png Silence Allowed Allowed Disabled Yes Flash.pngTeleport.pngMark.pngDash.pngHexflash.png Yes Cleanse.pngQuicksilver Sash item.pngMikael's Blessing item.pngBattle Roar 2.pngRagnarok.pngRemove Scurvy.pngUnbreakable Will.pngDismounted Skaarl the Cowardly Lizard.pngFate's Call.pngForce of Will.png
Drowsy icon.png Drowsy Reduced Allowed Allowed No None No Cleanse.pngQuicksilver Sash item.pngMikael's Blessing item.pngBattle Roar 2.pngRagnarok.pngRemove Scurvy.pngUnbreakable Will.pngDismounted Skaarl the Cowardly Lizard.pngFate's Call.pngSoul Unbound 2.pngForce of Will.png
Sleep icon.png Sleep Disabled Disabled Disabled Yes Flash.pngTeleport.pngMark.pngDash.pngHexflash.png Yes Cleanse.pngQuicksilver Sash item.pngMikael's Blessing item.pngBattle Roar 2.pngRagnarok.pngRemove Scurvy.pngUnbreakable Will.pngDismounted Skaarl the Cowardly Lizard.pngFate's Call.pngSoul Unbound 2.pngForce of Will.png
Slow icon.png Slow Reduced Allowed Allowed No None Yes Cleanse.pngQuicksilver Sash item.pngMikael's Blessing item.pngDecisive Strike.pngHighlander.pngBattle Roar 2.pngRagnarok.pngRemove Scurvy.pngBiggest Snowball Ever!.pngUnbreakable Will.pngDismounted Skaarl the Cowardly Lizard.pngFate's Call.pngForce of Will.png
Stasis icon.png Stasis Disabled Disabled Disabled Yes All No None
Stun icon.png Stun and Stun icon.pngAirborne icon.png Suspension Disabled Disabled Disabled Yes Flash.pngTeleport.pngMark.pngDash.pngHexflash.png Yes Cleanse.pngQuicksilver Sash item.pngMikael's Blessing item.pngBattle Roar 2.pngRagnarok.pngRemove Scurvy.pngUnbreakable Will.pngDismounted Skaarl the Cowardly Lizard.pngFate's Call.pngSoul Unbound 2.pngForce of Will.png
Suppression icon.png Suppression Disabled Disabled Disabled Yes All No Quicksilver Sash item.pngBattle Roar 2.pngRagnarok.pngRemove Scurvy.pngUnbreakable Will.pngDismounted Skaarl the Cowardly Lizard.pngFate's Call.pngSoul Unbound 2.pngForce of Will.png

Notes

The following mobility spells are interrupted / prevented by Stun icon.png immobilizations and/or Grounded icon.png ground:

The following interact with Stun icon.png immobilizations and/or Slow icon.png slows:

  • Taunt icon.png Taunt is the only crowd control that could theoretically break Guerrilla Warfare.png stealth, as the status effect is interrupted by declaring attacks.

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
Airborne icon.png Airborne Blind icon.png Blind
Charm icon.pngFlee icon.pngTaunt icon.png Forced Action Cripple icon.png Cripple
Sleep icon.png Sleep Disarm icon.png Disarm
Stasis icon.png Stasis Drowsy icon.png Drowsy
Stun icon.png Stun Grounded icon.png Ground
Suppression icon.png Suppression Kinematics icon.png Kinematics
Stun icon.pngAirborne icon.png Suspension Knockdown icon.png Knockdown
Nearsight icon.png Nearsight
Root icon.png Root
Silence icon.png Silence
Slow icon.png Slow

Disruption

Crowd controls are grouped into one of two categories depending on whether or not the effect disrupts a Channeling icon.png channeled ability (such as Karthus' Karthus' Requiem Requiem and Katarina's Katarina's Death Lotus Death Lotus).

Note that Silence icon.png 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. Grounded icon.png Ground and Root icon.png Root only interrupt channeled movement abilities.

Disrupts Does not disrupt
Airborne icon.png Airborne Blind icon.png Blind
Charm icon.pngFlee icon.pngTaunt icon.png Forced Action Cripple icon.png Cripple
Silence icon.png Silence Drowsy icon.png Drowsy
Sleep icon.png Sleep Disarm icon.png Disarm
Stasis icon.png Stasis Grounded icon.png Ground
Stun icon.png Stun Kinematics icon.png Kinematics
Suppression icon.png Suppression Knockdown icon.png Knockdown
Stun icon.pngAirborne icon.png Suspension Nearsight icon.png Nearsight
Slow icon.png Slow
Root icon.png Root

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
Airborne icon.png Airborne Blind icon.png Blind
Charm icon.pngFlee icon.pngTaunt icon.png Forced Action Drowsy icon.png Drowsy
Root icon.png Root Disarm icon.png Disarm
Sleep icon.png Sleep Grounded icon.png Ground
Stasis icon.png Stasis Kinematics icon.png Kinematics
Stun icon.png Stun Knockdown icon.png Knockdown
Suppression icon.png Suppression Nearsight icon.png Nearsight
Stun icon.pngAirborne icon.png Suspension Silence icon.png Silence
Slow icon.png Slow
Cripple icon.png Cripple

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
Airborne icon.png Airborne Airborne icon.png Airborne
Drowsy icon.png Drowsy Cripple icon.png Cripple
Charm icon.pngFlee icon.pngTaunt icon.png Forced Action Disarm icon.png Disarm
Grounded icon.png Ground Drowsy icon.png Drowsy
Root icon.png Root Charm icon.pngFlee icon.pngTaunt icon.png Forced Action
Sleep icon.png Sleep Grounded icon.png Ground
Slow icon.png Slow Silence icon.png Silence
Stasis icon.png Stasis Sleep icon.png Sleep
Stun icon.png Stun Slow icon.png Slow
Suppression icon.png Suppression Root icon.png Root
Stun icon.pngAirborne icon.png Suspension Stasis icon.png Stasis
Stun icon.png Stun
Stun icon.pngAirborne icon.png Suspension
Suppression icon.png Suppression

Increasing the duration of Crowd Control

A unit with Brittle icon.png Brittle.

Brittle icon.png Brittle is a status effect that can be applied by Ornn's Ornn's Bellows Breath Bellows Breath and Call of the Forge God Call of the Forge God.

It temporarily reduces the affected unit's Tenacity icon.png Tenacity by 30% and ends prematurely when they become Stun icon.png immobilized.



Countering Crowd Control

Ragnarok Ragnarok causes Olaf Olaf to become immune to the Airborne icon.png knock up from Alistar's Alistar's Pulverize Pulverize.

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 icon.png slow or Cripple icon.png 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 Cc-immune icon.png total CC immunity:

  • Fiora's Fiora's Riposte Riposte provides immunity to all forms of CC applied (except Nearsight icon.png nearsight) during the parry. Does not resist self/allied crowd control.
  • Galio's Galio's Hero's Entrance Hero's Entrance provides immunity to all forms of CC applied during the last 1.5 seconds of the channel. Does not resist self/allied crowd control.
  • Karthus' Karthus' Death Defied Death Defied provides immunity to all forms of CC applied while in the zombie state.
  • Kled's Kled's Dismount Dismount provides immunity to all forms of CC applied during the dismount and Chaaaaaaaarge!!! Chaaaaaaaarge!!! provides immunity to all forms of CC applied during the charge and the dash.
  • Kog'Maw's Kog'Maw's Icathian Surprise Icathian Surprise provides immunity to all forms of CC applied while in the zombie state.
  • Malzahar's Malzahar's Void Shift Void Shift 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.

Bard's Bard's Tempered Fate Tempered Fate putting Baron Nashor Baron Nashor into Stasis icon.png stasis regardless of its immunity to Stun icon.png crowd control.

Displacement Immunity

Unstoppable Force Unstoppable Force causes Malphite Malphite to be unaffected by the Knockdown icon.png knockdown from Veigar's Veigar's Event Horizon Event Horizon.

Unstoppable icon.png Displacement immunity provides immunity to Airborne icon.png displacements, (including Stun icon.pngAirborne icon.png suspension, Knockdown icon.png knockdown, Devour Devour, Realm of Death Realm of Death, and The Show Stopper The Show Stopper), Kinematics icon.png kinematics, Sleep icon.png sleep and Stasis icon.png stasis. The effects of Fate's Call Fate's Call and Fear Beyond Death Fear Beyond Death are deferred to until the unit is no longer displacement immune.

Some abilities that apply Airborne icon.png airborne and Stun icon.png stun simultaneously will not apply their Stun icon.png stun against displacement immune units.

Aftershock Aftershock will not trigger against displacement immune units.

Skarner's Skarner's Impale Impale 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.

Impale Impale applies a small displacement to the target every 0.25 seconds whenever they are not close to Skarner Skarner. These displacements do not apply Airborne icon.png airborne and are not flagged as displacements, meaning that targets who are not Cc-immune icon.png immune to the Suppression icon.png suppression are also never immune to the displacement either. As a consequence, Unstoppable icon.png displacement immunity fails to ignore this movement. See the table below regarding Impale's Impale's interaction with abilities that grant displacement immunity.

Special interactions

The following Dash.png dashes are interrupted and do not apply their 'on dash completion' effects (if they have one) when successfully impaled:

  • Corki's Corki's Hextech Munitions Hextech Munitions
  • Nocturne's Nocturne's Paranoia's Paranoia's recast
  • Sett's Sett's The Show Stopper The Show Stopper
    • This ability You and Me!.png attaches its target to Sett. Dragging him out will detach that unit from him.
  • Shyvana's Shyvana's Dragon's Descent Dragon's Descent
  • Yone's Yone's Soul Unbound Soul Unbound (recast)
    • Yone's very high dash speed makes it almost impossible to catch him during the dash. Skarner is required to be close enough to Yone and needs to have near-perfect timing with Impale's cast in order to successfully cancel the dash. If cast too early, the recast will be deferred to the end of Impale's duration, or if cast too late, Impale will be canceled as Yone is already too far away.

The following Dash.png 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.

Rek'Sai's Rek'Sai's Void Rush Void Rush has two different outcomes:

  • Impale is cast before the burrow into the ground:
    • Rek'Sai will not Hallucinate.png vanish while she's being dragged and her ultimate goes on a 10-second Cooldown reduction icon.png cooldown after a brief delay. The displacement immunity is not removed in this case however, which ends when the ability cancels.
  • Impale is cast after the emergence:
    • Rek'Sai's dash is interrupted.

Vi's Vi's Assault and Battery Assault and Battery behaves differently in contrast to the previously noted examples due to its uniqueness.

  • The dash is not interrupted and the displacement immunity is not removed. Vi will continue to march towards the target while simultaneously being displaced by Impale and dragged to Skarner. Once Impale ends, she is free of the displacement and will perform the ability as normal.
  • Enemies that come into range of her are still affected by entering her path.
  • The primary target is dealt the ability's final effects if they move into the respective range of Vi, thus performing the ability successfully in spite of Impale.

Camille's Camille's The Hextech Ultimatum The Hextech Ultimatum is impractical to test, as it renders her Playful.png untargetable instantly the moment it's activated, which will always cancel Impale's cast, regardless of the timing.

Kalista's Kalista's Fate's Call Fate's Call is not possible to test due to the target being Hallucinate.png vanished, rendering them unable to be selected for unit-targeted abilities like Impale.


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.


Slow Immunity

Highlander Highlander causes Master Yi Master Yi to become immune to the Slow icon.png slow from Kog'Maw's Kog'Maw's Void Ooze Void Ooze.

Main: Slow_resist#Slow_Immunity

EditSlow immunity is a status effect that prevents the application of Slow icon.png slows.

The following prevent the application of Slow icon.png slows:


Cripple Immunity

Fury of the North Fury of the North causes Sejuani Sejuani to become immune to the Cripple icon.png cripple from Malphite's Malphite's Ground Slam Ground Slam.

Main: Slow_resist#Cripple_Immunity

EditCripple immunity is a status effect that prevents the application of Cripple icon.png cripples, also known as Attack speed icon.png attack speed slows.

The following prevent the application of Cripple icon.png cripples:


Spell Shields

Banshee's Veil Banshee's Veil preventing Orianna Orianna from being affected by Blitzcrank's Blitzcrank's Rocket Grab Rocket Grab.

While not specific to crowd control, Spell Shield.png 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 Karthus' Karthus' Wall of Pain Wall of Pain) will still apply any attached crowd controls 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.

  • Nocturne's Nocturne's Shroud of Darkness Shroud of Darkness provides immunity to CC applied with the first instance of a hostile ability blocked in the duration.
  • Sivir's Sivir's Spell Shield Spell Shield provides immunity to CC applied with the first instance of a hostile ability blocked in the duration.
  • Banshee's Veil Banshee's Veil provides immunity to CC applied with the first instance of a hostile ability blocked while the passive is ready.
  • Edge of Night Edge of Night provides immunity to CC applied with the first instance of a hostile ability blocked while the passive is ready.

Removal

Karma Karma activating Mikael's Blessing Mikael's Blessing on herself to remove a Stun icon.png crowd control debuff.

Most types of Stun icon.png crowd control (CC) can be Remove Scurvy.png 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. Kalista's Kalista's Fate's Call Fate's Call, Yone's Yone's Soul Unbound Soul Unbound recast, and Mikael's Blessing Mikael's Blessing are exceptions to this "castable" rule. Suppression icon.png Suppression will disable all summoner spells, including Cleanse Cleanse.

Stasis icon.png Stasis effects cannot be removed through any means (excluding death) and will also disable cleansing effects for their duration. Kinematics icon.png 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 disable portion of Airborne icon.png 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.png dash or Flash.png blink).

Reduction

Tenacity icon.png 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.

Airborne icon.png Airborne, Drowsy icon.png drowsy, Kinematics icon.png kinematics, Nearsight icon.png nearsight, Stasis icon.png stasis, and Suppression icon.png suppression are not affected by tenacity and will always apply for their full duration.

Potency Reduction

This unofficial stat is unique to Slow icon.png slows; Slow immune icon.png slow resist reduces the effectiveness, or percentage, of slowing effects. Although it does not affect flat reductions in Movement speed icon.png movement speed.

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.

  • Ally-Silence: A champion that is Silence icon.png 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. Charm icon.pngFlee icon.pngTaunt icon.png Forced action will have no effect for the duration of the cast, and using Airborne icon.png 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 Sion's Sion's Soul Furnace Soul Furnace cast while channeling Decimating Smash Decimating Smash, 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.

Trivia

"Time doesn't heal all wounds."
This article is outdated. Please update this article to reflect recent events or newly available information.
  • This section needs to be checked and proofread.
This article was last edited by DutyS12345 on 16-Apr-2021 05:53.

References

Gameplay Elements
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