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Debuff

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, 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 disabling properties

The HUD indicates disabled actions.

Crowd control can disable movement commands, attack commands, ability casting, summoner spell use, and item activation. Crowd control can also interrupt channeled spells.

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

All crowd control effects, with the exception of blind or cripple, will count toward assist credit, 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: 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 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.[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.
    • Polymorph: A unit that is polymorphed is silenced and turned into a critter. The only example also applies disarm and reduces movement speed 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
Airborne (status) Disabled Disabled Disabled Yes No
Blind Allowed Parried Allowed No None Yes
Cripple Allowed Reduced Allowed No None Yes
Disarm Allowed Disabled Allowed No None Yes
Forced Action - Berserk, Charm, Flee, Taunt Uncontrollable Disabled / Uncontrollable Disabled Yes Yes
Ground Partial Allowed Partial See notes Yes
Kinematics Partial Allowed Allowed No None No None
Nearsight Allowed Partial Partial No None No
Root Disabled Allowed Partial See notes Yes
Silence Allowed Allowed Disabled Yes Yes
Polymorph Allowed Disabled Disabled Yes Yes
Drowsy Reduced Allowed Allowed No None No
Sleep Disabled Disabled Disabled Yes Yes
Slow Reduced Allowed Allowed No None Yes
Stasis Disabled Disabled Disabled Yes All No None
Stun and Suspension Disabled Disabled Disabled Yes Yes
Suppression Disabled Disabled Disabled Yes All No

Notes[]

Interactions with Crowd Control[]

The following mobility spells are interrupted / prevented by immobilizations, ground, polymorph and/or silence:


The following interact with immobilizations and/or slows:

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
Airborne Blind
Forced Action Cripple
Sleep Disarm
Stasis Drowsy
Stun Ground
Suppression Kinematics
Suspension Nearsight
Polymorph
Root
Silence
Slow

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.


Disrupting[]

Disrupts Does not disrupt
Airborne Blind
Forced Action Cripple
Polymorph Drowsy
Silence Disarm
Sleep Ground
Stasis Kinematics
Stun Nearsight
Suppression Slow
Suspension Root

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

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.


Immobilizing[]

Immobilizing Non-Immobilizing
Airborne Blind
Forced Action Cripple
Root Disarm
Sleep Drowsy
Stasis Ground
Stun Kinematics
Suppression Nearsight
Suspension Polymorph
Silence
Slow

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.


Disarming[]

Disarms Does not disarm
Airborne Berserk
Charm Blind
Disarm Cripple
Flee Drowsy
Sleep Ground
Stasis Nearsight
Stun Polymorph
Suppression Silence
Suspension Slow
Root
Taunt

Crowd control effects are grouped into one of two categories depending on whether or not the effect disables basic attacks.

Note that Berserk and Taunt only inhibit attack commands from being issued. They do not disable attacking altogether.


Impaired Movement and Actions[]

Impairs movement Impairs actions
Airborne Airborne
Drowsy Cripple
Forced Action Disarm
Ground Drowsy
Root Forced Action
Sleep Ground
Slow Polymorph
Stasis Silence
Stun Sleep
Suppression Slow
Suspension Root
Stasis
Stun
Suspension
Suppression

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:

Champion abilities[]

Brittled unit screenshot

A unit with Brittle.

Monsters[]

  • Rift Scuttler Rift Scuttler has -100% tenacity, doubling the duration of crowd control effects applied to her. This stacks additively with Brittle for a total of -130% tenacity.

Countering Crowd Control[]

Crowd Control immunity example

Ragnarok Ragnarok causes Olaf Olaf to become immune to the 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 or cripple effect with slow immunity. This indicator may not appear for some immunities.

Total Immunity[]

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
Monsters
Structures

Displacement Immunity[]

Unstoppable example

Path Maker Path Maker causes K'Sante K'Sante to become immune to the pull from Nautilus' Nautilus' Dredge Line Dredge Line.

Displacement immunity provides immunity to all airborne effects in addition to suspension, knockdown, kinematics, sleep and stasis.

The immunity is also special cased to prevent the dimension swap from Mordekaiser's Mordekaiser's Realm of Death Realm of Death and resist the suppression effect of Skarner's Skarner's Ixtal's Impact Ixtal's Impact and Impale Impale, Sett's Sett's The Show Stopper The Show Stopper, and Tahm Kench's Tahm Kench's Devour Devour, which consequently causes these abilities to fail to attach the target to the caster.

The following abilities provide immunity to displacement CC:

Champion abilities
Other

The following units are immune to displacement CCs:

Monsters
UnstoppableForceMarker[]

EditUnstoppableForceMarker is a marker buff which is preloaded for all displacement immunities as well as the immunities for Chaaaaaaaarge!!! Chaaaaaaaarge!!!, Infinite Duress Infinite Duress, Soaring Slam Soaring Slam, and Unstoppable Onslaught Unstoppable Onslaught.

Devour Devour, Fate's Call Fate's Call, Realm Warp Realm Warp, and Tempered Fate Tempered Fate all interact with UnstoppableForceMarker.

Notes[]

Slow Immunity[]

Slow Immunity example

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

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

The following prevent the application of slows:


Cripple Immunity[]

Cripple Immunity example

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

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

The following prevent the application of cripples:


Other Immunities[]

Spell Shields[]

Spell Shield example 2

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 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 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
Items

Removal[]

Crowd control removal example

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

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 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). Suppression will disable all summoner spells, including Cleanse Cleanse.

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:

The following remove some or most forms of CC:

The following remove slowing CC effects:

Reduction[]

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

Potency Reduction[]

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

Self-Disarm: The following abilities disarm the caster:


Self-Slow: The following abilities slow the caster:


Self-Stun: The following abilities stun the caster.


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.

Crowd Control Score[]

Crowd Control Score is a post-game statistic that indicates how much crowd control a player has inflicted on enemy champions in the game. Each type of crowd control effect applied grants a certain number of point(s) that contributes towards this score per second of the debuff duration.

The following list includes the number of points that can be earned for each CC type:

1 point
0.5 points
0.166 points

Trivia[]

References[]

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