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(Types of Crowd Control)
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'''Crowd control''' ('''CC''') is the term used to describe an ability or spell that temporarily reduces a unit's ability to fight. The term 'crowd control' comes from the ability to control the enemy team during fights, by either restricting their contribution or means to escape. In addition, the use of crowd control can aid in your own survivability: in the same way you can stop them from escaping, you can stop them from following.
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{{FandomVideo|curated=true}}
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[[File:Debuff.png|thumb|200px|{{ci|Tristana}} under the effects of {{cai|Wither|Nasus}}|left]]
   
Crowd control does not make an enemy [[untargetable]]. In the case of Airborne effects, the target is considered to be on the ground for the purposes of skill shots and area of effect damage (such as {{cai|Tormented Soil|Morgana}}).
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{{TOCright}}
   
==Types of Crowd Control==
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'''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 - aspects 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 [[debuff]]s - 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.
''This article contains a streamlined version of the content. For the full article, see: [[Types of Crowd Control]].''
 
   
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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 {{cai|Last Breath|Yasuo}}) even ''require'' a catalyst crowd control to function.
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All crowd controls, at the exception of {{tip|Blind}}, {{tip|Sight|Reveal}}, or {{tip|Cripple|attack speed slow}}, even the ones without any damage, will count toward [[assist]]s.
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{{clr}}
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== Types of Crowd Control ==
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:''For the complete article, see [[Types of Crowd Control]].''
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<tabber>
  +
List=
 
The following are the current forms of crowd control that exist within League of Legends:
 
The following are the current forms of crowd control that exist within League of Legends:
   
* '''Airborne''': A unit that is airborne is unable to control their movement, attack or cast abilities for the duration. The duration is also unaffected by crowd control reduction and cannot be removed by cleansing effects.
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* {{tip|airborne|'''Airborne'''}}: A unit that is airborne is unable to control its movement, attack or cast abilities for the duration.
** '''Knockback''': A knockback causes the target to be made airborne in a direction away from the point of cast.The duration depends on how high is the target thrown into the air , from 0.75 seconds ({{cai|Powerball|Rammus}}) to 1.5 ({{cai|Wild Growth|Lulu}})
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** '''Knock aside''': A knock aside causes the target to be made airborne in a direction perpendicular to the direction of cast.
** '''Knockup''': A knockup causes the target to be made airborne on the spot.The duration depends on how high is the target thrown into the air , from 0.75 seconds ({{cai|Powerball|Rammus}}) to 1.5 ({{cai|Wild Growth|Lulu}})
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** '''Knockback''': A knockback causes the target to be made airborne in a direction away from the point of cast. The duration depends on how far the target travels, from {{fd|0.75}} seconds ({{cai|Powerball|Rammus}}) to {{fd|1.5}} ({{cai|Wild Growth|Lulu}}).
** '''Pull/Fling''': A pull effect causes the target to be made airborne in a direction toward the point of cast.
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** '''Knockup''': A knockup causes the target to be made airborne on the spot. The duration depends on how high is the target thrown into the air, from {{fd|0.75}} seconds ({{cai|Powerball|Rammus}}) to {{fd|1.5}} ({{cai|Wild Growth|Lulu}}).
* '''Blind''': A unit that is blinded will miss their auto-attacks for the duration.
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** '''Pull''': A pull effect causes the target to be made airborne in a direction toward the point of cast.
* '''Entangle''': A unit that is entangled is unable to control their movement or attack for the duration.
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* {{tip|blind|'''Blind'''}}: A unit that is blind will miss its auto-attacks for the duration. ''Miss'' occurs on-hit, and does not prevent attacks from being declared.
* '''Forced Action''': A unit that is under the effect of a forced action cannot control their own movement or attacks, and is unable to cast abilities.
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* {{tip|disarm|'''Disarm'''}}: A unit that is disarmed cannot declare attacks for the duration.
** '''Charm''': A unit that is charmed will attempt to move toward the source for the duration. If the source cannot be seen, a charmed unit will instead stand still.
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** {{tip|entangle|'''Entangle'''}} is a combination of Disarm and Root.
** '''Fear''': A unit that is feared will walk in random directions with reduced movement speed for the duration.
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** {{tip|polymorph|'''Polymorph'''}} is a combination of Disarm and Silence (aka Pacify). The only example also reduces movement speed for the duration.
** '''Flee''': Targeted unit will move away from the attacker.<ref>[http://na.leagueoflegends.com/board/showthread.php?p=22821328#22821328 Wiksy describes Flee]</ref>
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* '''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.
** '''Taunt''': A unit that is taunted will attempt to attack the source of the taunt for the duration.
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** {{tip|charm|'''Charm'''}}: A unit that is charmed will move toward the source for the duration.
* '''Polymorph''': A unit that is pacified cannot attack or cast abilities, and has reduced movement speed for the duration.
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** {{tip|fear|'''Fear'''}}: A unit that is feared move around randomly at reduced movement speed for the duration. There are currently no examples of Fear that affect champions.
* '''Silence''': A unit that is silenced cannot cast abilities for the duration.
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** {{tip|flee|'''Flee'''}}: A unit that is fleeing will move directly away from the source with reduced movement speed for the duration.<ref>[http://na.leagueoflegends.com/board/showthread.php?p=22821328#22821328 Wiksy describes Flee]</ref>
* '''Slow''': A unit that is slowed has reduced movement speed for the duration.
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** {{tip|taunt|'''Taunt'''}}: A unit that is taunted will attempt to [[basic attack]] the source of the taunt for the duration.
* '''Snare/Root''': A unit that is snared is unable to control their movement for the duration.
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* {{tip|ground|'''Ground'''}}: A unit that is grounded is unable to activate mobility spells.
* '''Stun''' A unit that is stunned is unable to control their movement, attack or cast abilities for the duration.
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* {{tip|knockdown|'''Knockdown'''}}: A unit that is knocked down is placed on the ground.
* '''Suppression''': A unit that is suppressed is unable to control their movement, attack, cast abilities or use spells (including {{si|Cleanse}}). The duration is also unaffected by crowd control reduction.
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* {{tip|nearsight|'''Nearsight'''}}: A unit that is nearsighted has their sight radius reduced by 900 and loses their allied vision.
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* {{tip|root|'''Root'''}}: A unit that is rooted is unable to control its movement for the duration (occasionally referred to as a '''snare''').
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* {{tip|silence|'''Silence'''}}: A unit that is silenced cannot cast abilities or activate items for the duration.
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* {{tip|sleep|'''Sleep'''}}: A unit that has fallen asleep is unable to move, attack or cast abilities for the duration as long as it doesn't get damaged.
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* {{tip|slow|'''Slow'''}}: A unit that is slowed has reduced movement speed for the duration.
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** {{tip|cripple|'''Cripple'''}}: A unit that is crippled has reduced attack speed for the duration.
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* {{tip|stasis|'''Stasis'''}}: A unit that is in stasis is unable to perform any action while being untargetable and invulnerable. The duration is also unaffected by crowd control reduction.
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* {{tip|stun|'''Stun'''}}: A unit that is stunned is unable to move, attack or cast abilities for the duration.
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** {{tip|suspension|'''Suspension'''}}: A unit affected by suspension can be targeted by {{ai|Last Breath|Yasuo}}, but is otherwise identical to a stun.
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* {{tip|suppression|'''Suppression'''}}: A unit that is suppressed is unable to control its movement, attack, cast abilities or use spells (including {{si|Cleanse}}). The duration is also unaffected by crowd control reduction.
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|-|
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Cheat sheet=
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{{:Types of Crowd Control/Summary}}
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</tabber>
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== Categorization ==
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To facilitate easier communications, crowd controls are usually described under one of the following systems:
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===Loss of Control===
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Crowd controls are grouped into one of two categories depending on whether or not the effect removes total control of the player's character. '''Hard''' CC completely removes all control of a character, while '''soft''' CC only partially removes it.
   
===Summary Table===
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{| class="article-table"
{{mark}} denotes that the action is blocked
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!Hard CC
{| border="0" cellpadding="1" cellspacing="1" class="article-table article-table-selected" style="width: 600px; "
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!Soft CC
! scope="col"|
 
! scope="col"|Movement
 
! scope="col"|Attacking
 
! scope="col"|Abilities
 
! scope="col"|Spells
 
! scope="col"|Reduction
 
! scope="col"|Removal
 
 
|-
 
|-
|Airborne
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|{{tip|Airborne}}
|{{mark}}
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|{{tip|Blind}}
|{{mark}}
 
|{{mark}}
 
|
 
|{{mark}}
 
|{{mark}}
 
 
|-
 
|-
|Blind
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|{{tip|Forced Action}}
|
+
|{{tip|Cripple}}
|{{mark}}
 
|
 
|
 
|
 
|
 
 
|-
 
|-
|Entangle
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|{{tip|Sleep}}
|{{mark}}
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|{{tip|Disarm}}
|{{mark}}
 
|
 
|
 
|
 
|
 
 
|-
 
|-
|Forced Action
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|{{tip|Stasis}}
|{{mark}}
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|{{tip|Entangle}}
|{{mark}}
 
|{{mark}}
 
|
 
|
 
|
 
 
|-
 
|-
|Polymorph
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|{{tip|Stun}}
|
+
|{{tip|Ground}}
|{{mark}}
 
|{{mark}}
 
|
 
|
 
|
 
 
|-
 
|-
|Silence
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|{{tip|Suppression}}
|
+
|{{tip|Knockdown}}
|
 
|{{mark}}
 
|{{mark}}
 
|
 
|
 
 
|-
 
|-
|Slow
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|{{tip|Suspension}}
|
+
|{{tip|Nearsight}}
|
 
|
 
|
 
|
 
|
 
 
|-
 
|-
|Snare
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|
|{{mark}}
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|{{tip|Root|Root/Snare}}
|
 
|
 
|
 
|
 
|
 
 
|-
 
|-
|Stun
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|
|{{mark}}
+
|{{tip|Silence}}
|{{mark}}
 
|{{mark}}
 
|
 
|
 
|
 
 
|-
 
|-
|Suppression
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|
|{{mark}}
+
|{{tip|Slow}}
|{{mark}}
 
|{{mark}}
 
|{{mark}}
 
|{{mark}}
 
|
 
 
|}
 
|}
   
Please note the following:
 
* ''Movement'' includes abilities and summoner spells (such as {{si|Flash}} {{si|Teleport}} and {{cai|Arcane Shift|Ezreal}}).
 
** For example, while airborne you can cast all summoner spells except Flash and Teleport.
 
* ''Ability'' refers to a champion's kit (by default Q, W, E and R).
 
* ''Spell'' refers to the [[Summoner Spells]].
 
* Suppression cannot be removed by the summoner spell {{si|Cleanse}}.
 
* Slow, whilst a form of crowd control, doesn't actively block anything.
 
 
==Categorization==
 
 
===Disruption===
 
===Disruption===
Crowd control is often categorized into two categories depending on whether or not the effect disrupts the channelling of an ability; abilities such as {{cai|Requiem|Karthus}} and {{cai|Death Lotus|Katarina}}.
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Crowd controls are grouped into one of two categories depending on whether or not the effect disrupts a {{tip|channel|channeled ability}} (such as {{cai|Requiem|Karthus}} and {{cai|Death Lotus|Katarina}}). '''Hard''' CC will disrupt all channels, while '''soft''' CC will not.
   
'''Hard CC''' The following effects disrupt the channelling of abilities:
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Note that {{tip|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.
* Airborne
 
* Forced Action
 
* Polymorph
 
* Silence
 
* Stun
 
* Suppression
 
   
'''Soft CC''' — The following effects do not disrupt the channelling of abilities:
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{| class="article-table"
* Blind
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!Hard CC
* Entangle
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!Soft CC
* Slow
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|-
* Snare
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|{{tip|Airborne}}
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|{{tip|Blind}}
  +
|-
  +
|{{tip|Forced Action}}
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|{{tip|Cripple}}
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|-
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|{{tip|Silence}}
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|{{tip|Disarm}}
  +
|-
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|{{tip|Sleep}}
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|{{tip|Entangle}}
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|-
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|{{tip|Stasis}}
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|{{tip|Ground}}
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|-
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|{{tip|Stun}}
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|{{tip|Knockdown}}
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|-
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|{{tip|Suppression}}
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|{{tip|Nearsight}}
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|-
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|{{tip|Suspension}}
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|{{tip|Root|Root/Snare}}
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|-
  +
|
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|{{tip|Slow}}
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|}
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===Immobilization===
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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 is usually defined.
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{| class="article-table"
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!Hard CC
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!Soft CC
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|-
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|{{tip|Airborne}}
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|{{tip|Blind}}
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|-
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|{{tip|Entangle}}
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|{{tip|Cripple}}
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|-
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|{{tip|Forced Action}}
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|{{tip|Disarm}}
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|-
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|{{tip|Root|Root/Snare}}
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|{{tip|Ground}}
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|-
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|{{tip|Stasis}}
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|{{tip|Knockdown}}
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|-
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|{{tip|Sleep}}
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|{{tip|Nearsight}}
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|-
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|{{tip|Stun}}
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|{{tip|Silence}}
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|-
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|{{tip|Suppression}}
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|{{tip|Slow}}
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|-
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|{{tip|Suspension}}
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|}
   
 
===Modifiers===
 
===Modifiers===
Abilities can also be categorized by what their effects inhibit.
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Crowd controls are categorized by what their effects inhibit. '''Movement''' modifiers in some way inhibit the ability to move, while '''action''' modifiers in some way inhibit the ability to attack or cast abilities.
   
'''[[Crowd_control/Movement_Modifier|Movement Modifiers]]''' — The following effects in some way inhibit movement:
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{| class="article-table"
* Airborne
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![[Crowd control/Movement modifier|Movement Modifiers]]
* Entangle
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![[Crowd control/Action modifier|Action Modifiers]]
* Forced Action
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|-
* Slow
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|{{tip|Airborne}}
* Snare
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|{{tip|Airborne}}
* Stun
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|-
* Suppression
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|{{tip|Entangle}}
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|{{tip|Blind}}
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|-
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|{{tip|Forced Action}}
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|{{tip|Cripple}}
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|-
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|{{tip|Ground}}
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|{{tip|Disarm}}
  +
|-
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|{{tip|Knockdown}}
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|{{tip|Forced Action}}
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|-
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|{{tip|Nearsight}}
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|{{tip|Ground}}
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|-
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|{{tip|Root|Root/Snare}}
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|{{tip|Nearsight}}
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|-
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|{{tip|Sleep}}
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|{{tip|Silence}}
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|-
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|{{tip|Slow}}
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|{{tip|Sleep}}
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|-
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|{{tip|Stun}}
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|{{tip|Stun}}
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|-
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|{{tip|Suppression}}
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|{{tip|Suppression}}
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|-
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|{{tip|Suspension}}
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|{{tip|Suspension}}
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|}
   
'''[[Crowd_control/Action_modifier|Action Modifiers]]''' — The following effects in some way inhibit the ability to attack or cast abilities:
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== Increasing the duration of Crowd Control ==
* Airborne
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''{{Tip|Brittle}}'' is a status effect that can be applied by {{cai|Bellows Breath|Ornn}} and {{ai|Call of the Forge God|Ornn|Call of the Forge God}}.
* Blind
 
* Entangle
 
* Forced Action
 
* Polymorph
 
* Silence
 
   
==Countering Crowd Control==
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Each mark reduces the target's {{tip|tenacity}} by 30%. The duration of{{tip|Airborne}} effects are also increased upon consumption of the mark.
Crowd Control can be countered in three different ways.
 
   
===Preventing===
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== Countering Crowd Control ==
Crowd control can be prevented. All forms of crowd control can be prevented, including knockback, knockup and pull effects.
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[[File:Crowd_Control_immunity_example.png|thumb|225px|right|{{ai|Ragnarok|Olaf}} causes {{ci|Olaf}} to become immune to the {{tip|airborne|knock up}} from {{cai|Pulverize|Alistar}}. ]]
* {{cai|Black Shield|Morgana}} prevents all forms of CC for 5 seconds or until the shield is broken.
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Crowd control can be countered in various different ways.
* {{cai|Diplomatic Immunity|Poppy}} prevents all forms of CC for ({{ap|6|7|8}}) seconds except from her target.
 
* {{cai|Ragnarok|Olaf}} prevents all CC for 6 seconds.
 
* Currently Bugged: {{cai|Nether Grasp|Malzahar}} will go on cooldown and do nothing. Intended: Malzahar will still become rooted and do damage.
 
* {{cai|Highlander|Master Yi}} prevents slows for {{ap|8|10|12}}) seconds.
 
* {{cai|Spell Shield|Sivir}} creates a magical barrier for 3 seconds which can block the next enemy spell that hits her.
 
* {{cai|Shroud of Darkness|Nocturne}} creates a magical shield for 1.5 seconds which can block the next enemy spell that hits him.
 
*{{ci|Nocturne}} also becomes immune to CC during {{ai|Paranoia|Nocturne}}'s dash.
 
* {{ii|Banshee's Veil}} creates a spell shield that can block a spell once every 45 seconds.
 
* {{ci|Malphite}} becomes immune to CC during {{ai|Unstoppable Force|Malphite}}'s charge.
 
* {{ci|Hecarim}} becomes immune to CC during {{ai|Onslaught of Shadows|Nocturne}}' charge.
 
   
===Removing===
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=== Immunity ===
Crowd control can be removed after it has been applied. These effects can be activated while under the effects of the crowd control.
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Units that are ''immune'' to crowd control will completely negate any attempt at its application on the recipient. This does not, however, necessarily mean the user is now also unaffected by crowd controls already applied (unless the ability had an innate {{tip|cleanse}} effect). Immunities lasting for a short period of time will prompt that a particular unit "'''''Can't Be Disabled!'''''" or ''"'''Can't Be Slowed!'''"'' as well as ''"'''Spell Immune!'''"'' if crowd control is imposed.
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==== Total Immunity ====
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''All'' crowd control debuffs currently in [[League of Legends]] can be prevented with {{tip|Cc-immune|'''total CC immunity'''}}.
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* {{cai|Riposte|Fiora}} provides immunity to all forms of CC applied during the parry.
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* {{cai|Hero's Entrance|Galio}} provides immunity to all forms of CC during the dash and for a moment after the landing upon impact.
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* {{cai|Chaaaaaaaarge!!!|Kled}} provides immunity to all forms of CC applied in the duration.
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* {{cai|Void Shift|Malzahar}} provides immunity to all forms of CC while active.
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* {{cai|Black Shield|Morgana}} provides immunity to all forms of CC applied while the shield persists.
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* {{cai|Ragnarok|Olaf}} cleanses and provides immunity to all forms of CC applied in the duration.
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* {{cai|Unstoppable Onslaught|Sion}} provides immunity to all forms of CC applied in the duration.
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* {{cai|Infinite Duress|Warwick}} provides immunity to all forms of CC during the dash.
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* All {{tip|monster|epic monsters}} (e.g, {{ui|Baron Nashor}}, {{ui|Rift Herald}} {{ui|Dragon}}) are immune to all forms of CC with the exception of {{tip|stasis}}.
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** The ''Rift Herald'' loses her immunity in summoned form (when spawned by the {{ii|Eye of the Herald}}).
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* {{tip|Turret|Turrets}} ignore any potential forms of CC that may affect them with the exception of {{tip|stasis}}.
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==== Slow Immunity ====
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See also: [[Slow_resist#Slow_Immunity]]
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{{tip|Slow-immune|'''Slow immunity'''}} always prevents {{tip|slow|slows}}, and in most cases {{tip|cripple|cripples}} too.
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* {{cai|Highlander|Master Yi}} cleanses and provides immunity to slows and cripples for the buff's duration.
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* {{ci|Kayn}} (as {{ci|Shadow Assassin}})'s {{ai|Shadow Step A|Kayn|Shadow Step}} cleanses and provides immunity to slows and cripples for the buff's duration.
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* {{cai|Fury of the North|Sejuani}} provides immunity to to slows and cripples while active.
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* {{Cai|Biggest Snowball Ever!|Nunu}} cleanses and provides immunity to slows ''only'' while channeling.
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* {{ii|Mikael's Crucible}} {{tip|cleanse|cleanses}} all crowd control, then provides immunity to slows ''only'' for 2 seconds.
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==== Displacement Immunity ====
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{{tip|Unstoppable|Unstoppables}} provide immunity to {{tip|airborne|displacements}}, {{tip|knockdown}} and in some cases to {{tip|stasis}}. The effects of other types of crowd control are deferred until the unit is no longer unstoppable, where their remaining duration may still affect them.
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* {{cai|The Hextech Ultimatum|Camille}}
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* {{cai|Special Delivery|Corki}}
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* {{cai|Onslaught of Shadows|Hecarim}}
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* {{cai|Leap of Faith|Illaoi}}
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* {{cai|Cataclysm|Jarvan IV}}
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* {{cai|Unstoppable Force|Malphite}}
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* {{cai|Paranoia|Nocturne}}
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* {{cai|Bellows Breath|Ornn}}
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* {{cai|Void Rush|Rek'Sai}}
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* {{cai|The Show Stopper|Sett}}
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* {{cai|Dragon's Descent|Shyvana}}
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* {{cai|Assault and Battery|Vi}}
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* {{cai|Jaws of the Beast|Warwick}}
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** The channel may still be {{tip|interrupt|interrupted}}, removing the immunity.
  +
* {{ui|Rift Herald|Rift Herald's}} leap attack
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* {{tip|Ultra Rapid Fire|URF}} cannon
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  +
==== Spell Shields ====
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Main Article: [[Spell shield]]
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  +
While not specific to crowd control, {{tip|spell shield|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 {{cai|Wall of Pain|Karthus}}) will still apply any attached crowd controls if possible. Multiple active spell shields existing on the same unit simultaneously {{tt|'''will break'''|This is intended}} against a single hostile ability.
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  +
* {{cai|Shroud of Darkness|Nocturne}} provides immunity to CC applied with first instance of ability blocked in the duration.
  +
* {{cai|Spell Shield|Sivir}} provides immunity to CC applied with first instance of ability blocked in the duration.
  +
* {{ii|Banshee's Veil}} provides immunity to CC applied with first instance of ability blocked while passive is ready.
  +
* {{ii|Edge of Night}} provides immunity to CC applied with first instance of ability blocked while passive is ready.
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=== Removal ===
  +
Most types of {{tip|crowd control}} can be {{tip|cleanse|'''removed'''}} after it has been applied - with the exception of a [[self-targeted]] {{ii|Mikael's Crucible}}, the ability or item in question is still castable while affected by the CC it removes, even when that CC normally precludes ability or item usage.
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{{tip|Stasis}} effects cannot be removed as it prevents the usage of abilities entirely, including cleansing effects. Persistent [[area of effect]] {{tip|Ground|grounding}} can be cleansed but is not reliant as the area checks and applies the effect continuously. {{tip|Airborne}} effects are removable only by other move blocks (a displacing effect, {{tip|dash}} or {{tip|blink}}); they will still apply for the rest of their duration if not removed by another airborne effect (although they can be prevented and removing their {{tip|stun}} component allows to completely remove them by consecutively using a dash or blink).
  +
* {{Pending for test}}: {{tip|Nearsight}} interactions
   
All forms of crowd control can be removed except knockback, knockup and pull effects.
 
* {{si|Cleanse}} removes all CC except suppression.
 
 
* {{cai|Unbreakable Will|Alistar}} removes all forms of CC.
 
* {{cai|Unbreakable Will|Alistar}} removes all forms of CC.
* {{cai|Ragnarok|Olaf}} removes and prevents all forms of CC.
 
* Currently Bugged: will entirely remove {{cai|Nether Grasp|Malzahar}}. Intended: Malzahar will remain rooted and do damage.
 
 
* {{cai|Remove Scurvy|Gangplank}} removes all forms of CC.
 
* {{cai|Remove Scurvy|Gangplank}} removes all forms of CC.
* {{cai|Nether Grasp|Malzahar}} will continue to do damage.
+
* {{cai|Ragnarok|Olaf}} removes all forms of CC.
* {{ii|Quicksilver Sash}} removes all forms of CC.
+
* {{cai|Battle Roar 2|Rengar|Empowered Battle Roar}} removes all forms of CC.
* {{cai|Decisive Strike|Garen}} removes all slows.
+
* {{ci|Kled}} {{ai|Skaarl the Cowardly Lizard 2|Kled|dismounting}} removes all forms of CC.
* {{cai|Dark Frenzy|Evelynn}} removes all slows.
+
* {{cai|Decisive Strike|Garen}} removes all slows and any accompanying cripples.
  +
* {{ci|Kayn}} (as {{ci|Shadow Assassin}})'s {{ai|Shadow Step A|Kayn|Shadow Step}} removes all slows and cripples.
  +
* {{cai|Highlander|Master Yi}} removes all slows and cripples.
  +
* {{Cai|Biggest Snowball Ever!|Nunu}} removes all slows.
  +
* {{si|Cleanse}} removes all forms of CC aside from {{tip|nearsight}}, {{tip|airborne}} and {{tip|suppression}}.
  +
* The {{ii|Quicksilver Sash|icononly = true}} {{nie|Quicksilver}} [[active ability items|item active]] removes all forms of CC, including the {{tip|airborne}} status effect (a {{tip|blink}} or {{tip|dash}} ability can be used to override the displacement after activation).
  +
* {{iis|Mikael's Crucible}} active effect removes all forms of CC aside from {{tip|blind}}, {{tip|disarm}}, {{tip|nearsight}}, {{tip|airborne}} and {{tip|suppression}}.
   
===Tenacity===
+
=== Reduction ===
[[Tenacity (stat)|Tenacity stat]] will reduce the duration of crowd control effects. The reduction from the Tenacity on items does '''not''' stack with itself, but it will stack multiplicatively with other types of CC duration reduction from the champion abilities.
+
{{main|Tenacity}}{{sti|Tenacity|Crowd control ''reduction''}} reduces the duration of crowd control effects by a percentage equal to its value. Sources of CC duration reduction will [[stacking|stack]] [[Stacking#Stacks multiplicatively|multiplicatively]] or [[Stacking#Stacks additively|additively]] with each other, depending on the [[tenacity#stacking|source]] of the reduction. The [[Champion statistic|statistical]] term is referred to as '''Tenacity'''.
''Note:'' This does not reduce the potency of the effect.
 
   
* {{ii|Mercury's Treads}} reduces the duration of CC by 35%.
+
{{tip|Nearsight}}, {{tip|stasis}}, {{tip|suppression}} and the move block part of {{tip|airborne}} are not affected by crowd control reduction and will always apply for their full duration. However, the {{tip|stun}} component of airborne effects is affected.
* {{ii|Cloak and Dagger}} reduces the duration of CC by 35%.
 
* {{ii|Eleisa's Miracle}} reduces the duration of CC by 35%.
 
* {{ii|Moonflair Spellblade}} reduces the duration of CC by 35%.
 
   
===CC Reduction===
+
=== Potency Reduction ===
Another form of Tenacity but these effects can stack multiplicatively with Tenacity and with other type of CC duration reduction.
+
{{main|Slow resist}}
''Note:'' This does not reduce the potency of the effect.
+
This effect is unique to {{tip|slow|slows}}; ''potency'' reduction reduces the effectiveness, or percentage, of ''slowing'' effects by a percentage equal to its value. Sources of {{tip|slow resist|slow potency reduction}} stack multiplicatively with each other, but do not interact with {{tip|Tenacity}}.
====Champion abilities====
 
* {{cai|Burning Agony|Dr. Mundo}} reduces the duration of CC while active by {{ap|10%|15%|20%|25%|30%}}.
 
* {{cai|Courage|Garen}} reduces the duration of CC while active by 30%.
 
* {{cai|Ionian Fervor|Irelia}} reduces the duration of CC by {{ap|10%|25%|40%}} for {{ap|1|2|3}} nearby enemy champion(s).
 
* {{cai|Insanity Potion|Singed}} reduces the duration of CC by {{ap|10%|15%|20%}} for 25 seconds.
 
* {{cai|Contaminate|Trundle}} reduces the duration of CC by {{ap|20%|25%|30%|35%|40%}} while active.
 
   
====Masteries/spells====
+
== Self-CC ==
* {{si|Cleanse}} reduces the duration of CC by 65% for 3 seconds (4 seconds with {{mi|Summoner's Resolve}}).
+
The following effects are comparable to crowd control, except that the effect is caused voluntarily and affects the user rather than a target.
* {{mi|Juggernaut}} reduces the duration of CC by 10%.
 
   
==Nearly-CC==
+
* '''Self-Slow:''' A champion that {{tip|slow|slows}} itself has reduced movement speed.
The following effects are comparable to crowd control in the sense that if blind disrupts a carry then defense reduction disrupts a tank.
+
** {{cai|Overdrive|Blitzcrank}}
* '''Cripple''': A champion who is crippled has their attack speed slowed. This considerably reduces the damage per second of auto-attack champions.
+
** {{cai|E|Pantheon}}
* '''Grievous Wound''': A unit that is afflicted by grievous wound is receiving less health from healing effects, health regeneration, life steal and spell vamp.
+
** {{cai|Bone Skewer|Pyke}}
* '''Shred''': Shred is a term used to describe an effect that reduces an enemy's armor and/or magic resistance.
+
** {{cai|Defensive Ball Curl|Rammus}}
  +
** {{cai|Devour|Tahm Kench}} (with a champion)
  +
** {{cai|Purge|Urgot}} (when attacking a target)
   
These are not, however, classified as crowd control effects. They will not be reduced by crowd control reduction (except in conjunction with other crowd control effects, such as {{ai|Wither|Nasus}} and {{ai|Ice Blast|Nunu}}). The are also not block or removed by effects such as {{ai|Ragnarok|Olaf}} and {{ai|Black Shield|Morgana}}. Only {{ii|Quicksilver Sash}} will remove them.
+
* '''Self-Stun: ''' A champion that {{tip|stun|stuns}} itself is unable to control its movement, attack, or use abilities.
  +
** {{cai|Unstoppable Onslaught|Sion}} (when colliding with terrain)
   
The following effects control the crowd through human response. Most share names with actual forms of crowd control due to producing similar effects. These effects are only countered through player decision or intervention:
+
=== Cast Times and Channels ===
* '''Soft-Taunt''': A soft-taunt is a mechanic that makes an enemy desirable to focus. This is a core feature for a tank's design, short of an actual taunt. In contrast, it is an undesirable effect for non-tank champions with high damage skills such as{{cai|Death Lotus|Katarina}} and for champions with snowball items such as {{Template:Item icon|Mejai's Soulstealer}}.
+
The casting (sometimes "charging") of an ability cannot be cancelled by the player or an enemy except by death. Forced actions (such as {{tip|taunt}}) will have no effect for the duration of the cast, and using airborne effects to move the player will not affect the trajectory of the skill - which will start from the point of the cast, not from the player's current location. Summoner spells and most items can still be activated while casting.
* '''Soft-Fear''': A soft-fear is a mechanic that makes an enemy undesirable to focus, or even unable to be focused. This is a core feature in the design for most melee champions, such as {{cai|Shroud of Darkness|Nocturne}}, {{cai|Remove Scurvy|Gangplank}}, {{cai|Ragnarok|Olaf}}, and {{cai|Undying Rage|Tryndamere}}.
 
* '''Global Taunt''': A global-taunt is a joke mechanic that refers to how the community perceives certain champions, particularly with the irrational desire to kill them (without thought for consequence). Champions that possess a global taunt: {{ci|Teemo}}, {{ci|Singed}}, {{ci|Shaco}},{{ci|Lulu}} and {{ci|Dr. Mundo}}.
 
* '''Intimidation''': Some champions can '''intimidate''' enemies from engaging on them, through having a large hitbox such as {{Character_icon|Chogath}} or {{ci|Nautilus}}, being a high damage carry, or a champion on a large killing streak.
 
* '''Paranoia/Claustrophobia''': A mechanic that is described as claustrophobic triggers fearful/passive gameplay because the enemy is constantly aware that something will happen without warning. This mechanic is coupled with inexperience, and becomes less of an issue with player experience and map awareness. Champions that cause this: {{ci|Evelynn}}, {{ci|Rengar}}, and {{ci|Shaco}}.
 
* More so than the champion, some skills can also have this effect: such as {{cai|Crowstorm|Fiddlesticks}}, {{cai|Soul Shackles|Morgana}}, and {{cai|Paranoia|Nocturne}}. {{ci|Morgana}} is revered as a "free win" at mid-to-low elo, and consistently banned. Summoner's instinctively run when she casts her ultimate; but until {{ii|Zhonya's Hourglass}}, this is a somewhat irrational as many champions could simply kill her during the 3 seconds.
 
   
==Self-CC==
+
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 {{cai|Soul Furnace|Sion}} cast while channelling {{ai|Decimating Smash|Sion}}, but these are usually specific coding allowances and not standard behaviour. Summoner spells and most items can typically be activated mid-channel without disrupting it.
The following effects are comparable to crowd control, except that the effect is caused voluntarily and affects the user rather than a target.
 
* '''Casting/Charging:''' An ability that is cast is preventing the caster from obeying movement and attack commands, as well as preventing the caster from casting summoner spells and other abilities.
 
** A champion that is casting is unaffected by Forced Action, but can still be moved by Airborne effects.
 
** The casting of the ability cannot be disrupted except by death.
 
** In the event of being moved by an Airborne effect, the ability will still be cast at the point of cast regardless of where the caster is after being moved.
 
* '''Channelling:''' An ability that is channelled temporarily halts the caster, and causes them to remain still while channelling.
 
**Note that channelling does not implicitly root the caster. In most cases attempting to move, attack or cast abilities will cancel the channelling.
 
***Notable Abilities that also root the caster: {{cai|Requiem|Karthus}}, {{cai|Infinite Duress|Warwick}}, and {{cai|Locus of Power|Xerath}}.
 
***Notable Abilities that do not root the caster: {{cai|Death Lotus|Katarina}} and {{cai|Nether Grasp|Malzahar}} .
 
**Channeling can be disrupted by Hard CC.
 
* '''Knockback:''' A champion that knockbacks itself and is unable to cast abilities or summoner spells.
 
** {{cai|90 Caliber Net|Caitlyn}} is currently a self-knockback ability. It knockbacks the caster in the opposite direction aimed.
 
** {{cai|Satchel Charge|Ziggs}} is currently a self-knockback ability. It knockbacks the caster and enemy units that are in the ability's range.
 
* '''Pull:''' A champion that pulls itself and is unable to cast abilities or summoner spells.
 
** {{cai|Bandage Toss|Amumu}} is currently a self-pull ability. It pulls the caster towards an enemy unit.
 
** {{cai|Dredge Line|Nautilus}} is currently a self-pull ability. It pulls the caster and an enemy unit towards each other. It also pulls the caster towards terrain.
 
** {{cai|Zenith Blade|Leona}}is currently a self-pull ability. It pulls the caster towards the furthest enemy champion hit.
 
** {{cai|Dragon Strike|Jarvan IV}} is currently a self-pull ability. It pulls the caster towards {{ai|Demacian Standard}} if the ability strikes it.
 
* '''Root:''' An ability that roots the caster is preventing them from moving, and while rooted the champion is unable to obey movement commands.
 
** In some cases, a champion that is rooted will remain rooted while under the effects of Forced Action (e.g. Taunt). Other effects of the Forced Action will still happen (such as attacking a specific target, or being unable to activate abilities).
 
** A champion that is rooted can still be moved by Airborne effects. In most cases, being moved will end the effect, but in others the target will remain rooted at the new location.
 
* '''Self-Silence:''' A champion that silences itself is unable to cast abilities or summoner spells.
 
** {{cai|Junkyard Titan|Rumble}} is currently the only self-silence ability.
 
   
These effects are not affected by crowd control reduction, nor can they be removed by cleansing effects.
+
Channeling and casting animations are generally not considered forms of crowd control, however disruptive they may be. There do exist several notable exceptions, however:
   
==Trivia==
+
* '''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.
* {{cai|Crescendo|Sona}} causes the target to [[dance]].
+
** {{cai|Drunken Rage|Gragas}}
* The highest available crowd control reduction can be achieved on {{ci|Irelia}} and {{ci|Trundle}}. This combines the 35% from {{ii|Mercury's Treads}}, 10% from {{mi|Juggernaut}} and 40% from either {{ai|Ionian Fervor|Irelia}} or {{ai|Contaminate|Trundle}}, reaching a total of <code>1-((1-0.35)*(1-0.40)*(1-0.10))=64.9%</code>. Or 87.7% for 3 seconds with use of {{si|Cleanse}}.
+
** {{cai|Vault Breaker|Vi}}
   
==References==
+
* '''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 but may not issue attack commands.
  +
** {{cai|Shield of Durand|Galio}}
  +
** {{cai|Biggest Snowball Ever!|Nunu & Willump}}
  +
** {{cai|Keeper's Verdict|Poppy}}
  +
** {{cai|Piercing Arrow|Varus}}
  +
** {{cai|Vault Breaker|Vi}}
  +
** {{cai|Arcanopulse|Xerath}}
  +
  +
* '''Channeled Self-Root:''' These abilities will remove the caster's ability to control their movement and issue movement commands (included forced actions, such as fear).
  +
** {{cai|Decimating Smash|Sion}}
  +
** {{cai|Lifeform Disintegration Ray|Vel'Koz}}
  +
** {{cai|Rite of the Arcane|Xerath}} (for the first 1 second of the duration)
  +
** {{cai|Elastic Slingshot|Zac}}
  +
  +
* '''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.
  +
** {{cai|Ace in the Hole|Caitlyn}}
  +
** {{cai|Crowstorm|Fiddlesticks}}
  +
** {{cai|Requiem|Karthus}}
  +
** {{cai|Nether Grasp|Malzahar}} (for the first {{fd|0.5}} seconds of the duration)
  +
** {{cai|Void Rush|Rek'Sai}}
  +
** {{cai|Abyssal Voyage|Tahm Kench}}
  +
** {{cai|Gate|Twisted Fate}}
  +
** {{cai|Infinite Duress|Warwick}}
  +
  +
== Trivia ==
  +
* {{cai|Crescendo|Sona}} causes affected {{tip|champions}} to also play a sped-up version of its dance animation.
  +
* If abilities that share cooldowns or are unique to different forms are counted separately, then {{ci|Gnar}} possesses the highest number of crowd control abilities in the game, at six, with {{ci|Nautilus}} and {{ci|Karma}} tying for second place, at four. Otherwise, if they are counted as shared, {{ci|Nautilus}} and {{ci|Gnar}} possess the most, at four.
  +
* {{ci|Nautilus}}, {{ci|Poppy}} and {{ci|Urgot}} possess the highest number of unique crowd control types, at five.<!--Snare, Pull, Slow, Knockup, Stun-->
  +
** {{ci|Maokai}}, {{ci|Xin Zhao}},{{ci|Ornn}}, and {{ci|Zac}} possess the second-highest, at four. <!--Slow, Stun, Knockup, Knockback for both--> If {{cai|Frozen Tomb|Lissandra}} is counted as a form of {{tip|stasis}}, she also has four.<!--Slow, Snare, Stun, Stasis-->
  +
*** {{ci|Aurelion Sol}}, {{ci|Alistar}}, {{ci|Bard}}, {{ci|Blitzcrank}}, {{ci|Braum}}, {{ci|Camille}}, {{ci|Cho'Gath}}, {{ci|Gnar}}, {{ci|Gragas}}, {{ci|Ivern}}, {{ci|Janna}}, {{ci|Kled}}, {{ci|Lee Sin}}, {{ci|Leona}}, {{ci|Lissandra}} (otherwise), {{ci|Lulu}}, {{ci|Morgana}}, {{ci|Nami}}, {{ci|Rammus}}, {{ci|Tahm Kench}}, {{ci|Thresh}}, {{ci|Sejuani}}, {{ci|Sion}}, {{ci|Skarner}}, {{ci|Syndra}}, {{ci|Vel'Koz}} and {{ci|Zyra}} each have three.
  +
* {{ci|Aatrox}}, {{ci|Alistar}}, {{ci|Cho'Gath}}, {{ci|Gangplank}}, {{ci|Heimerdinger}}, {{ci|Jinx}}, {{ci|Karma}}, {{ci|Olaf}}, {{ci|Rengar}}, {{ci|Tryndamere}} and {{Champion icon|champion = Zoe}} are the only champions in the game that can activate an ability while disabled. Of these, {{ci|Alistar}}, {{ci|Gangplank}}, {{ci|Olaf}} and {{ci|Rengar}} can also remove the disabling effects.
  +
* {{ci|Ezreal}}, {{ci|Katarina}}, {{ci|Lucian}}, {{ci|Master Yi}}, {{ci|Sivir}}, {{ci|Nidalee}}, and {{ci|Kai'Sa}} are the only champions in game without any sort of crowd control inherent to their kit.
  +
* {{ci|Malphite}} is the only tank in the game that lacks hard crowd control on his basic abilities.
  +
* Most {{tip|Marksman|Marksman}} and {{tip|Slayer|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 [[ultimate]]s.
  +
** In contrast, almost every {{tip|controller|support}} and {{tip|tank|tank}} have hard crowd control. This allows them to still be relevant late game, despite their damage falling off. They use their hard CC to setup advantages for their damage focused allies.
  +
  +
== References ==
 
{{reflist}}
 
{{reflist}}
{{Ability types}}
+
  +
{{Gameplay elements}}
  +
  +
  +
  +
[[de:Massenkontrolle]]
  +
[[es:Control de masas]]
  +
[[pl:Efekty kontroli tłumu]]
  +
[[ru:Эффекты контроля]]
  +
[[zh:群体控制]]
 
[[Category:Gameplay elements]]
 
[[Category:Gameplay elements]]

Latest revision as of 19:06, April 3, 2020

Debuff

Tristana OriginalSquare Tristana under the effects of Nasus OriginalSquare 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 - aspects 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 OriginalSquare Yasuo's Last Breath Last Breath) even require a catalyst crowd control to function.

All crowd controls, at the exception of Blind icon Blind, Sight icon Reveal, or Cripple icon attack speed slow, even the ones without any damage, will count toward assists.

Types of Crowd Control Edit

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 Airborne: A unit that is airborne is unable to control its movement, attack or cast abilities for the duration.
    • Knock aside: A knock aside causes the target to be made airborne in a direction perpendicular to the direction of cast.
    • Knockback: A knockback causes the target to be made airborne in a direction away from the point of cast. The duration depends on how far the target travels, from 0.75 seconds (Rammus OriginalSquare Rammus' Powerball Powerball) to 1.5 (Lulu OriginalSquare Lulu's Wild Growth Wild Growth).
    • Knockup: A knockup causes the target to be made airborne on the spot. The duration depends on how high is the target thrown into the air, from 0.75 seconds (Rammus OriginalSquare Rammus' Powerball Powerball) to 1.5 (Lulu OriginalSquare Lulu's Wild Growth Wild Growth).
    • Pull: A pull effect causes the target to be made airborne in a direction toward the point of cast.
  • Blind icon Blind: A unit that is blind will miss its auto-attacks for the duration. Miss occurs on-hit, and does not prevent attacks from being declared.
  • Disarm icon Disarm: A unit that is disarmed cannot declare attacks for the duration.
    • Root iconDisarm icon Entangle is a combination of Disarm and Root.
    • Silence iconDisarm icon Polymorph is a combination of Disarm and Silence (aka Pacify). The only example also reduces movement speed for the duration.
  • 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.
    • Charm icon Charm: A unit that is charmed will move toward the source for the duration.
    • Flee icon Fear: A unit that is feared move around randomly at reduced movement speed for the duration. There are currently no examples of Fear that affect champions.
    • Flee icon Flee: A unit that is fleeing will move directly away from the source with reduced movement speed for the duration.[1]
    • Taunt icon Taunt: A unit that is taunted will attempt to basic attack the source of the taunt for the duration.
  • Grounded icon Ground: A unit that is grounded is unable to activate mobility spells.
  • Knockdown icon Knockdown: A unit that is knocked down is placed on the ground.
  • Nearsight icon Nearsight: A unit that is nearsighted has their sight radius reduced by 900 and loses their allied vision.
  • Root icon Root: A unit that is rooted is unable to control its movement for the duration (occasionally referred to as a snare).
  • Silence icon Silence: A unit that is silenced cannot cast abilities or activate items for the duration.
  • Sleep icon Sleep: A unit that has fallen asleep is unable to move, attack or cast abilities for the duration as long as it doesn't get damaged.
  • Slow icon Slow: A unit that is slowed has reduced movement speed for the duration.
    • Cripple icon Cripple: A unit that is crippled has reduced attack speed for the duration.
  • Stasis icon Stasis: A unit that is in stasis is unable to perform any action while being untargetable and invulnerable. The duration is also unaffected by crowd control reduction.
  • Stun icon Stun: A unit that is stunned is unable to move, attack or cast abilities for the duration.
    • Stun icon Suspension: A unit affected by suspension can be targeted by Last Breath Last Breath, but is otherwise identical to a stun.
  • Suppression icon Suppression: A unit that is suppressed is unable to control its movement, attack, cast abilities or use spells (including Cleanse Cleanse). The duration is also unaffected by crowd control reduction.

Crowd Control Movement Attacking Abilities Interrupt Spells Reduction Removal
Airborne icon Airborne Blocked Blocked Blocked Yes Blocked Partial Quicksilver Sash itemMikael&#039;s Crucible itemBattle Roar 2RagnarokRemove ScurvyUnbreakable Will
with dash/blink
Blind icon Blind Allowed Miss Allowed No Allowed Yes CleanseQuicksilver Sash itemBattle Roar 2RagnarokRemove ScurvyUnbreakable Will
Cripple icon Cripple Allowed Reduced Allowed No Allowed Yes CleanseQuicksilver Sash itemMikael&#039;s Crucible itemHighlanderShadow StepBattle Roar 2RagnarokRemove ScurvyUnbreakable Will
Disarm icon Disarm Allowed Blocked Allowed No Allowed Yes CleanseQuicksilver Sash itemMikael&#039;s Crucible itemBattle Roar 2RagnarokRemove ScurvyUnbreakable Will
Charm icon Charm / Flee icon Flee / Taunt icon Taunt Forced Action Blocked Blocked Blocked Yes FlashTeleport Yes CleanseQuicksilver Sash itemMikael&#039;s Crucible itemBattle Roar 2RagnarokRemove ScurvyUnbreakable Will
Grounded icon Ground Partial Allowed Partial See notes FlashTeleport No Ragnarok
Nearsight icon Nearsight Allowed Allowed Partial See notes Teleport No Quicksilver Sash item
Root icon Root Blocked Allowed Allowed See notes FlashTeleport Yes CleanseQuicksilver Sash itemMikael&#039;s Crucible itemBattle Roar 2RagnarokRemove ScurvyUnbreakable Will
Silence icon Silence Allowed Allowed Blocked Yes FlashTeleport Yes CleanseQuicksilver Sash itemMikael&#039;s Crucible itemBattle Roar 2RagnarokRemove ScurvyUnbreakable Will
Sleep icon Sleep Blocked Blocked Blocked Yes FlashTeleport Yes CleanseQuicksilver Sash itemMikael&#039;s Crucible itemBattle Roar 2RagnarokRemove ScurvyUnbreakable Will
Slow icon Slow Reduced Allowed Allowed No Allowed Yes CleanseQuicksilver Sash itemMikael&#039;s Crucible itemDecisive StrikeHighlanderShadow StepBattle Roar 2RagnarokRemove ScurvyBiggest Snowball Ever!Unbreakable Will
Stasis icon Stasis Blocked Blocked Blocked Yes Blocked No None
Stun icon Stun Blocked Blocked Blocked Yes FlashTeleport Yes CleanseQuicksilver Sash itemMikael&#039;s Crucible itemBattle Roar 2RagnarokRemove ScurvyUnbreakable Will
Suppression icon Suppression Blocked Blocked Blocked Yes Blocked No Quicksilver Sash itemBattle Roar 2RagnarokRemove ScurvyUnbreakable Will

Notes Edit

Categorization Edit

To facilitate easier communications, crowd controls are usually described under one of the following systems:

Loss of ControlEdit

Crowd controls are grouped into one of two categories depending on whether or not the effect removes total control of the player's character. Hard CC completely removes all control of a character, while soft CC only partially removes it.

Hard CC Soft CC
Airborne icon Airborne Blind icon Blind
Charm iconFlee iconTaunt icon Forced Action Cripple icon Cripple
Sleep icon Sleep Disarm icon Disarm
Stasis icon Stasis Root iconDisarm icon Entangle
Stun icon Stun Grounded icon Ground
Suppression icon Suppression Knockdown icon Knockdown
Stun icon Suspension Nearsight icon Nearsight
Root icon Root/Snare
Silence icon Silence
Slow icon Slow

DisruptionEdit

Crowd controls are grouped into one of two categories depending on whether or not the effect disrupts a Channeling icon channeled ability (such as Karthus OriginalSquare Karthus' Requiem Requiem and Katarina OriginalSquare Katarina's Death Lotus Death Lotus). Hard CC will disrupt all channels, while soft CC will not.

Note that Silence icon 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.

Hard CC Soft CC
Airborne icon Airborne Blind icon Blind
Charm iconFlee iconTaunt icon Forced Action Cripple icon Cripple
Silence icon Silence Disarm icon Disarm
Sleep icon Sleep Root iconDisarm icon Entangle
Stasis icon Stasis Grounded icon Ground
Stun icon Stun Knockdown icon Knockdown
Suppression icon Suppression Nearsight icon Nearsight
Stun icon Suspension Root icon Root/Snare
Slow icon Slow

ImmobilizationEdit

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 is usually defined.

Hard CC Soft CC
Airborne icon Airborne Blind icon Blind
Root iconDisarm icon Entangle Cripple icon Cripple
Charm iconFlee iconTaunt icon Forced Action Disarm icon Disarm
Root icon Root/Snare Grounded icon Ground
Stasis icon Stasis Knockdown icon Knockdown
Sleep icon Sleep Nearsight icon Nearsight
Stun icon Stun Silence icon Silence
Suppression icon Suppression Slow icon Slow
Stun icon Suspension

ModifiersEdit

Crowd controls are categorized by what their effects inhibit. Movement modifiers in some way inhibit the ability to move, while action modifiers in some way inhibit the ability to attack or cast abilities.

Movement Modifiers Action Modifiers
Airborne icon Airborne Airborne icon Airborne
Root iconDisarm icon Entangle Blind icon Blind
Charm iconFlee iconTaunt icon Forced Action Cripple icon Cripple
Grounded icon Ground Disarm icon Disarm
Knockdown icon Knockdown Charm iconFlee iconTaunt icon Forced Action
Nearsight icon Nearsight Grounded icon Ground
Root icon Root/Snare Nearsight icon Nearsight
Sleep icon Sleep Silence icon Silence
Slow icon Slow Sleep icon Sleep
Stun icon Stun Stun icon Stun
Suppression icon Suppression Suppression icon Suppression
Stun icon Suspension Stun icon Suspension

Increasing the duration of Crowd Control Edit

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

Each mark reduces the target's Tenacity icon tenacity by 30%. The duration ofAirborne icon Airborne effects are also increased upon consumption of the mark.

Countering Crowd Control Edit

Crowd Control immunity example

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

Crowd control can be countered in various different ways.

Immunity Edit

Units that are immune to crowd control will completely negate any attempt at its application on the recipient. This does not, however, necessarily mean the user is now also unaffected by crowd controls already applied (unless the ability had an innate Remove Scurvy cleanse effect). Immunities lasting for a short period of time will prompt that a particular unit "Can't Be Disabled!" or "Can't Be Slowed!" as well as "Spell Immune!" if crowd control is imposed.

Total Immunity Edit

All crowd control debuffs currently in League of Legends can be prevented with Cc-immune icon total CC immunity.

Slow Immunity Edit

See also: Slow_resist#Slow_Immunity

Slow immune 2 Slow immunity always prevents Slow icon slows, and in most cases Cripple icon cripples too.

Displacement Immunity Edit

Unstoppable icon Unstoppables provide immunity to Airborne icon displacements, Knockdown icon knockdown and in some cases to Stasis icon stasis. The effects of other types of crowd control are deferred until the unit is no longer unstoppable, where their remaining duration may still affect them.

Spell Shields Edit

Main Article: Spell shield

While not specific to crowd control, Spell Shield 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 OriginalSquare 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 simultaneously will break against a single hostile ability.

  • Nocturne OriginalSquare Nocturne's Shroud of Darkness Shroud of Darkness provides immunity to CC applied with first instance of ability blocked in the duration.
  • Sivir OriginalSquare Sivir's Spell Shield Spell Shield provides immunity to CC applied with first instance of ability blocked in the duration.
  • Banshee&#039;s Veil item Banshee's Veil provides immunity to CC applied with first instance of ability blocked while passive is ready.
  • Edge of Night item Edge of Night provides immunity to CC applied with first instance of ability blocked while passive is ready.

Removal Edit

Most types of Stun icon crowd control can be Remove Scurvy removed after it has been applied - with the exception of a self-targeted Mikael&#039;s Crucible item Mikael's Crucible, the ability or item in question is still castable while affected by the CC it removes, even when that CC normally precludes ability or item usage.

Stasis icon Stasis effects cannot be removed as it prevents the usage of abilities entirely, including cleansing effects. Persistent area of effect Grounded icon grounding can be cleansed but is not reliant as the area checks and applies the effect continuously. Airborne icon Airborne effects are removable only by other move blocks (a displacing effect, Dash dash or Flash blink); they will still apply for the rest of their duration if not removed by another airborne effect (although they can be prevented and removing their Stun icon stun component allows to completely remove them by consecutively using a dash or blink).

Reduction Edit

Tenacity icon Crowd control reduction reduces the duration of crowd control effects by a percentage equal to its value. Sources of CC duration reduction will stack multiplicatively or additively with each other, depending on the source of the reduction. The statistical term is referred to as Tenacity.

Nearsight icon Nearsight, Stasis icon stasis, Suppression icon suppression and the move block part of Airborne icon airborne are not affected by crowd control reduction and will always apply for their full duration. However, the Stun icon stun component of airborne effects is affected.

Potency Reduction Edit

This effect is unique to Slow icon slows; potency reduction reduces the effectiveness, or percentage, of slowing effects by a percentage equal to its value. Sources of Slow immune icon slow potency reduction stack multiplicatively with each other, but do not interact with Tenacity icon Tenacity.

Self-CC Edit

The following effects are comparable to crowd control, except that the effect is caused voluntarily and affects the user rather than a target.

  • Self-Stun: A champion that Stun icon stuns itself is unable to control its movement, attack, or use abilities.

Cast Times and Channels Edit

The casting (sometimes "charging") of an ability cannot be cancelled by the player or an enemy except by death. Forced actions (such as Taunt icon taunt) will have no effect for the duration of the cast, and using airborne effects to move the player will not affect the trajectory of the skill - which will start from the point of the cast, not from the player's current location. Summoner spells and most items can still be activated 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 OriginalSquare Sion's Soul Furnace Soul Furnace cast while channelling Decimating Smash Decimating Smash, but these are usually specific coding allowances and not standard behaviour. 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 Edit

References Edit

Gameplay Elements
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