- For the main article, see Crowd control.
Crowd Control | Movement | Attacking | Abilities | Interrupts Channels | Disabled Summoner Spells | Modified by Tenacity | Removal |
---|---|---|---|---|---|---|---|
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Disabled | Disabled | Disabled | Yes | ![]() ![]() ![]() ![]() ![]() |
No | |
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Allowed | Parried | Allowed | No | None | Yes | ![]() |
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Allowed | Reduced | Allowed | No | None | Yes | ![]() |
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Allowed | Disabled | Allowed | No | None | Yes | ![]() |
Forced Action - ![]() ![]() ![]() |
Uncontrollable | Disabled / Uncontrollable | Disabled | Yes | ![]() ![]() ![]() ![]() ![]() |
Yes | ![]() |
![]() |
Partial | Allowed | Partial | See notes | ![]() ![]() ![]() ![]() ![]() |
Yes | ![]() |
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Partial | Allowed | Allowed | No | None | No | None |
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Allowed | Partial | Partial | No | None | No | |
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Disabled | Allowed | Partial | See notes | ![]() ![]() ![]() ![]() ![]() |
Yes | ![]() |
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Allowed | Allowed | Disabled | Yes | ![]() ![]() ![]() ![]() ![]() |
Yes | ![]() |
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Reduced | Allowed | Allowed | No | None | No | ![]() |
![]() |
Disabled | Disabled | Disabled | Yes | ![]() ![]() ![]() ![]() ![]() |
Yes | ![]() |
![]() |
Reduced | Allowed | Allowed | No | None | Yes | ![]() |
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Disabled | Disabled | Disabled | Yes | All | No | None |
![]() ![]() ![]() |
Disabled | Disabled | Disabled | Yes | ![]() ![]() ![]() ![]() ![]() |
Yes | ![]() |
![]() |
Disabled | Disabled | Disabled | Yes | All | No |
Contents
Notes
- Movement includes basic movement and mobility abilities (i.e.
dashes and
blinks, e.g. or ).
- Attacking refers to a champion's
basic attacks (by default right-click).
- Abilities refers to a champion's castable spells (by default
,
,
, and
).
- Removal refers to
cleansing effects that can remove the crowd control debuff.
Root and
Ground will only interrupt channeled movement abilities.
- Impaired movement refers to crowd control effects that inhibit the unit's movement, which includes all
immobilizing effects as well as
Drowsy,
Ground, and
Slow.
Immobilizing effects refer to crowd control effects that render the unit unable to control their movement, which includes
Airborne,
Forced Action (
Charm,
Flee,
Taunt),
Root,
Sleep,
Stasis,
Stun (
Suspension), and
Suppression.
Airborne,
Knockdown, and
Stasis are the only crowd control effects that interrupt
dashes and
displacements (airborne status while knocked up is not changed by stasis however).
- Crowd control applied by one's self or an ally cannot be countered in any way (neither reduced, resisted, nor removed) unless otherwise stated.
- Self-
slows (e.g. , , and ) will be reduced by
slow resist.
- Self-
Brittle is a
debuff that reduces a unit's effective
Tenacity by 30%. It ends prematurely when the affected unit is
immobilized.
Forced action crowd control effects end prematurely if the Source dies.
Charm,
Flee, and
Taunt all individually apply the same debuff even from different ability sources.
- Forced action effects override each other when they're applied on the same target; an ongoing forced action will end prematurely when another one is applied.
- All crowd control effects that inhibit attacking also
interrupt attack windups. In terms of crowd control,
unstoppable basic attacks are interrupted by
polymorph only.
- All crowd control effects that inhibit casting will also disable abilities that can be recast, unless otherwise stated by the ability.
Spell shield blocks all components of an ability, including crowd control, unless the ability itself cannot be blocked.
channels.
and are special cased to be deactivated by all forms of crowd control that interrupt all
The following mobility spells are interrupted / prevented by immobilizations and/or
ground:
- and
The following will trigger / enhance an effect from immobilizations and/or
slows:
Taunt is the only crowd control that could theoretically break
stealth, as the status effect is interrupted by declaring attacks.
Airborne
A unit that is knocked airborne is made so alongside undergoing a forced displacement in a specified direction or to a specific point or for a set duration at its current location, during which it is also unable to control its movement, declare attacks, cast abilities, activate items or use the summoner spells
Flash,
Teleport,
Hexflash, and
Mark /
Dash.
Interrupts: | Interrupts attack windups (![]() ![]() ![]() |
---|---|
Reduction: | The duration of airborne and its forced movement execution time is unaffected by ![]() |
Resist: | Resisted by ![]() ![]() |
Removal: | The forced movement that comes with airborne effects cannot be removed by cleanses, which innately disables attacking and moving and can be overridden by ![]() ![]() ![]() ![]() ![]() |
To expand upon the countering of airborne, consider that the effect is made up of two components: a movement modifier (called a "move block" by Riot, referring to a chunk of code) and the airborne status itself (which is responsible for disabling the unit's actions). As a general rule, the most recent move block will overrule any previous move blocks, which is how and combo functions. This rule also extends to all beneficial movement modifiers, such as dashes and
blinks, which is why and will overrule each other depending on their order of activation. Most beneficial movement modifiers do not prevent the activation of abilities, allowing to still activate abilities during but not during .
- In some instances, the airborne status duration is longer than the move block (e.g. ), but in most cases they are the same duration. There have been cases in the past where the airborne status duration was shorter, but this usually lead to bug-like interactions and was later "fixed" (e.g. did not apply any airborne status at all in the initial charge on the ability, which allowed his enemies to use an instant movement ability to supersede the charge's knockback and get over the wall).
- is the only airborne effect that can't have its status removed by cleanses.
Knock aside
- The unit is knocked
airborne in a direction perpendicular from the source.
- Champions with knock aside: , , (minions and monsters only), , .
- Monsters with knock aside: .
Knock back
- The unit is knocked
airborne in a direction directly away from the point of cast.
- Champions with knock back: (champions and large monsters), , , , , , , , , (non-champions only), , , , , , , , , , , , , (non-champions only), , , , , , , , , , , , , .
- Monsters with knock back: , , .
Knock up
- The unit is knocked
airborne a very small distance in a random direction on the spot.
- Champions with knock up: , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , .
- Monsters with knock up: .
Pull
- The unit is knocked
airborne in a direction toward the point of cast, and in some cases over the point of cast.
- Champions with pull: (champions and large monsters), , , , , , , (minions and monsters only), , , , , , , , , (non-champions only), .
Blind
A unit that is blinded will miss their basic attacks for the duration, comparable to attacking a target that is able to
dodge or
block, but not mechanically similar. Missed basic attacks will fail to deal damage or apply
on-hit effects, with the exception of some empowered basic attacks. Blind does not prevent the unit from declaring attacks, unlike
Disarm.
Interrupts: | Does not interrupt any actions, but will prevent ![]() |
---|---|
Reduction: | The duration is affected by ![]() |
Resist: | Resisted by ![]() |
Removal: | Removed by ![]() |
- Champions with blind: .
- Blind has no effect on abilities that trigger
on-hit effects (e.g. , , and ).
- Blinded enemies will only miss if the attack is declared while blinded;
ranged units still hit if the
projectile fires before the blind, and vice versa.
- Blind takes priority if the attack would be
dodged or
blocked.
- Blind causes to fire pellets with a random spread, excluding the direction of his target.
Cripple
A unit that is crippled has reduced attack speed for the duration.
Interrupts: | Does not interrupt any actions. |
---|---|
Reduction: | The duration is affected by ![]() |
Resist: | Resisted by ![]() ![]() |
Removal: | Removed by ![]() |
- Champions with cripple: , , .
- Items with cripple: .
Disarm
A unit that is disarmed is unable to declare basic attack commands for the duration.
Interrupts: | Interrupts basic attack windups (![]() |
---|---|
Reduction: | The duration is affected by ![]() |
Resist: | Resisted by ![]() |
Removal: | Removed by ![]() |
- Champions with disarm: , (non-champions only), (self/allies).
Disrupt
When a unit is disrupted, it has their channeled and charged abilities interrupted. Unlike
Silence, the unit can still cast abilities.
Disrupt is not, and does not apply, a status effect.
Interrupts: | Interrupts all ![]() |
---|---|
Reduction: | The effect is instantaneous. There is nothing to reduce. |
Resist: | Resisted by ![]() |
Removal: | The effect is instantaneous. There is nothing to remove. |
- Champions with disrupt: , , .
Forced action
Charm
- For the item, see
A unit that is charmed is forced to move directly toward the Source (the unit that casted the Charm spell) for the duration, during which they're unable to perform issued movement commands, declare attacks, cast abilities, activate items or use the summoner spells
Flash,
Teleport,
Hexflash, and
Mark /
Dash. All charms also apply a
slow.
Interrupts: | Interrupts attack windups (![]() ![]() |
---|---|
Reduction: | The duration is affected by ![]() |
Resist: | Resisted by ![]() |
Removal: | Removed by ![]() |
- Champions with charm: , , , .
Fear / Flee
A unit that is fleeing or feared is forced to move directly away from the Source (the unit that casted the Fear spell) for the duration, during which they're unable to perform issued movement commands, declare attacks, cast abilities, activate items or use the summoner spells
Flash,
Teleport,
Hexflash, and
Mark /
Dash. All fears also apply a
slow.
Interrupts: | Interrupts attack windups (![]() ![]() |
---|---|
Reduction: | The duration is affected by ![]() |
Resist: | Resisted by ![]() |
Removal: | Removed by ![]() |
- Champions with flee: (non-champions only), (non-champions only), , , , , , .
Note that, while Fear is now synonymous with Flee, it is technically still the name of a now-deprecated form of Crowd Control that had the target move around aimlessly.
Taunt
A unit that is taunted will attempt to perform basic attacks on the Source (the unit that casted the Taunt spell) for the duration, during which they're unable to perform issued movement or attack commands, cast abilities, activate items or use the summoner spells
Flash,
Teleport,
Hexflash, and
Mark /
Dash.
Interrupts: | Interrupts all ![]() |
---|---|
Reduction: | The duration is affected by ![]() |
Resist: | Resisted by ![]() |
Removal: | Removed by ![]() |
- Champions with taunt: , , .
Ground
A unit that is grounded is unable to activate mobility spells for the duration, which include all active dash and
blink abilities - including the
summoner spells
Flash,
Teleport,
Hexflash, and
Mark /
Dash, plus a number of additional cases. Ground does not disable nor interrupt
Recall and
Empowered Recall. This effect does not innately
knockdown a target that is already performing a dash. Grounded units can still be
displaced.
Ground is the only type of crowd control that is most commonly found in persistent area of effects, which will reapply the status effect continuously.
Interrupts: | Interrupts ![]() |
---|---|
Reduction: | The duration is affected by ![]() |
Resist: | Resisted by ![]() |
Removal: | Removed by ![]() |
- Champions with ground: , , .
Kinematics
A unit that is under the effect of kinematics will be dragged to a specific unit or location for the duration. Kinematics has no effect on units that are performing any form of movement other than basic movement and other kinematic effects.
Kinematics should not be confused as an airborne effect nor displacement effect. It does not disable any of the unit's actions.
Interrupts: | Does not interrupt any actions, but will prevent the unit from effectively ![]() |
---|---|
Reduction: | The duration is unaffected by ![]() |
Resist: | Resisted by ![]() ![]() |
Removal: | Removed by leaving the source of the area of effect. Cannot be removed by ![]() |
- Champions with kinematics: .
Knockdown
Knockdown only affects units that are performing a dash or being displaced by an
airborne effect. A unit that is knocked down has its dash or displacement interrupted and is placed on the ground instantly.
Knockdown is not a status effect.
Interrupts: | Interrupts all ![]() ![]() ![]() |
---|---|
Reduction: | The effect is instantaneous. There is nothing to reduce. |
Resist: | Resisted by ![]() ![]() |
Removal: | The effect is instantaneous. There is nothing to remove. |
- Champions with knockdown: , , , , , , , , , .
Nearsight
A unit that is nearsighted has their sight radius reduced and cannot see beyond their sight radius by any means for the duration, causing them to lose vision of all their allies as well as all external sources of vision (including from
wards or abilities). This means it prevents
unit-targeted effects, such as basic attacking, from being used outside of the unit's reduced sight radius, requiring the unit to have personal vision of their target.
True sight and
unobstructed vision do not infiltrate nearsight.
Interrupts: | Interrupts target commands if the nearsighted unit's target is outside of their new vision area and prevents ![]() |
---|---|
Reduction: | The duration is unaffected by ![]() |
Resist: | Resisted by ![]() |
Removal: | Removed by ![]() ![]() |
- Champions with nearsight:
- The following abilities from said champions apply nearsight:
- 330 units. reduces sight radius of the enemy target to
- 「 to 1,030 units. 」「 by 320 units. 」 reduces sight radius of enemy champions
- Resisting and removal effects will only apply to the loss of shared vision from this ability. Enemies outside Smoke Screen cannot see through its area of effect and vice versa by any means. This is not a status effect.
reduces sight radius of enemies inside the bubble to 250 units oriented to the center, but grants them vision of the entire smoke bubble.
, , .
- The following abilities from said champions apply nearsight:
- The allied portrait icons do not update while nearsighted unless an ally
dies; the health, resource, level, and ultimate indicators do not change from at the time of being nearsighted initially. This also applies to the tab view for seeing the item inventory for all champions in a match.
- Multiple applications of nearsight debuffs will only consider the one with the greatest sight reduction.
- Since
sight is shared, allies will not be able to see further than their nearsighted ally's sight radius. This vision can still be effectively granted by other allies near the affected ally, in which case some, or all, of the lost vision is recovered.
Silence
A unit that is silenced is unable to cast abilities, activate items or use the summoner spells
Flash,
Teleport,
Hexflash, and
Mark /
Dash for the duration.
Interrupts: | Interrupts all ![]() |
---|---|
Reduction: | The duration is affected by ![]() |
Resist: | Resisted by ![]() |
Removal: | Removed by ![]() |
- Champions with silence: , , , , (allies), , (self/allies), .
The following crowd control types combine silence with additional effects:
Polymorph
- Champions with polymorph: .
Sleep
Drowsy
A unit that is drowsy is gradually slowed over the duration, and will fall
asleep thereafter.
Removing drowsy or being displacement immune or
immune to crowd control at its end will prevent
sleep from occurring.
Interrupts: | Does not interrupt any actions. |
---|---|
Reduction: | The duration is unaffected by ![]() |
Resist: | Resisted by ![]() |
Removal: | Removed by ![]() |
- Champions with drowsy: , .
Slow resist,
slow immunity and slow removals ( , , ) can be used to (respectively) weaken, prevent or remove the associated slow, however, it does not prevent from falling asleep after the duration.
Tenacity gained while drowsy will still affect the duration of the sleep.
A unit that is asleep is unable to control its movement, declare attacks, cast abilities, activate items or use the summoner spells
Flash,
Teleport,
Hexflash, and
Mark /
Dash for the duration. Sleep occurs after the duration of
drowsiness finishes.
Interrupts: | Falling asleep interrupts attack windups (![]() ![]() |
---|---|
Reduction: | The duration is affected by ![]() |
Resist: | Resisted by ![]() ![]() |
Removal: | Removed by ![]() ![]() ![]() |
- Champions with sleep: , .
Slow
A unit that is slowed has reduced movement speed for the duration. Slow percentages cannot reduce a target below
110 movement speed. Some slows will instead modify the target's movement speed to a static value, which may not be further reduced nor increased.
Only the slow with the highest value is taken into movement speed calculations. All additional slows are ignored until the higher-valued slow wears off.
Interrupts: | Does not interrupt any actions. |
---|---|
Reduction: | The duration is affected by ![]() The strength is reduced by |
Resist: | Resisted by ![]() ![]() |
Removal: | Removed by ![]() |
- Champions with slow:
- and are the only ones who can reduce movement speed below 110, to 60 and 100 respectively. This movement speed is set and cannot be modified, but it can still be cleansed and mitigated by slow-immunity.
, , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , .
- Items with slow: , ( ), ( ), ( ), , , , , ( ), ( ).
- Monsters with slow: , .
- Summoner Spells with slow:
Chilling Smite,
Exhaust.
- Runes with slow: .
Snare / Root
A unit that is rooted is unable to control its movement or activate dashing or
blinking spells for the duration. This effect does not innately
knockdown a target that is already performing a dash.
Moving includes movement commands, as well as all dash and
blink abilities - including the
summoner spells
Flash,
Teleport,
Hexflash, and
Mark /
Dash, plus a number of additional cases. Root does not disable nor interrupt
Recall /
Empowered Recall.
Interrupts: | Interrupts ![]() |
---|---|
Reduction: | The duration is affected by ![]() |
Resist: | Resisted by ![]() |
Removal: | Removed by ![]() |
- Champions with root: , , , , , , , , , , , , , , , , , , , , , , , , , , , , , .
- Items with root: ( ).
Stasis
- For the named item effect, see Stasis
A unit that is in stasis is unable to control its movement, declare attacks, cast abilities, activate items or use any summoner spell for the duration, while also being
invulnerable and
untargetable.
Interrupts: | Interrupts attack windups (![]() ![]() ![]() ![]() ![]() ![]() |
---|---|
Reduction: | The duration is unaffected by ![]() |
Resist: | Resisted by ![]() ![]() ![]() ![]() ![]() |
Removal: | Cannot be removed by any means (except through ![]() ![]() ![]() |
- Champions with stasis: , (self), (self), (self), (non-champions only), (self/allies).
- Items with stasis: (self), (self), (self).
Stun
A unit that is stunned is unable to control its movement, declare attacks, cast abilities, activate items or use the summoner spells
Flash,
Teleport,
Hexflash, and
Mark /
Dash for the duration.
Interrupts: | Interrupts attack windups (![]() ![]() |
---|---|
Reduction: | The duration is affected by ![]() |
Resist: | Resisted by ![]() |
Removal: | Removed by ![]() |
- Champions with stun: , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , , .
- Monsters with stun: .
Suspension
A unit that is suspended is stunned for the duration. It also pretends to be
airborne while the stun holds ( can be cast on a suspended enemy). A unit that is stunned is unable to control its movement, declare attacks, cast abilities, activate items or use the
summoner spells
Flash,
Teleport,
Hexflash, and
Mark /
Dash for the duration.
Unlike common stuns, suspension is prevented by effects that prevent
displacements and becoming suspended also interrupts the ongoing movement of
dashes and
airborne effects.
Like common stuns, it is affected by
Tenacity and can be fully removed by
cleansing effects.
Interrupts: | Interrupts attack windups (![]() ![]() ![]() ![]() |
---|---|
Reduction: | The duration is affected by ![]() |
Resist: | Resisted by ![]() ![]() |
Removal: | Fully removed by ![]() |
- Champions with suspension: , .
- Abilities that apply both an
airborne effect and a
stun (such as or ) are not sources of suspension and should not be confused with being so. This form of crowd control is special and is unique to and .
Suppression
A unit that is suppressed is unable to control its movement, declare attacks, cast abilities, activate items or use any summoner spell for the duration.
Interrupts: | Interrupts attack windups (![]() ![]() |
---|---|
Reduction: | The duration is unaffected by ![]() |
Resist: | Resisted by ![]() |
Removal: | Removed by ![]() ![]() |
- Champions with suppression: , , , , , , .
- The following abilities that apply suppression also override
dashes and
displacements:
- The following abilities that apply suppression also
knockdown the target: