英雄联盟维基
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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.

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 Morgana's Morgana's Tormented Soil Tormented Soil).

Types of Crowd Control[]

This article contains a streamlined version of the content. For the full 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 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.
    • 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 (Rammus' Rammus' Powerball Powerball) to 1.5 (Lulu's 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' Rammus' Powerball Powerball) to 1.5 (Lulu's Lulu's Wild Growth Wild Growth)
    • Pull/Fling: A pull effect causes the target to be made airborne in a direction toward the point of cast.
  • Blind: A unit that is blinded will miss their auto-attacks for the duration.
  • Entangle: A unit that is entangled is unable to control their movement or attack for the duration.
  • 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.
    • 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.
    • Fear: A unit that is feared will walk in random directions with reduced movement speed for the duration.
    • Flee: Targeted unit will move away from the attacker.[1]
    • Taunt: A unit that is taunted will attempt to attack the source of the taunt for the duration.
  • Polymorph: A unit that is pacified cannot attack or cast abilities, and has reduced movement speed for the duration.
  • Silence: A unit that is silenced cannot cast abilities for the duration.
  • Slow: A unit that is slowed has reduced movement speed for the duration.
  • Snare/Root: A unit that is snared is unable to control their movement for the duration.
  • Stun A unit that is stunned is unable to control their movement, attack or cast abilities for the duration.
  • Suppression: A unit that is suppressed is unable to control their movement, attack, cast abilities or use spells (including Cleanse Cleanse). The duration is also unaffected by crowd control reduction.

Summary Table[]

 X mark  denotes that the action is blocked

Movement Attacking Abilities Spells Reduction Removal
Airborne  X mark   X mark   X mark   X mark   X mark 
Blind  X mark 
Entangle  X mark   X mark 
Forced Action  X mark   X mark   X mark 
Polymorph  X mark   X mark 
Silence  X mark   X mark 
Slow
Snare  X mark 
Stun  X mark   X mark   X mark 
Suppression  X mark   X mark   X mark   X mark   X mark 

Please note the following:

  • Movement includes abilities and summoner spells (such as Flash Flash Teleport Teleport and Ezreal's Ezreal's Arcane Shift Arcane Shift).
    • 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 Cleanse Cleanse.
  • Slow, whilst a form of crowd control, doesn't actively block anything.

Categorization[]

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 Karthus' Karthus' Requiem Requiem and Katarina's Katarina's Death Lotus Death Lotus.

Hard CC — The following effects disrupt the channelling of abilities:

  • Airborne
  • Forced Action
  • Polymorph
  • Silence
  • Stun
  • Suppression

Soft CC — The following effects do not disrupt the channelling of abilities:

  • Blind
  • Entangle
  • Slow
  • Snare

Modifiers[]

Abilities can also be categorized by what their effects inhibit.

Movement Modifiers — The following effects in some way inhibit movement:

  • Airborne
  • Entangle
  • Forced Action
  • Slow
  • Snare
  • Stun
  • Suppression

Action Modifiers — The following effects in some way inhibit the ability to attack or cast abilities:

  • Airborne
  • Blind
  • Entangle
  • Forced Action
  • Polymorph
  • Silence

Countering Crowd Control[]

Crowd Control can be countered in three different ways.

Preventing[]

Crowd control can be prevented. All forms of crowd control can be prevented, including knockback, knockup and pull effects.

Removing[]

Crowd control can be removed after it has been applied. These effects can be activated while under the effects of the crowd control.

All forms of crowd control can be removed except knockback, knockup and pull effects.

Tenacity[]

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. Note: This does not reduce the potency of the effect.

CC Reduction[]

Another form of Tenacity but these effects can stack multiplicatively with Tenacity and with other type of CC duration reduction. Note: This does not reduce the potency of the effect.

Champion abilities[]

Masteries/spells[]

Nearly-CC[]

The following effects are comparable to crowd control in the sense that if blind disrupts a carry then defense reduction disrupts a tank.

  • Cripple: A champion who is crippled has their attack speed slowed. This considerably reduces the damage per second of auto-attack champions.
  • Grievous Wound: A unit that is afflicted by grievous wound is receiving less health from healing effects, health regeneration, life steal and spell vamp.
  • Shred: Shred is a term used to describe an effect that reduces an enemy's armor and/or magic resistance.

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 Wither Wither and Ice Blast Ice Blast). The are also not block or removed by effects such as Ragnarok Ragnarok and Black Shield Black Shield. Only Quicksilver Sash Quicksilver Sash will remove them.

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:

  • 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 asKatarina's Katarina's Death Lotus Death Lotus and for champions with snowball items such as Mejai's Soulstealer Mejai's Soulstealer.
  • 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 Nocturne's Nocturne's Shroud of Darkness Shroud of Darkness, Gangplank's Gangplank's Remove Scurvy Remove Scurvy, Olaf's Olaf's Ragnarok Ragnarok, and Tryndamere's Tryndamere's Undying Rage Undying Rage.
  • 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: Teemo Teemo, Singed Singed, Shaco Shaco,Lulu Lulu and Dr Dr. Mundo.
  • Intimidation: Some champions can intimidate enemies from engaging on them, through having a large hitbox such as Chogath Chogath or Nautilus 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: Evelynn Evelynn, Rengar Rengar, and Shaco Shaco.
  • More so than the champion, some skills can also have this effect: such as Fiddlesticks' Fiddlesticks' Crowstorm Crowstorm, Morgana's Morgana's Soul Shackles Soul Shackles, and Nocturne's Nocturne's Paranoia Paranoia. Morgana 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 Zhonya's Hourglass Zhonya's Hourglass, this is a somewhat irrational as many champions could simply kill her during the 3 seconds.

Self-CC[]

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.
  • Knockback: A champion that knockbacks itself and is unable to cast abilities or summoner spells.
    • Caitlyn's Caitlyn's 90 Caliber Net 90 Caliber Net is currently a self-knockback ability. It knockbacks the caster in the opposite direction aimed.
    • Ziggs' Ziggs' Satchel Charge Satchel Charge 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.
    • Amumu's Amumu's Bandage Toss Bandage Toss is currently a self-pull ability. It pulls the caster towards an enemy unit.
    • Nautilus' Nautilus' Dredge Line Dredge Line is currently a self-pull ability. It pulls the caster and an enemy unit towards each other. It also pulls the caster towards terrain.
    • Leona's Leona's Zenith Blade Zenith Bladeis currently a self-pull ability. It pulls the caster towards the furthest enemy champion hit.
    • Jarvan IV's Jarvan IV's Dragon Strike Dragon Strike is currently a self-pull ability. It pulls the caster towards Demacian Standard 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.

These effects are not affected by crowd control reduction, nor can they be removed by cleansing effects.

Trivia[]

References[]


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