A channeled ability is any ability which, upon activation, makes the champion immobile and unable to attack or use abilities in order to achieve the desired effect.
Gameplay[]
All channeled abilities can be interrupted by enemy champions using any "interrupt" crowd control effect on the channeling champion. Interrupts do not include slows, blinds, or snares. They can also be interrupted by the player by giving orders such as walking away or activating another ability. Using most summoner spells will not interrupt channeled abilities.
Channels that can only be stopped by enemy crowd control or by the player's choice are called soft channels. However, ALL channels can be cancelled at the player's will through using the summoner spell flash. Although a rare occasion, the cancelling of a channel by using flash may be a preferred option when one starts a channel that will have an undesired result such as death.
There are other actions that produce a channel will be stopped by any damage dealt by champions. These are called hard channels. Hard channels include capturing or neutralizing nodes, capturing the Greater Relic on the in Dominion, and the use of recall. Damage caused by enemy minions will interrupt recall only.
List of channeled abilities[]
Summoner spells[]
Spell | Duration of channel | Notes |
---|---|---|
Enhanced Recall | 4.5 seconds (4 seconds with Improved Recall Improved Recall) | Channeling for the full duration is required to teleport. |
Recall | 8 seconds (7 seconds with Improved Recall Improved Recall) | Channeling for the full duration is required to teleport. |
Teleport | 4 seconds (3.5 seconds with Summoner's Insight Summoner's Insight) | Channeling for the full duration is required to teleport. |
Recall and Enhanced Recall are interrupted by any damage taken to the champion's life-bar directly. This means that shielded champions continue their channeling as long as the shield remains intact.
Champion abilities[]
These channels are indicated by a cast bar going right-to-left.
Champion | Ability | Channel duration | Notes |
---|---|---|---|
2 seconds | Channeling for the full duration is required to deal the damage. | ||
5 seconds | Damage is dealt every second while channeling. | ||
1.5 seconds | Channeling for the full duration is required to teleport and start dealing damage. | ||
2 seconds | Damage will be dealt even if the channeling is interrupted. | ||
1 second | Channeling for the full duration is required to get the buff and full effect of mana restoration. | ||
4 seconds | Health is restored every 0.5 second while channeling. | ||
3 seconds | Channeling for the full duration is required to deal the damage. | ||
2 seconds | Damage is dealt every 0.2 seconds while channeling. | ||
2.5 seconds | Damage is dealt every 0.5 second while channeling. | ||
5 seconds | Health is restored every second while channeling. | ||
2 seconds |
Damage is dealt every 0.25 second while channeling. | ||
3 seconds | Damage will be dealt even if the channeling is interrupted, but the damage will be reduced. | ||
0.75 seconds | Damage is dealt every 0.25 second while channeling. | ||
2 seconds | Channeling for the full duration is required to teleport and deal the damage. | ||
2.5 seconds | Channeling for the full duration is required to teleport. | ||
2 seconds | Channeling for the full duration is required to teleport. | ||
1 second | Channeling for the full duration is required to swap positions with his target. | ||
1.8 seconds |
Damage is dealt every 0.334 second while channeling. |
Pseudo-channels[]
Channelled abilities that can only be interrupted by the death of the caster
Champion | Ability | Channel duration | Notes |
---|---|---|---|
1 second | Channeling for the full duration is required to fire the projectile | ||
0.5 seconds | Channeling for the full duration is required to fire the shot |
Absolute channels[]
Channeled abilities most notably attached to certain blinks or dashes. These abilities each reveal a cast bar that essentially denotes the duration of the ability's "start-up" animation. CC applied during these start-up animations do not interrupt the spell but still affect the target for the full duration. However, the target CC'ed during start up will essentially continue the animation while CC'ed and remain CC'ed for the remaining CC duration after the spell is completed.
Champion | Ability | (Approximate) Channel duration | Notes |
---|---|---|---|
90 Caliber Net | 0.25 seconds | Start-up animation ignores crowd control. | |
Arcane Shift | 0.25 seconds | Start-up animation ignores crowd control. | |
Riftwalk | 0.25 seconds | Start-up animation ignores crowd control. | |
Rocket Jump | 0.25 seconds | Start-up animation ignores crowd control |
Notes[]
"Transmogulate!" 本文是英文页面 Channel 的翻译,最后翻译时间:2012-12-15 ,点击这里可以查看翻译后英文页面的改动。 |