- Not to be confused with casting times.
A channeled ability is an ability that can be interrupted through specific crowd control effects. Interrupting a channeled ability is desirable either to end its effects early or to prevent the ability from successfully firing in the first place.
Activating a channeled ability will cause the caster to stop moving and begin channeling for a specific duration. These abilities are interrupted by crowd control effects that inhibit casting, namely: airborne, forced action, polymorph, silence, stun and suppression.
Some casting channels actively prevent the caster from making other actions (such as autoattacking, moving or casting their other abilities). However, this is a luxury and not a rule; in most cases the caster is still able to perform other actions but doing so will interrupt the channel. Most activatable items and summoner spells can be used while channeling without interrupting, which is particularly useful information for jungle Fiddlesticks: as consuming will not interrupt Drain.
List of Channeled Abilities
- Champion abilities
|Caitlyn||Ace in the Hole||1 seconds||Channeling for the full duration is required to fire the missile. If the target dies while channeling, the ability is put on a 5 second cooldown.|
|Darius||Noxian Guillotine||0.25 seconds approximate||Darius is considered to be channeling during the dash. Darius must complete the channel in order to deal damage. Interrupting Noxian Guillotine does not put it on cooldown or expend mana.|
|Fiddlesticks||Drain||5 seconds||Damage is dealt every 0.5 seconds while channeling.|
|Fiddlesticks||Crowstorm||1.5 seconds||Channeling for the full duration is required to blink and start dealing damage.|
|Galio||Idol of Durand||2 seconds||The taunt effect ends early upon the channel being interrupted; but the damage is still dealt in full.|
|Gragas||Drunken Rage||0.75 seconds||Channeling for the full duration is required to gain the bonus magic damage for Gragas' next basic attack within ~5 seconds. Gragas also gains damage reduction for 3 seconds.|
|Janna||Monsoon||3 seconds||Health is restored every 0.5 second while channeling.|
|Karthus||Requiem||3 seconds||Channeling for the full duration is required to deal the damage. While Defying Death, it is not possible to interrupt Requiem.|
|Katarina||Death Lotus||2.5 seconds||Damage is dealt every 0.2 seconds while channeling.|
|Malzahar||Nether Grasp||2.5 seconds||Damage is dealt to enemies in the Null Zone that is created upon starting the channel every second; interrupting the channel won't make the Null Zone disappear prematurely.|
|Master Yi||Meditate||4 seconds||Health is restored every 0.5 second while channeling.|
|Miss Fortune||Bullet Time||3 seconds||Damage is dealt every 0.25/0.2142/1.875 second while channeling.|
|Nunu||Absolute Zero||3 seconds||Damage will be dealt even if the channeling is interrupted, but the damage will be reduced.|
|Pantheon||Heartseeker Strike||0.75 seconds||Damage is dealt every 0.25 second while channeling.|
|Pantheon||Grand Skyfall||2 seconds||Channeling for the full duration is required to teleport and deal the damage.|
|Twisted Fate||Gate||1.5 seconds||Channeling for the full duration is required to teleport.|
|Urgot||Hyper-Kinetic Position Reverser||1 second||Channeling for the full duration is required to swap positions with his target.|
|Warwick||Infinite Duress||1.8 seconds||Damage is dealt every 0.334 second while channeling.|
- Champion abilities
|Caitlyn||90 Caliber Net||~0.25 seconds||Channeling for the full duration is required to dash.|
|Shen||Stand United||3 seconds||Channeling for the full duration is required to teleport.|
|Zac||Elastic Slingshot||0-Unknown seconds||The range increases over the first 0.9 / 1 / 1.1 / 1.2 / 1.3 seconds. The cooldown is reduced by half the base amount and half the health cost is refunded if the ability is canceled, interrupted or times out.|
|Name||Duration of channel||Notes|
|4 seconds||Channeling for the full duration is required to teleport.|
|Name||Duration of channel||Notes|
|4.5 seconds||Channeling for the full duration is required to teleport.|
|8 seconds||Channeling for the full duration is required to teleport.|
|Greater Relic||3 seconds||Channeling for the full duration is required to capture the objective.|
|Capture Point||Varying duration||Channeling for the full duration is required to capture the objective. If the capture point is owned by the enemy, it will neutralize halfway through the channel.|
Recently, several damage over time abilities were changed to not interrupt the above channels:
With the release of Lucian, a new form of channeling was added to the game. Unlike previous forms of channeling, The Culling is interrupted by attack-inhibiting crowd control effects rather than casting-inhibiting effects, namely: airborne, entangle, forced action, polymorph, stun and suppression. Unlike other forms of channel, silence does not interrupt the channel and entangle will.
The only example of an attacking channel does not inhibit movement.
|Lucian||The Culling||0-2 seconds||Damage is dealt over the duration depending on the ability's rank.|
With the release of Varus, a new subtype of channeling was added to the game - charging. A charged ability has two activations - the first begins the charging and the second will fire the ability. While using smart casting, the player must keep the hotkey held down to charge the ability and it will fire upon releasing the key. Unlike casting channels, the caster is still able to move freely including the use of and Dark Passage.
Charging is a sub-classification. The forms of crowd control that will interrupt a charged ability depends on the ability's supertype.
|Sion||Decimating Smash||0-2 seconds; classic channel||The damage and range increases over the duration, the crowd control changes passing the first second, and said new crowd control increases its duration over the last second. The cooldown is reduced to 2 seconds if the ability is interrupted.|
|Varus||Piercing Arrow||0-4 seconds; classic channel||The damage and range increase over the first 2 seconds. Mana is refunded if Varus cancels the shot or it times out.|
|Vi||Vault Breaker||0-4 seconds; movement channel||The damage and range increase over the first 1.25 seconds. The cooldown is reduced to 3 seconds and mana is refunded if the ability is interrupted.|
|Xerath||Arcanopulse||0-3 seconds; classic channel||The range increases over the first 1.5 seconds. Half the mana cost is refunded if the ability is times out.|
Most champion abilities that are cast (like Disintegrate) have a very brief casting time that will interrupt other actions, such as movement or attacking (most will automatically have the champion continue in their previous actions, although some will interrupt previous actions indefinitely). These casting times cannot be interrupted except by the caster's death. Casting times will show a channeling bar on screen, although the bars of short casting times will often not be drawn except on very high framerates.
Champions will ignore crowd control effects while casting, with the exception of airborne/knockabout effects. This is different from crowd control immunity as the effect can persist the duration of the casting time. If a champion is knocked about while casting, the skill will still fire from the point of cast regardless of the caster's position at the time of fire (although it's worth noting that the animation will occasionally fire from the new location). For blinks and dashes, they too will move toward the selected target after the casting has finished regardless of crowd control effects suffered during the cast time.
"Casting" is sometimes referred to as "charging", although charging was assigned to a new mechanic with the release of Varus.
Some notable examples of longer casting times, or casting times that are frequently labelled bugs on account of their ability to ignore crowd control:
|Ezreal||Arcane Shift||0.25 seconds||There is a wind-down animation upon landing, however this is not forced and Ezreal can move instantly.|
|Ezreal||Trueshot Barrage||1 second||Casting for the full duration is required to fire the missile|
|Kassadin||Riftwalk||0.25 seconds||There is a wind-down animation upon landing, however this is not forced and Kassadin can move instantly.|
|Lux||Final Spark||0.5 seconds||Casting for the full duration is required to fire the shot|
|Tristana||Rocket Jump||0.25 seconds||Tristana cannot move or attack during the animation, but may use her abilities|
|Xerath||Arcanopulse||0.75 seconds||Casting for the full duration is required to fire the shot|
|Xerath||Arcane Barrage||~0.2 seconds||The beam will appear instantly and has an ~0.5 second delay. Casting for the full 0.2 seconds is required for the beam to fire. If Xerath dies before then, the blast will fizzle.|