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.
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 Edit
Summoner spells Edit
|Spell||Duration of channel||Notes|
|Enhanced Recall||4.5 seconds (4 seconds with Improved Recall)||Channeling for the full duration is required to teleport.|
|Recall||8 seconds (7 seconds with Improved Recall)||Channeling for the full duration is required to teleport.|
|Teleport||4 seconds (3.5 seconds with Summoner's Insight)||Channeling for the full duration is required to teleport.|
Champion abilities Edit
These channels are indicated by a cast bar going right-to-left.
|Caitlyn||Ace in the Hole||2 seconds||Channeling for the full duration is required to deal the damage.|
|Fiddlesticks||Drain||5 seconds||Damage is dealt every second while channeling.|
|Fiddlesticks||Crowstorm||1.5 seconds||Channeling for the full duration is required to teleport and start dealing damage.|
|Galio||Idol of Durand||2 seconds||Damage will be dealt even if the channeling is interrupted.|
|Gragas||Drunken Rage||1 second||Channeling for the full duration is required to get the buff and full effect of mana restoration.|
|Janna||Monsoon||4 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.|
|Katarina||Death Lotus||2 seconds||Damage is dealt every 0.2 seconds while channeling.|
|Malzahar||Nether Grasp||2.5 seconds||Damage is dealt every 0.5 second while channeling.|
|Master Yi||Meditate||5 seconds||Health is restored every second while channeling.|
|Miss Fortune||Bullet Time||2 seconds||
Damage is dealt every 0.25 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.|
|Shen||Stand United||2.5 seconds||Channeling for the full duration is required to teleport.|
|Twisted Fate||Gate||2 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.
Channelled abilities that can only be interrupted by the death of the caster
|Ezreal||Trueshot Barrage||1 second||Channeling for the full duration is required to fire the projectile|
|Lux||Final Spark||0.5 seconds||Channeling for the full duration is required to fire the shot|
Absolute channels Edit
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|
|Caitlyn||90 Caliber Net||0.1 seconds||Start-up animation ignores crowd control.|
|Ezreal||Arcane Shift||0.25 seconds||Start-up animation ignores crowd control.|
|Kassadin||Riftwalk||0.25 seconds||Start-up animation ignores crowd control.|
|Tristana||Rocket Jump||0.25 seconds||Start-up animation ignores crowd control|