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Channel

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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 FiddlesticksSquare.png Fiddlesticks: as consuming Health Potion item.png Health Potions will not interrupt Drain.png Drain.

List of Channeled Abilities

Champion abilities
Champion Ability Channel duration Notes
CaitlynSquare.png Caitlyn Ace in the Hole.png Ace in the Hole 1 seconds Channeling for the full duration is required fire the missile. If the target dies while channeling, the ability is put on a 5 second cooldown.
DariusSquare.png Darius Noxian Guillotine.png Noxian Guillotine ~0.25 seconds 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.
FiddlesticksSquare.png Fiddlesticks Drain.png Drain 5 seconds Damage is dealt every 0.5 seconds while channeling.
FiddlesticksSquare.png Fiddlesticks Crowstorm.png Crowstorm 1.5 seconds Channeling for the full duration is required to blink and start dealing damage.
GalioSquare.png Galio Idol of Durand.png Idol of Durand 2 seconds The taunt effect ends early upon the channel being interrupted; but the damage is still dealt in full.
GragasSquare.png Gragas Drunken Rage.png Drunken Rage 1 second 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.
JannaSquare.png Janna Monsoon.png Monsoon 3 seconds Health is restored every 0.5 second while channeling.
KarthusSquare.png Karthus Requiem.png Requiem 3 seconds Channeling for the full duration is required to deal the damage. While Death Defied.png Defying Death, it is not possible to interrupt Requiem.
KatarinaSquare.png Katarina Death Lotus.png Death Lotus 2.5 seconds Damage is dealt every 0.2 seconds while channeling.
MalzaharSquare.png Malzahar Nether Grasp.png Nether Grasp 2.5 seconds Damage is dealt every 0.5 second while channeling.
MasterYiSquare.png Master Yi Meditate.png Meditate 4 seconds Health is restored every 0.5 second while channeling.
MissFortuneSquare.png Miss Fortune Bullet Time.png Bullet Time 2 seconds Damage is dealt every 0.25 second while channeling.
NunuSquare.png Nunu Absolute Zero.png Absolute Zero 3 seconds Damage will be dealt even if the channeling is interrupted, but the damage will be reduced.
PantheonSquare.png Pantheon Heartseeker Strike.png Heartseeker Strike 0.75 seconds Damage is dealt every 0.25 second while channeling.
PantheonSquare.png Pantheon Grand Skyfall.png Grand Skyfall 2 seconds Channeling for the full duration is required to teleport and deal the damage.
TwistedFateSquare.png Twisted Fate Gate.png Gate 1.5 seconds Channeling for the full duration is required to teleport.
UrgotSquare.png Urgot Hyper-Kinetic Position Reverser.png Hyper-Kinetic Position Reverser 1 second Channeling for the full duration is required to swap positions with his target.
WarwickSquare.png Warwick Infinite Duress.png Infinite Duress 1.8 seconds Damage is dealt every 0.334 second while channeling.

Movement Channels

The following abilities can also be interrupted by any form of crowd control that interrupts movement, namely: snare and entangle, in addition to all those listed above.

Champion abilities
Champion Ability Channel duration Notes
CaitlynSquare.png Caitlyn 90 Caliber Net.png 90 Caliber Net ~0.25 seconds Channeling for the full duration is required to dash.
ShenSquare.png Shen Stand United.png Stand United 3 seconds Channeling for the full duration is required to teleport.
ZacSquare.png Zac Elastic Slingshot.png 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.
Other
Name Duration of channel Notes
Teleport.png Teleport 4 seconds Channeling for the full duration is required to teleport.

Objective Channels

The following abilities can also be interrupted by taking damage (this does not include health costs). As of V4.4, shielded champions will still be interrupted even if the damage is mitigated.

Name Duration of channel Notes
Enhanced Recall.png Enhanced Recall 4.5 seconds (4 seconds with Improved Recall mastery s3.png Improved Recall) Channeling for the full duration is required to teleport.
Recall.png Recall 8 seconds (7 seconds with Improved Recall mastery s3.png Improved Recall) 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:

Attacking Channel

With the release of LucianSquare.png Lucian, a new form of channeling was added to the game. Unlike previous forms of channeling, The Culling.png 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.

Champion Ability Channel duration Notes
LucianSquare.png Lucian The Culling.png The Culling 0-2 seconds Damage is dealt over the duration at a rate proportional to Lucian's attack speed.

Charged Abilities

With the release of VarusSquare.png 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 Flash.png Flash and Dark Passage.png Dark Passage.

Charging is a sub-classification. The forms of crowd control that will interrupt a charged ability depends on the ability's supertype.

Champion Ability Channel duration/type Notes
VarusSquare.png Varus Piercing Arrow.png Piercing Arrow 0-4 seconds; classic channel The damage and range increases over the first 2 seconds. Mana is refunded if Varus cancels the shot or it times out.
ViSquare.png Vi Vault Breaker.png Vault Breaker 0-4 seconds; movement channel The damage and range increases over the first 1.25 seconds. The cooldown is reduced to 3 seconds and mana is refunded if the ability is interrupted.
XerathSquare.png Xerath Arcanopulse.png 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.

Casting Times

Most champion abilities that are cast (like Disintegrate.png 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 VarusSquare.png 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:

Champion Ability Cast duration Notes
EzrealSquare.png Ezreal Arcane Shift.png Arcane Shift 0.25 seconds There is a wind-down animation upon landing, however this is not forced and Ezreal can move instantly.
EzrealSquare.png Ezreal Trueshot Barrage.png Trueshot Barrage 1 second Casting for the full duration is required to fire the missile
KassadinSquare.png Kassadin Riftwalk.png Riftwalk 0.25 seconds There is a wind-down animation upon landing, however this is not forced and Kassadin can move instantly.
LuxSquare.png Lux Final Spark.png Final Spark 0.5 seconds Casting for the full duration is required to fire the shot
TristanaSquare.png Tristana Rocket Jump.png Rocket Jump 0.25 seconds Tristana cannot move or attack during the animation, but may use her abilities
XerathSquare.png Xerath Arcanopulse.png Arcanopulse 0.75 seconds Casting for the full duration is required to fire the shot
XerathSquare.png Xerath Arcane Barrage.png 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.

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