A channeled ability is an ability that can be interrupted by crowd control effects that inhibit casting. These effects are: Airborne icon airborne, Charm iconFear iconTaunt icon forced action, Disarm icon disarm, Silence icon silence, Stasis icon stasis, Stun icon stun and Suppression icon suppression. When the caster activates the channelled ability he stops any action he was performing at that moment.

While the effects of the ability are present the caster is channelling the ability. In most cases the caster can stop the channelling by performing any action, such as autoattacking, moving or casting their other abilities. Some channelled abilities, however, prevent the caster from doing anything else until the channeling finishes. Most activatable items and summoner spells can be used while channeling without interrupting.

List of Channeled Abilities

Champion Ability Channel duration Notes
CaitlynSquare Caitlyn Ace in the Hole 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.
DariusSquare Darius Noxian Guillotine Noxian Guillotine 0.25 seconds approximate Darius is channeling during his dash. Darius must complete the channel in order to deal damage. Interrupting Noxian Guillotine does not put it on cooldown or expend mana.
FiddlesticksSquare Fiddlesticks Drain Drain 5 seconds Deals damage every 0.5 seconds while channeling.
FiddlesticksSquare Fiddlesticks Crowstorm Crowstorm 1.5 seconds Channeling for the full duration is required to blink and start dealing damage.
GragasSquare Gragas Drunken Rage 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.
JannaSquare Janna Monsoon Monsoon 3 seconds Health is restored every 0.5 second while channeling.
KarthusSquare Karthus Requiem Requiem 3 seconds Channeling for the full duration is required to deal the damage. While Death Defied Defying Death is active, it is impossible to interrupt Requiem.
KatarinaSquare Katarina Death Lotus Death Lotus 2.5 seconds Damage is dealt every 0.166 seconds while channeling.
MalzaharSquare Malzahar Nether Grasp 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 YiSquare Master Yi Meditate Meditate 4 seconds Health is restored every 0.5 second while channeling.
Miss FortuneSquare Miss Fortune Bullet Time Bullet Time 3 seconds Damage is dealt every 0.25/0.2142/0.1875 second while channeling.
NunuSquare Nunu Absolute Zero Absolute Zero 3 seconds Damage will be dealt even if the channeling is interrupted, but the damage will be reduced.
OrnnSquare Ornn Living Forge & Master Craftsman Living Forge 4 seconds Channeling for the full duration is required to purchase item.
PantheonSquare Pantheon Heartseeker Strike Heartseeker Strike 0.75 seconds Damage is dealt every 0.25 second while channeling.
PantheonSquare Pantheon Grand Skyfall Grand Skyfall 2 seconds Channeling for the full duration is required to teleport and deal the damage.
Twisted FateSquare Twisted Fate Gate Gate 1.5 seconds Channeling for the full duration is required to teleport.
WarwickSquare Warwick Infinite Duress Infinite Duress 1.5 seconds Damage is dealt every 0.3 second while channeling. The suppress effect ends early upon the channel being interrupted.

Movement Channels

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

Champion abilities
Champion Ability Channel duration Notes
CaitlynSquare Caitlyn 90 Caliber Net 90 Caliber Net ~0.25 seconds Channeling for the full duration is required to dash.
ShenSquare Shen Stand United Stand United 3 seconds Channeling for the full duration is required to teleport.
ZacSquare Zac Elastic Slingshot 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 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
Empowered Recall Empowered Recall 4 seconds Channeling for the full duration is required to teleport.
Recall Recall 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.

Attacking Channel

Unlike other forms of channeling, LucianSquare Lucian's The Culling The Culling can be interrupted by attack-inhibiting crowd control effects rather than casting-inhibiting effects. These effects are: Airborne icon airborne, Disarm iconRoot icon entangle, Charm iconFear iconTaunt icon forced action, Disarm icon disarm, Stun icon stun and Suppression icon suppression. The difference in the list is that Silence icon silence is not present and Disarm iconRoot icon entangle is. This is the only case of an attacking channel that does not inhibit movement.

Champion Ability Channel duration Notes
LucianSquare Lucian The Culling The Culling 0–2 seconds Damage is dealt over the duration depending on the ability's rank.

Charged Abilities

With the release of VarusSquare 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 quick cast, 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 Flash and Dark Passage 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
SionSquare Sion Decimating Smash 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.
VarusSquare Varus Piercing Arrow 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.
ViSquare Vi Vault Breaker 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.
XerathSquare Xerath Arcanopulse 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 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 icon displacement 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 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 Ezreal Arcane Shift Arcane Shift 0.25 seconds There is a wind-down animation upon landing, however this is not forced and Ezreal can move instantly.
EzrealSquare Ezreal Trueshot Barrage Trueshot Barrage 1 second Casting for the full duration is required to fire the missile
KassadinSquare Kassadin Riftwalk Riftwalk 0.25 seconds There is a wind-down animation upon landing, however this is not forced and Kassadin can move instantly.
LuxSquare Lux Final Spark Final Spark 0.5 seconds Casting for the full duration is required to fire the shot
TristanaSquare Tristana Rocket Jump Rocket Jump 0.25 seconds Tristana cannot move or attack during the animation, but may use her abilities