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Crowd control

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Crowd control (CC) is the term used to describe an ability or spell that temporarily reduces a unit's ability to fight. The term 'crowd control' comes from the ability to control the enemy team during fights, by either restricting their contribution or means to escape. In addition, the use of crowd control can aid in your own survivability: in the same way you can stop them from escaping, you can stop them from following.

Crowd control does not make an enemy untargetable. In the case of Airborne effects, the target is considered to be on the ground for the purposes of skill shots and area of effect damage (such as MorganaSquare.png Morgana's Tormented Soil.png Tormented Soil).

Types of Crowd Control

This article contains a streamlined version of the content. For the full article, see: Types of Crowd Control.

The following are the current forms of crowd control that exist within League of Legends:

  • Airborne: A unit that is airborne is unable to control its movement, attack or cast abilities for the duration. The duration is also unaffected by crowd control reduction and cannot be removed by cleansing effects.
    • Knockback: A knockback causes the target to be made airborne in a direction away from the point of cast.The duration depends on how far the target travels, from 0.75 seconds (RammusSquare.png Rammus's Powerball.png Powerball) to 1.5 (LuluSquare.png Lulu's Wild Growth.png Wild Growth).
    • Knockup: A knockup causes the target to be made airborne on the spot. The duration depends on how high is the target thrown into the air, from 0.75 seconds (RammusSquare.png Rammus's Powerball.png Powerball) to 1.5 (LuluSquare.png Lulu's Wild Growth.png Wild Growth).
    • Pull/Fling: A pull effect causes the target to be made airborne in a direction toward the point of cast.
  • Blind: A unit that is blinded will miss its auto-attacks for the duration.
  • Entangle: A unit that is entangled is unable to control its movement or attack for the duration.
  • Forced Action: A unit that is under the effect of a forced action cannot control its own movement or attacks, and is unable to cast abilities.
    • Charm: A unit that is charmed will move toward the source for the duration.
    • Fear: A unit that is feared will walk directly away from the source of the fear while having reduced movement speed for the duration.
    • Flee: Targeted unit will move away from the attacker.[1]
    • Taunt: A unit that is taunted will attempt to attack the source of the taunt for the duration.
  • Polymorph: A unit that is pacified cannot attack or cast abilities and has reduced movement speed for the duration.
  • Root: A unit that is rooted is unable to control its movement for the duration (occasionally referred to as a Snare).
  • Silence: A unit that is silenced cannot cast abilities or activate items for the duration.
  • Slow: A unit that is slowed has reduced movement speed for the duration.
  • Stun: A unit that is stunned is unable to move, attack or cast abilities for the duration.
    • Suspended: A unit that is suspended is considered to be airborne for the purposes of Last Breath.png Last Breath, but for countering purposes it's considered a stun.
  • Suppression: A unit that is suppressed is unable to control its movement, attack, cast abilities or use spells (including Cleanse.png Cleanse). The duration is also unaffected by crowd control reduction.

Summary Table

Crowd Control Movement Attacking Abilities Interrupt Spells Reduction Removal
Airborne Blocked Blocked Blocked Yes FlashTeleport No
Blind Allowed Miss Allowed No Allowed Yes CleanseQuicksilver Sash
Entangle Blocked Blocked Allowed See notes FlashTeleport Yes CleanseQuicksilver SashMikael's Crucible
Forced Action Blocked Blocked Blocked Yes Flash Yes CleanseQuicksilver SashMikael's Crucible
Polymorph Reduced Blocked Blocked Yes FlashTeleport Yes CleanseQuicksilver SashMikael's Crucible
Root Blocked Allowed Allowed See notes FlashTeleport Yes CleanseQuicksilver SashMikael's Crucible
Silence Allowed Allowed Blocked Yes FlashTeleport Yes CleanseQuicksilver SashMikael's Crucible
Slow Reduced Allowed Allowed No Allowed Yes CleanseQuicksilver SashMikael's Crucible
Stun Blocked Blocked Blocked Yes FlashTeleport Yes CleanseQuicksilver SashMikael's Crucible
Suppression Blocked Blocked Blocked Yes Blocked No Quicksilver Sash

Please note the following:

Categorization

Loss of Control

Crowd control is often categorized into two categories depending on whether or not the effect removes total control of the player's character.

Hard CC — The following effects completely remove control of one's character:

  • Airborne
  • Forced Action
  • Stun
  • Suppression

Soft CC — The following only remove partial control of one's character:

  • Blind
  • Entangle
  • Polymorph
  • Root
  • Silence
  • Slow

Disruption

As an alternative to the above, crowd control is sometimes categorized into two categories depending on whether or not the effect disrupts the channeling of an ability; abilities such as KarthusSquare.png Karthus's Requiem.png Requiem and KatarinaSquare.png Katarina's Death Lotus.png Death Lotus.

Hard CC — The following effects disrupt the channeling of abilities:

  • Airborne
  • Forced Action
  • Polymorph
  • Silence
  • Stun
  • Suppression

Soft CC — The following effects do not disrupt the channeling of abilities:

  • Blind
  • Entangle
  • Root
  • Slow

Modifiers

Abilities can also be categorized by what their effects inhibit.

Movement Modifiers — The following effects in some way inhibit movement:

  • Airborne
  • Entangle
  • Forced Action
  • Root
  • Slow
  • Stun
  • Suppression

Action Modifiers — The following effects in some way inhibit the ability to attack or cast abilities:

  • Airborne
  • Blind
  • Entangle
  • Forced Action
  • Polymorph
  • Silence
  • Stun
  • Suppression

Countering Crowd Control

Crowd Control can be countered in various different ways.

Preventing

Crowd control can be prevented. All forms of crowd control can be prevented, including knockback, knockup and pull effects.

Removing

Crowd control can be removed after it has been applied. These effects can be activated while under the effects of the crowd control.

All forms of crowd control can be removed except knockback, knockup and pull effects.

Items and Spells

  • Cleanse.png Cleanse removes all CC except suppression.
  • Dervish Blade item.png Dervish Blade: Unique Active - Quicksilver: removes all debuffs from your champion. Melee champions also gain +50% movement speed for 1 second. 90 second cooldown.+50% attack speed, +45 magic resist, +10% cooldown reduction. 3000 gold.
  • Mercurial Scimitar item.png Mercurial Scimitar: Unique Active - Quicksilver: Removes all debuffs from your champion and grants +50% movement speed for 1 second. 90 second cooldown. 90 second cooldown.+80 attack damage, +45 magic resistance. 3800 gold.
  • Mikael's Crucible item.png Mikael's Crucible: Unique Active: Removes all stuns, roots, taunts, fears, silences and slows on an allied champion and heals them for 150 + 10% of the target's maximum health. 180 second cooldown.+40 magic resist, +20 mana regeneration per 5, +10% cooldown reduction. Unique Passive - Mana Font: Increases your Mana Regen by 1% per 1% Mana you are missing. 2450 gold.
  • Quicksilver Sash item.png Quicksilver Sash: Unique Active - Quicksilver: Removes all debuffs from your champion. 90 second cooldown.+45 magic resist 1550 gold.

Champion abilities

Reduction

Crowd control reduction reduces the duration of crowd control effects by a percentage equal to its value. The reduction will stack multiplicatively with other types of CC duration reduction.

Items

  • Mercury's Treads item.png Mercury's Treads: Unique Passive - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds, polymorphs, and immobilizes are reduced by 35%. +25 magic resistance, Unique Passive - Enhanced Movement: +45 movement speed. 1200 gold.
  • Moonflair Spellblade item.png Moonflair Spellblade: Unique Passive - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds, polymorphs, and immobilizes are reduced by 35%. +50 ability power, +50 armor, +50 magic resistance. 2600 gold.
  • Zephyr item.png Zephyr: Unique Passive - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds, polymorphs, and immobilizes are reduced by 35%. +25 attack damage, +50% attack speed, +10% movement speed, +10% cooldown reduction. 2850 gold.

Champion abilities

Masteries/spells

  • Cleanse.png Cleanse reduces crowd control by 65% for 3 seconds.
  • The Tenacious mastery s4.png Tenacious mastery reduces crowd control by 15%.

Slow Potency Reduction

These effects reduces the potency of movement slows. Similar effects stack multiplicatively with each other. Note: This does not reduce the duration of the effect.

Self-CC

The following effects are comparable to crowd control, except that the effect is caused voluntarily and affects the user rather than a target.

Self-Knockback: A champion that knockbacks itself and is temporarily unable to attack and issue movement commands. The target may still cast spells.

Self-Root: A champion that roots itself is unable to control its movement and will ignore movement commands (included forced actions, such as fear). A champion that is rooted can still be moved by airborne effects, but it will not break the root.

Self-Silence: A champion that silences itself is unable to cast abilities. They may still attack and use summoner spells.

These effects are not affected by crowd control reduction, nor can they be removed by cleansing effects.

A note on channeling and casting animations: neither are considered forms of crowd control, however disruptive they may be. A notable example is RenektonSquare.png Renekton's Ruthless Predator.png Ruthless Predator, which incapacitates Renekton for a fair duration of the stun - much to many player's detest.

  • Casting: The casting (sometimes "charging") of an ability cannot be cancelled by the player or an enemy except by death. Forced actions (such as taunt) will have no effect for the duration of the cast, and using airborne effects to move the player will not affect the trajectory of the skill - which will start from the point of cast, not from the player's current location. Summoner spells and most items can still be activated while casting.
  • Channeling: The channeling of an ability can be cancelled by hard CC, or by the player attempting to perform another action (such as movement, casting another ability or attacking) - a notable exception is GalioSquare.png Galio's Bulwark.png Bulwark, which can be cast during Idol of Durand.png Idol of Durand without interrupting the channel. Summoner spells and most items can be activated without disrupting channeling (which is particularly useful information for jungle FiddlesticksSquare.png Fiddlesticks as Health Potion item.png Health Potions will not interrupt Drain.png Drain).

Trivia

  • SonaSquare.png Sona's Crescendo.png Crescendo causes the target to dance.
  • NautilusSquare.png Nautilus possesses the highest number of separate crowd control effects, at four.
  • The highest continuous form of crowd control reduction can be achieved by IreliaSquare.png Irelia's Ionian Fervor.png Ionian Fervor with 3 nearby foes, Tenacity, and Tenacious for 67%
    • Folowing the previous set-up, Irelia can achieve 3 seconds of 88% crowd control reduction by using Cleanse.
    • If the previous conditions are fulfilled while playing on Ultra Rapid Fire mode, Irelia can obtain a crowd control reduction of 91% for 3 seconds.
  • TryndamereSquare.png Tryndamere is the only champion in the game that can activate an ability while disabled that doesn't remove the disable. AlistarSquare.png Alistar, GangplankSquare.png Gangplank and OlafSquare.png Olaf also have an ability that can be activated while disabled, but these remove the disabling effects.

References


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