League of Legends Wiki

Crowd control

Redirected from Crowd Control

2,576pages on
this wiki
Comments413
Debuff

Tristana Tristana under the effects of Nasus Nasus's Wither.png Wither

Crowd control (commonly shortened to CC) is a blanket term used in League of Legends to describe abilities or spells that remove or diminish the control a target unit has over aspects of itself - aspects such as being able to cast spells or initiate movement commands. As crowd controls impact a unit's combat ability, they are essentially more specialized forms of debuffs - however, this ability to directly hinder a unit's ability to fight means that crowd controls are often given significantly more importance in regular gameplay than normal debuffs, resulting in their special classification.

There are many different forms of crowd control in League of Legends, each of which is unique in the way it affects its target and the ways it can - if at all - be resisted, mitigated or removed. Some crowd controls can be exclusive or near-exclusive to certain champions or items, and different champions can apply the same crowd control in multiple different ways. A few specific mechanics (such as Yasuo Yasuo's Last Breath.png Last Breath) even require a catalyst crowd control to function.

Types of Crowd Control

For the complete article, see Types of Crowd Control.

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

  • Airborne icon 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 (Rammus Rammus's Powerball.png Powerball) to 1.5 (Lulu 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 (Rammus Rammus's Powerball.png Powerball) to 1.5 (Lulu Lulu's Wild Growth.png Wild Growth).
    • Pull: A pull effect causes the target to be made airborne in a direction toward the point of cast.
  • Blind icon Blind: A unit that is blind will miss its auto-attacks for the duration. Miss occurs on-hit, and does not prevent attacks from being declared.
  • Disarm icon Disarm: A unit that is disarmed cannot declare attacks for the duration.
    • Disarm iconRoot icon Entangle is a combination of Disarm and Root.
    • Disarm iconSilence icon Polymorph is a combination of Disarm and Silence (aka Pacify). The only example also reduces movement speed 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 icon Charm: A unit that is charmed will move toward the source for the duration.
    • Fear icon Fear: A unit that is feared move around randomly at reduced movement speed for the duration. There are currently no examples of Fear that affect champions.
    • Fear icon Flee: A unit that is fleeing will move directly away from the source with reduced movement speed for the duration.[1]
    • Taunt icon Taunt: A unit that is taunted will attempt to autoattack the source of the taunt for the duration.
  • Root icon Root: A unit that is rooted is unable to control its movement for the duration (occasionally referred to as a snare).
  • Silence icon Silence: A unit that is silenced cannot cast abilities or activate items for the duration.
  • Slow icon Slow: A unit that is slowed has reduced movement and/or attack speed for the duration.
  • Stasis icon Stasis: A unit that is in stasis is unable to perform any action while being untargetable and invulnerable. The duration is also unaffected by crowd control reduction.
  • Stun icon Stun: A unit that is stunned is unable to move, attack or cast abilities for the duration.
    • Stun icon Suspension: 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 icon 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.

Crowd Control Movement Attacking Abilities Interrupt Spells Reduction Removal
Airborne Blocked


Blocked


Blocked


Yes


FlashTeleport No


None


Blind Allowed


Miss


Allowed


No


Allowed


Yes


CleanseQuicksilver Sash
Disarm Allowed


Blocked


Allowed


The Culling.png The Culling Allowed


Yes


CleanseQuicksilver SashMikael's Crucible
Forced Action Blocked


Blocked


Blocked


Yes


FlashTeleport Yes


CleanseQuicksilver SashMikael's Crucible
Ground See notes Allowed


See notes See notes FlashTeleport No


None


Nearsight Allowed


Allowed


See notes See notes Teleport No


Quicksilver Sash
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
Stasis Blocked


Blocked


Blocked


Yes


Blocked


No


None


Stun Blocked


Blocked


Blocked


Yes


FlashTeleport Yes


CleanseQuicksilver SashMikael's Crucible
Suppression Blocked


Blocked


Blocked


Yes


Blocked


No


Quicksilver Sash

Please note the following:

  • Movement includes abilities (such as Ezreal Ezreal's Arcane Shift.png Arcane Shift).
    • For example, while airborne you can cast all summoner spells except Flash.png Flash and Teleport.png Teleport.
    • Basic movement is not impeded by the Ground effect, but any effect commonly referred to as a "gap closer", such as a dash or a blink, is blocked entirely.
  • Dashes are only interrupted by Airborne and Ground effects.
    • Yasuo Yasuo's Sweeping Blade.png Sweeping Blade is an exception, as it is the only Dash that will be interrupted by Roots, Entangles, Stuns and Suppressions.
  • Attack refers to a champion's basic attacks (by default right-click).
  • Ability refers to a champion's castable spells (by default Q, W, E and R).
    • Mikael's Crucible item.png Mikael's Crucible cannot be activated where Abilities are disabled, as the item is intended to be used on allies.
    • Ground only disables gap closer abilities.
  • Spells refers to the Summoner Spells.
  • Interrupt refers to whether or not the effect will cancel channeled abilities.
    • Roots and Entangles will NOT interrupt channeling, with the exception of two special-cases: Teleport.png Teleport and Shen Shen's Stand United.png Stand United. Roots and Entangles will also interrupt Vault Breaker.png Vault Breaker and Elastic Slingshot.png Elastic Slingshot by virtue of disabling their second casts.
    • Nearsight prevents the activation of "long ranged" abilities, which seems to include any ability that can input targets via the map. By virtue of disabling the second cast, Nearsight will interrupt Elastic Slingshot.png Elastic Slingshot. This may be a bug, although is thematically appropriate for an effect the removes the target's ability to see.
    • Ground only interrupts gap closer abilities.
  • Mercurial Scimitar item.png Mercurial Scimitar removes any crowd control effect that Quicksilver Sash item.png Quicksilver Sash would.

Categorization

To facilitate easier communications, crowd controls are usually described under one of the following systems:

Loss of Control - Crowd controls are grouped into one of two categories depending on whether or not the effect removes total control of the player's character. Hard CC completely removes all control of a character, while soft CC only partially removes it.

Hard CC
  • Airborne
  • Forced Action
  • Stasis
  • Stun
  • Suppression
  • Suspension
Soft CC
  • Blind
  • Disarm
  • Root/Snare
  • Silence
  • Slow

Disruption - Crowd controls are grouped into one of two categories depending on whether or not the effect disrupts a channeled ability (such as Karthus Karthus's Requiem.png Requiem and Katarina Katarina's Death Lotus.png Death Lotus). Hard CC will disrupt channels, while soft CC will not.

Hard CC
  • Airborne
  • Forced Action
  • Silence
  • Stun
  • Suppression
  • Suspension
Soft CC
  • Blind
  • Disarm
  • Root/Snare
  • Slow

Movement - Crowd controls are grouped into one of two categories depending on whether or not they restrict movement. Hard CCs prevent all forms of movement, while soft CCs do not.

Hard CC
  • Airborne
  • Forced Action
  • Root/Snare
  • Stasis
  • Stun
  • Suppression
  • Suspension
Soft CC
  • Blind
  • Disarm
  • Silence
  • Slow

Modifiers - Crowd controls are categorized by what their effects inhibit. Movement modifiers in some way inhibit the ability to move, while action modifiers in some way inhibit the ability to attack or cast abilities.

Movement Modifiers
  • Airborne
  • Entangle
  • Forced Action
  • Root/Snare
  • Slow
  • Stun
  • Suppression
  • Suspension
Action Modifiers
  • Airborne
  • Blind
  • Disarm
  • Forced Action
  • Silence
  • Stun
  • Suppression
  • Suspension

Countering Crowd Control

Crowd control can be countered in various different ways.

Immunity

Units that are immune to crowd control will completely negate any attempt at its application on the recipient. This does not, however, necessarily mean the user is now also unaffected by crowd controls already applied.

All forms of crowd control currently in League of Legends can be prevented with CC immunity.

While not specific to crowd control, spell shields can be considered to provide pseudo-CC immunity against a single spell, but this is not guaranteed - abilities that do not interact with spell shields (such as Karthus Karthus's Wall of Pain.png Wall of Pain) will still apply any attached crowd controls if possible.

Deferral

Similar to immunity, abilities that defer crowd control will negate their effects while the ability is active, but any CC still present will be applied after the duration ends. CC duration will still tick down during the immunity period.[2]

Removal

Most types of crowd control can be removed after it has been applied - with the exception of Mikael's Crucible item.png Mikael's Crucible, the ability or item in question can still be activated while affected by the CC it removes, even when that CC normally precludes ability or item usage.

Airborne and stasis effects cannot be removed; airborne effects will still apply for the rest of their duration (although they can be prevented), while stasis makes units untargetable and completely prevents ability usage even for abilities that can be activated under CC (thus making whether it can be removed or not a moot question).

Reduction

Crowd control reduction reduces the duration of crowd control effects by a percentage equal to its value. Sources of CC duration reduction will stack multiplicatively with each other, not additively - successive buys can only approach, not reach, 100% reduction. Crowd control reduction can sometimes be referred to as Tenacity, although this is technically only correct when referring to the unique passive on certain items that grants crowd control reduction.

Airborne, stasis and suppression are not affected by crowd control reduction and will always apply for their full duration.

Potency Reduction

This effect is unique to the slow crowd control; potency reduction reduces the effectiveness, or percentage, of movement slows by a percentage equal to its value. Sources of slow potency reduction stack multiplicatively with each other, but do not interact with normal crowd control reduction.

Only slows are affected by potency reduction.

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. These effects cannot be removed by cleansing mechanisms and will ignore all crowd control immunity and reduction except in the case of self-slows, which will be affected by slow potency reduction (such as from Boots of Swiftness item.png Boots of Swiftness).

  • Self-Silence: A champion that silences itself is unable to cast abilities. They may still attack and use summoner spells.
  • Self-Stun: A champion that stuns itself is unable to control its movement, attack, or use abilities.

Cast Times and Channels

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.

The channelling of an ability, by contrast, can be cancelled by hard CC, and will also automatically cancel should the champion attempt to perform another action (such as movement, casting another ability or attacking) - there do exist exceptions to this rule, such as Galio Galio's Bulwark.png Bulwark cast while channelling Idol of Durand.png Idol of Durand, but these are usually specific coding allowances and not standard behaviour. Summoner spells and most items can typically be activated mid-channel without disrupting it.

Channelling and casting animations are generally not considered forms of crowd control, however disruptive they may be. There do exist several notable exceptions, however:

Trivia

References


Around Wikia's network

Random Wiki