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Crowd control

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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 removing 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

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.

Summary Table

Crowd Control Movement Attacking Abilities Interrupt Forbidden Spells Reduction Removal
Airborne Blocked Blocked Blocked Yes FlashTeleport Unaffected See notes
Blind Allowed Miss Allowed No None Affected CleanseQuicksilver Sash
Disarm Allowed Blocked Allowed See notes None Affected CleanseQuicksilver SashMikael's Crucible
Forced Action Blocked Blocked Blocked Yes FlashTeleport Affected CleanseQuicksilver SashMikael's Crucible
Root Blocked Allowed Allowed See notes FlashTeleport Affected CleanseQuicksilver SashMikael's Crucible
Silence Allowed Allowed Blocked Yes FlashTeleport Affected CleanseQuicksilver SashMikael's Crucible
Slow Reduced Allowed Allowed No None Affected CleanseQuicksilver SashMikael's Crucible
Stasis Blocked Blocked Blocked Yes All Unaffected None
Stun Blocked Blocked Blocked Yes FlashTeleport Affected CleanseQuicksilver SashMikael's Crucible
Suspension Blocked Blocked Blocked Yes FlashTeleport Affected CleanseQuicksilver SashMikael's Crucible
Suppression Blocked Blocked Blocked Yes All Unaffected Quicksilver Sash

Please note the following:

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

Crowd Control Details

Airborne

  • Airborne crowd control effects are made up of two components: a movement modifier (called a "move block" by Riot, referring to a chunk of code) and a stun (which is responsible for the disabling of attacking and casting). In the game, the most recent move block will override any previous move blocks.
  • Move block
    • The target is unable to control movement.
      • The target remains targetable and will be affected by abilities as if they were on the ground (such as Miasma.png Miasma).
      • The duration of the effect is related to how long the target is in the air. A common bug where a target who is dashing is made airborne causes them to be knocked "into orbit". The duration is largely extended due to the increased distance the target has to fall.
    • Interrupts active move blocks, namely other airborne effects and dashes.
    • Can be interrupted by subsequent move blocks, namely other airborne effects, dashes or blinks.
    • The duration is unaffected by crowd control reduction.
    • The effect cannot be removed by cleanse effects.
  • Stun
    • The target is unable to cast abilities or basic attack.
    • The duration is affected by crowd control reduction and can be removed by cleansing effects.
    • Explained in more detail below.
  • Through the use of cleansing effects or tenacity, players can remove the stun and subsequently activate abilities such as Flash.png Flash or champion-specific dashes to break the airborne's move block.
  • In some instances, the stun duration is longer than the move block (e.g. Sion Sion's Unstoppable Onslaught.png Unstoppable Onslaught), but in most cases they are the same duration. There have been cases in the past where the stun duration was shorter, but this usually lead to bug-like interactions and was later "fixed" (e.g. Azir Azir's Emperor's Divide.png Emperor's Divide did not apply any stun at all in the initial charge on the ability, which allowed his enemies to use Flash/dash to supersede the charge's knockback and get over the wall).

Knockback

Knock Aside

  • The target is made airborne in a direction perpendicular from the source.
  • Champions with Knock Aside: Corki Corki, Draven Draven, Vi Vi.

Knockup

Pull

Blind

  • The target's autoattacks will deal no damage, incurring the message "Miss" above their attack target.
    • Blind only mitigates the physical damage portion of an attack, usually but not always including physical damage sourced from a physical on-hit effect. Other damage types and effects will not miss. See: on-hit effects.
    • Abilities that apply on-hit effects will also miss.
    • Blind is considered a form of damage mitigation. As such, Thornmail item.png Thornmail will still return damage despite the attack dealing no base damage.
  • Does not interrupt channeling.
  • The duration is affected by crowd control reduction.
  • The effect can be removed by all cleansing effects (except for Mikael's Crucible item.png Mikael's Crucible).
  • Attacks will only miss if the attack is declared while blinded. An attack will not miss if the projectile was en-route prior to being blinded.
  • Champions with Blind: Teemo Teemo.

Disarm

  • The target is unable to autoattack.
    • This is distinct from Blind as the target cannot instigate an attack (whereas blind only occurs on-hit).
  • Does not interrupt channeling.
  • The duration is affected by crowd control reduction.
  • Effects with disarm components can be removed by all cleansing effects.
  • Although not strictly a disarm, the crowd control is implicit in other effects such as Kennen Kennen's Lightning Rush.png Lightning Rush and the the reload of Graves Graves's New Destiny.png shotgun.
  • Champions with Disarm: Quinn Quinn.

Entangle

  • The target is unable to control movement or attack.
    • This includes abilities and summoner spells that move the champion.
    • This will not prevent delayed teleports that have already begun channeling, such as Twisted Fate Twisted Fate's Gate.png Gate. This is with the exception of Teleport.png Teleport and Shen Shen's Stand United.png Stand United. The target will arrive rooted, if the duration permits.
  • Does not interrupt the channeling of abilities.
  • The duration is affected by crowd control reduction.
  • The effect can be removed by all cleansing effects.
  • Champions with Entangle: Amumu Amumu.

Forced Action

  • The target is unable to control movement, attack or cast abilities.
  • Interrupts the channeling of abilities.
  • The duration is affected by crowd control reduction.
  • The effect can be removed by all cleansing effects.

Charm

  • The target will attempt to move toward the source for the duration.
  • If the target does not have vision of the source, they will instead stand still.
  • If the source dies, the effect ends.
  • Combines silence with the movement element of taunt.
  • Champions with Charm: Ahri Ahri.

Fear

  • The target will walk in random directions with reduced movement speed for the duration.
  • Champions with Fear: Volibear Volibear (non-champion enemies only)

Flee

  • The target will be locked in place for a brief duration and then run directly away from the source with reduced movement speed for the duration.
  • Champions with Flee: Darius Darius (non-champions only), Fiddlesticks Fiddlesticks, Hecarim Hecarim, Nocturne Nocturne, Shaco Shaco.
  • Visual effect: black head with orange aureole over affected champion's head.

Taunt

  • The target will attempt to attack the source of the taunt for the duration.
  • If the target does not have vision of the source, they will simply stand in place.
  • If the target cannot attack the source (such as Zhonya's Hourglass item.png Zhonya's Hourglass), the target will simply stand in place.
  • If the source dies, the effect ends.
  • Champions with Taunt: Galio Galio, Shen Shen, Rammus Rammus.
  • Visual effect: red circles around affected champion's head.

Polymorph

  • ​The target is unable to attack or cast abilities and is slowed for the duration.
    • This is distinct from Blind as the target cannot instigate an attack (whereas blind only occurs on-hit).
    • Whimsy.png Whimsy, when cast on an enemy, transforms the target into a small critter (reducing their size).
  • Interrupts the channeling of abilities.
  • The duration is affected by crowd control reduction.
  • The effect can be removed by all cleansing effects.
  • Champions with Polymorph: Lulu Lulu.

Root/Snare

Silence

  • The target is unable to cast abilities or the summoner spells Flash.png Flash and Teleport.png Teleport. All other summoner spells are still usable.
  • Interrupts the channeling of abilities.
  • The duration is affected by crowd control reduction.
  • The effect can be removed by all cleansing effects.
  • Champions with silence: Blitzcrank Blitzcrank, Cho'Gath Cho'Gath, Fiddlesticks Fiddlesticks, Garen Garen, Malzahar Malzahar, Soraka Soraka, Rumble Rumble (on himself).
  • Visual effect: Speech balloon with black ellipsis (...).

Slow

Stasis

  • The target is unable to control movement, attack, cast abilities, activate items or use summoner spells.
    • The target is also untargetable and invulnerable for the duration.
  • Interrupts the channeling of abilities.
  • Interrupts dash abilities.
  • The duration is not affected by crowd control reduction.
  • The effect cannot be removed by any means.
  • Champions with Stasis: Aatrox Aatrox, Bard Bard, Kalista Kalista, Lissandra Lissandra (a similar effect), Zilean Zilean.
  • Visual effect depends on particular champion.

Stun

Suppression

  • The target is unable to control movement, attack, cast abilities or use summoner spells.
  • Will interrupt channeled abilities.
  • The duration is not affected by crowd control reduction.
  • The effect can be removed only by using Quicksilver Sash item.png Quicksilver Sash or Mercurial Scimitar item.png Mercurial Scimitar (Cleanse.png Cleanse is not an option since Suppression prevents summoner spell use).
  • Champions with Suppression: Malzahar Malzahar, Tahm KenchSquare.png Tahm Kench, Skarner Skarner, Urgot Urgot, Warwick Warwick .
  • No special visual effect.

Suspension

  • Suspension is a stun with "airborne" effect for the purposes of Last Breath.png Last Breath.
  • The target is unable to control movement, attack or cast abilities.
    • The target remains targetable and will be affected by abilities as if they were on the ground (such as Miasma.png Miasma).
  • Interrupts the channeling of abilities.
  • Interrupts dash abilities.
  • Unlike a knockup, which is visually similar:
    • The duration is affected by crowd control reduction.
    • The effect can be removed by all cleansing effects.
  • The target is considered to be "airborne" for the purposes of Last Breath.png Last Breath.
  • Champions with Suspension: Nami Nami, Vel'Koz Vel'Koz, Yasuo Yasuo.
  • Visual effect: swirl over champion's head.

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.

  • Fiora Fiora's Riposte.png Riposte provides immunity to all forms of CC applied during the parry.
  • Master Yi Master Yi's Highlander.png Highlander provides immunity to all slows applied in the duration.
  • Morgana Morgana's Black Shield.png Black Shield provides immunity to all forms of CC applied in the duration of the shield.
  • Olaf Olaf's Ragnarok.png Ragnarok provides immunity to all forms of CC applied in the duration.

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


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