Debuff

TristanaSquare Tristana under the effects of NasusSquare Nasus' Wither Wither

  1. 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 YasuoSquare Yasuo's Last Breath 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.
    • Knock aside: A knock aside causes the target to be made airborne in a direction perpendicular to the direction of cast.
    • 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 Rammus' Powerball Powerball) to 1.5 (LuluSquare Lulu's Wild Growth 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 Rammus' Powerball Powerball) to 1.5 (LuluSquare Lulu's Wild Growth 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.
    • Root iconDisarm icon Entangle is a combination of Disarm and Root.
    • Silence iconDisarm 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.
    • Flee 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.
    • Flee 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 basic attack the source of the taunt for the duration.
  • Grounded icon Ground: A unit that is grounded is unable to activate mobility spells.
  • Knockdown icon Knockdown: A unit that is knocked down is placed on the ground.
  • Nearsight icon Nearsight: A unit that is nearsighted has their sight radius reduced by 900 and loses their allied vision.
  • 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.
  • Sleep icon Sleep: A unit that has fallen asleep is unable to move, attack or cast abilities for the duration as long as it doesn't get damaged.
  • Slow icon Slow: A unit that is slowed has reduced movement speed for the duration.
    • Cripple icon Cripple: A unit that is crippled has reduced 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 affected by suspension can be targeted by Last Breath Last Breath, but is otherwise identical to a stun.
  • Suppression icon Suppression: A unit that is suppressed is unable to control its movement, attack, cast abilities or use spells (including Cleanse Cleanse). The duration is also unaffected by crowd control reduction.

Crowd Control Movement Attacking Abilities Interrupt Spells Reduction Removal
Airborne icon Airborne Blocked Blocked Blocked Yes Blocked Partial UnitMikael's Crucible itemBattle Roar 2RagnarokRemove ScurvyUnbreakable Will
with dash/blink
Blind icon Blind Allowed Miss Allowed No Allowed Yes CleanseUnitBattle Roar 2RagnarokRemove ScurvyUnbreakable Will
Cripple icon Cripple Allowed Reduced Allowed No Allowed Yes CleanseUnitMikael's Crucible itemDecisive StrikeHighlanderShadow StepBattle Roar 2RagnarokRemove ScurvyUnbreakable Will
Disarm icon Disarm Allowed Blocked Allowed The Culling Allowed Yes CleanseUnitMikael's Crucible itemBattle Roar 2RagnarokRemove ScurvyUnbreakable Will
Charm icon Charm / Flee icon Flee / Taunt icon Taunt Forced Action Blocked Blocked Blocked Yes FlashTeleport Yes CleanseUnitMikael's Crucible itemBattle Roar 2RagnarokRemove ScurvyUnbreakable Will
Grounded icon Ground Partial Allowed Partial See notes FlashTeleport No Ragnarok
Nearsight icon Nearsight Allowed Allowed Partial See notes Teleport No Unit
Root icon Root Blocked Allowed Allowed See notes FlashTeleport Yes CleanseUnitMikael's Crucible itemBattle Roar 2RagnarokRemove ScurvyUnbreakable Will
Silence icon Silence Allowed Allowed Blocked Yes FlashTeleport Yes CleanseUnitMikael's Crucible itemBattle Roar 2RagnarokRemove ScurvyUnbreakable Will
Sleep icon Sleep Blocked Blocked Blocked Yes FlashTeleport Yes CleanseUnitMikael's Crucible itemBattle Roar 2RagnarokRemove ScurvyUnbreakable Will
Slow icon Slow Reduced Allowed Allowed No Allowed Yes CleanseUnitMikael's Crucible itemDecisive StrikeHighlanderShadow StepBattle Roar 2RagnarokRemove ScurvyUnbreakable Will
Stasis icon Stasis Blocked Blocked Blocked Yes Blocked No None
Stun icon Stun Blocked Blocked Blocked Yes FlashTeleport Yes CleanseUnitMikael's Crucible itemBattle Roar 2RagnarokRemove ScurvyUnbreakable Will
Suppression icon Suppression Blocked Blocked Blocked Yes Blocked No UnitBattle Roar 2RagnarokRemove ScurvyUnbreakable Will

Notes

  • Movement includes mobility abilities (i.e. dashes and blinks, such as EzrealSquare Ezreal's Arcane Shift Arcane Shift).
    • Ground does not impede basic movement.
  • 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).
  • Spells refers to 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 Teleport Teleport and ShenSquare Shen's Stand United Stand United.
    • Roots and Entangles will interrupt Vault Breaker Vault Breaker and Elastic Slingshot 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 minimap. By virtue of disabling the second cast, Nearsight will interrupt Elastic Slingshot Elastic Slingshot. This may be a bug, although it is thematically appropriate for an effect that removes the target's ability to see.
    • Knockdown and Ground only interrupt dash and blink abilities.
  • Crowd control applied by one's self or an ally cannot be countered in any way (neither reduced, resisted, nor removed), with the exception of self-slows.

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 Weak CC
Airborne icon Airborne Blind icon Blind
Charm iconFlee iconTaunt icon Forced Action Cripple icon Cripple
Sleep icon Sleep Disarm icon Disarm
Stasis icon Stasis Root iconDisarm icon Entangle
Stun icon Stun Grounded icon Ground
Suppression icon Suppression Knockdown icon Knockdown
Stun icon Suspension Nearsight icon Nearsight
Root icon Root/Snare
Silence icon Silence
Slow icon Slow

Disruption

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

Hard CC Weak CC
Airborne icon Airborne Blind icon Blind
Charm iconFlee iconTaunt icon Forced Action Cripple icon Cripple
Silence icon Silence Disarm icon Disarm
Sleep icon Sleep Root iconDisarm icon Entangle
Stasis icon Stasis Grounded icon Ground
Stun icon Stun Knockdown icon Knockdown
Suppression icon Suppression Nearsight icon Nearsight
Stun icon Suspension Root icon Root/Snare
Slow icon Slow

Immobilization

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 Weak CC
Airborne icon Airborne Blind icon Blind
Root iconDisarm icon Entangle Cripple icon Cripple
Charm iconFlee iconTaunt icon Forced Action Disarm icon Disarm
Root icon Root/Snare Grounded icon Ground
Stasis icon Stasis Knockdown icon Knockdown
Sleep icon Sleep Nearsight icon Nearsight
Stun icon Stun Silence icon Silence
Suppression icon Suppression Slow icon Slow
Stun icon Suspension

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 Action Modifiers
Airborne icon Airborne Airborne icon Airborne
Root iconDisarm icon Entangle Blind icon Blind
Charm iconFlee iconTaunt icon Forced Action Cripple icon Cripple
Grounded icon Ground Disarm icon Disarm
Knockdown icon Knockdown Charm iconFlee iconTaunt icon Forced Action
Nearsight icon Nearsight Grounded icon Ground
Root icon Root/Snare Nearsight icon Nearsight
Sleep icon Sleep Silence icon Silence
Slow icon Slow Sleep icon Sleep
Stun icon Stun Stun icon Stun
Suppression icon Suppression Suppression icon Suppression
Stun icon Suspension Stun icon Suspension

Increasing the duration of Crowd Control

Brittle is a status effect that can be applied by OrnnSquare Ornn's Bellows Breath Bellows Breath and Call of the Forge God Call of the Forge God. Enemies can have up to 2 marks of Brittle.

Each mark reduces the target's tenacity by 30% or in other words, increases the duration of incoming Crowd Control by 30% (including Airborne icon Airborne effects).

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 KarthusSquare Karthus' Wall of Pain 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 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.

Stasis effects cannot be removed. Ground effect can be removed only by basic moving out from affected area. Nearsight effect can be removed only by Quicksilver Sash item Quicksilver Sash's active. Airborne effects are removable only by other move blocks (airborne effect, dash or blink); airborne effects will still apply for the rest of their duration if not removed by other airborne effect (although they can be prevented and removing their stun component allows to completely remove them by consecutively using own dash or blink). 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.

Ground, nearsight, stasis, suppression and move block part of airborne are not affected by crowd control reduction and will always apply for their full duration. Stun part of airborne effect is affected by crowd control reduction.

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 Boots of Swiftness).

  • Self-Nearsight: A champion that that is self-nearsighted has their own sight radius reduced by 900, while still benefitting from allied vision.
  • 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 SionSquare Sion's Soul Furnace Soul Furnace cast while channelling Decimating Smash Decimating Smash, 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:

  • Channelled Self-Pacify: These abilities will make champion unable to issue attack commands, other abilities, Flash Flash or Teleport Teleport. The champion may still freely move and use other summoner spells while channelling. The only example also slows the champion for the duration.

Trivia

References

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Gameplay Elements