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's 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: 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's Powerball) to 1.5 ( Lulu's 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's Powerball) to 1.5 ( Lulu's Wild Growth).
- Pull: A pull effect causes the target to be made airborne in a direction toward the point of cast.
- 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: A unit that is disarmed cannot declare attacks 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 move around randomly at reduced movement speed for the duration. There are currently no examples of Fear that affect champions.
- Flee: A unit that is fleeing will move directly away from the source with reduced movement speed for the duration.
- Taunt: A unit that is taunted will attempt to autoattack the source of the taunt 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 and/or attack speed for the duration.
- 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: A unit that is stunned is unable to move, attack or cast abilities for the duration.
- Suppression: A unit that is suppressed is unable to control its movement, attack, cast abilities or use spells (including ). The duration is also unaffected by crowd control reduction.
|Nearsight||Allowed||Allowed||See notes||See notes||No|
Please note the following:
- Movement includes abilities (such as Ezreal's Arcane Shift).
- For example, while airborne you can cast all summoner spells except and .
- Dashes are only interrupted by Airborne effects.
- 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).
- cannot be activated where Abilities are disabled, as the item is intended to be used on allies.
- 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: and Shen's Stand United. Roots and Entangles will also interrupt Vault Breaker and 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. This may be a bug, although is thematically appropriate for an effect the removes the target's ability to see.
- removes any crowd control effect that would.
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
- Forced Action
- Soft CC
Disruption - Crowd controls are grouped into one of two categories depending on whether or not the effect disrupts a channeled ability (such as Karthus's Requiem and Katarina's Death Lotus). Hard CC will disrupt channels, while soft CC will not.
- Hard CC
- Forced Action
- Soft CC
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
- Forced Action
- Soft CC
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.
- Forced Action
- Forced Action
Countering Crowd Control
Crowd control can be countered in various different ways.
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's Riposte provides immunity to all forms of CC applied during the parry.
- Master Yi's Highlander provides immunity to all slows applied in the duration.
- Morgana's Black Shield provides immunity to all forms of CC applied in the duration of the shield.
- Olaf's 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's Wall of Pain) will still apply any attached crowd controls if possible.
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.
- Hecarim's Onslaught of Shadows provides immunity to all forms of CC for the duration of the dash.
- Jarvan IV's Cataclysm provides immunity to all forms of CC for the duration of the dash.
- Malphite's Unstoppable Force provides immunity to all forms of CC for the duration of the dash.
- Nocturne's Paranoia provides immunity to all forms of CC for the duration of the dash.
- Vi's Assault and Battery provides immunity to all forms of CC for the duration of the dash.
Most types of crowd control can be removed after it has been applied - with the exception of, 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).
- Alistar's Unbreakable Will removes all forms of CC.
- Gangplank's Remove Scurvy removes all forms of CC.
- Olaf's Ragnarok removes all forms of CC.
- Evelynn's Dark Frenzy removes all slows.
- Garen's Decisive Strike removes all slows.
- Master Yi's Highlander removes all slows.
- removes all forms of CC aside from airborne, stasis and suppression.
- The Quicksilver item active removes all forms of CC, including airborne effects only if a movement ability or summoner spell is used.
- active effect removes all forms of CC aside from airborne, stasis and suppression.
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.
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.
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).
- 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-Slow: A champion that slows itself has reduced movement speed.
- 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's Bulwark cast while channelling 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:
- Channelled Self-Slow: These abilities will slow the caster for the duration of the channel. In all cases the champion may freely move while channelling but may not issue attack commands.
- Channelled Self-Root: These abilities will remove the caster's ability to control their movement and issue movement commands (included forced actions, such as fear).
- Channelled Self-Stun: The following abilities have channels that the user cannot voluntarily interrupt (contrary to most channels which will be interrupted if any attempt is made to move, attack, or use another ability). This is effectively comparable to a stun.
- Sona's Crescendo causes the target to dance.
- If abilities that share cooldowns or are unique to different forms are counted separately, then Gnar possesses the highest number of crowd control abilities in the game, at six, with Nautilus and Karma tying for second place, at four. Otherwise, if they are counted as shared, Nautilus and Gnar possess the most, at four.
- Nautilus also possesses the highest number of unique crowd control types, at five.
- Poppy and Xin Zhao possess the second-highest, at four. If Lissandra's Frozen Tomb is counted as a form of stasis, she also has four.
- The highest persistent level of crowd control reduction in the game can be achieved by Irelia with 3 nearby foes for the maximum benefit of Ionian Fervor, any item bearing Tenacity and five points in the mastery Swiftness for 67% reduced crowd control. With an , she can achieve a further 4 minutes of 75% crowd control reduction, and if is used on top of this, Irelia can achieve 3 seconds of 91% crowd control reduction, which is the highest reduction possible in League of Legends.
- Aatrox, Alistar, Cho'Gath, Gangplank, Heimerdinger, Jinx, Karma, Olaf and Tryndamere are the only champions in the game that can activate an ability while disabled. Of these, Alistar, Gangplank and Olaf can also remove the disabling effects.
- Mordekaiser, Ezreal, Katarina, Lucian, Master Yi, and Sivir are the only champions in game without any sort of crowd control inherent to their kit. If Prowl rooting neutral monsters is not counted, Nidalee also has no form of crowd control.
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