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 Morgana'sTormented Soil).
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 their 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 how far the target travels, from 0.75 seconds (Rammus'sPowerball) to 1.5 (Lulu'sWild 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'sPowerball) to 1.5 (Lulu'sWild 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 their auto-attacks for the duration.
Entangle: A unit that is entangled is unable to control their movement or attack for the duration.
Forced Action: A unit that is under the effect of a forced action cannot control their own movement or attacks, and is unable to cast abilities.
Charm: A unit that is charmed will attempt to move toward the source for the duration. If the source cannot be seen, a charmed unit will instead stand still.
Fear: A unit that is feared will walk in random directions with 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.
Silence: A unit that is silenced cannot cast abilities for the duration.
Slow: A unit that is slowed has reduced movement speed for the duration.
Snare: A unit that is snared is unable to control their movement for the duration.
Stun A unit that is stunned is unable to control their movement, attack or cast abilities for the duration.
Suppression: A unit that is suppressed is unable to control their movement, attack, cast abilities or use spells (including Cleanse). The duration is also unaffected by crowd control reduction.
As an alternative to the above, crowd control is sometimes categorized into two categories depending on whether or not the effect disrupts the channelling of an ability; abilities such as Karthus'sRequiem and Katarina'sDeath Lotus.
Hard CC — The following effects disrupt the channelling of abilities:
Airborne
Forced Action
Polymorph
Silence
Stun
Suppression
Soft CC — The following effects do not disrupt the channelling of abilities:
Mercurial Scimitar: Unique Active - Quicksilver: Removes all debuffs from your champion. 90 second cooldown.+60 attack damage, +45 magic resistance 3700 gold
Mikael's Crucible: Unique Active: Removes all stuns, roots, taunts, fears, silences and slows on an allied champion and heals them for 150 + 15% of their missing health. 180 second cooldown. +300 mana, +40 magic resist, +9 mana regeneration per 5. Unique Active - Mana Font: Increases your Mana Regen by 1% per 1% Mana you are missing. 2200 gold
Quicksilver Sash: Unique Active - Quicksilver: Removes all debuffs from your champion. 90 second cooldown.+45 magic resist 1550 gold
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.
Mercury's Treads: Unique Passive - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%. +25 magic resistance, Unique Passive - Enhanced Movement: +45 movement speed. 1200 gold
Spirit of the Ancient Golem: Unique Passive - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%. +500 health, +30 armor, +14 health regeneration, +7 mana regeneration. Unique Passive - Butcher: Damage dealt to monsters increased by 25%. 2300 gold
Zephyr: Unique Passive - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%. +25 attack damage, +50% attack speed, +10% movement speed, +10% cooldown reduction. 2850 gold
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-Snare: A champion that snares itself is unable to control its movement and will ignore movement commands (included forced actions, such as fear). A champion that is snared can still be moved by airborne effects, but it will not break the snare.
Self-Slow: A champion that slows itself has reduced movement speed. Most of the current examples are connected to a channelled ability, and the slow will end when the abilities have finished casting.
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 Renekton'sRuthless 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 Galio'sBulwark, which can be cast during 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 Fiddlesticks as Health Potions will not interrupt Drain).
As denoted above, some channelled abilities apply a self-stun, which prevents the user from cancelling the channel prematurely (as they are unable to attack or cast other abilities).
Self-Stun: The following champions have channelled abilities that the summoner cannot interrupt (contrary to most channels which will be interrupted if you attempt to move, attack or use another ability). This is comparable to a stun.
The highest available crowd control reduction can be achieved by Zac This combines the 35% from Tenacity, 15% from Tenacious, and 50% from Let's Bounce!, reaching a total of 1-((1-0.35)*(1-0.15)*(1-0.50))=72.4%. Or 90.3% for 3 seconds with use of Cleanse.
Alistar, Olaf, and Tryndamere are the only 3 champions that can use their ultimates under the effects of hard CC.