Crowd Control

Blind icon Blind
I'm reworking Blind into a archetypal crowd control effect: as with Disarm (cannot attack); Silence (cannot cast); and Root (cannot move). Blind now prevents the target from seeing.
― Emptylord
  • No longer causes champion attacks to miss. Minions and monsters will continue to miss their attacks.
  • Now reduces champion vision radius to 250 and removes their allied vision for the duration. The radius is negotiable, and could even be on a per-effect basis.
  • Graves Graves' Smoke Screen.png Smoke Screen and Nocturne Nocturne's Paranoia.png Paranoia are now described as persistent-area-blinds, similar to Soraka Soraka's Equinox.png persistent-area-silence.
  • Being blinded will now reset the target's auto-attack timer (cancelling any in-progress attacks). Due to Martial Poise.png Martial Poise, Kalista Kalista's attack will not be cancelled but due to the miss-on-sight-loss mechanic it will function the same.
  • Charm icon Charm, Fear icon Flee and Taunt icon Taunt now apply Blind.
  • Quinn Quinn's Blinding Assault.png Blinding Assault now disarms instead of blinds, and is renamed Dazing Assault or Dazzling Assault.
  • Smoke Screen and Paranoia currently prevent the activation of "long ranged" abilities, such as Teleport, Gate and Stand United. I am undecided if this should be a feature of Blind.
Charm icon Charm
  • Now applies the effects of Blind - i.e. reduces the target's vision radius and removes their allied vision for the duration. The target will always have vision of the source.
    • Unlike other vision reduction/blind effects, the screen is pink and hazy instead of black.
Fear icon Flee
  • Now applies the effects of Blind - i.e. reduces the target's vision radius and removes their allied vision for the duration. The target always have vision of the source.
Root icon Root
  • The terms Root and Immobilize will replace all instances of Snare.
  • The following abilities are now disabled while rooted:
  • The following abilities are will not gap-close while rooted: They could be compensated with a reduced cooldown if interrupted.
    • Amumu Amumu's Bandage Toss.png Bandage Toss - "... Amumu will not pull himself forward if his movement is inhibited."
    • Nautilus Nautilus' Dredge Line.png Dredge Line - "... Nautilus will not drag himself forward if his movement is inhibited."
    • Jarvan IV Jarvan IV's Dragon Strike.png Dragon Strike - "... he pulls himself forward... This will not happen if Jarvan's movement is inhibited."
    • Leona Leona's Zenith Blade.png Zenith Blade - ... dash to the last enemy... This will not happen if Leona's movement is inhibited."
  • Alternatively, each of these effects will explicitly break free of crowd control effects.
Taunt icon Taunt
  • Now applies the effects of Blind - i.e. reduces the target's vision radius and removes their allied vision for the duration. The target always have vision of the source.
Grievous Wounds icon Grievous Wounds

Channeling versus Interrupts

This is partly a standardization sweep (Root icon roots can interrupt Stand United.png Stand United but not Crowstorm.png Crowstorm); partly to modernize all champions (The Culling.png The Culling is considered an "attacking channel", but Bullet Time.png Bullet Time isn't?); and partly to enforce Silence's role as "prevents casting", rather than being all-powerful against all variates of abilities.
― Emptylord

Mobility versus Crowd Control

Dashes, Hastes and Slows
  • Dash speed is now increased by bonus movement speed and Slow icon slows.
    • At the moment, movement speed slows are hard capped at 110 and hastes are soft capped above 420. However, if you imagine going up against Thresh's 99% slow, a dash would be no faster than walking as both would very easily be reduced to nearly 110 - which isn't right, dashes should always be superior.

  • The neatest solution that could be easily tracked in the tooltips is to have the base dash speed of all abilities be substantially reduced and give them all a high (+X% total MS) scaling (e.g. 200%-300%, which could even vary between champions). So LeBlanc's Distortion speed could be 930 (+200% total MS) for 1600 with base MS, 1250 versus Vel'Koz, 1153 versus 99% slows and 1776 with Ghost. (And suddenly Ghost is an interesting spell, although maybe not on LeBlanc).

  • An alternate solution would be to apply hard caps to movement speed slows and soft caps to movement speed hastes, as with standard movement (if your raw speed is below 220, it is halved and added onto 110; while if your speed is above 415, the amount in excess of 415 is reduced). The exact amounts would probably need to be relative to the base dash speed - i.e. if Distortion has a base dash speed of 1600, the lower cap could be "anything below 1056 is halved, and added to 528" (66% and 33%, respectively, which matches 220 and 110 assuming 330 base speed).

  • All immobilizing effects now innately apply Grounded icon knockdown.
    • At the moment, Airborne icon airborne, Stasis icon stasis, Stun icon suspension and some special-cased stuns will knockdown enemies who are dashing; while Root icon roots, Stun icon stuns and Suppression icon suppressions will not. The intent here is that immobilize should immobilize you regardless of how you're moving, unless it makes thematic ("logical") sense not to.
Accommodating changes
  • Forced Actions (Taunt, Charm and Flee) currently do not directly interrupt movement and so shouldn't interrupt dashes. However, their duration should be queued until the target is able to act - since charming someone like Lee Sin wastes a good portion of the charm duration, which isn't fair considering you managed to land the charm in the first place. Alternatively, it could just interrupt as if it were a direct immobilize - you kiss Lee Sin out of his Resonating Strike, saving your ally in the process!
    • Disarms and Silences would be queued regardless.
    • Blinds, as per the reworked effect above, would apply its effects immediately.
  • "Jumps" could be made distinct from "dashes" in that they are unaffected by hastes and slows, and perhaps also the change to immobilize. Rocket Jump, Unseen Predator and Elastic Slingshot (for example) would have a fixed speed, regardless of slows and hastes, and will ignore immobilizing effects (except for explicit knockdowns/airbornes effects). So using Dazzle on Tristana will not bring her crashing down, but ghost will not benefit her either.
    • "Leap" abilities would be case-by-cased into either the "jump" or "dash" category. "Leap Strike" should probably be a dash, while "Leap" should probably be a jump.
  • "Spinning" champions currently face in the direction they are/were last moving, and this is a recognized limitation of the engine. However, would it be possible to special-case "Mocking Shot", "Backstab" and "Petrifying Gaze" to consider spinners to be facing in all directions while spinning - so Cassiopeia one-ups her sister while Tryndamere will fail to mock Garen or Wukong (whose damage would be affected by the AD reduction, regardless of what position they think they're facing).
  • The following interactions are now disabled while under immobilizing effects instead of while under silencing effects:

Bug fixes

  • Abilities with casting times (e.g. Piltover Peacemaker.png Piltover Peacemaker and Final Spark.png Final Spark)
    • The abilities are now cancelled upon death even if you are protected by revival effects (namely Chronoshift.png Chronoshift and Guardian Angel item.png Guardian Angel).
  • Gangplank Gangplank's Grog-Soaked Blade.png Grog-Soaked Blade
    • 「 Grog-Soaked Blade now correctly refreshes Twin Fang.png Twin Fang's cooldown. 」「 Grog-Soaked Blade no longer uses the poison particle effect. 」 'Grog-Soaked Blade was updated to use the poison particle effect in V5.1, but is not classified as a Poison icon poison.
  • Karthus Karthus' Wall of Pain.png Wall of Pain
    • 「 The wall now correctly grant sight across the whole wall rather than just around the pillars. 」「 The wall will no longer clear the fog of war on the map except where it's granting vision. 」 Presently, the wall clears a huge area of fog of war on the map but only grants sight around the pillars - meaning a brush can look empty when it's not.
  • Malzahar Malzahar's Nether Grasp.png Nether Grasp
    • Malzahar will now correctly form a tether with Olaf Olaf during Ragnarok.png Ragnarok. Currently the ability goes on cooldown and nothing happens.
    • As with other cleansing effects, Ragnarok.png Ragnarok will now only remove the suppression and will not break the tether.
  • Nasus Nasus' Spirit Fire.png Spirit Fire
    • The impact damage is now correctly blocked by spell shields.
  • Poppy Poppy's Diplomatic Immunity.png Diplomatic Immunity
    • Targeting clones will now affect their owner, rather than treating the clone as an additional champion.
  • Rek'Sai Rek'Sai's Tunnel.png Tunnel
    • Forced actions (taunt, charm, fear) will no longer affect Rek'Sai until she completes the tunnel (as with other crowd control effects versus Rek'Sai, and forced actions versus other dashes). They will no longer pull her out of the ground.
  • Vel'Koz Vel'Koz's Tectonic Disruption.png Tectonic Disruption
    • The ability is now correctly negated by Wind Wall.png Wind Wall. Currently only the animation is destroyed, but the ability still happens albeit invisibly.
  • Yasuo Yasuo's Wind Wall.png Wind Wall
    • Two opposing Wind Walls will now correctly destroy one another.



  • All unit-targeted abilities are now calculated edge-to-edge instead of center-to-center, as with basic attacks and most modern unit-targeted abilities.
  • Becoming untargetable will no longer cause homing projectiles to fizzle instantaneously. Instead, they will only fizzle upon reaching the target if still applicable.
  • Bouncing abilities whose current target becomes untargetable while en route will only fizzle if there are no other valid targets upon reaching the target - otherwise, they will bounce from an untargetable enemy as normal.
  • Buffs earned by post-death champions, such as Zyra Zyra, will be retained upon respawn. This used to be the case, but was removed some time ago. However, the mechanic was reintroduced with Sion Sion's rework.
  • The "Assassin" class has been renamed "Rogue" to distinguish between the ability to assassinate (i.e. burst damage) and a mobile/agile damage dealer. This follows the same logic as why Carries were rebranded as Marksmen, because the ability to carry is not exclusive to ranged autoattackers. The following champions are no longer classified as Rogues:
  • The following abilities will no longer factor enemies who spell shield the ability for the purposes of triggering secondary effects:
  • The following effects that can trigger on champion assist now have a reduced assist timer of 3.5 seconds, as with Get Excited!.png Get Excited!:

Visual Aids

Damage Mitigation
  • All effects that mitigate damage will now display those values with floating text, as with Unbreakable.png Unbreakable.
    • Health shields will now only use white, e.g. -60 from Eye of the Storm.png Eye of the Storm.
    • Magic damage reduction/shields will use purple, e.g. -60 from Black Shield.png Black Shield.
    • Physical damage reduction/shields will use gold, e.g. -8 from Doran's Shield item.png Doran's Shield.
    • All other forms of damage reduction will use blue, e.g. -60 from Valiant Fighter.png Valiant Fighter, Intervention.png Intervention and Unbreakable.png Unbreakable. It has been pointed out the mana cost indicators use blue - thus I am open to suggestions.
  • The floating text has a "crit" variant that is used for bigger-impact/unappreciated abilities (e.g. Intervention.png Intervention and Vengeful Maelstrom.png Vengeful Maelstrom, respectively) - the text is larger, bolder and has a small icon adjoining the number (similar to Critical strike icon), such as a shield icon.
    • Shields that trigger automatically (such as Lifeline) would "crit" when triggered, but use standard sized text thereafter.
  • As with damage text, these numbers will combine if multiple sources of damage reduction overlap (only applicable to floating text of the same color/size).
  • Armor and magic resist mitigation numbers can be enabled in the options. These will use tan and purple text, respectively, and will use a smaller font-size akin to damage taken from minions.
  • Incoming damage mitigated (damage you're not taking) and outgoing damage mitigated (damage you're not dealing) can be enabled/disabled separately.


Standard behaviour is now that if you cannot see them you cannot target them, even if the targeting is done automatically. This is with the distinctive exception of effects that instantaneously hit everything nearby.

Companions and Pets

On-Hit Effects and Spell Effects

Critical Strikes

The following effects are now trigger Critical strike icon Critical Damage effects:

For reference, the following are Critical Damage effects:

For reference, the following already trigger Critical Damage: