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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 Tormented Soil Tormented Soil de Morgana Morgana).

Types of Crowd Control

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 far the target travels, from 0.75 seconds (Powerball Powerball de Rammus Rammus) to 1.5 (Wild Growth Wild Growth de Lulu Lulu).
    • 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 (Powerball Powerball de Rammus Rammus) to 1.5 (Wild Growth Wild Growth de Lulu Lulu).
    • 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 move toward the source for the duration.
    • 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 Cleanse). The duration is also unaffected by crowd control reduction.

Summary Table

 Done  denotes that the action is blocked

Movement Attacking Abilities Interrupt Spells Reduction Removal
Airborne  Done   Done   Done   Done  FlashTeleport No
Blind Miss Yes CleanseArchivo:Quicksilver Sash.gif
Entangle  Done   Done  FlashTeleport Yes CleanseArchivo:Quicksilver Sash.gifArchivo:Mikael's Crucible.gif
Forced Action  Done   Done   Done   Done  Flash Yes CleanseArchivo:Quicksilver Sash.gifArchivo:Mikael's Crucible.gif
Polymorph  Done   Done   Done  FlashTeleport Yes CleanseArchivo:Quicksilver Sash.gifArchivo:Mikael's Crucible.gif
Silence  Done   Done  FlashTeleport Yes CleanseArchivo:Quicksilver Sash.gifArchivo:Mikael's Crucible.gif
Slow Reduced Yes CleanseArchivo:Quicksilver Sash.gifArchivo:Mikael's Crucible.gif
Snare/Root  Done  See notes FlashTeleport Yes CleanseArchivo:Quicksilver Sash.gifArchivo:Mikael's Crucible.gif
Stun  Done   Done   Done   Done  FlashTeleport Yes CleanseArchivo:Quicksilver Sash.gifArchivo:Mikael's Crucible.gif
Suppression  Done   Done   Done   Done  All No Archivo:Quicksilver Sash.gif

Please note the following:

  • Movement includes abilities (such as Arcane Shift Arcane Shift de Ezreal Ezreal).
    • For example, while airborne you can cast all summoner spells except Flash Flash and Teleport Teleport.
  • Ability refers to a champion's castable spells (by default Q, W, E and R).
    • Mikael's Crucible Mikael's Crucible 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.
  • Mercurial Scimitar Mercurial Scimitar removes any crowd control effect that Quicksilver Sash Quicksilver Sash would.

Categorization

Loss of Control

Crowd control is often categorized into two categories depending on whether or not the effect removes total control of the player's character.

Hard CC — The following effects completely remove control of one's character:

  • Airborne
  • Forced Action
  • Stun
  • Suppression

Soft CC — The following only remove partial control of one's character:

  • Blind
  • Entangle
  • Polymorph
  • Silence
  • Slow
  • Snare

Disruption

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 Requiem Requiem de Karthus Karthus and Death Lotus Death Lotus de Katarina Katarina.

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:

  • Blind
  • Entangle
  • Slow
  • Snare

Modifiers

Abilities can also be categorized by what their effects inhibit.

Movement Modifiers — The following effects in some way inhibit movement:

  • Airborne
  • Entangle
  • Forced Action
  • Slow
  • Snare
  • Stun
  • Suppression

Action Modifiers — The following effects in some way inhibit the ability to attack or cast abilities:

  • Airborne
  • Blind
  • Entangle
  • Forced Action
  • Polymorph
  • Silence
  • Stun

Countering Crowd Control

Crowd Control can be countered in various different ways.

Preventing

Crowd control can be prevented. All forms of crowd control can be prevented, including knockback, knockup and pull effects.

Removing

Crowd control can be removed after it has been applied. These effects can be activated while under the effects of the crowd control.

All forms of crowd control can be removed except knockback, knockup and pull effects.

Items and Spells

  • Cleanse Cleanse removes all CC except suppression.
  • Mercurial Scimitar Mercurial Scimitar: Unique Active - Quicksilver: Removes all debuffs from your champion. 90 second cooldown.+60 attack damage, +45 magic resistance 3700 de oro.
  • Mikael's Crucible Mikael's Crucible: Unique Active: Removes all stuns, roots, taunts, fears, silences and slows on an allied champion and heals them for 150 + 10% of their missing health. 180 second cooldown.+7 health regeneration, +40 magic resist, +18 mana regeneration per 5. Unique Passive - Mana Font: Increases your Mana Regen by 1% per 1% Mana you are missing. 2200 de oro.
  • Quicksilver Sash Quicksilver Sash: Unique Active - Quicksilver: Removes all debuffs from your champion. 90 second cooldown.+45 magic resist 1550 de oro.

Champion abilities

Reduction

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.

Items

  • Mercury's Treads 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 de oro.
  • Spirit of the Ancient Golem 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 de oro.
  • Zephyr 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 de oro.

Champion abilities

  • Burning Agony Burning Agony de Dr Dr. Mundo reduces crowd control by 10% / 15% / 20% / 25% / 30% while active.
  • Courage Courage de Garen Garen reduces crowd control by 30% for 2 / 3 / 4 / 5 / 6 seconds.
  • Ionian Fervor Ionian Fervor de Irelia Irelia reduces crowd control by 10% / 25% / 40% for 1 / 2 / 3 nearby enemy champion(s).

Masteries/spells

Slow Potency Reduction

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-CC

The following effects are comparable to crowd control, except that the effect is caused voluntarily and affects the user rather than a target.

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

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.

Self-Silence: A champion that silences itself is unable to cast abilities. They may still attack and use summoner spells.

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 Ruthless Predator Ruthless Predator de Renekton Renekton, 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 Bulwark Bulwark de Galio Galio, which can be cast during Idol of Durand 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 Fiddlesticks as Health Potions Health Potions will not interrupt Drain Drain).

Trivia

  • Crescendo Crescendo de Sona Sona causes the target to dance.
  • The highest continuous form of crowd control reduction can be achieved by Ionian Fervor Ionian Fervor de Irelia Irelia with 3 nearby foes, Tenacity, and Tenacious for 66.85%.
  • Tryndamere Tryndamere is the only champion in the game that can activate an ability while disabled that doesn't remove the disable. Alistar Alistar, Gangplank Gangplank and Olaf Olaf also have an ability that can be activated while disabled, but these remove the disabling effects.

References

  1. REDIRECCIÓN Plantilla:Listaref


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