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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 20px Yasuo's Last Breath Last Breath) even require a catalyst crowd control to function.

Types of Crowd Control Edit

For the complete article, see Types of Crowd Control.

The following are the current forms of crowd control that exist within League of Legends:

  • 15px 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 {{#vardefine:n|0.75}}0.75 seconds (20px Rammus' Powerball Powerball) to {{#vardefine:n|1.5}}1.5 (20px 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 {{#vardefine:n|0.75}}0.75 seconds (20px Rammus' Powerball Powerball) to {{#vardefine:n|1.5}}1.5 (20px 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.
  • 15px 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.
  • 15px Disarm: A unit that is disarmed cannot declare attacks for the duration.
    • 15px15px Entangle is a combination of Disarm and Root.
    • 15px15px 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.
    • 15px Charm: A unit that is charmed will move toward the source for the duration.
    • 15px 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.
    • 15px Flee: A unit that is fleeing will move directly away from the source with reduced movement speed for the duration.[1]
    • 15px Taunt: A unit that is taunted will attempt to autoattack the source of the taunt for the duration.
  • 15px Ground: A unit that is grounded is unable to activate mobility spells.
  • 15px Nearsight: A unit that is nearsighted has their sight radius reduced by 900 and loses their allied vision.
  • 15px Root: A unit that is rooted is unable to control its movement for the duration (occasionally referred to as a snare).
  • 15px Silence: A unit that is silenced cannot cast abilities or activate items for the duration.
  • 15px Slow: A unit that is slowed has reduced movement and/or attack speed for the duration.
  • 15px 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.
  • 15px Stun: A unit that is stunned is unable to move, attack or cast abilities for the duration.
  • 15px 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.

Categorization Edit

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
  • Airborne
  • Forced Action
  • Stasis
  • Stun
  • Suppression
  • Suspension
Soft CC
  • Blind
  • Disarm
  • Ground
  • Nearsight
  • Root/Snare
  • Silence
  • Slow

Disruption - Crowd controls are grouped into one of two categories depending on whether or not the effect disrupts a channeled ability (such as 20px Karthus' Requiem Requiem and 20px Katarina's Death Lotus Death Lotus). Hard CC will disrupt all channels, while soft CC will not.

Hard CC
  • Airborne
  • Forced Action
  • Silence
  • Stun
  • Suppression
  • Suspension
Soft CC
  • Blind
  • Disarm
  • Ground
  • Nearsight
  • Root/Snare
  • Slow

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
  • Airborne
  • Forced Action
  • Root/Snare
  • Stasis
  • Stun
  • Suppression
  • Suspension
Soft CC
  • Blind
  • Disarm
  • Ground
  • Nearsight
  • Silence
  • Slow

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
  • Airborne
  • Entangle
  • Forced Action
  • Ground
  • Nearsight
  • Root/Snare
  • Slow
  • Stun
  • Suppression
  • Suspension
Action Modifiers
  • Airborne
  • Blind
  • Disarm
  • Forced Action
  • Ground
  • Nearsight
  • Silence
  • Stun
  • Suppression
  • Suspension

Countering Crowd Control Edit

Crowd control can be countered in various different ways.

Immunity Edit

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 20px Karthus' Wall of Pain Wall of Pain) will still apply any attached crowd controls if possible.

Deferral Edit

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 Edit

Most types of crowd control can be removed after it has been applied - with the exception of Mikael's Crucible 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 Quicksilver 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 Edit

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.

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 Edit

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 Edit

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 Boots of Swiftness).

Cast Times and Channels Edit

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 20px Galio's Bulwark Bulwark cast while channelling Idol of Durand 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:

Trivia Edit

References Edit



de:Massenkontrolleffekte es:Control de masas pl:Efekty kontroli tłumu ru:Эффекты контроля zh:群体控制

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