Crowd control

ไฟล์:Debuff.png

**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 ไฟล์:YasuoSquare.png Yasuo's Last Breath Last Breath) even *require* a catalyst crowd control to function.

## Types of Crowd Control

* Descriptive
* Cheat sheet

*For the complete article, see Types of Crowd Control.*
The following are the current forms of crowd control that exist within League of Legends:

* : 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 (ไฟล์:RammusSquare.png Rammus' Powerball Powerball) to {{#vardefine:n|1.5}}1.5 (ไฟล์:LuluSquare.png 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 (ไฟล์:RammusSquare.png Rammus' Powerball Powerball) to {{#vardefine:n|1.5}}1.5 (ไฟล์:LuluSquare.png 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.
* : 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.
* : A unit that is disarmed cannot declare attacks for the duration.
	+ is a combination of Disarm and Root.
	+ 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.
	+ : A unit that is charmed will move toward the source for the duration.
	+ : 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.
	+ : A unit that is fleeing will move directly away from the source with reduced movement speed for the duration.
	+ : A unit that is taunted will attempt to autoattack the source of the taunt for the duration.
* : A unit that is grounded is unable to activate mobility spells.
* : A unit that is nearsighted has their sight radius reduced by 900 and loses their allied vision.
* : A unit that is rooted is unable to control its movement for the duration (occasionally referred to as a **snare**).
* : A unit that is silenced cannot cast abilities or activate items for the duration.
* : A unit that is slowed has reduced movement and/or attack speed for the duration.
* : 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.
* : A unit that is stunned is unable to move, attack or cast abilities for the duration.
	+ : A unit that is suspended is considered to be airborne for the purposes of Last Breath Last Breath, but for countering purposes it's considered a stun.
* : 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.

Types of Crowd Control/Summary

## Categorization

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 ไฟล์:KarthusSquare.png Karthus' Requiem Requiem and ไฟล์:KatarinaSquare.png 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

Crowd control can be countered in various different ways.

### Immunity

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.

* Banshee's Veil Banshee's Veil provides immunity to CC applied with first instance of ability blocked while passive is ready.
* ไฟล์:FioraSquare.png Fiora's Riposte Riposte provides immunity to all forms of CC applied during the parry.
* ไฟล์:MalzaharSquare.png Malzahar's Void Shift Void Shift provides immunity to all forms of CC applied in the duration.
* ไฟล์:Master YiSquare.png Master Yi's Highlander Highlander provides immunity to all slows applied in the duration.
* ไฟล์:MorganaSquare.png Morgana's Black Shield Black Shield provides immunity to all forms of CC applied in the duration of the shield.
* ไฟล์:NocturneSquare.png Nocturne's Shroud of Darkness Shroud of Darkness provides immunity to CC applied with first instance of ability blocked in the duration.
* ไฟล์:OlafSquare.png Olaf's Ragnarok Ragnarok provides immunity to all forms of CC applied in the duration, with exception of nearsight.
* ไฟล์:SivirSquare.png Sivir's Spell Shield Spell Shield provides immunity to CC applied with first instance of ability blocked 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 ไฟล์:KarthusSquare.png Karthus' Wall of Pain Wall of Pain) will still apply any attached crowd controls if possible.

### Deferral

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.

* ไฟล์:DariusSquare.png Darius' Noxian Guillotine Noxian Guillotine provides immunity to all forms of CC for the duration of the dash.

* ไฟล์:HecarimSquare.png Hecarim's Onslaught of Shadows Onslaught of Shadows provides immunity to all forms of CC for the duration of the dash.
* ไฟล์:Jarvan IVSquare.png Jarvan IV's Cataclysm Cataclysm provides immunity to all forms of CC for the duration of the dash.
* ไฟล์:MalphiteSquare.png Malphite's Unstoppable Force Unstoppable Force provides immunity to all forms of CC for the duration of the dash.
* ไฟล์:NocturneSquare.png Nocturne's Paranoia Paranoia provides immunity to all forms of CC for the duration of the dash.
* ไฟล์:ViSquare.png Vi's Assault and Battery Assault and Battery provides immunity to all forms of CC for the duration of the dash.

### Removal

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).

* ไฟล์:AlistarSquare.png Alistar's Unbreakable Will Unbreakable Will removes all forms of CC.
* ไฟล์:GangplankSquare.png Gangplank's Remove Scurvy Remove Scurvy removes all forms of CC.
* ไฟล์:OlafSquare.png Olaf's Ragnarok Ragnarok removes all forms of CC.
* ไฟล์:EvelynnSquare.png Evelynn's Dark Frenzy Dark Frenzy removes all slows.
* ไฟล์:GarenSquare.png Garen's Decisive Strike Decisive Strike removes all slows.
* ไฟล์:Master YiSquare.png Master Yi's Highlander Highlander removes all slows.
* Cleanse Cleanse removes all forms of CC aside from airborne and suppression.
* The Quicksilver item active removes all forms of CC, including airborne effects if a blink or dash ability is used after activation.
* แม่แบบ:Iis active effect removes all forms of CC aside from airborne and suppression.

### Reduction

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.

* ไฟล์:Dr. MundoSquare.png Dr. Mundo's Burning Agony Burning Agony
* ไฟล์:IreliaSquare.png Irelia's Ionian Fervor Ionian Fervor
* Tenacity
* Cleanse Cleanse
* Swiftness Swiftness
* Elixir Of Iron

### Potency Reduction

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.

* ไฟล์:SejuaniSquare.png Sejuani's Frost Armor Frost Armor
* Boots of Swiftness Boots of Swiftness
* Swiftness Swiftness

## 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. 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).

* **Self-Knockback:** A champion that knockbacks itself is temporarily unable to attack and issue movement commands. The target may still cast spells.
	+ ไฟล์:CaitlynSquare.png Caitlyn's 90 Caliber Net 90 Caliber Net
	+ ไฟล์:GravesSquare.png Graves' Collateral Damage Collateral Damage
	+ ไฟล์:KledSquare.png Kled's Pocket Pistol Pocket Pistol
	+ ไฟล์:ZiggsSquare.png Ziggs' Satchel Charge Satchel Charge

* **Self-Silence:** A champion that silences itself is unable to cast abilities. They may still attack and use summoner spells.
	+ ไฟล์:RumbleSquare.png Rumble's Junkyard Titan Junkyard Titan

* **Self-Slow:** A champion that slows itself has reduced movement speed.
	+ ไฟล์:BlitzcrankSquare.png Blitzcrank's Overdrive Overdrive
	+ ไฟล์:Tahm KenchSquare.png Tahm Kench's Devour Devour (with an enemy champion)

* **Self-Stun:** A champion that stuns itself is unable to control its movement, attack, or use abilities.
	+ ไฟล์:SionSquare.png Sion's Unstoppable Onslaught Unstoppable Onslaught (when colliding with terrain)

### 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 ไฟล์:GalioSquare.png 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:

* **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.
	+ ไฟล์:PoppySquare.png Poppy's Keeper's Verdict Keeper's Verdict
	+ ไฟล์:VarusSquare.png Varus' Piercing Arrow Piercing Arrow
	+ ไฟล์:ViSquare.png Vi's Vault Breaker Vault Breaker
	+ ไฟล์:XerathSquare.png Xerath's Arcanopulse Arcanopulse

* **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).
	+ ไฟล์:SionSquare.png Sion's Decimating Smash Decimating Smash
	+ ไฟล์:Vel'KozSquare.png Vel'Koz's Lifeform Disintegration Ray Lifeform Disintegration Ray
	+ ไฟล์:XerathSquare.png Xerath's Rite of the Arcane Rite of the Arcane (for the first 1 second of the duration)
	+ ไฟล์:ZacSquare.png Zac's Elastic Slingshot Elastic Slingshot

* **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.
	+ ไฟล์:CaitlynSquare.png Caitlyn's Ace in the Hole Ace in the Hole
	+ ไฟล์:FiddlesticksSquare.png Fiddlesticks' Crowstorm Crowstorm
	+ ไฟล์:KarthusSquare.png Karthus' Requiem Requiem
	+ ไฟล์:MalzaharSquare.png Malzahar's Nether Grasp Nether Grasp (for the first {{#vardefine:n|0.5}}0.5 seconds of the duration)
	+ Rek'Sai's Void Rush Void Rush
	+ ไฟล์:Tahm KenchSquare.png Tahm Kench's Abyssal Voyage Abyssal Voyage
	+ ไฟล์:Twisted FateSquare.png Twisted Fate's Gate Gate
	+ ไฟล์:UrgotSquare.png Urgot's Hyper-Kinetic Position Reverser Hyper-Kinetic Position Reverser
	+ ไฟล์:WarwickSquare.png Warwick's Infinite Duress Infinite Duress

## Trivia

* Sona's Crescendo Crescendo causes the target to dance.
* If abilities that share cooldowns or are unique to different forms are counted separately, then ไฟล์:GnarSquare.png Gnar possesses the highest number of crowd control abilities in the game, at six, with ไฟล์:NautilusSquare.png Nautilus and ไฟล์:KarmaSquare.png Karma tying for second place, at four. Otherwise, if they are counted as shared, ไฟล์:NautilusSquare.png Nautilus and ไฟล์:GnarSquare.png Gnar possess the most, at four.
* ไฟล์:NautilusSquare.png Nautilus also possesses the highest number of unique crowd control types, at five.
	+ ไฟล์:PoppySquare.png Poppy and ไฟล์:Xin ZhaoSquare.png Xin Zhao possess the second-highest, at four. If ไฟล์:LissandraSquare.png Lissandra's Frozen Tomb Frozen Tomb is counted as a form of , she also has four.
		- ไฟล์:AlistarSquare.png Alistar, ไฟล์:BardSquare.png Bard, ไฟล์:BlitzcrankSquare.png Blitzcrank, ไฟล์:BraumSquare.png Braum, ไฟล์:Cho'GathSquare.png Cho'Gath, ไฟล์:GnarSquare.png Gnar, ไฟล์:GragasSquare.png Gragas, ไฟล์:JannaSquare.png Janna, ไฟล์:Lee SinSquare.png Lee Sin, ไฟล์:LeonaSquare.png Leona, ไฟล์:LissandraSquare.png Lissandra (otherwise), ไฟล์:LuluSquare.png Lulu, ไฟล์:MaokaiSquare.png Maokai, ไฟล์:MorganaSquare.png Morgana, ไฟล์:NamiSquare.png Nami, ไฟล์:Tahm KenchSquare.png Tahm Kench, ไฟล์:ThreshSquare.png Thresh, ไฟล์:SejuaniSquare.png Sejuani, ไฟล์:SionSquare.png Sion, ไฟล์:SyndraSquare.png Syndra, ไฟล์:Vel'KozSquare.png Vel'Koz, ไฟล์:ZacSquare.png Zac, ไฟล์:ZileanSquare.png Zilean and ไฟล์:ZyraSquare.png Zyra each have three.
* The highest persistent level of crowd control reduction in the game can be achieved by ไฟล์:IreliaSquare.png Irelia with 3 nearby foes for the maximum benefit of Ionian Fervor Ionian Fervor, any item bearing Tenacity and five points in the mastery Swiftness Swiftness for **67%** reduced crowd control. With an Elixir of Iron Elixir of Iron, she can achieve a further 4 minutes of **75%** crowd control reduction, and if Cleanse Cleanse is used on top of this, ไฟล์:IreliaSquare.png Irelia can achieve 3 seconds of **91%** crowd control reduction, which is the highest reduction possible in League of Legends.
	+ With this level of reduction, the longest crowd control in the game, ไฟล์:NasusSquare.png Nasus' Wither Wither, lasts only {{#vardefine:n|0.43}}0.43 seconds.
* ไฟล์:AatroxSquare.png Aatrox, ไฟล์:AlistarSquare.png Alistar, ไฟล์:Cho'GathSquare.png Cho'Gath, ไฟล์:GangplankSquare.png Gangplank, ไฟล์:HeimerdingerSquare.png Heimerdinger, ไฟล์:JinxSquare.png Jinx, ไฟล์:KarmaSquare.png Karma, ไฟล์:OlafSquare.png Olaf and ไฟล์:TryndamereSquare.png Tryndamere are the only champions in the game that can activate an ability while disabled. Of these, ไฟล์:AlistarSquare.png Alistar, ไฟล์:GangplankSquare.png Gangplank and ไฟล์:OlafSquare.png Olaf can also remove the disabling effects.
* ไฟล์:MordekaiserSquare.png Mordekaiser, ไฟล์:EzrealSquare.png Ezreal, ไฟล์:KatarinaSquare.png Katarina, ไฟล์:LucianSquare.png Lucian, ไฟล์:Master YiSquare.png Master Yi, ไฟล์:SivirSquare.png Sivir, and ไฟล์:NidaleeSquare.png Nidalee are the only champions in game without any sort of crowd control inherent to their kit.

## References

1. ↑ Wiksy describes Flee
2. ↑ Patch 3.13 Notes

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