Effetti di Controllo

**Crowd Control** (also called **CC**) is a term used in SMITE to refer to negative status effects that influence, limit or prevent the actions of the affected gods and units. Crowd control can be extremely powerful, controlling the possible outcomes of an encounter, as it forces opponents to use a smaller set of abilities/actions. Used properly, crowd control often renders an opponent nearly useless, allowing attack without fear of retaliation. In teamfights, crowd control often makes combat safer, easier, or more viable.

There are two main types of crowd-control effects: "Soft" and "Hard" Crowd Control, depending on whether or not the effect prevents the target from taking some kind of action.

## List of Crowd Control effects

Here is a list with every type of crowd control effect along with some relevant information, sorted by type.

### Soft Crowd Control

This type of crowd control reduces the ability or effectivity of the target's actions but does not completely prevent them from doing them.

####  Blind

Blind is a soft crowd control. Gods under this effect are unable to see clearly for the duration, but won't incur any other kind of negative effect.

####  Cripple

Cripple is a soft crowd control. A crippled god is unable to use movement abilities like leaps, dashes, or teleports.

####  Root

Root is a soft crowd control. A rooted unit cannot walk but can use leaps, dashes, and teleports. They will remain rooted wherever they go.

####  Slow

Slow is a soft crowd control. A slowed unit has its movement speed reduced but is still able to walk and take any other kind of action.

### Hard Crowd Control

This type of crowd control completely prevents the target from taking certain actions, like moving or casting abilities.

####  Banish

Banish is a hard crowd control. A banished unit is temporarily removed from the game and can neither be targeted by allies nor enemies and is unable to take any action or move. They do, however, continue to take damage from damage-over-time effects.

####  Disarm

Disarm is a hard crowd control. A disarmed unit is unable to use their basic attacks.

####  Disorient

Disorient is a hard crowd control. A disoriented unit is unable to take any action and is turned to a random direction.

####  Fear

Fear is a hard crowd control. A feared unit loses control and is forced to slowly run away.

####  Grab

Grab is a hard crowd control. A grabbed unit is unable to take any action and will be relocated by the caster.

####  Intoxication

Intoxication is a hard crowd control. An intoxicated unit has their vision distorted, they will move erratically for the duration, but will not be stopped from attacking or moving.

####  Knockback

Knockback is a hard crowd control. A knocked back unit is knocked away from the source and is be unable to perform any actions.

####  Knockup

Knockup is a hard crowd control. A knocked up unit is knocked into the air, preserving their current direction, and is unable to take any action until they land.

#### Madness

Madness is a hard crowd control. A god under this effect is forced to attack their allies or harmlessly follow the caster.

####  Mesmerize

Mesmerize is a hard crowd control. A mesmerized unit is unable to take any action. However, the effect will be cancelled prematurely if the unit takes any damage (excluding damage from minions).

####  Pull

Pull is a hard crowd control. A unit under this effect is pulled towards the CC's source.

####  Silence

Silence is a hard crowd control. A silenced unit is unable to cast abilities nor use active items and consumables.

####  Slippery Surface

Slippery Surface is a hard crowd control. A unit standing on a slippery surface is slowed and loses control of their movement while sliding across. If the victim hits a wall or obtacle it will cause them to bounce away from it.

####  Stun

Stun is a hard crowd control. A stunned unit is unable to move nor use their abilities and items.

####  Taunt

Taunt is a hard crowd control. A taunted unit is slowed and is forced to attack and chase the caster.

####  Tremble

Tremble is a hard crowd control. A trembling unit will move erratically toward the source for the duration.

####  Vortex

Vortex is a hard crowd control. A unit under this effect is being pulled towards the center of the effect.

### Ramp-Up Crowd Control

This type of Crowd Control causes an affected target to be afflicted by one of the previously listed crowd control effects that increases in intensity over its duration. For example, Chronos' Stop Time ability will lower the target's attack and movement speed until they are stunned. The effect will be considered the same type of Crowd Control as the one applied at the end for gameplay purposes and for crowd control cleansing effects (meaning that while slow preventing effects won't affect a ramp-up stun, hard CC immunity will).

## Crowd Control Items

There are some items that can allow the use of certain soft and hard crowd control effects.

* **Horrific Emblem &**  **Horrific Emblem Upgrade**

* This relic and its upgrade will slow enemy gods within a radius for the duration.

* **Frostbound Hammer**

* This passive item will cause its owner's basic attacks to slow their target's movement speed.

* **Poisoned Star**

* This passive item will cause its owner's critical hits to apply a poison that slows their target's movement speed for a short duration.

* **Gem of Isolation**

* This passive item will cause its owner's damaging abilities to apply a slow for a short duration.

* **Mantle of Discord**

* If the owner of this item reaches a certain percentage of their maximum health or less, this item will unleash a shockwave that stuns all targets within a radius.

* **Ancile**

* If the owner of this item takes Magical Damage from an enemy ability, this item will unleash a shockwave that silences all enemies within a radius.

* **Midgardian Mail**

* Enemies that successfully land basic attacks on the owner have their Movement Speed and Attack Speed reduced for a short duration. This effect can stack up to 3 times and can stack with other item slow effects.

## Crowd Control Reduction

There are several means of reducing the effectivity of crowd control effects or even nullifying them entirely. Some god abilities provide a temporary immunity to some or all of them, and there are items that can do this as well. For more information on Crowd Control Reduction, see the Statistic page.

A list with all items that provide Crowd Control Reduction can be found here: List of Crowd Control Reduction items.

### Diminishing Returns

Diminishing returns is a mechanic that makes hard crowd control effects less effective when used on a recently affected target. When a target is first hit by a hard crowd control effect, they are affected for the entire duration. If they are hit with another effect within 15 seconds, that effect will only last 66% of its normal duration. Any other effects after that will only last 33% of their original duration. A target can be crowd controlled as normal once 15 seconds has past since they were last affected.

Note: Displacement CC (Grab, Knockup, Knockback, and Pull) always last their normal duration, but they will still contribute to the diminishing returns of future crowd control effects. Banishes do not interact with diminishing returns in any way.