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In-depth look at Crowd Control
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Sources
- http://leagueoflegends.wikia.com/wiki/Crowd_control
- http://lol.gamepedia.com/Crowd_control
- http://www.mobafire.com/league-of-legends/wiki/game-mechanics/crowd-control
but these sources are either outdated or incomplete, so I created an updated one.
Crowd control (CC) is the term used to describe an ability, spell or an item effect 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.
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.
Airborne:
Unit that is airborne is unable to control its movement, auto attacks, or cast abilities for the duration. The duration is also affected by tenacity and crowd control reduction and cannot be removed with 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 fat the target travels, from the minimum of 0.75 seconds (example:
Rammus's
Powerball) to a maximum of 1.50 seconds (example:
Lulu's
Wild Growth).
Knockup: A knockup causes the target to be made airborne on the spot. The duration depends on how high the target is thrown into the air, from the minimum of 0.75 seconds (example:
Rammus's
Powerball) to a maximum of 1.50 seconds (example:
Lulu's
Wild Growth).
Pull/Fling: These effects cause the target to be made airborne in a direction towards the point of cast (examples:
Orianna's
Command: Shockwave and
Singed's
Fling).
Blind: A unit that is blinded will miss its auto-attacks for the duration.
Example:
Teemo's
Blinding Dart.
Entangle: A unit that is entangled is unable to control its movement or attack for the duration.
Example:
Amumu's
Curse of the Sad Mummy.
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.
Charm: A unit that is charmed will move toward the source for the duration.
Example:
Ahri's
Charm.
Fear: A unit that is feared will walk in random directions with reduced movement speed for the duration.
Example:
Fiddlesticks's
Terrify.
Flee: Targeted unit will move away from the attacker.
Example:
Hecarim's
Onslaught of Shadows.
Taunt: A unit that is taunted will attempt to attack the source of the taunt for the duration.
Example:
Shen's
Shadow Dash.
Polymorph: A unit that is pacified cannot attack or cast abilities and has reduced movement speed for the duration.
Unique ability to:
Lulu with
Whimsy.
Snare: A unit that is snared is unable to control its movement for the duration (occasionally referred to as a Root).
Example:
Morgana's
Dark Binding.
Silence: A unit that is silenced cannot cast abilities for the duration.
Example:
Blitzcrank's
Static Field.
Slow: A unit that is slowed has reduced movement speed for the duration.
Example: item;
Rylai's Crystal Scepter or champion
Janna's
Zephyr.
Stun: A unit that is stunned is unable to control its movement, attack or cast abilities for the duration.
Example:
Sion's
Cryptic Gaze.
Suppression: A unit that is suppressed is unable to control its movement, attack, cast abilities or use spells (including
Cleanse). The duration is also unaffected by crowd control reduction.
Example:
Malzahar's
Nether Grasp.
Unit that is airborne is unable to control its movement, auto attacks, or cast abilities for the duration. The duration is also affected by tenacity and crowd control reduction and cannot be removed with 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 fat the target travels, from the minimum of 0.75 seconds (example:




Knockup: A knockup causes the target to be made airborne on the spot. The duration depends on how high the target is thrown into the air, from the minimum of 0.75 seconds (example:




Pull/Fling: These effects cause the target to be made airborne in a direction towards the point of cast (examples:




Blind: A unit that is blinded will miss its auto-attacks for the duration.
Example:


Entangle: A unit that is entangled is unable to control its movement or attack for the duration.
Example:


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.
Charm: A unit that is charmed will move toward the source for the duration.
Example:


Fear: A unit that is feared will walk in random directions with reduced movement speed for the duration.
Example:


Flee: Targeted unit will move away from the attacker.
Example:


Taunt: A unit that is taunted will attempt to attack the source of the taunt for the duration.
Example:


Polymorph: A unit that is pacified cannot attack or cast abilities and has reduced movement speed for the duration.
Unique ability to:


Snare: A unit that is snared is unable to control its movement for the duration (occasionally referred to as a Root).
Example:


Silence: A unit that is silenced cannot cast abilities for the duration.
Example:


Slow: A unit that is slowed has reduced movement speed for the duration.
Example: item;



Stun: A unit that is stunned is unable to control its movement, attack or cast abilities for the duration.
Example:


Suppression: A unit that is suppressed is unable to control its movement, attack, cast abilities or use spells (including

Example:


Crowd control effects can be categorized in different ways, these are called the main categories that divide CC abilities and items to Hard and Soft cc effects.
In this first category, they're categorized depending on whether or not the effect removes total control of player's character.
In the second category, cc types are categorized depending on if they interrupt abilities that are being channeled, such as
Karthus's
Requiem and
Katarina's
Death Lotus.
In this first category, they're categorized depending on whether or not the effect removes total control of player's character.
Hard CC | Soft CC |
- Airborne | - Blind |
- Forced Action | - Entangle |
- Stun | - Polymorph |
- Suppression | - Root |
- Silence |
- Slow |
In the second category, cc types are categorized depending on if they interrupt abilities that are being channeled, such as




- Hard CC | - Soft CC |
- Airborne | - Blind |
- Forced Action | - Entangle |
- Polymorph | - Root |
- Silence | - Slow |
- Stun |
- Suppression |
All types of Crowd Control can be prevented, including knockback, knockup and pull effects.
Master Yi's
Highlander prevents all slows for its duration.
Poppy's
Diplomatic Immunity prevents all forms of CC for 6/7/8 seconds from everyone but her target.
Morgana's
Black Shield prevents all forms of CC for 5 seconds OR until the shield is broken.
Olaf's
Ragnarok removes and prevents all forms of CC for 6 seconds.
Banshee's Veil creates a spell shield that can block one spell every 25 seconds.
Sivir's
Spell Shield creates a magical barrier for 3 seconds that can block the next enemy spell that hits her.
Nocturne's
Shroud of Darkness creates a magical barrier for 1.5 seconds that can block the next enemy spell that hits him.
Hecarim becomes immune to CC during
Onslaught of Shadows charge.
Jarvan IV becomes immune to CC during
Cataclysm's charge.
Nocturne becomes immune to CC during
Paranoia's charge.
Malphite becomes immune to CC during
Unstoppable Force's charge.
Vi becomes immune to CC during
Cease and Desist's charge.
Crowd control effects can now be received during "unstoppable" movement ultimates (they previously discarded all crowd control effects), but those ultimates will still finish their movement regardless (crowd control effects can persist after the cast finishes)
Affected champions:
- Jarvan IV's Cataclysm
- Nocturne's Paranoia
- Vi's Assault and Battery
- Malphite's Unstoppable Force
- Hecarim's Onslaught of Shadows























Crowd control effects can now be received during "unstoppable" movement ultimates (they previously discarded all crowd control effects), but those ultimates will still finish their movement regardless (crowd control effects can persist after the cast finishes)
Affected champions:
- Jarvan IV's Cataclysm
- Nocturne's Paranoia
- Vi's Assault and Battery
- Malphite's Unstoppable Force
- Hecarim's Onslaught of Shadows
All forms of Crowd Control can be removed, except knockback, knockup and pull effects.
Champion abilities that remove CC
Alistar -
Unbreakable Will removes all forms of CC.
Gangplank -
Remove Scurvy removes all forms of CC.
Olaf -
Ragnarok removes and prevents all forms of CC.
Master Yi -
Highlander removes and prevents all slows.
Evelynn -
Dark Frenzy removes all slows.
Garen -
Decisive Strike removes all slows.
Lucian -
Relentless Pursuit removes all slows.
Items and Summoner spells that remove CC
Cleanse - Removes all CC except suppression.
Mikael's Blessing - Unique Active: Removes all stuns, roots, fears, silences and slows on an allied champion and heals them for 150 + 10% of their missing health. (180 second cooldown).
Mercurial Scimitar - Unique Active - Quicksilver: Removes all debuffs from your champion. (90 second cooldown).
Quicksilver Sash - Unique Active - Quicksilver: Removes all debuffs from your champion. (90 second cooldown).
Champion abilities that remove CC














Items and Summoner spells that remove CC




Crowd control reduction reduces the duration of CC effects by a percentage equal to its value. The reduction will stack multiplicatively with other types of CC duration reduction.
Items
Mercury's Treads: Unique Passive - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%.
Spirit of the Ancient Golem: Unique Passive - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%.
Zephyr: Unique Passive - Tenacity: The duration of stuns, slows, taunts, fears, silences, blinds and immobilizes are reduced by 35%.
Abilities
Dr. Mundo's
Heart Zapper reduces crowd control by 10/15/20/25/30% while active.
Garen's
Courage reduces crowd control by 30% for 2/3/4/5/6 seconds.
Irelia's
Ionian Fervor reduces crowd control by 10/25/40% for 1/2/3 nearby enemy champion(s).
Masteries and Summoner Spells
Cleanse reduces crowd control by 65% for 3 seconds.
Legendary Guardian
reduces the duration of crowd control effects by 15%.
Slow Potency Reduction
These effects reduce the potency of crowd control. Similar effects stack multiplicatively with each other. They do not reduce the duration of the effect.
Boots of Swiftness Unique Passive - Slow resist: Movement slowing effects are reduced by 25%.
Swiftness
: Reduces the effectiveness of slows by 10%.
Sejuani's
Frost Armor: Reduces movement-slowing effects on Sejuani by 10/15/20/25% for 2 seconds.
Items



Abilities






Masteries and Summoner Spells


Slow Potency Reduction
These effects reduce the potency of crowd control. Similar effects stack multiplicatively with each other. They do not reduce the duration of the effect.




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.
-
Caitlyn:
90 Caliber Net
-
Ziggs:
Satchel Charge
Self-Root: A champion that roots itself is unable to control its movement and will ignore movement commands (included forced actions, such as fear). A champion that is rooted can still be moved by airborne effects, but it will not break the root.
-
Xerath: locus of power
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.
Note! These self-slows can be reduced by Slow potency reduction introduced on chapter 7.
-
Garen:
Judgment
-
Varus:
Piercing Arrow
-
Vi:
Vault Breaker
Self-Silence: A champion that silences itself is unable to cast abilities. They may still attack and use summoner spells.
-
Rumble:
Junkyard Titan
Self-Stun: The following champions have channeled abilities that the summoner cannot interrupt (contrary to most channels which will be interrupted if you attempt to move, attack or use another ability). This is comparable to a stun.
-
Malzahar:
Nether Grasp (for the first 0.5 seconds of the duration)
-
Urgot:
Hyper-Kinetic Position Reverser
-
Warwick:
Infinite Duress
Self-Knockback: A champion that knockbacks itself and is temporarily unable to attack and issue movement commands. The target may still cast spells.
-


-


Self-Root: A champion that roots itself is unable to control its movement and will ignore movement commands (included forced actions, such as fear). A champion that is rooted can still be moved by airborne effects, but it will not break the root.
-

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.
Note! These self-slows can be reduced by Slow potency reduction introduced on chapter 7.
-


-


-


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


Self-Stun: The following champions have channeled abilities that the summoner cannot interrupt (contrary to most channels which will be interrupted if you attempt to move, attack or use another ability). This is comparable to a stun.
-


-


-


-
Sona's
Crescendo causes the target to dance.
- The highest continuous form of crowd control reduction can be achieved by
Irelia's
Ionian Fervor with 3 nearby foes, Tenacity (item passive), and
Legendary Guardian
for 66.85%.
-
Tryndamere is the only champion in the game that can activate an ability while disabled that doesn't remove the disable.


- The highest continuous form of crowd control reduction can be achieved by



-

Knockbacks





































Knockups
































Pull/Fling














Blind








Fear






Taunt





Snare
Roots and Snares are the same thing, Root and Snare have no mechanical difference in-game.Also, Binds/Bindings count as snares as they have no mechanical difference in-game.


























Silence














Slows
From Champion Abilites



























































































































From items






Suppression




Stuns






















































Unique to champion CCs
Polymorf
-

Flee
-

Charm
-

Entangle
-

Suppression
-

Suppression
-

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