What is the "best" kind of CC?
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My Soraka Guide | My Review Service

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My Soraka Guide | My Review Service

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honestly hard CC is op. low elo (soloQ) is very dependant on whover can dish out more cc, and that is frequently seen in picks. most games are won there, imo.
stun is the basic all-around best, probably, having
Blazing Stampede at the epitome, i guess.
silence works only against casters, as blindness works against auto attackers.
my favorite CC abilities are
Curse of the Sad Mummy,
Glacial Prison,
Rocket Grab,
Solar Flare and
Pulverize.
of course, you should always find the best target.
stun is the basic all-around best, probably, having

silence works only against casters, as blindness works against auto attackers.
my favorite CC abilities are





of course, you should always find the best target.
Depends.
Knock up's give a massive *fu* to tenacity,
But the likes of
Singed hate slows more than any other kind of CC.
Ap casters hate being silenced as much as being stunned, if not more, since silences can last a hell of a lot longer if done right.
I always loved stuns. Especially
Event Horizon.
Shame my
Veigar got superseeded by bird man =/
Knock up's give a massive *fu* to tenacity,
But the likes of

Ap casters hate being silenced as much as being stunned, if not more, since silences can last a hell of a lot longer if done right.
I always loved stuns. Especially

Shame my

Want a guide destroyed? reviewed?
Knockups aren't limited to just .5 seconds.
AFAIK
Depth Charge is like a 2 second knockup,
Pulverize 1 second,
Howling Gale varies but can be bigger than 1 second, etc.
Also, most of them tend to be AoE, so they are by FAR the best CC in the game.
AFAIK



Also, most of them tend to be AoE, so they are by FAR the best CC in the game.
Movement displacement is by far the strongest CC when used correctly.
Standouts:
Rocket Grab,
Rupture,
Unstoppable Force
Edit: Oh, you have displacement and "airborne" as separate things. My bad.
Standouts:



Edit: Oh, you have displacement and "airborne" as separate things. My bad.
Airborne. Sometimes you fly so high up you don't fall back down :).
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Lastly,What do you think is the most favorable balance of CC, in an ideal team?
Here are a pros and cons list (that i will likely be modifying) for each sort of mainstream CC.
Imo Silence and Stun seem best. Silence helps lock down the power of AP mids and/or Bruisers during the mid-game. This will give your team a significant advantage over the opposing team, because you will be able to shut down a major source of damage from the opposing team for a long enough team that you will get a clear edge over them.
+Allows for Kiting.
+Acts as a 'faux' initiate.
+Tend to be medium/long range.
+~12s cooldown, which means that it can be used twice, and sometimes 3 times during a team fight.
+Cannot be flashed out of.
+Most Snares actually do nice damage too.
+Makes jungle ganks 1,000 times easier.
+Cannot be flashed out of.
+Actually, lots of stuns are AoE. ~16% of stuns Trueshot, ~33% of stuns are skillshot + uber easy to land riven E e.g.
+Offers good peel for an ADC.
+In a team fight, can prevent an opposing carry from kiting a bruiser.
+Most stuns actually have a pretty long duration (.75-1.5s non ults)
+Varying CD times - non CD ults have around a ~9-10s cd and can be used 2-3 times a fight.
+Some travel time
+Mitigated by Tenacity
+Cannot be flashed out of.
+Most silences are instant speed and trueshot.
+Makes AD casters useless -> better kiting for ADC.
+Locks down AP mids too. Really short CD (~7-9s).
+No kiting for that damn
+Only 8 people have silence :<
+Mitigated by tenacity
+Uber long range.
+Instant speed.
+Trueshot.
+Can be used as a gap closer.
+Uncleansable.
+Not mitigated by Tenacity
+
+Channeling can leave its caster in danger.
+Can be disrupted from other CC like silence.
+Medium/short range.
+Complete lockdown of a champion.
+Instant cast makes the CC nearly unavoidable.
+Short CD (~7-9 seconds)
+Usually a small casting range.
+Very common and easy to build slow.
+Prevents people from escaping.
+Consistently applied throughout a team fight
+Allows bruisers to get past the front line.
+Medium/long range allows for good initiation potential.
+Long cooldowns mean that if your team does not take advantage of the ult, the team fight will be less in your favor.