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Crowd Control Movement Attacking Abilities Interrupt Spells Reduction Removal
Airborne Template:Color Template:Color Template:Color Template:Color 18px18px Template:Color Template:Color
Blind Template:Color Template:Color Template:Color Template:Color Template:Color Template:Color 18px18px
Entangle Template:Color Template:Color Template:Color See notes 18px18px Template:Color 18px18px18px
Forced Action Template:Color Template:Color Template:Color Template:Color 18px18x18px Template:Color 18px18px18px
Polymorph Template:Color Template:Color Template:Color Template:Color 18px18px Template:Color 18px18px18px
Root Template:Color Template:Color Template:Color See notes 18px18px Template:Color 18px18px18px
Silence Template:Color Template:Color Template:Color Template:Color 18px18px Template:Color 18px18px18px
Slow Template:Color Template:Color Template:Color Template:Color Template:Color Template:Color 18px18px18px
Stasis Template:Color Template:Color Template:Color Template:Color Template:Color Template:Color Template:Color
Stun Template:Color Template:Color Template:Color Template:Color 18x18px18x18px Template:Color 18x18px18x18px18x18px
Suspension Template:Color Template:Color Template:Color Template:Color 18x18px18x18px Template:Color 18x18px18x18px18x18px
Suppression Template:Color Template:Color Template:Color Template:Color Template:Color Template:Color 18px

Please note the following:

  • Movement includes abilities (such as Template:Cai).
  • Dashes are only interrupted by Airborne effects.
    • Template:Cai is an exception, as it is the only Dash that will be interrupted by Roots, Entangles, Stuns and Suppressions.
  • Attack refers to a champion's basic attacks (by default right-click).
  • Ability refers to a champion's castable spells (by default Q, W, E and R).
    • Template:Ii cannot be activated where Abilities are disabled, as the item is intended to be used on allies.
  • Spells refers to the Summoner Spells.
  • Interrupt refers to whether or not the effect will cancel channeled abilities.
  • Template:Ii removes any crowd control effect that Template:Ii would.

Template:Anchor Airborne Edit

  • Airborne crowd control effects are made up of two components: a movement modifier (called a "move block" by Riot, referring to a chunk of code) and a stun (which is responsible for the disabling to attacking and casting). In the game, the most recent move block will over-rule any previous move blocks.
  • Move block
    • The target is unable to control movement.
      • The target remains targetable and will be affected by abilities as if they were on the ground (such as Template:Ai).
      • The duration of the effect is related to how long the target is in the air. A common bug where a target who is dashing is made airborne causes them to be knocked "into orbit". The duration is largely extended due to the increased distance the target has to fall.
    • Interrupts active move blocks, namely other airborne effects and dashes.
    • Can be interrupted by subsequent move blocks, namely other airborne effects, dashes or blinks.
    • The duration is unaffected by crowd control reduction.
    • The effect cannot be removed by cleanse effects.
  • Stun
    • The target is unable to cast abilities or basic attack.
    • The duration is affected by crowd control reduction and can be removed by cleansing effects.
    • Explained in more detail below.
  • Through the use of cleansing effects or tenacity, players can remove the stun and subsequently activate abilities such as Template:Si or champion-specific dashes to break the airborne's move block.
  • In some instances, the stun duration is longer than the move block (e.g. Template:Cai), but in most cases they are the same duration. There have been cases in the past where the stun duration was shorter, but this usually lead to bug-like interactions and was later "fixed" (e.g. Template:Cai did not apply any stun at all in the initial charge on the ability, which allowed his enemies to use Flash/dash to supersede the charge's knockback and get over the wall).

Template:Anchor Knockback Edit

Template:Anchor Knock Aside Edit

  • The target is made airborne in a direction perpendicular from the source.
  • Champions with Knock Aside: Template:Ci, Template:Ci.

Template:Anchor Knockup Edit

Template:Anchor Knockdown Edit

  • The target is made airborne for a single instant.
  • Interrupts the channeling of abilities.
  • Interrupts dash abilities.
  • The effect cannot be either reduced or cleansed, as the effect is instantaneous.
  • Champions with Knockdown: Template:Ci, Template:Ci, Template:Ci.

Template:Anchor Pull Edit

Template:Anchor Stasis Edit

  • The targetable is unable to control movement, attack, cast abilities, activate items or use summoner spells.
    • The target is also untargetable and invulnerable for the duration.
  • Interrupts the channeling of abilities.
  • Interrupts dash abilities.
  • The duration is not affected by crowd control reduction.
  • The effect cannot be removed by any means.
  • Champions with Stasis:  Template:Ci and Template:Ci and Template:Ci (has a similar effect).

Suspension Edit

  • The target is made airborne on the spot.
  • The target is unable to control movement, attack or cast abilities.
    • The target remains targetable and will be affected by abilities as if they were on the ground (such as Template:Ai).
  • Interrupts the channeling of abilities.
  • Interrupts dash abilities.
  • Unlike a knockup, which is visually similar:
    • The duration is affected by crowd control reduction.
    • The effect can be removed by all cleansing effects.
  • Champions with Suspension: Template:Ci, Template:Ci, Template:Ci.

Template:Anchor Blind Edit

  • Effect: The target cannot perform physical damage with auto-attacks, except with some auto-attack modifiers like Yasuo's Steel Tempest, Draven's Spinning Axe and Riven's Runic Blade but not others like Xin Zhao's Three Talon Strike (*tested*). Other auto-attack modifiers that work/don't work are currently unknown. Non-physical damage from basic attacks still works while blinded also. Champions with blind: Template:Ci , Template:Ci.
  • Template:Ii's passive returns 30% of all physical damage back to the attacker as magic damage before the damage is reduced by any effect, including blind. So it still applies if the target is blinded.
  • Blinded enemies will only miss if they attack while blinded; ranged units still hit if the projectile fires before the blind.
  • Template:Ci cannot proc Template:Ai while blinded, unless she Tumbles in which case she procs it once (tested).

Template:AnchorTemplate:Anchor Entangle Edit

  • The target is unable to control movement or attack (rooted targets can still attack).
    • This includes abilities and summoner spells that move the champion.
    • This will not prevent delayed teleports that have already begun channeling, such as Template:Cai. The target will arrive rooted, if the duration permits.
  • Does not interrupt the channeling of abilities.
  • The duration is affected by crowd control reduction.
  • The effect can be removed by all cleansing effects.
  • Champions with Entangle: Template:Ci.

Template:Anchor Forced Action Edit

  • The target is unable to control movement, attack or cast abilities.
  • Interrupts the channeling of abilities.
  • The duration is affected by crowd control reduction.
  • The effect can be removed by all cleansing effects.
  • Applies only on minions at the crystal scar while attacking a capture point.

Template:Anchor Charm Edit

Template:Redirect

  • The target will attempt to move toward the source for the duration.
  • If the target does not have vision of the source, they will instead stand still.
  • If the source dies, the effect ends.
  • Champions with Charm: Template:Ci.

Template:Anchor Fear Edit

  • The target will walk in random directions with reduced movement speed for the duration.
  • Champions with Fear: Template:Ci (non-champion enemies only).

Template:Anchor Flee Edit

  • The target will be locked in place for a brief duration and then run directly away from the source with reduced movement speed for the duration.
  • Units immune to slowing effects will run away from the source with normal movement speed.
  • Champions with Flee: Template:Ci, Template:Ci, Template:Ci, Template:Ci, Template:Ci.

Template:Anchor Taunt Edit

  • The target will attempt to attack the source of the taunt for the duration.
  • If the target does not have vision of the source, they will simply stand in place.
  • If the target cannot attack the source (such as Template:Ii), the target will simply stand in place.
  • If the source dies, the effect ends.
  • Champions with Taunt: Template:Character icon, Template:Ci, Template:Ci.

Template:Anchor Polymorph Edit

  • ​The target is unable to attack or cast abilities and is slowed for the duration.
    • This is distinct from Blind as the target cannot attack at all: as such, on-hit effects are never used/wasted.
    • Template:Ai, when cast on an enemy, transforms the target into a small critter (reducing their size).
  • Interrupts the channeling of abilities.
  • The duration is affected by crowd control reduction.
  • The effect can be removed by all cleansing effects.
  • Champions with Polymorph: Template:Ci.

Template:Anchor Root Edit

Template:Anchor Silence Edit

Template:Anchor Slow Edit

Template:Anchor Stun Edit

Template:Anchor Suppression Edit

Template:Anchor Suspension Edit

  • Suspension is a stun with "airborne" effect for the purposes of Template:Ai.
  • The target is unable to control movement, attack or cast abilities.
    • The target remains targetable and will be affected by abilities as if they were on the ground (such as Template:Ai).
  • Interrupts the channeling of abilities.
  • Interrupts dash abilities.
  • Unlike a knockup, which is visually similar:
    • The duration is affected by crowd control reduction.
    • The effect can be removed by all cleansing effects.
  • The target is considered to be "airborne" for the purposes of Template:Ai.
  • Champions with Suspension: Template:Ci, Template:Ci, Template:Ci.es:Tipos de control de masas

ru:Виды эффектов контроля zh:Types of Crowd Control

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