For the main article, see Crowd control.

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Notes





Airborne Airborne

A unit is made airborne alongside undergoing a forced displacement in a specified direction or to a specific point or for a set duration at its current location. For the duration, the unit is also stunned, becoming unable to control its movement, declare attacks, cast abilities, activate items or use the summoner spells Flash, Teleport, Hexflash, and Mark / Dash.

Countering Airborne CC

To expand upon the countering of airborne effects, consider that the 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 disabling the actions of attacking and casting). As a general rule, the most recent move block will over-rule any previous move blocks, which is how Alistar's Headbutt and Pulverize combo functions. This rule also extends to all beneficial movement modifiers, such as dashes and blinks, which is why Rocket Grab and Rocket Jump will over-rule each other depending on their order of activation. Most beneficial movement modifiers do not prevent the activation of abilities, allowing Tristana to still activate abilities during Rocket Jump but not during Rocket Grab.

Knock Aside

Knockback

Knockup

Pull

Blind Blind

A unit that is blinded will miss their basic attacks for the duration, comparable to attacking a target that is able to dodge or block, but not mechanically similar. Missed attacks will fail to deal damage or apply on-hit effects, with the exception of some empowered basic attacks. Blind does not prevent the unit from declaring attacks, unlike Disarm.

Note: Blind causes Graves' shotgun to fire pellets with a random spread, excluding the direction of his target.

Champions with blind: Teemo

Thornmail's blind , meaning it will apply even if the attacker is blinded .

, meaning it will apply even if the attacker is . Blinded enemies will only miss if the attack is declared while blinded; ranged projectile blind.

Cripple Cripple

A unit that is crippled has reduced attack speed for the duration.

Disarm Disarm

A unit that is disarmed is unable to declare basic attack commands for the duration.

Champions with disarm: Amumu Lulu Quinn Reloading is mechanically similar to being disarmed , which is featured on Graves Jhin lockout



Disrupt Disrupt

When a unit is, it has theirabilities

Disrupt is not, and does not apply, a status effect.

Forced action

Charm Charm

A unit that is charmed is forced to move directly toward the Source (the unit that casted the Charm spell) for the duration, during which they're unable to perform issued movement commands, declare attacks, cast abilities, activate items or use the summoner spells Flash, Teleport, Hexflash, and Mark / Dash. All charms also apply a slow.

Fear / Flee Fear / Flee

A unit that is fleeing or feared is forced to move directly away from the Source (the unit that casted the Fear spell) for the duration, during which they're unable to perform issued movement commands, declare attacks, cast abilities, activate items or use the summoner spells Flash, Teleport, Hexflash, and Mark / Dash. All fears also apply a slow.

Note that, while Fear is now synonymous with Flee, it is technically still the name of a now-deprecated form of Crowd Control that had the target move around aimlessly.

Taunt Taunt

A unit that is taunted will attempt to perform basic attacks on the Source (the unit that casted the Taunt spell) for the duration, during which they're unable to perform issued movement or attack commands, cast abilities, activate items or use the summoner spells Flash, Teleport, Hexflash, and Mark / Dash.





Ground Ground

A unit that isis unable to activate mobility spells for the duration, which include all activeandabilities - including, and, plus a number of additional cases.does not disable nor interruptand. This effect does not innatelya target that is already performing a dash.units can still be

Ground is the only type of crowd control that is most commonly found in persistent area of effects, which will reapply the status effect continously.

Knockdown Knockdown

only affects units that are performing aor being displaced by aneffect. A unit that ishas itsorinterrupted and is placed on the ground instantly.

Knockdown is not a status effect.

Nearsight Nearsight

A unit that is nearsighted has their sight radius reduced and loses their allied and other external vision (i.e. their ability to see what their allies see; wards and traps; abilities that grant vision) for the duration. This means it prevents unit-targeted effects, such as basic attacking, from being used outside of the unit's reduced sight radius, requiring the unit to have personal vision of their target. True sight and unobstructed vision do not infiltrate nearsight.

Champions with nearsight: Graves Nocturne Quinn The following abilities from said champions apply nearsight : Quinn's Blinding Assault sight radius of the enemy target to 330 units . Nocturne's Paranoia sight radius of enemy champions 「 to 1,030 units. 」 「 by 320 units. 」 Graves' Smoke Screen sight radius of enemies inside the bubble to 250 units oriented to the center, but grants them vision of the entire smoke bubble. Resisting and removal effects will only apply to the loss of shared vision from this ability. Enemies outside Smoke Screen cannot see through its area of effect and vice versa by any means. This is not a status effect.

The allied portrait icons do not update while nearsighted unless an ally dies nearsighted initially. This also applies to the tab view for seeing the item inventory for all champions in a match.

unless an ally initially. This also applies to the tab view for seeing the item inventory for all champions in a match. Multiple applications of nearsight debuffs will only consider the one with the greatest sight reduction .

debuffs will only consider the one with the greatest . Since sight nearsighted ally's sight radius. This vision can still be effectively granted by other allies near the affected ally, in which case some, or all, of the lost vision is recovered.

Silence Silence

A unit that iscannot cast abilities, activate items nor use the, andfor the duration.

Silence is also a general term used to refer to crowd control effects that inhibit the casting of abilities.

The following crowd control types combine silence with additional effects:

Sleep Sleep

Drowsy Drowsy

A unit that isis graduallyover the duration, and will fallthereafter.

Removing drowsy or being displacement immune or immune to crowd control at its end will prevent sleep from occurring. Activating a spell shield or becoming untargetable does not.

Interrupts: Drowsy does not interrupt any actions. Reduction: The duration of drowsy is unaffected by Tenacity Resist: Resisted by crowd control immunity Removal: Removed by Cleanses

A unit that is asleep is unable to control its movement, declare attacks, cast abilities, activate items or use the summoner spells Flash, Teleport, Hexflash, and Mark / Dash for the duration. Sleep occurs after the duration of drowsiness finishes.

Slow Slow

110 movement speed

movement speed

A unit that ishas reducedfor the duration.percentages cannot reduce a target below. Somewill instead modify the target'sto a static value, which may not be further reduced nor increased.

Only the slow with the highest value is taken into movement speed calculations. All additional slows are ignored until the higher-valued slow wears off.

Snare / Root Snare / Root

A unit that isis unable to control its movement or activateorspells for the duration. This effect does not innatelya target that is already performing a dash.

Moving includes movement commands, as well as all dash and blink abilities - including the summoner spells Flash, Teleport, Hexflash, and Mark / Dash, plus a number of additional cases. Root does not disable nor interrupt Recall / Empowered Recall.

Stasis Stasis

For the named item effect, see Stasis

A unit that is in stasis is unable to control its movement, declare attacks, cast abilities, activate items or use any summoner spell for the duration, while also being invulnerable and untargetable.

Stun Stun

A unit that is stunned is unable to control its movement, declare attacks, cast abilities, activate items or use the summoner spells Flash, Teleport, Hexflash, and Mark / Dash for the duration.





Suspension Suspension

A unit that isisfor the duration. It also pretends to bewhile the stun holds (can be cast on aenemy). A unit that isis unable to control its movement, declare attacks, cast abilities, activate items or use the, andfor the duration.

Unlike common stuns, suspension is prevented by effects that prevent displacements and becoming suspended also interrupts the ongoing movement of dashes and knock backs. Like common stuns, it is affected by Tenacity and can be fully removed by cleansing effects.

Champions with suspension: Nami

Suppression Suppression

A unit that is suppressed is unable to control its movement, declare attacks, cast abilities, activate items or use any summoner spells for the duration.