Crowd control, commonly referred to as CC plays a crucial role in the gameplay of League of Legends. It encompasses abilities and effects that restrict the movement, ability usage, and attacks of enemy champions. Having a comprehensive understanding of the various types of crowd control in the game is essential for achieving success. In this article, we will explore the different forms of crowd control in League of Legends and their impact on gameplay.
Stuns are among the most potent crowd-control effects in the game. They completely immobilize an enemy champion, rendering them incapable of moving, attacking, or using abilities during the stun's duration. Stuns are particularly effective against highly mobile champions, as they eliminate their escape options.
Silence prevents enemy champions from casting any abilities, including summoner spells. This form of crowd control can be a potent counter to champions reliant on their abilities for damage or crowd control, such as mages and assassins. Notable silence abilities include Cho'Gath's Feral Scream, which applies a 2-second area-of-effect silence.
Fear compels a unit to move directly away from the source of crowd control. While feared, champions are unable to attack, use abilities, or issue movement commands. Fiddlesticks' Crowstorm ability, for example, inflicts an area-of-effect fear on nearby units.
Roots immobilize a champion, preventing them from moving but still allowing them to cast abilities and attack. While not as powerful as stuns, roots are valuable for controlling movement and setting up kills. They are particularly effective against melee champions reliant on mobility to engage enemies.
Slows are the most common and often the weakest form of crowd control. They reduce the movement speed of enemy champions, with stronger slows also affecting attack speed. While slows do not completely immobilize opponents, they are effective for controlling the pace of team fights and facilitating skill shot accuracy or gap closing. Combining slows with other forms of crowd control can create potent lockdown effects.
6. Knock Up
Knock-ups suspend champions in the air for a brief period, rendering them unable to act or move. Unlike stuns, knock-ups cannot be cleansed or removed with items like Quicksilver Sash. Although their duration is typically shorter than other forms of crowd control, knock-ups are considered strong due to the lack of counterplay while airborne.
Knockbacks push enemy champions away from the source of the crowd control, disrupting their positioning and enabling allies to pursue or retreat. Knockbacks are valuable for repositioning enemies that pose a threat to high-priority targets or objectives. Skilled usage of knockbacks can lead to impactful plays, as demonstrated by G2 Mithy's Alistar outplay on Orianna.
Suppression renders a champion completely helpless for the duration of the crowd control. Champions under suppression cannot act or use summoner spells. Only a few abilities in the game possess suppressing effects, such as Malzahar and Lissandra's ultimates. To break free from suppression, champions must use Quicksilver Sash (QSS).
Polymorph is a unique form of crowd control primarily associated with Lulu's Whimsy ability. When polymorphed, an enemy champion is slowed and unable to attack or cast abilities. Polymorph is particularly effective against assassins or champions attempting to engage high-value targets.
Nearsight is an often overlooked crowd control effect. Champions with near sight have their sight radius reduced and lose allied vision for the duration of the crowd control. It can effectively neutralize long-range carries, rendering them useless and unable to attack during the duration. Graves' Smoke Screen ability is an example of a near-sight effect.
Blind causes auto-attacks to miss the target, resulting in no damage dealt. It is a useful crowd control against bruisers or AD carries reliant on auto-attacks for damage output. Blinds can be removed with Quicksilver Sash or Cleanse, although the cooldown on abilities like Teemo's Blind Dart is shorter than those items.
Taunt forces the affected champion to auto-attack the source of the crowd control for the duration. It is a potent form of crowd control, particularly when used by champions like Rammus with their defensive abilities and Thornmail active. Taunt is effective at diverting attention and neutralizing enemy carries.
Charm is the opposite of fear, compelling the affected champion to walk toward the source of the crowd control with reduced movement speed. It hinders the target's ability to issue movement commands and creates opportunities for coordinated attacks.
Grounded prevents champions from casting movement abilities, including flash. It is particularly effective against mobile champions relying on dashes, such as Yasuo or Riven. Grounded can render certain champions useless in fights, countering their mobility advantages.
In conclusion, comprehending the various types of crowd control in League of Legends is crucial for improving gameplay. Each form of crowd control possesses unique mechanics that can dramatically alter the course of a game. By mastering crowd control, players can become valuable assets to their teams, leading them to victory.
Riot Unveils New Feature To Punish AFK & Troll Players In LoL
Chances are if you've played more than a single game of League of Legends - you...
Jian "UZI" Zi-Hao Retires After An 8 Year Professional LoL Career
Undeniably, when one thinks of iconic League of Legends players...
Yasuo Champion Spotlight
A marked man with nothing to lose and only his honor to reclaim, Yasuo's tempestuous path has finally found the Fields of Justice. Bear witness to his unrelenting power