Crowd Control: What do all the CC statuses do in League of Legends

Crowd Control: What do all the CC statuses do in League of Legends

Foo Zen-Wen

2 Nov, 2024, 11:11

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Last updated: 9 Apr, 2025, 02:06

League of Legends has 169 champions as of the 15th of November 2024. That’s roughly somewhere between 676 and 845 abilities, accounting for some passives. Out of those, there are 23 different types of Crowd Control (CC) in the game. Do you know all the different variants?

What is League of Legends CC (Crowd Control)?

Crowd Control, commonly abbreviated to CC, is a term used to describe any champion ability in League of Legends that can impair a target unit. It is considered a specialized form of debuff in that they directly hinder a unit’s combat ability.

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Crowd Control statuses inhibit the casting of the following summoner spells: Flash, Teleport, Hexflash, and Mark/Dash. Stasis and Suppression are unique in that they inhibit the use of all summoner spells.

Categories of CC (Crowd Control) Statuses in League of Legends

Loss of Control

Refers to CC statuses’ ability to remove total control from the target champion. Split into TRUE and FALSE, colloquially known as ‘Hard CC’ and ‘Soft CC’.

Disrupting

Refers to CC statuses’ ability to disrupt a channeled ability.

Immobilizing

Refers to CC statuses’ ability to inhibit target champion’s movement.

Disarming

Refers to CC statuses’ ability to disable target champion’s basic attacks.

Impaired Movement and Actions

Refers to CC statuses’ ability to inhibit movement/attacking/casting.

All CC (Crowd Control) Statuses in League of Legends

Airborne

Airborne encompasses 4 specific types of debuffs that render the target unit unable to move, attack, cast abilities, or use item actives during the duration. These include:

  • Knock aside - Unit is made airborne in direction perpendicular to direction of cast.
  • Knock back - Unit is made airborne in direction away from the point of cast.
  • Knock up - Unit is made airborne in direction on the spot.
  • Pull - Unit is made airborne in direction towards the point of cast.

Applied Categories:

  • Loss of Control (Total)
  • Disrupting
  • Immobilizing
  • Disarming
  • Impaired Movement and Actions

How to Counter Airborne CC

  • Crowd Control Immunity
  • Displacement Immunity

Blind

Units that are blind will miss all basic attacks for the duration of ability effect. All basic attacks can still be cast and will be declared, but will display as ‘miss’ on hit.

Applied Categories:

  • Loss of Control (Partial)

How to Counter Blind CC

  • Crowd Control Immunity
  • Cleanse (except Mikael’s Blessing)

Cripple

Units that are crippled have their attack speed reduced for the duration of ability effect.

Applied Categories:

  • Loss of Control (Partial)

How to Counter Cripple CC

  • Crowd Control Immunity
  • Cripple Immunity
  • Tenacity (Reduced Duration)
  • Cleanse

Disarm

Units that are disarmed cannot declare basic attacks for the duration of ability effect.

Applied Categories:

  • Loss of Control (Partial)
  • Disarming

How to Counter Disarm CC

  • Crowd Control Immunity
  • Tenacity (Reduced Duration)
  • Cleanse

Disrupt

Units that are disrupted indicate that the unit’s channeled and charged abilities have been interrupted.

Applied Categories:

  • N/A

How to Counter Disrupt CC

  • Crowd Control Immunity

Drowsy // Sleep

Drowsy is a precursor debuff to the Sleep debuff. Units that are drowsy are gradually slowed over a duration, after which they fall asleep.

Units that are asleep are unable to move, attack, cast abilities, or use item actives for the duration as long as it doesn’t get damaged.

Applied Categories (Drowsy):

  • Loss of Control (Partial)
  • Impaired Movement and Actions

Applied Categories (Sleep):

  • Loss of Control (Total)
  • Disrupting
  • Immobilizing
  • Disarms
  • Impaired Movement and Actions

How to counter Drowsy CC

  • Crowd Control Immunity
  • Cleanse

How to counter Sleep CC

  • Crowd Control Immunity
  • Tenacity (Reduced Duration)
  • Cleanse
  • Taking Damage

Berserk

Berserk is a debuff under the subgrouping of ‘forced action’. Units under a ‘forced action’ cannot control their own movement, attack, cast abilities, or use item actives.

Units that are berserk will attempt to basic attack a nearby unit for the duration of ability effect.

Applied Categories:

  • Loss of Control (Total)
  • Disrupting
  • Immobilizing
  • Impaired Movement and Actions

How to Counter Berserk CC

  • Crowd Control Immunity
  • Tenacity (Reduced Duration)
  • Cleanse

Charm

Charm is a debuff under the subgrouping of ‘forced action’. Units under a ‘forced action’ cannot control their own movement, attack, cast abilities, or use item actives.

Units that are charmed will move towards the source of the cast with reduced movement speed for the duration of ability effect.

Applied Categories:

  • Loss of Control (Total)
  • Disrupting
  • Immobilizing
  • Disarming
  • Impaired Movement and Actions

How to Counter Charm CC

  • Crowd Control Immunity
  • Tenacity (Reduced Duration)
  • Cleanse
  • Death of source

Flee/Fear

Flee/Fear is a debuff under the subgrouping of ‘forced action’. Units under a ‘forced action’ cannot control their own movement, attack, cast abilities, or use item actives.

Units that are fleeing/feared will move away from the source of the cast with reduced movement speed for the duration of ability effect.

Applied Categories:

  • Loss of Control (Total)
  • Disrupting
  • Immobilizing
  • Disarming
  • Impaired Movement and Actions

How to Counter Flee/Fear CC

  • Crowd Control Immunity
  • Tenacity (Reduced Duration)
  • Cleanse
  • Death of source

Taunt

Taunt is a debuff under the subgrouping of ‘forced action’. Units under a ‘forced action’ cannot control their own movement, attack, cast abilities, or use item actives.

Units that are taunted will attempt to basic attack the source of the cast for the duration of ability effect.

Applied Categories:

  • Loss of Control (Total)
  • Disrupting
  • Immobilizing
  • Impaired Movement and Actions

How to Counter Taunt CC

  • Crowd Control Immunity
  • Tenacity (Reduced Duration)
  • Cleanse
  • Death of source

Ground

Units that are grounded are unable to activate mobility spells for the duration of ability effect.

Applied Categories:

  • Loss of Control (Partial)
  • Impaired Movement and Actions

How to Counter Ground CC

  • Crowd Control Immunity
  • Tenacity (Reduced Duration)
  • Cleanse

Kinematics

Units that are affected by kinematics are dragged to a unit or location.

Applied Categories:

  • Loss of Control (Partial)
  • Impaired Movement and Actions

How to Counter Kinematics CC

  • Crowd Control Immunity
  • Displacement Immunity

Knockdown

Units that are knocked down indicate that the unit’s dash or displacement ability has been interrupted. The unit is also placed on the ground.

Applied Categories:

  • N/A

How to Counter Knockdown CC

  • Crowd Control Immunity
  • Displacement Immunity

Nearsight

Units that are nearsighted have their sight radius reduced and lose their allied vision during the duration of ability effect.

Applied Categories:

  • Loss of Control (Partial)

How to Counter Knockdown CC

  • Crowd Control Immunity
  • Cleanse

Root

Units that are rooted are unable to control their movement or activate mobility spells for the duration of ability effect.

Applied Categories:

  • Loss of Control (Partial)
  • Immobilizing
  • Impaired Movement and Actions

How to Counter Root CC

  • Crowd Control Immunity
  • Tenacity (Reduced Duration)
  • Cleanse

Silence 

Units that are silenced are unable to cast abilities or use item actives for the duration of ability effect.

Applied Categories:

  • Loss of Control (Partial)
  • Disrupting
  • Impaired Actions

How to counter Silence CC

  • Crowd Control Immunity
  • Tenacity (Reduced Duration)
  • Cleanse

Polymorph

Units that are polymorphed are silenced and turned into a critter.

Lulu’s Polymorph is the only current example of this debuff and also applies disarm and reduced movement speed for the duration of ability effect.

Applied Categories:

  • Loss of Control (Partial)
  • Disrupting
  • Disarming
  • Impaired Movement and Actions

How to counter Silence CC

  • Crowd Control Immunity
  • Tenacity (Reduced Duration)
  • Cleanse

Slow

Units that are slowed have reduced movement speed for the duration of ability effect. 

Applied Categories:

  • Loss of Control (Partial)
  • Disrupting
  • Impaired Movement and Actions

How to counter Slow CC

  • Crowd Control Immunity
  • Slow Immunity
  • Tenacity (Reduced Duration)
  • Slow Resist (Reduced Strength)

Stasis

Units in stasis are unable to move, attack, cast abilities, or use item actives for the duration of ability/item effect.

However, units in stasis will also be untargetable and invulnerable for the duration of the ability/item effect.

Applied Categories:

  • Loss of Control (Total)
  • Disrupting
  • Immobilizing
  • Disarming
  • Impaired Movement and Actions

How to counter Stasis CC

  • Crowd Control Immunity
  • Displacement Immunity

Stun

Units stunned are unable to move, attack, cast abilities, or use item actives for the duration of the ability effect.

Applied Categories:

  • Loss of Control (Total)
  • Disrupting
  • Immobilizing
  • Disarming
  • Impaired Movement and Action

How to counter Stun CC

  • Crowd Control Immunity
  • Tenacity (Reduced Duration)
  • Cleanse

Suspension

Units that are suspended are stunned and pretend to be airborne for the duration of the ability effect. 

Applied Categories:

  • Loss of Control (Total)
  • Immobilizing
  • Disarming
  • Impaired Movement and Action

How to counter Suspension CC

  • Crowd Control Immunity
  • Displacement Immunity
  • Tenacity (Reduced Duration)
  • Cleanse

Suppression

Units that are suppressed are unable to move, attack, cast abilities, or use item actives or summoner spells for the duration of the ability effect.

Applied Categories:

  • Loss of Control (Total)
  • Disrupting
  • Immobilizing
  • Disarming
  • Impaired Movement and Action

How to counter Suppression CC

  • Crowd Control Immunity
  • Cleanse (except Cleanse Summoner Spell and Mikael’s Blessing)

How to Counter All Forms of CC (Crowd Control) in League of Legends?

CC counters come in several different forms. The most universally applicable one is Total Crowd Control Immunity, which encompasses counters against every type of crowd control for at least one instance of application.

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Displacement Immunity provides immunity against the following types of CC

  • Airborne
  • Suspension
  • Knockdown
  • Kinematics
  • Sleep
  • Stasis

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Slow Immunity provides immunity against application of slows. Cripple Immunity provides immunity as cripple CC.

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Spell Shields is a subclass of its own that can be considered to provide CC Immunity against a single instance of a spell but has more specific individual interactions as opposed to traditional CC immunity.

  • Nocturne [Shroud of Darkness]
  • Sivir [Spell Shield]
  • Items:
    • Banshee's Veil
    • Edge of Night
    • Verdant Barrier

Aside from Immunity, CC can also be affected by removal, reduction (duration) and potency reduction (strength)

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The modifier Tenacity can be used to reduce the duration of certain crowd control status. The following is a list of CC effects that are not affected by tenacity.

  • Airborne
  • Drowsy
  • Nearsight
  • Stasis
  • Suppression

Potency reduction only applies to the Slow CC status.

All League of Legends Champions with CC (Crowd Control) abilities

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