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'''Crowd Control (CC)''' refers to [[Status Effects|effects]] that alter an opponent's capability to function, including their movement, ability use, weapon firing, and many others. | '''Crowd Control (CC)''' refers to [[Status Effects|effects]] that alter an opponent's capability to function, including their movement, ability use, weapon firing, and many others. Some CC effects have reduced duration when applied shortly after other CC effects; see [[#Diminishing Returns|Diminishing Returns]]. | ||
They can be applied both by [[Heroes|Hero]] abilities and [[Items]] from the [[Shop]]. | They can be applied both by [[Heroes|Hero]] abilities and [[Items]] from the [[Shop]]. | ||
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===Sleep=== | ===Sleep=== | ||
Similar to [[Crowd Control# | Similar to [[Crowd Control#Stun|Stun]], it prevents the target from shooting and using abilities. However, unlike Stun, it '''does not''' prevent movement; instead, it slows the target to 2m/s. | ||
Sleep does not [[Crowd Control#Interrupt|Interrupt]] channels. Receiving any damage wakes the target instantly. | Sleep does not [[Crowd Control#Interrupt|Interrupt]] channels. Receiving any damage wakes the target instantly. | ||
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A common cause of confusion is that {{Silenced|Silence}} does not [[Crowd_Control#Interrupt|Interrupt]], meaning abilities that have started will always continue through Silence, such as {{HeroIcon|Seven}}'s {{AbilityIcon|Storm Cloud}}. | A common cause of confusion is that {{Silenced|Silence}} does not [[Crowd_Control#Interrupt|Interrupt]], meaning abilities that have started will always continue through Silence, such as {{HeroIcon|Seven}}'s {{AbilityIcon|Storm Cloud}}. | ||
Examples include {{ItemIcon|Silence Wave}}, {{ItemIcon|Silencer}}, {{ItemIcon|Focus Lens | Examples include {{ItemIcon|Silence Wave}}, {{ItemIcon|Silencer}}, {{ItemIcon|Focus Lens}}, and more. | ||
===Item Silence=== | ===Item Silence=== | ||
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===Interrupt=== | ===Interrupt=== | ||
Interrupts instantly | Interrupts instantly cancels all ability casts and channels. It alone does not prevent further use of abilities. When targets are [[Crowd Control#Stun|Stunned]] they are also Interrupted. | ||
Examples of Interrupt (other than Stun) include the {{ItemIcon|Cursed Relic}} and {{ItemIcon|Knockdown}} [[Items]] and {{HeroIcon|Grey Talon}}'s {{AbilityIcon|Spirit Snare}}. | Examples of Interrupt (other than Stun) include the {{ItemIcon|Cursed Relic}} and {{ItemIcon|Knockdown}} [[Items]] and {{HeroIcon|Grey Talon}}'s {{AbilityIcon|Spirit Snare}}. | ||
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==Crowd Control Reductions and Immunities== | ==Crowd Control Reductions and Immunities== | ||
Mechanics and effects that reduce the duration or intensity of crowd control, either partially or completely. | |||
===Diminishing Returns=== | |||
Only some CCs are subject to this reduction: [[#Stun|Stun]], [[#Sleep|Sleep]], [[#Immobilize|Immobilize]], Chain (tether), and [[#Silence|Silence]], the same set of debuffs that triggers {{ItemIcon|Reactive Barrier}}. Applying one of these to an enemy affected by another of them within the last 9 seconds reduces its duration. The reduction starts at 15% and scales to 35% with the number of recent CCs. The maintained list of sources is at [[Reactive Barrier#Barrier Triggers|Reactive Barrier's Triggers list]]. | |||
Abilities that apply multiple CCs as part of one action count as one CC (e.g. {{HeroIcon|Abrams}}'s {{AbilityIcon|Shoulder Charge}} grab + stun, {{HeroIcon|Lash}}'s {{AbilityIcon|Death Slam}} grab + stun). | |||
===Slow Resistance=== | ===Slow Resistance=== | ||