Crowd Control: Difference between revisions

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I mentioned the CC chain reduction in the main body text
Interrupt: typo fixed
 
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<!-- Include an icon for hyperlink preview -->''See also [[Status Effects]] for a comprehensive list of all sources of Crowd Control and other Status Effects.''
<!-- Include an icon for hyperlink preview -->''See also [[Status Effects]] for a comprehensive list of all sources of Crowd Control and other Status Effects.''


'''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. Applying a CC effect to an enemy is reduced in duration when affected by other CC effects within the last 9 seconds. This duration reduction starts at 15% and scales to 35%.
{{Quotation|[[Venator]]|All they'll be able to do is stand there and burn.
}}
 
'''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#Stuns|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.  
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}}, {{HeroIcon|Wraith}}'s {{AbilityIcon|Telekinesis}}, and more.
Examples include {{ItemIcon|Silence Wave}}, {{ItemIcon|Silencer}}, {{ItemIcon|Focus Lens}}, and more.


===Item Silence===
===Item Silence===
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===Interrupt===
===Interrupt===
Interrupts instantly cancel 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.  
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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===Time Stop===
===Time Stop===
The target acts as if time is frozen, pausing their movement, animations, casts, channels.  
The target acts as if time is frozen or slowed, slowing their movement, animations, casts, channels.  


The effects of time stopped abilities can still function. For example, if {{HeroIcon|Dynamo}} is time stopped during his {{AbilityIcon|Singularity}} channel, it still pulls and stuns enemies. Note that this technically lengthens the duration of the {{AbilityIcon|Singularity}}.
The effects of time stopped abilities can still function. For example, if {{HeroIcon|Dynamo}} is time stopped during his {{AbilityIcon|Singularity}} channel, it still pulls and stuns enemies. Note that this technically lengthens the duration of the {{AbilityIcon|Singularity}}.


The only source of Time Stop is {{HeroIcon|Paradox}}'s {{AbilityIcon|Kinetic Carbine}}.
Examples include {{HeroIcon|Apollo}}'s {{AbilityIcon|Itani Lo Sahn}}, {{HeroIcon|Paradox}}'s {{AbilityIcon|Kinetic Carbine}}, and {{HeroIcon|The Doorman}}'s {{AbilityIcon|Hotel Guest}}.


===Hex===
===Hex===
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==Crowd Control Reductions and Immunities==
==Crowd Control Reductions and Immunities==
Effects that reduce the intensity of crowd control, either partially or completely.
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===

Latest revision as of 17:01, 9 September 2026

See also Status Effects for a comprehensive list of all sources of Crowd Control and other Status Effects.

All they'll be able to do is stand there and burn.

Venator

Crowd Control (CC) refers to 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.

They can be applied both by Hero abilities and Items from the Shop.

Types of Crowd Control

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Movement Slow

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Reduces the target's movement speed by a percentage.

For example, a 30% slow reduces a 10 meters / second movement speed to 7 m/s.

Movement Slow cannot reduce a target's speed below 2 meters / second.

Prevents the target from shooting, using abilities, using items, and moving. Stun also causes the target to be Interrupted.

Examples include Infernus' Concussive Combustion, Ivy's Stone Form, and Dynamo's Singularity.

Sleep

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Similar to 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 Interrupt channels. Receiving any damage wakes the target instantly.

Sources of Sleep include abilities such as Haze's Sleep Dagger and Rem's Naptime.

Immobilize

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Reduces all speed to 0 and stops all voluntary movement, though the target can still be displaced by others. Additionally, it prevents the use of movement related abilities. It removes all upwards acceleration, making airborne targets fall to the ground.

Examples include Warden's Binding Word, Paige's Captivating Read, and Arctic Blast.

Silence

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Prevents the target from activating abilities, though they can still use Item actives.

A common cause of confusion is that Silence Silence does not Interrupt, meaning abilities that have started will always continue through Silence, such as Seven's Storm Cloud.

Examples include Silence Wave, Silencer, Focus Lens, and more.

Item Silence

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Prevents the target from using Item actives, though they can still use abilities.

Examples include Cursed Relic (disables all items) and Slowing Hex (disables movement items).

Disarm

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Prevents the target from firing their main weapon but melee attacks can still be used. Note that abilities that use weapon-damage can still be used while Disarm Disarmed, such as Haze's Bullet Dance.

Examples include Mo & Krill's Sand Blast and Disarming Hex.

Interrupt

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Interrupts instantly cancels all ability casts and channels. It alone does not prevent further use of abilities. When targets are Stunned they are also Interrupted.

Examples of Interrupt (other than Stun) include the Cursed Relic and Knockdown Items and Grey Talon's Spirit Snare.

Displace

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Exerts some force on the target that modifies their acceleration or velocity, moving or knocking them around.

Examples include Lash's Ground Strike, Bebop's Exploding Uppercut and Grapple Arm, Vindicta's Stake, the Rescue Beam and Knockdown Items, and more.

Time Stop

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The target acts as if time is frozen or slowed, slowing their movement, animations, casts, channels.

The effects of time stopped abilities can still function. For example, if Dynamo is time stopped during his Singularity channel, it still pulls and stuns enemies. Note that this technically lengthens the duration of the Singularity.

Examples include Apollo's Itani Lo Sahn, Paradox's Kinetic Carbine, and The Doorman's Hotel Guest.

The target is transformed into a rabbit.

The target gains a smaller model and hitbox and moves faster, but will take increased damage. Hexed targets cannot use their weapon, melee, abilities, or items. Abilities and heavy melee attacks will not be interrupted when hexed.

The only source of Hex is Sinclair's Rabbit Hex.

Crowd Control Reductions and Immunities

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Mechanics and effects that reduce the duration or intensity of crowd control, either partially or completely.

Diminishing Returns

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Only some CCs are subject to this reduction: Stun, Sleep, Immobilize, Chain (tether), and Silence, the same set of debuffs that triggers 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's Triggers list.

Abilities that apply multiple CCs as part of one action count as one CC (e.g. Abrams's Shoulder Charge grab + stun, Lash's Death Slam grab + stun).

Slow Resistance

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Reduce the effectiveness of slows.

𝑀𝑜𝑑𝑖𝑓𝑖𝑒𝑑𝑆𝑝𝑒𝑒𝑑=𝐵𝑎𝑠𝑒𝑆𝑝𝑒𝑒𝑑(1𝑆𝑙𝑜𝑤(1𝑆𝑙𝑜𝑤𝑅𝑒𝑠𝑖𝑠𝑡𝑎𝑛𝑐𝑒))

For example, Infernus' Flame Dash normally moves at 12 meters per second, but with a 30% slow and its innate 50% slow resistance it is slowed down by 15% to 10.2m/s.

Invincibility

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Become unable to be hit or targeted. All projectiles and area effects phase through while you also can not be targeted by Items such as Cursed Relic or Abilities such as Mo & Krill's Combo.

Examples include Ethereal Shift and Calico's Return to Shadows and the transformation phase of Yamato's Shadow Transformation.

While Yamato cannot move during the transformation phase, both Ethereal Shift and Return to Shadows allow limited movement.

Purge

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Instantly remove all debuffs.

Some debuffs delay the crucial negative effect, such as Mirage's Djinn's Mark. Therefore, if the mark is applied, then the target purges their debuffs, the mark never detonates.

Examples include Viscous' The Cube (Tier 3), Yamato's Shadow Transformation, and Dispel Magic.

Unstoppable

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Become immune to all forms of crowd control.

For example the Unstoppable Item, Abrams' Seismic Impact (Tier 3), and Yamato's Shadow Transformation.