A channeled ability is an ability that can be interrupted through specific crowd control effects. Interrupting a channeled ability is desirable either to end its effects early or to prevent the ability from successfully firing in the first place.
Summary
Casting Channel
The original form of channel, now called a "casting channel", is a feature of several of the game's older champions. Activating one of these abilities will cause the caster to stop other actions for a specific duration. These abilities are interrupted by crowd control effects that inhibit casting, namely: airborne, forced action, polymorph, silence, stun and suppression.
Some casting channels actively prevent the caster from making other actions (such as autoattacking, moving or casting their other abilities). However, this is a luxury and not a rule; in most cases the caster is still able to perform other actions but doing so will interrupt the channel. Most activatable items and summoner spells can be used while channeling without interrupting, which is particularly useful information for jungle Fiddlesticks: as consuming Health Potions will not interrupt Drain.
Champion abilitiesChampion | Ability | Channel duration | Notes |
---|---|---|---|
Caitlyn | Ace in the Hole | 1 seconds | Channeling for the full duration is required fire the missile. If the target dies while channeling, the ability is put on a 5 second cooldown. |
Darius | Noxian Guillotine | ~0.25 seconds | Darius is considered to be channeling during the dash. Darius must complete the channel in order to deal damage. Interrupting Noxian Guillotine does not put it on cooldown or expend mana. |
fiddlesticks | Drain | 5 seconds | Damage is dealt every 0.5 seconds while channeling. |
fiddlesticks | Crowstorm | 1.5 seconds | Channeling for the full duration is required to blink and start dealing damage. |
Gallium | Idol of Durand | 2 seconds | The taunt effect ends early upon the channel being interrupted; but the damage is still dealt in full. |
Gragas | Drunken Rage | 1 second | Replenishes mana over the duration. Channeling for the full duration is required to gain the attack damage and damage reduction. |
Janna | Monsoon | 4 seconds | Health is restored every 0.5 second while channeling. |
Karthus | Requiem | 3 seconds | Channeling for the full duration is required to deal the damage. While Defying Death, it is not possible to interrupt Requiem. |
Katarina | Death Lotus | 2 seconds | Damage is dealt every 0.2 seconds while channeling. |
Malzahar | Nether Grasp | 2.5 seconds | Damage is dealt every 0.5 second while channeling. |
Master Yi | Meditate | 4 seconds | Health is restored every 0.5 second while channeling. |
Miss Fortune | Bullet time | 2 seconds | Damage is dealt every 0.25 second while channeling. |
Nunu | Absolute Zero | 3 seconds | Damage will be dealt even if the channeling is interrupted, but the damage will be reduced. |
Pantheon | Heartseeker Strike | 0.75 seconds | Damage is dealt every 0.25 second while channeling. |
Pantheon | Grand Skyfall | 2 seconds | Channeling for the full duration is required to teleport and deal the damage. |
Twisted fate | Gate | 1.5 seconds | Channeling for the full duration is required to teleport. |
Urgot | Hyper-Kinetic Position Reverser | 1 second | Channeling for the full duration is required to swap positions with his target. |
Warwick | Infinite Duress | 1.8 seconds | Damage is dealt every 0.334 second while channeling. |
Name | Duration of channel | Notes |
---|---|---|
Greater Relic | 3 seconds | Channeling for the full duration is required to capture the objective. |
Capture Point | Varying duration | Channeling for the full duration is required to capture the objective. If the capture point is owned by the enemy, it will neutralize halfway through the channel. |
All the above can also be interrupted by taking direct damage (this does not include health costs). Shielded champions are not interrupted so long as the shield remains intact.
Recently, several damage over time abilities were changed to not interrupt the above channels:
- Toxic Shot
- Noxious Trap
- Deadly Venom
- Ignite
- This list is incomplete
Movement Channels
This classification was only recently identified. Movement channels are casting channels that can also be interrupted by crowd control effects that inhibit movement, namely: airborne, entangle, forced action, polymorph, silence, snare, stun and suppression. To put it another way: all forms of crowd control will interrupt a movement channel with the exception Blind and Slow.
This is a fairly new ruling and many of the game's older channel-delayed movement abilities use casting channels. It's unknown if those abilities will be updated in the future.
Champion abilitiesChampion | Ability | Channel duration | Notes |
---|---|---|---|
Caitlyn | 90 Caliber Net | ~0.25 seconds | Channeling for the full duration is required dash. |
Shen | Stand United | 3 seconds | Channeling for the full duration is required to teleport. |
Zac | Elastic Slingshot | 0-Unknown seconds | The range increases over the first 0.9 / 1 / 1.1 / 1.2 / 1.3 seconds. The cooldown is reduced by half the base amount and half the health cost is refunded if the ability is canceled, interrupted or times out. |
Name | Duration of channel | Notes |
---|---|---|
Enhanced Recall | 4.5 seconds (4 seconds with Improved Recall (Season 3 Mastery) Improved Recall) | Channeling for the full duration is required to teleport. |
Recall | 8 seconds (7 seconds with Improved Recall (Season 3 Mastery) Improved Recall) | Channeling for the full duration is required to teleport. |
Teleport | 4 seconds (3.5 seconds with Summoner's Insight (Maestría de la 3ra Temporada) Summoner's Insight) | Channeling for the full duration is required to teleport. |
With the exception of Teleport, all the above can also be interrupted by taking direct damage (this does not include health costs). Shielded champions are not interrupted so long as the shield remains intact.
Recently, several damage over time abilities were changed to not interrupt the above channels:
- Toxic Shot
- Noxious Trap
- Deadly Venom
- Ignite
- This list is incomplete
Attacking Channel
With the release of Lucian, a new form of channeling was added to the game. Unlike previous forms of channeling, The Culling is interrupted by attack-inhibiting crowd control effects rather than casting-inhibiting effects, namely: airborne, entangle, forced action, polymorph, stun and suppression. Unlike other forms of channel, silence does not interrupt the channel and entangle will.
The only example of an attacking channel does not inhibit movement.
Champion | Ability | Channel duration | Notes |
---|---|---|---|
Lucian | The Culling | 0-2 seconds | Damage is dealt over the duration at a rate proportional to Lucian's attack speed. |
Charging Skills
With the launch of Varus, a new channeling subtype was added to the game: Charge. A charged ability has two activations (or casts): the first activation initiates the charge and the second will trigger the ability. During the use of the Intelligent Spell (Smartcast in English), the player must keep the key pressed to load the ability and it will trigger when the key is released. Unlike Channeled Skills, the player can move freely even using flash the Dark Passage.
Charging is a sub-classification. The forms of crowd control that will interrupt a charged ability depends on the ability's supertype.
Champion | Ability | Charge duration / type | Notes |
---|---|---|---|
Varus | Piercing Arrow | 0-4 segundos; casting channel | Damage and range increase over the next two seconds. Varus recovers mana if the ability is canceled. |
Vi | Vaultbreaker | 0-4 segundos; movement channel | Damage and range increase over the next 1,25 seconds. The ability's cooldown is reduced to 3 and mana is restored if the ability is interrupted. |
Pending his rework, Arcanopulse of Xerath will feature the charged mechanic. Unlike current examples of the mechanic, interrupting Xerath will automatically trigger the second activation - rather than canceling the ability.
Casting Times
Most champion abilities that are cast (like Disintegrate) have a very brief casting time that will interrupt other actions, such as movement or attacking (most will automatically have the champion continue in their previous actions, although some will interrupt previous actions indefinitely). These casting times cannot be interrupted except by the caster's death. Casting times will show a channeling bar on screen, although the bars of short casting times will often not be drawn except on very high framerates.
Champions will ignore crowd control effects while casting, with the exception of airborne/knockabout effects. This is different from crowd control immunity as the effect can persist the duration of the casting time. If a champion is knocked about while casting, the skill will still fire from the point of cast regardless of the caster's position at the time of fire (although it's worth noting that the animation will occasionally fire from the new location). For blinks and dashes, they too will move toward the selected target after the casting has finished regardless of crowd control effects suffered during the cast time.
"Casting" is sometimes referred to as "charging", although charging was assigned to a new mechanic with the release of Varus.
Some notable examples of longer casting times, or casting times that are frequently labelled bugs on account of their ability to ignore crowd control:
Champion | Ability | Cast duration | Notes |
---|---|---|---|
Caitlyn | 90 Caliber Net | 0.1 seconds | Caitlyn is further unable to activate abilities during the animation. |
Ezreal | Arcane Shift | 0.25 seconds | There is a wind-down animation upon landing, however this is not forced and Ezreal can move instantly. |
Ezreal | Trueshot Barrage | 1 second | Casting for the full duration is required to fire the missile |
Kassadin | Riftwalk | 0.25 seconds | There is a wind-down animation upon landing, however this is not forced and Kassadin can move instantly. |
Luxury | Final Spark | 0.5 seconds | Casting for the full duration is required to fire the shot |
Tristana | Rocket Jump | 0.25 seconds | Tristana cannot move or attack during the animation, but may use her abilities |
Xerath | Arcanopulse | 0.75 seconds | Casting for the full duration is required to fire the shot |
Xerath | Locus of Power | 0.5 seconds | Casting for the full duration is required to begin casting other abilities |
Xerath | Arcane barrage | ~0.2 seconds | The beam will appear instantly and has an ~0.5 second delay. Casting for the full 0.2 seconds is required for the beam to fire. If Xerath dies before then, the blast will fizzle. |