Crowd control 控制技能(又称控场)
- For a summary of all Crowd control effects, see Types of Crowd Control. For all Crowd control sources, see its subpage.
要查看所有控制效果的总结,请参见控制效果类型。要查看所有控制效果来源,请查看其子页面。

特里斯塔娜受到
内瑟斯的
凋零效果影响Crowd control (commonly shortened to CC) is a blanket term used in League of Legends to describe abilities or spells that remove or diminish the control a target unit has over aspects of itself, including being able to cast spells and issue movement or attack commands. Crowd control effects are essentially specialized forms of debuffs. However, because they directly hinder a unit's combat ability, crowd control effects are often considered significantly more important than normal debuffs in regular gameplay, resulting in their special classification.
人群控制(通常简称为 CC)是英雄联盟中使用的一个总称,用于描述能够剥夺或削弱目标单位对自身某些方面控制的能力的技能或法术,包括无法施放法术以及发出移动或攻击命令。人群控制效果本质上是一种专门的减益效果。然而,由于它们直接阻碍了单位的战斗能力,人群控制效果在常规游戏中往往被认为比普通减益效果重要得多,因此被划分为特殊类别。
Crowd control can take many forms, each of which is unique in the ways it impairs affected units and the ways it can be resisted, mitigated, or cleansed, if at all. Most champions can apply the same types of crowd control, although through various means. However, some crowd control effects are exclusive to a few champions.
人群控制可以采取多种形式,每种形式在限制受影响单位的方式以及可以抵抗、减轻或净化的方式上都是独特的。大多数英雄可以施加相同类型的人群控制,尽管方式各异。然而,一些人群控制效果仅限于少数英雄。
Many mechanics require a unit to be affected by specific forms of crowd control in order to function.
许多机制要求单位受到特定形式的人群控制才能生效。
Crowd Control Effects[edit | edit source]
群体控制效果编辑 | 编辑源代码

HUD 指示已禁用的操作。
Crowd control can disable movement commands, attack commands, ability casting, summoner spell use, and item activation. Crowd control can also interrupt channeled spells.
群体控制可以禁用移动命令、攻击命令、技能施放、召唤师技能使用和物品激活。群体控制还可以打断正在引导的法术。
Crowd control effects that inhibit casting will only disable the following summoner spells: , , , and / .
Stasis and
suppression are exceptions to this rule and will prevent the caster from using any summoner spell.
抑制施法的群体控制效果只会禁用以下召唤师技能:
闪现、
传送、
超级闪现和
标记/
冲刺。
停滞和
压制是此规则的例外,它们将阻止施法者使用任何召唤师技能。
All crowd control effects, with the exception of
blind or
cripple, will count toward assist credit, even if the ability they were applied from did not deal damage.
除了
致盲或
残废效果外,所有群体控制效果都将计入助攻积分,即使施加这些效果的技能没有造成伤害。
Castable during Crowd Control[edit | edit source]
可在群体控制期间施法 | 编辑源代码
The following can be used even when casting is disabled by crowd control:
以下技能可在被群体控制时使用:
- Most spells and abilities with
cleansing effects (there are exceptional cases)
大多数具有
净化效果的法术和技能(存在一些特殊情况) - recast
安妮重施:提伯斯召唤 - recast
伊丽丝的结茧重施 - recast
艾瑞莉亚的反抗之舞重施 - recast
艾沃恩的雏菊!重施 - recast
电光突袭重新施放 - recast
开辟道路重新施放 - recast
幻象重新施放 - recast
命运协会
的"选牌"技能的重复释放 - recast
的
技能的重复释放 - initial cast and recast
的
的初始施法和重复释放 - recast
的
的重复释放 - recast
佐伊的
星光飞弹的重复施放
Types of Crowd Control[edit | edit source]
人群控制类型编辑 | 编辑源代码
- For the complete article, see Types of Crowd Control.
完整文章请参见人群控制类型。
The following are the current forms of crowd control that exist within League of Legends:
以下是目前在英雄联盟中存在的控制效果类型:
Airborne: A unit that is airborne is unable to move, attack, cast abilities, or use item actives for the duration.
击飞:被击飞的单位在持续时间内无法移动、攻击、施放技能或使用物品主动技能。- Knock aside: A knock aside causes the unit to be made airborne in a direction perpendicular to the direction of cast.
击退:击退会使单位以垂直于施法方向的方向被击飞。 - Knock back: A knock back causes the unit to be made airborne in a direction away from the point of cast.
击退:击退会使单位以施法点为起点,向远离施法点的方向被击飞。 - Knock up: A knock up causes the unit to be made airborne on the spot.
击空:击空会使单位在原地被击飞。 - Pull: A pull causes the unit to be made airborne in a direction towards the point of cast.
拉扯:拉扯会使单位以施法点为起点,向施法点方向被击飞。
- Knock aside: A knock aside causes the unit to be made airborne in a direction perpendicular to the direction of cast.
Blind: A unit that is blinded will miss its basic attacks for the duration. Miss occurs on-hit, and does not prevent attacks from being declared.
致盲:被致盲的单位在持续时间内将无法命中普通攻击。Miss 效果发生在攻击命中时,且不会阻止攻击的声明。
Cripple: A unit that is crippled has reduced attack speed for the duration.
虚弱:被虚弱的单位在持续时间内攻击速度降低。
Disarm: A unit that is disarmed cannot declare basic attacks for the duration.
缴械:被缴械的单位在持续时间内无法进行普通攻击。
Disrupt: A unit that is disrupted has its
channeled and charged abilities interrupted.
打断:被打断的单位会中断其
正在引导和蓄力的技能。
Drowsy: A unit that is drowsy is gradually slowed over the duration, falling asleep thereafter.
昏昏欲睡:被昏昏欲睡的单位会在持续时间内逐渐减速,最终会陷入睡眠状态。
Sleep: A unit that is asleep is unable to move, attack, cast abilities, or use item actives for the duration as long as it doesn't get damaged.
睡眠:被睡眠的单位在未受到伤害的情况下,无法移动、攻击、施放技能或使用物品主动效果,持续时间为规定的时长。
- Forced Action: A unit that is under the effect of a forced action cannot control its own movement or attacks and is unable to cast abilities or use item actives.
强制行为:受到强制行为效果的单位无法控制自身的移动或攻击,并且无法施放技能或使用物品主动效果。
Berserk: A unit that is berserk will attempt to basic attack a nearby unit for the duration.
狂暴:处于狂暴状态的单位将尝试攻击附近的单位,持续时间为规定的时长。
Charm: A unit that is charmed will move toward the source with reduced movement speed for the duration.
魅惑:被魅惑的单位将以降低的移动速度朝着来源目标移动,持续时间为规定的时长。
Flee: A unit that is fleeing will move directly away from the source with reduced movement speed for the duration.[1]
恐慌:被恐慌的单位将以降低的移动速度直接远离来源,持续一定时间。 [1]
Taunt: A unit that is taunted will attempt to basic attack the source for the duration.
嘲讽:被嘲讽的单位将在持续时间内尝试对来源进行普通攻击。
Ground: A unit that is grounded is unable to activate mobility spells for the duration.
锁地:被锁地的单位在持续时间内无法激活位移技能。
Kinematics: A unit affected by kinematics is dragged to a unit or location.
动力学控制:受动力学控制的单位将被拖拽到某个单位或位置。
Knockdown: A unit that is knocked down has its
dash or
displacement interrupted and is placed on the ground.
击倒:被击倒的单位会使其冲刺或位移被打断,并被放置于地面。
Nearsight: A unit that is nearsighted has their sight radius reduced and loses their allied vision for the duration.
近视:被近视的单位视野半径会缩小,并在持续时间内失去己方的视野。
Root: A unit that is rooted is unable to control its movement or activate mobility spells for the duration.
定身:被定身的单位在持续时间内无法控制移动或激活位移技能。
Silence: A unit that is silenced cannot cast abilities or use item actives for the duration.
沉默:被沉默的单位在持续时间内无法施放技能或使用物品主动效果。
Slow: A unit that is slowed has reduced movement speed for the duration.
:被减速的单位在持续时间内移动速度降低。
Stasis: A unit that is in stasis is unable to move, attack, cast abilities, or use item actives or summoner spells while being
untargetable and
invulnerable for the duration.
:处于停滞状态的单位在持续时间内无法移动、攻击、施放技能或使用物品主动技能和召唤师技能,同时将变得
且
。
Stun: A unit that is stunned is unable to move, attack, cast abilities, or use item actives for the duration.
:被眩晕的单位在持续时间内无法移动、攻击、施放技能或使用物品主动技能。
Suspension: A unit that is suspended is
stunned and pretends to be
airborne.
悬空:处于悬空状态的单位将被
眩晕并模拟
悬浮在空中。
Suppression: A unit that is suppressed is unable to move, attack, cast abilities, or use item actives or summoner spells for the duration.
压制:处于压制状态的单位无法移动、攻击、施放技能,也不能使用物品主动技能或召唤师技能。
Categories of Crowd Control[edit | edit source]
群体控制效果分类编辑 | 编辑源代码
To facilitate easier communications, crowd control effects are usually described under one of the following systems:
为了便于更好地沟通,群体控制效果通常根据以下系统进行描述:
Loss of Control[edit | edit source]
控制丧失编辑 | 编辑源
Crowd control effects are grouped into one of two categories depending on whether or not the effect removes total control of the champion.
群体控制效果根据是否完全剥夺英雄的控制能力,可分为两大类。
| Categorization 分类 | Applicable Crowd Control 适用的群体控制效果 |
|---|---|
| Total CC 完全控制效果 | |
| Partial CC 部分控制效果 |
Disrupting[edit | edit source]
打断效果编辑 | 编辑源代码
Crowd control effects are grouped into one of two categories depending on whether or not the effect disrupts a
channeled ability (such as and ).
根据效果是否打断
引导技能(如
卡尔萨斯的
死亡判决和
卡特琳娜的
死亡莲花),人群控制效果被分为两类。
Note that
Disrupt will have the same interaction as hard disruption CC towards channels, but does not have a duration and thus is not a status effect.
Ground and
Root only interrupt channeled movement abilities.
请注意,
打断效果对引导技能的作用与硬控相同,但没有持续时间,因此不属于状态效果。
定身和
禁锢仅中断引导的移动能力。
Disruptive crowd control effects are also referred to as cast-inhibiting crowd control, which are those that disable casting.
打断性人群控制效果也被称为施法抑制型人群控制,这些效果会阻止施法。
| Categorization 分类 | Applicable Crowd Control 适用的群体控制效果 |
|---|---|
| Disrupts 干扰效果 | |
| Does not disrupt 不会打断 |
Immobilizing[edit | edit source]
限制位移效果编辑 | 编辑源代码
Crowd control effects are grouped into one of two categories depending on whether or not the effect inhibits movement commands. Immobilizing effects prevents the ability to control movement. Non-immobilizing effects do not have an effect on the ability to control movement.
根据效果是否阻碍移动命令,群体控制效果可分为两类。限制位移效果会阻止角色控制移动。非限制位移效果则不会影响角色控制移动的能力。
Immobilizing CC and non-immobilizing CC are also colloquially referred to as "hard CC" and "soft CC," respectively.
Polymorph may be referred to as a stronger form of "soft CC" in this case, due to disabling all actions except movement.
不可移动的控制效果和可移动的控制效果也被通俗地称为"硬控制"和"软控制"。
在这种情况下,变形可能被视为更强的"软控制"形式,因为它禁用了除移动之外的所有行为。
| Categorization 分类 | Applicable Crowd Control 适用的群体控制效果 |
|---|---|
| Immobilizing 不可移动的控制 | |
| Non-Immobilizing 非限制移动效果 |
Disarming[edit | edit source]
缴械 edit | edit source
Crowd control effects are grouped into one of two categories depending on whether or not the effect disables basic attacks.
根据效果是否禁用普通攻击,人群控制效果被分为两类。
Note that
Berserk and
Taunt only inhibit attack commands from being issued. They do not disable attacking altogether.
请注意,
狂暴和
嘲讽仅阻止发出攻击命令。它们并不完全禁用攻击。
| Categorization 分类 | Applicable Crowd Control 适用的人群控制效果 |
|---|---|
| Disarms 缴械 | |
| Does not disarm 不会缴械 |
Impaired Movement and Actions[edit | edit source]
受损移动和行动编辑 | 编辑源
Crowd control effects are grouped into one of two categories depending on if they impair movement or impair actions. Movement-impairing effects inhibit movement in some form, whereas action-impairing effects inhibit acting, such as moving, attacking, or casting, to an extent.
人群控制效果根据是否影响移动或行动分为两类。移动受损效果会以某种形式阻碍移动,而行动受损效果则在一定程度上阻碍行动,如移动、攻击或施法。
| Categorization 分类 | Applicable Crowd Control 适用的控制效果 |
|---|---|
| Impairs movement 限制移动 | |
| Impairs actions 削弱行动能力 |
Increasing the duration of Crowd Control[edit | edit source]
增加控制效果持续时间
It is possible for a unit to have negative tenacity, this causes crowd control to last longer. The following gameplay elements reduce a unit's tenacity:
一个单位可能会出现负面韧性,这会导致控制效果持续更长时间。以下游戏元素会降低单位的韧性:
Champion abilities[edit | edit source]
英雄技能编辑 | 编辑源代码

Brittle.一个带有
脆弱状态的单位。
Brittle is a status effect that can be applied by and . It temporarily reduces the affected unit's
Tenacity by 30% and ends prematurely when they become
immobilized.
脆弱是一个可以通过
奥恩的
风箱之息和
神炉之召施加的状态效果。它会暂时将受影响单位的
韧性降低 30%,并在单位被
定身时提前结束。
Monsters[edit | edit source]
野怪编辑 | 编辑源代码
- has -100% tenacity, doubling the duration of crowd control effects applied to her. This stacks additively with
Brittle for a total of -130% tenacity.
河蟹的韧性为-100%,这使得对其施加的控制效果持续时间翻倍。这与
脆弱效果叠加后,总韧性将达到-130%。
Countering Crowd Control[edit | edit source]
应对群体控制效果

knock up from .
使
免疫了
的
技能中的
效果。Crowd control can be countered in various different ways.
人群控制可以通过多种不同的方式来抵消。
Immunity[edit | edit source]
免疫编辑 | 编辑源
Crowd control immunity completely negates any attempt at application of CC on the unit. Becoming immune does not prevent already-applied crowd control from imposing their effects, unless they were explicitly removed.
人群控制免疫完全阻止了对目标单位施加任何控制效果的企图。获得免疫并不会自动解除已经生效的控制效果,除非这些效果被明确地移除。
A unit with the immunity status will indicate that they "Can't Be Disabled!" or are "Spell Immune!" when they resist a crowd control effect, or specifically "Can't Be Slowed!" upon negating a
slow or
cripple effect with slow immunity. This indicator may not appear for some immunities.
具有免疫状态的单位在抵抗控制效果时会显示"无法被控制!"或"法术免疫!",或者在用缓速免疫抵消
缓速或
减速效果时特别显示"无法被减速!"。某些免疫情况下可能不会出现此指示。
Total Immunity[edit | edit source]
完全免疫编辑 | 编辑来源
All crowd control debuffs currently in League of Legends can be prevented with
total CC immunity.
目前《英雄联盟》中的所有控制负面效果都可以被
完全控制免疫阻止。
The following abilities provide immunity to all forms of CC:
以下技能可以提供对所有类型控制效果的免疫:
- Champion abilities 英雄技能
- *
菲奥娜的
还击* - *
加里奥的
英雄登场* - and
克莱德的
下马和
冲锋!!! - *
虚空转移* - *
黑暗护盾*
The following units are immune to all forms of CC:
以下单位对所有形式的控制效果免疫:
- Champion summoned units 英雄召唤的单位
- Monsters 怪物
- All
epic monsters are CC immune, excluding
stasis which is special-cased.
所有
史诗级怪物都免疫控制效果,但特殊情况下的
停滞除外。
- Structures 建筑物
- All structures and buildings (turrets, inhibitors, and Nexus)
所有建筑物和建筑(防御塔、抑制器和水晶)
Displacement Immunity[edit | edit source]
位移免疫编辑 | 编辑源

pull from .
路径制造者使
K'Sante 免疫
诺提勒斯
的
锚链拖拽技能。
Displacement immunity provides immunity to all
airborne effects in addition to ![]()
suspension,
knockdown,
kinematics,
sleep and
stasis.
位移免疫提供对所有
浮空效果的免疫,此外还包括
悬停、
击倒、
动力学、
睡眠和
停滞效果。
The immunity is also special cased to prevent the dimension swap from and resist the
suppression effect of , and , , and , which consequently causes these abilities to fail to
attach the target to the caster.
该免疫效果特别处理,以防止从
莫德凯撒的
死亡领域进行维度交换,并抵抗
安贝萨的
公开处决、
斯卡纳的
伊克斯塔尔冲击和
穿刺、
塞特的
终极秀以及
塔姆·肯奇的
吞噬,这些能力因此无法
将目标附加到施法者身上。
The following abilities provide immunity to displacement CC:
以下能力可提供位移控制效果的免疫:
- Champion abilities 英雄技能
- and
K'Sante 的
开路者和
全力以赴 - (recast)
夜魇恐惧 (重新施放) - (recast)
暗影突袭 (重新施放) - (recast)
永恩的
魂灵解脱(重施)
- Other 其他
- Catapult launch 弹射发射
The following units are immune to displacement CCs:
以下单位免疫位移控制效果:
- Monsters 怪物
- wind up and leap attack
峡谷先锋的蓄力和跃击攻击
UnstoppableForceMarker[edit | edit source]
不可阻挡力标记编辑 | 编辑源代码
UnstoppableForceMarker is a marker buff which is preloaded for all
displacement immunities as well as the immunities for , , , and .
不可阻挡力标记是一个预加载的增益效果,适用于所有
位移免疫,以及
冲锋!!!,
无限压制,
飞扑, 和
不可阻挡的猛攻的免疫效果。
, , , and all interact with UnstoppableForceMarker.
吞噬,
命运召唤,
境界传送, 和
命运调停都与不可阻挡力标记有交互。
Notes[edit | edit source] 注意事项编辑 | 编辑源代码
- Displacement immunity only affects displacements and other effects that are cased to be resisted by it.
位移免疫只影响位移和其他被其抵抗的效果。- This means that displacements that are not cased to interact with the immunity will ignore it and successfully impose their forced movement on the target.
这意味着不与免疫效果交互的位移将忽略该免疫并成功对目标施加强制移动。
- This means that displacements that are not cased to interact with the immunity will ignore it and successfully impose their forced movement on the target.
- recast reel-in will be deferred to until the unit is no longer displacement immune.
厄加特的
超越死亡的恐惧技能的重新施放拉取效果将延迟到目标不再处于位移免疫状态。 - and will not trigger against displacement immune units.
和
不会对免疫位移的单位生效。 - Some abilities that apply
airborne and
stun simultaneously will not apply their
stun against displacement immune units. These include:
一些同时施加
和
的技能,对免疫位移的单位将不会生效
效果。这些技能包括:- and
奥恩的
炽热冲锋和
炉神之召 - and
塞恩的
摧毁性猛击和
无可阻挡的猛攻 - and
扎克的
延展打击和
弹性投掷
Slow Immunity[edit | edit source]
减速免疫编辑 | 编辑源代码

slow from .
高地人使得
易大师免疫
卡格-莫坦的
虚空黏液的
减速效果。- Main article: Slow resist#Slow Immunity
主条目:减速抵抗#减速免疫
Slow immunity is a status effect that prevents the application of
slows.
减速免疫是一种防止施加
减速效果的状态效果。
The following prevent the application of
slows:
以下情况可以防止施加
减速:
Total crowd control immunity
总体控制效果免疫
Cripple Immunity[edit | edit source]
减速免疫 edit | 编辑源代码

cripple from .
北方之怒使
瑟庄妮免疫来自
抗恶魔石的
减速效果。- Main article: Slow resist#Cripple Immunity
主文章:缓速抵抗#跛行免疫
Cripple immunity is a status effect that prevents the application of
cripples, also known as
attack speed slows.
跛行免疫是一种防止施加
跛行效果的状态效果,也被称为
攻击速度减缓。
The following prevent the application of
cripples:
以下情况可以防止施加
跛行:
Total crowd control immunity
总体控制效果免疫
Other Immunities[edit | edit source]
其他免疫效果编辑 | 编辑源代码
- gains immunity to
root and
silence.
哨兵获得了对
和
效果的免疫。 - provides immunity to
immobilizing effects.
随心所欲提供了对
效果的免疫。 - provides immunity to
airborne displacements.
时空跃迁提供了对
的免疫。 - is immune to
knock ups.
恶魔杰克盒对
效果免疫。 - gain immunity to
airborne displacements and
silence.
婕拉的
植物获得对
空中位移和
沉默效果的免疫。
Spell Shields[edit | edit source]
法术护盾编辑 | 编辑来源
- Main article: Spell shield
主条目:法术护盾

荆棘之障阻止了
奥莉安娜受到
布里茨的
火箭钩的影响。While not specific to crowd control,
spell shields can be considered to provide pseudo-CC immunity against a single spell, but this is not guaranteed - abilities that do not interact with spell shields (such as ) will still apply any crowd control effects if possible. Multiple active spell shields existing on the same unit will break simultaneously against a single hostile ability that does not apply a crowd control effect.
尽管不是针对控制效果的特定机制,
法术护盾可以被视为对单个法术提供伪控制免疫,但这并不保证绝对有效 - 一些不与法术护盾互动的技能(例如
卡尔萨斯的
痛苦之墙)仍将在可能的情况下施加控制效果。在同一单位上存在多个活跃的法术护盾时,如果敌对技能不施加控制效果,这些护盾将同时被破坏。
Removal[edit | edit source]
移除编辑 | 编辑源

crowd control debuff.
使用
来驱除自身的
。Most types of
crowd control can be
removed once they have been applied, with the cleansing spell itself not being disabled even while under the effects of
cast-inhibiting crowd control (excluding and ).
Suppression will disable all summoner spells, including .
大多数类型的
控制效果都可以在被施加后被移除,并且清除法术本身即使在被施加阻止施法的控制效果期间也不会被禁用(排除
卡莉丝塔的
命运召唤和
米卡尔的祝福)。
压制效果将禁用所有召唤师法术,包括
净化。
Stasis effects cannot be removed by cleanses, and will also disable cleansing effects for their duration. Persistent crowd control effects cannot be cleansed. The disabling effect of
airborne can be removed by cleansing effects, but their forced movement cannot (which can be overridden by another displacement or a
dash or
blink).
停滞效果无法被净化,并且在持续期间也会禁用净化效果。持续性控制效果无法被净化。
击飞效果的禁用状态可以被净化,但其强制位移无法被净化(可以被另一个位移或
冲刺或
闪烁覆盖)。
The following remove all forms of CC:
以下方法可以移除所有形式的控制效果:
-
克雷德的
- (on the grabbed unit)
意志力(作用于被抓取的单位)
The following remove some or most forms of CC:
以下方法可以移除部分或大多数控制效果:
- (all CC except
airborne)
的
(能解除除
以外的所有控制效果) - (all CC except
airborne,
nearsight, and
suppression)
(能解除除
、
和
以外的所有控制效果) - (all CC except
airborne,
blind,
disarm,
nearsight, and
suppression)
(能解除除
、
、
、
和
以外的所有控制效果)
Quicksilver (all CC except
airborne)
(可移除除
外的所有控制效果)
The following remove slowing CC effects:
以下可以移除减速控制效果:
- (all slows and cripples)
易大师的
高地人(解除所有减速和残废效果) - (all slows)
盖伦的
决定性打击(解除所有减速效果) - (all slows)
努努的
史上最大的雪球!(解除所有减速效果)
Reduction[edit | edit source]
减免编辑 | 编辑源
- Main article: Tenacity 主条目:韧性
Tenacity reduces the duration of crowd control effects by a percentage equal to its value. Sources of tenacity will stack multiplicatively or additively with each other, depending on the source of the tenacity.
坚韧可以按照其数值的百分比减少控制效果的持续时间。坚韧来源之间将根据来源以乘法或加法的方式叠加。
Airborne,
drowsy,
nearsight,
stasis, and
suppression are not affected by tenacity and will always apply for their full duration.
、
、
、
和
不受韧性影响,将始终持续其完整持续时间。
Potency Reduction[edit | edit source]
效果强度降低编辑 | 编辑源
- Main article: Slow resist
主条目:减速抵抗
This unofficial stat is unique to
slows;
slow resist reduces the percentage effectiveness of
movement speed slowing effects. It does not affect flat reductions in
movement speed.
这是一个对于
减速特有的非官方属性;
减速抵抗降低
移动速度减缓效果的百分比有效性。它不影响
移动速度的固定减少。
Self/Ally-CC[edit | edit source]
自身/队友控制效果编辑 | 编辑源代码
The following effects are comparable to crowd control, except that the effect is caused voluntarily and affects the user/an ally rather than an enemy.
以下效果与群体控制类似,只是这些效果是主动触发的,并且作用于使用者或队友,而非敌人。
Self-Disarm: The following abilities
disarm the caster:
自我缴械:以下技能会使施法者缴械:
- (versus champions he did not collide with)
极速(对未碰撞的敌方英雄) - (until the third stone is thrown)
塔莉雅的
穿线石阵(直到第三块石头被投掷)
Self-Slow: The following abilities
slow the caster:
自身减速:以下技能会使施法者减速:
- (only in the first second)
努努和威朗普的 "史上最大雪球!"(仅在第一秒生效) - (when taking damage from non-minions)
奎因的"敌后行动"(受到非小兵的伤害时) - (when hitting a target)
锤石的
死亡判决(击中目标时) - (when attacking a target)
厄加特的
清除(攻击目标时) - after being charged for 1 second.
弗拉基米尔在蓄力 1 秒后的血之潮汐。
Self-Stun: The following abilities
stun the caster.
自身眩晕:以下技能会使施法者被眩晕。
- (when colliding with terrain)
塞恩的不可阻挡冲锋(与地形相撞时) - (when colliding with or )
塔莉亚的编织者之墙(与风墙或刀锋旋舞相撞时)
Self-Ground: The following abilities
ground the caster.
自身接地:以下技能
会使施法者接地。
Ally-Silence: The following abilities
silence an ally.
友军沉默:以下技能
会使友军沉默。
Self-Forced Action: The following abilities force the caster to attack the nearest enemy.
自强控制:以下技能会强制施法者攻击最近的敌人。
Cast Times and Channels[edit | edit source]
施法时间和引导编辑 | 编辑源代码
The casting time of an ability cannot be canceled by any means except death and prevents the caster from performing any other actions until the cast time is complete, unless otherwise stated. Certain summoner spells and item actives can be used during almost all cast times.
除非死亡,否则无法通过任何方式取消技能的施法时间,并且在施法时间完成之前,施法者将无法执行任何其他动作,除非另有说明。在几乎所有施法时间内,可以使用某些召唤师法术和物品主动技能。
The channeling time of an ability, by contrast to a casting time, can be cancelled by disruptive CC. Channels can prevent their caster from performing certain actions and/or being able to cancel them, which is case by case. See Channel Interactions for more details.
与施法时间不同,技能的引导时间可以被中断性控制效果取消。引导可能会阻止施法者执行某些操作和/或取消引导,具体情况各不相同。更多详情请参见引导交互。
Crowd Control Score[edit | edit source]
人群控制得分编辑 | 编辑源代码
Crowd Control Score is a post-game statistic that indicates how much crowd control a player has inflicted on enemy champions in the game. Each type of crowd control effect applied grants a certain number of point(s) that contributes towards this score per second of the debuff duration.
人群控制得分是一种游戏后统计数据,用于显示玩家在游戏中对敌方英雄施加了多少控制效果。每种类型的控制效果在其负面状态持续的每秒钟都会获得一定数量的分数,这些分数会累积计入总得分。
The following list includes the number of points that can be earned for each CC type:
以下列表包括每种控制效果可获得的点数:
- 1 point 1 点
Airborne
击飞
Forced Action
强制行动
Silence (
Polymorph)
沉默(
变形)
Root
定身
Sleep
昏睡
Stun
眩晕
Suppression
压制
- 0.5 points 0.5 分
- 0.166 points 0.166 分
Trivia[edit | edit source] 琐事编辑|编辑源代码
- causes affected
champions to also play a sped-up version of their dance animation.
的
会使受影响的
以加速的方式播放其舞蹈动画。 - is the only ability that
cleanses himself and allies of crowd control.
的
是唯一可以为自己和队友净化控制效果的技能。 - If abilities that share cooldowns or are unique to different forms are counted separately, then possesses the highest number of crowd control abilities in the game, at six, with in second place with five and and tying for third place, at four. Otherwise, if they are counted as shared, and possess the most, at four.
如果共享冷却时间或不同形态的独特技能被分开计算,那么
拥有游戏中最多的控制技能,共六个,
排在第二位,有五个,
和
并列第三,各有四个。如果按共享计算,
和
拥有最多,均为四个。 - , , , and possess the highest number of unique crowd control types, at five. If Pull and Knock up (both classified as
airborne) are considered distinct, has six and has five.
、
、
和
拥有最多的独特控制类型,共五种。如果将"拉扯"和"击飞"(都归类为
)视为不同类型,则
有六种,
有五种。- and (otherwise) possess the third-highest, at four. If Pull and Knock up (both classified as
airborne) are considered distinct, ,, and also have four. If is counted as a form of
stasis, she also has four. If counts as a special version of a pull - carrying enemy champions through walls - he also has four.
茂凯和诺提勒斯(否则)拥有第三高的控制效果,共四种。如果将拉扯和击飞(都归类为空中控制)视为不同效果,奥恩、辛德拉和扎克也有四种。如果考虑丽桑卓的冰封之墓为一种停滞状态,她也有四种。如果将 K'Sante 的全力以赴视为特殊类型的拉扯——将敌方英雄穿过墙壁,他也有四种。- , , , , , , , , , , , , , , (otherwise), , , , (otherwise), , , , , , , , , (otherwise), (otherwise), and each have three. If the self-slow of is counted, then Galio also has three.
奥利安·索尔、阿利斯塔、巴德、布里茨、布劳姆、卡米尔、科加斯、纳尔、古拉格斯、艾佛恩、迦娜、克雷德、李青、蕾欧娜、丽桑卓(否则)、璐璐、莫甘娜、娜美、奥恩(否则)、拉姆斯、塔姆·肯奇、锤石、瑟蕾姗、塞恩、斯卡纳、辛德拉、维尔科兹、辛德拉(否则)、扎克(否则)和希瑞尔各有三种。如果计算加里奥的保护之盾的自身减速,那么加里奥也有三种。
- , , , , , , , , , , , , , , (otherwise), , , , (otherwise), , , , , , , , , (otherwise), (otherwise), and each have three. If the self-slow of is counted, then Galio also has three.
- and (otherwise) possess the third-highest, at four. If Pull and Knock up (both classified as
- , , , , , , , , , and are the only champions in game without any sort of crowd control inherent to their kit.
阿克山、科尔基、伊泽瑞尔、凯萨、卡特琳娜、卢锡安、易大师、奈德丽、萨米拉和希维尔是游戏中唯一没有任何内置群控技能的英雄。 - is the only tank in the game that lacks hard crowd control on his basic abilities.
玛尔菲特是游戏中唯一在基础技能中没有硬控制的坦克。 - Most
Marksmen and
Slayers lack hard crowd control. This is to balance their high damage dealing kits. The few champions in those classes that have hard CC, tend to have one that is a skillshot, has a long cooldown, and/or is tied to their ultimates.
大多数射手和刺客缺乏硬控制。这是为了平衡他们高伤害的技能套装。在这些职业中极少数拥有硬控制的英雄,其控制技能往往是技能射击、冷却时间较长,和/或与其终极技能相关联。 - Each type of crowd control effect applied by the following abilities has the longest base durations (persistent ones do not count):
以下能力施加的每种群体控制效果都具有最长的基础持续时间(不计算持续性效果):
Airborne - , and (tied at 2 seconds)
-
的
、
的
以及
的
(均为 2 秒)
Berserk - (2.25 seconds)
-
的
(2.25 秒)
Blind - (3 seconds, increased to 6 seconds against non-champions)
-
的
(对英雄为 3 秒,对非英雄单位增加至 6 秒)
Cripple - (5 seconds)
-
的
(5 秒)
Disarm - (2 seconds)
-
的
(2 秒)
Drowsy - (1.5 seconds)
-
的
(1.5 秒)
Charm - (2.25 seconds, increased to 4.25 seconds against non-champions)
-
的
(对英雄为 2.25 秒,对非英雄目标增加至 4.25 秒)
Flee - (2.25 seconds)
-
的
(2.25 秒)- Against non-champions, and (3 seconds)
对非英雄单位,
亚托克斯的
末日审判和
德莱厄斯的
诺克萨斯断头台(3 秒)
- Against non-champions, and (3 seconds)
Taunt - (2 seconds)
嘲讽 -
拉姆斯的
狂怒嘲讽(2 秒)
Ground - (2 seconds)
地缚 -
波比的
坚定存在(2 秒)
Nearsight - (6 seconds)
视野压制 -
夜阎的
恐慌(6 秒)
Silence - and (2 seconds)
沉默 - 科加斯的野性尖啸和玛尔扎哈的虚空之召(2 秒)
Polymorph - (2 seconds)
变形 - 璐璐的异想天开(2 秒)
Sleep - (2.25 seconds)
睡眠 - 佐伊的催眠气泡(2.25 秒)
Slow - and (5 seconds)
减速 - 内瑟斯的枯萎和卡尔萨斯的痛苦之墙(5 秒)
Root - (3.25 seconds)
根源 -
救赎 (3.25 秒)
Stasis - (2.5 seconds)
-
(2.5 秒)- Against non-champions, (5 seconds)
对非英雄单位,
意志之力 (5 秒)
- Against non-champions, (5 seconds)
Stun - (3.5 seconds)
-
(3.5 秒)
Suspension - (1.5 seconds)
悬空 -
娜美的
水牢(1.5 秒)
Suppression - (3.25 seconds)
压制 -
塔姆·肯奇的
吞食(3.25 秒)
References[edit | edit source]
参考资料编辑 | 编辑源代码
- ↑ Wiksy describes Flee
↑ Wiksy 描述逃跑
