Silence : A unit that is silenced cannot cast abilities or use item actives for the duration. Polymorph : A unit that is polymorphed is silenced and turned into a critter. The only example also applies disarm and reduces movement speed for the duration. Slow : A unit that is slowed has reduced movement speed for the duration. 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.
Stun : A unit that is stunned is unable to move, attack, cast abilities, or use item actives for the duration. Suspension : A unit that is suspended is stunned and pretends to be airborne. Suppression : A unit that is suppressed is unable to move, attack, cast abilities, or use item actives or summoner spells for the duration. Crowd control can be prevented. All forms of crowd control can be prevented.
Morgana 's Black Shield prevents all forms of CC for 5 seconds or until the shield is broken. Fiora 's Riposte prevents all forms of CC except Nearsight during the parry. Olaf 's Ragnarok prevents all CC for 6 seconds.
Master Yi 's Highlander prevents all slows and cripples. Sivir 's Spell Shield creates a barrier for 1. Nocturne 's Shroud of Darkness creates a shield for 1. Crowd control can be removed after it has been applied.
These effects can be activated while under the effects of the crowd control. All forms of crowd control can be removed except knock back, knockup and pull effects.
Cleanse removes all CC except Suppression and Airborne. Quicksilver Sash removes all forms of CC aside from Airborne. Garen 's Decisive Strike removes all slows upon activation.
Kalista 's Fate's Call removes all forms of CC. There are items, abilities, spells and so forth that can also reduce the duration of crowd control effects, which is called tenacity. Tenacity Tenacity is a stat that reduces the duration of all incoming crowd control effects except Airborne, Drowsy, Kinematics, Nearsight, Stasis and Suppression.
The stat is the percentage by which the duration is reduced. While some tooltips may say that they snare a target though I cannot recall the flavor text of every ability in the game and cannot be sure , the two types of CC that people would usually mean when they say Snare are Slow and Root.
There has always been a bit of ambiguity in the terms as used by players though due to cross-over with other games. This mainly comes from World of Warcraft players, as in WoW, a slow is called a snare.
If someone uses the terminology in League, make sure to get clarification on if they mean a slow or a root if you are not sure. A list of CCs in the game can be found at this link. Snare: a trap for catching birds or animals, typically one having a noose of wire or cord. Example: Curse of the Sad Mummy, Nevermove. From leagueoflegends. Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group.
Create a free Team What is Teams? Learn more. What is the difference between snare and root? Ask Question. Asked 5 years, 1 month ago. Active 5 years, 1 month ago. Viewed 2k times. Log in. Install the app. Are you planning to upload your awesome spell or system to Hive? Please review the rules here.
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This bundle is marked as approved. It works and satisfies the submission rules. View usage Statistics Legacy download. You may also set a duration to make your debuff temporary. Now supports a permanent disable time. Spell-shield necklace will absorb these effects.
Note: If you did not alter the "ultimates go through magic immunity" gameplay constant, then the stuns will affect magic-immune units. You will have to filter them out yourself if you don't want them to be stunned. Note: Feel free to remove special effects from the buffs.
They are there only to make testing easier. How it works: 1: A dummy unit with the stun ability is created at the start of the game 2: When using the system to stun a unit, the dummy will cast the stun spell on it 3: Whenever a unit is successfully stunned, a timer is created.
Spoiler: IDs for each effect The system comes with integer variables that you can use to more intuitively set the effect type. This trigger allows you to set conditions that are checked before applying an effect. This allows you to make things like "Stun Resistance", "Silence Resistance" , etc.
This also allows you to define different behavior for heroes like in default wc3. If you have no need for something like this, you can just delete the trigger and always run "GDS Main" instead.
Allows you to easily make "Universal" abilities that ignore any resistances you may have set. You may want to convert it to JASS to make it faster, more readable and to allow for more abstraction custom functions. Footmen will be stunned only stunned for double the duration.
If a minimum duration has been defined, makes sure it is applied and resets it. For another example, see "Unyielding Resolve" example usage below. Note: If remaining time becomes less than or equal to 0 after reduction, the effect is immediately removed from the unit. Remove effect from a unit: JASS:. The timer and hashtable will be cleaned up when the timer expires. Having a running timer and hashtable data for a unit that is not affected will not cause any problems for the system.
Still, if you want cleanup to be instant, use the method to the right:'. What is this? So if you wanted to deal more magic damage by banishing a unit, you couldn't do it just after you executed the Main function. Whenever the Tauren Chieftain takes damage, reduce the duration of stun by 5 seconds. Unleash an uncontrollable ammount of arcane power, causing random status effects to nearby enemy units for 5 seconds. Stun a target enemy units for 2 seconds.
This stun can't have it's duration reduced at cast time ignores stun resistance, but something like Unyielding Resolve would work. Spoiler x. Joined Aug 21, Messages Resources: 2 Resources Spells 2. We already have a bunch of these Joined Jun 12, Messages Click to expand
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