- This article is about a status effect. For other uses, see crowd control (disambiguation).
- For the general Wikipedia article, see Wikipedia:Crowd control (video games).
Crowd control (sometimes stylized in title case, also called CC) is a catch-all term used in Mobile Legends: Bang Bang, to describe a skill or abilities that prevents or diminish a target's control, such as the ability to move, deal basic attacks or cast abilities.
Crowd controls are superior forms of debuffs as it directly affect target's combat ability by disabling, not just limiting, its control. With this, crowd controls are viable in combat or by means of escape.
Crowd control effects[]
A status effect caused by CC abilities is called crowd control effect. The term CC effect can be referred into two terms:
- control, if a CC effect can be only applied to a single target; and
- crowd control, for CC effect that can be applied to two or more targets.
Both of them are used interchangeably to refer any CC effect.
Types[]
The definition of the following Crowd Control effects is defined within the official Skill Notes and State Guide on the Terms section on the Preparation tab. Definitions for disarm and pull effect are not included, however, on the official terms. The definitions are added otherwise reflecting the gameplay and heroes' CC skill descriptions.
Level | CC Types | Description |
---|---|---|
Low | Disarm | Prevents a target from using Basic Attacks. Cannot interrupt skills. |
Low | Restrain | Prevents the target from escaping the targeted area, making the movement limited and secluded within it. Cannot interrupt skills. |
Low | Rooted | Prevents a target from using Blink/Charge skills (excluding targeted Enhanced Basic Attacks with such effects). Cannot interrupt skills. |
Low | Immobilized | Prevents a target from moving or using Blink/Charge skills. Cannot interrupt skills. |
Basic | Stunned | Prevents a target from moving, using Basic Attacks, or skills. Can interrupt some skills. |
Basic | Silenced | Prevents a target from using skills or Battle Spells (Purify excluded). Can interrupt some skills. |
Basic | Terrify | Prevents a target from using Basic Attacks and skills, and causes them to move in a random directions. Can interrupt some skills. |
Basic | Taunted | Prevents a target from using skills or Battle Spells (Purify excluded). Can interrupt some skills. |
High | Frozen | Prevents a target from moving, and using Basic Attacks and skills. Can interrupt a large number of skills. |
High | Petrified | Prevents a target from moving, and using Basic Attacks and skills. Can interrupt a large number of skills. |
High | Airborne | Prevents a target from moving, and using Basic Attacks and skills. Can interrupt a large number of skills. |
High | Transformed | Prevents a target from using Basic Attacks and skills, and transforms the target into a critter. Can interrupt a large number of skills. |
Ultimate | Suppressed | Prevents a target from moving, and using Basic Attacks and skills. Can interrupt a large number of skills, and Blink/Dash effects. Cannot be removed. |
CC effects table[]
Level | Crowd Control effect | Restricts movement? | Disables Basic Attacks? | Disables skills? | Disables battle spells? | Interrupts skills? | Ignores Resilience? | Ignores control immunity? | Cannot be purified? | Considered as control effect by Arlott's Demon Gaze | Not considered as control effect by Benedetta's An Eye for An Eye? |
---|---|---|---|---|---|---|---|---|---|---|---|
Low | Restrained | Only beyond the Circle of Light | ❌ | ❌ | ❌ | ❌ | ✔️ | ❌ | ❌ | ❌ | ✔️ |
Low | Rooted | Only reduces by 20% within the field | ❌ | Only Blink/Charge-type skills | Only Flicker | ❌ | ✔️ | ✔️ | ❌ | ❌ | ✔️ |
Basic | Immobilized | ✔️ | ❌ | Only Blink/Charge-type skills | Only Flicker | ❌ | ❌ | ❌ | ❌ | ✔️ | ❌ |
Basic | Silenced | ❌ | ❌ | ✔️ | ❔ | "[S]ome skills"[note 1] | ❌ | ❌ | ❌ | ❌ | ✔️ |
Basic | Stunned | ✔️ | ✔️ | ✔️ | ❔ | "[S]ome skills"[note 1] | ❌ | ❌ | ❌ | ✔️ | ❌ |
Basic | Taunted | ✔️ | ✔️[note 2] | ✔️ | ❔ | "[S]ome skills"[note 1] | ❌ | ❌ | ❌ | ✔️ | ❌ |
Basic | Terrified | ✔️[note 3] | ✔️ | ✔️ | ❔ | "[S]ome skills"[note 1] | ❌ | ❌ | ❌ | ✔️ | ❌ |
High | Airborne | ✔️ | ✔️ | ✔️ | ❔ | "[A] large number of skills"[note 4] | ✔️ | ❌ | ❌ | ✔️ | ❌ |
High | Frozen | ✔️ | ✔️ | ✔️ | ❔ | "[A] large number of skills"[note 4] | ❌ | ❌ | ❌ | ✔️ | ❌ |
High | Petrified | ✔️ | ✔️ | ✔️ | ❔ | "[A] large number of skills"[note 4] | ❌ | ❌ | ❌ | ✔️ | ❌ |
High | Transformed | Only reduces by 50%–70% (scales with level) | ✔️ | ✔️ | ❔ | "[A] large number of skills"[note 4] | ❌ | ❌ | ❌ | ✔️ | ❌ |
UItimate | Suppressed | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ✔️ | ❌ |
Table notes[]
- ↑ 1.0 1.1 1.2 1.3 Cannot interrupt most of the skills that require channeling.
- ↑ Target will be forced to attack the enemy who taunted them instead. When the taunter dies, they will be stationary.
- ↑ Moves in random directions but nevertheless cannot use its joystick to move.
- ↑ 4.0 4.1 4.2 4.3 Cannot interrupt skills with control immunity.
Stacking up CC effects[]
Applying the crowd control effect cannot be stacked up to increase its duration but instead resets its timer for the recent CC effect. For example, a target is initially stunned for 1 second then an airborne effect, with a 2-second duration, from a different source is applied during the initial stun duration. Instead of adding it up, the initial stun effect will be replaced by the recent one, resetting the duration timer in the process.
Counters[]
Resilience/CC reduction[]
- Main article: Resilience
Resilience is an attribute that can reduce the duration of the oncoming crowd control effect (except for knocked up, suppression). It reduces time being controlled by percentage.
Immunity[]
Control immunity[]
- Main article: Control immunity
Control immunity is a state that renders a unit immune to all control effects (except suppressed) for the duration of the state. However, becoming immune does not remove previously applied crowd control from exerting their effects, unless they were specifically removed.
If this effect is currently active. a hero who has immunity to control effects is shown in orange for the time, as well as green for
. However, not everyone who has immunity to control effects has that display effect. The username of the hero is also replaced with "CC Immune".Slowing immunity[]
- Main article: Slowing immunity
Slowing immunity is a state that renders a unit immune to slowing effects for the duration of the state.
Untargetability/Invincibility[]
- Main article: Untargetability
Untargetability is a state in which heroes cannot be locked onto or affected by the enemy's Basic Attacks, Battle Spells, and skills, granting them immunity to all sorts of damage and/or Crowd Control effects for a given duration of time. With a few exceptions, some heroes cannot remove existing damage, debuff, or CC effects.
Untargetability is more superior than CC and slowing immunity as it can ignore oncoming attacks and CC abilities, where the control effect cannot be applied until the state ends.
Removing crowd control effects[]
Remove CC is a state that immediately removes all negative effects, like CC effects (excluding Supressed) after activation.
Trivia[]
- is the only hero who does not have any form of crowd control effects, not even slow.
- is the only hero in the game who can inflict CC on his allies with .