Crowd Control

Crowd Control (also called CC) is a term used in SMITE to refer to negative status effects that influence, limit or prevent the actions of the affected gods and units. Crowd control can be extremely powerful, controlling the possible outcomes of an encounter, as it forces opponents to use a smaller set of abilities/actions. Used properly, crowd control often renders an opponent nearly useless, allowing attack without fear of retaliation. In teamfights, crowd control often makes combat safer, easier, or more viable.

There are two main types of crowd-control effects: "Soft" and "Hard" Crowd Control, depending on whether or not the effect prevents the target from taking some kind of action.

List of Crowd Control effects
Here is a list with every type of crowd control effect along with some relevant information, sorted by type.

Soft Crowd Control
This type of crowd control reduces the ability or effectivity of the target's actions but does not completely prevent them from doing them.

Status Blind.png Blind
Blind is a soft crowd control. Gods under this effect are unable to see clearly for the duration, but won't incur any other kind of negative effect.

Status Cripple.png Cripple
Cripple is a soft crowd control. A crippled god is unable to use movement abilities like leaps(if crippled while leaping you’re stuned), dashes, or teleports.

Status Root.png Root
Root is a soft crowd control. A rooted unit cannot walk but can use leaps, dashes, and teleports. They will remain rooted wherever they go.

Status Slow.png Slow
Slow is a soft crowd control. A slowed unit has its movement speed reduced but is still able to walk and take any other kind of action. Slows from multiple sources stack but have diminishing returns when above 40%. The formula is Effective Slow =(Base Slow x 100) / (Base Slow + 60). E.g. 50% base slow = 45.45% effective slow. Effective slow is applied to God's current movement speed, not their base movement speed

Status Vortex.png Vortex
Vortex is a soft crowd control. A unit under this effect is being pulled towards the center of the effect without stopping them from walking out. If the unit walks away from the center they'll move "slower" due to the constant pull effect, and the opposite is also true. Vortex may be paired with other crowd control effects such as cripple or slow that can limit the unit's escape.

Hard Crowd Control
This type of crowd control completely prevents the target from taking certain actions, like moving or casting abilities.

Status Banish.png Banish
Banish is a hard crowd control. A banished unit is temporarily removed from the game and can neither be targeted by allies nor enemies and is unable to take any action or move. They do, however, continue to take damage from damage-over-time effects.

Status Disarm.png Disarm
Disarm is a hard crowd control. A disarmed unit is unable to use their basic attacks.

Status Disorient.png Disorient
Disorient is a hard crowd control. A disoriented unit is unable to take any action and is turned to a random direction.

Status Fear.png Fear
Fear is a hard crowd control. A feared unit loses control and is forced to slowly run away.

Status Knockback.png Grab
Grab is a hard crowd control. A grabbed unit is unable to take any action and will be relocated by the caster.

Status Intoxicate.png Intoxication
Intoxication is a hard crowd control. An intoxicated unit has their vision distorted, they will move erratically for the duration, but will not be stopped from attacking or moving.

Status Knockback.png Knockback
Knockback is a hard crowd control. A knocked back unit is knocked away from the source and is be unable to perform any actions.

Status Knockback.png Knockup
Knockup is a hard crowd control. A knocked up unit is knocked into the air, preserving their current direction, and is unable to take any action until they land.

Status Taunt.pngss
Madness is a hard crowd control. A god under this effect is forced to attack their allies or harmlessly follow the caster.

Status Mesmerize.png Mesmerize
Mesmerize is a hard crowd control. A mesmerized unit is unable to take any action. However, the effect will be cancelled prematurely if the unit takes any damage (excluding damage from minions).

Icons Cernunnos A04.png Polymorph
Polymorph is a hard crowd control. A unit under this effect is transformed into an animal for the duration, while transformed, they're slowed and unable to use abilities or basic attacks. (Polymorph does not interact with diminishing returns)

Status Knockback.png Pull
Pull is a hard crowd control. A unit under this effect is pulled towards the CC's source.

Status Silence.png Silence
Silence is a hard crowd control. A silenced unit is unable to cast abilities nor use relics and consumables.

Icons Skadi A03.png Slippery Surface
Slippery Surface is a hard crowd control. A unit standing on a slippery surface is slowed and loses control of their movement while sliding across. If the victim hits a wall or obstacle it will cause them to bounce away from it.

Status Stun.png Stun
Stun is a hard crowd control. A stunned unit is unable to move nor use their abilities and items.

Status Taunt.png Taunt
Taunt is a hard crowd control. A taunted unit is slowed and is forced to attack and chase the caster.

Status Intoxicate.png Tremble
Tremble is a hard crowd control. A trembling unit will move erratically toward the source for the duration.

Ramp-Up Crowd Control
This type of Crowd Control causes an affected target to be afflicted by one of the previously listed crowd control effects that increases in intensity over its duration. For example, Chronos' Stop Time ability will lower the target's attack and movement speed until they are stunned. The effect will be considered the same type of Crowd Control as the one applied at the end for gameplay purposes and for crowd control cleansing effects (meaning that while slow preventing effects won't affect a ramp-up stun, hard CC immunity will).

Crowd Control Items
There are some items that can allow the use of certain soft and hard crowd control effects.


 * HorrificEmblem Relic.png Horrific Emblem & HorrificEmblem UpgradedRelic.png Horrific Emblem Upgrade
 * This relic and its upgrade will slow enemy gods within a radius for the duration.


 * FrostboundHammer T3.png Frostbound Hammer
 * This passive item will cause its owner's basic attacks to slow their target's movement speed.


 * EnvenomedShuriken T3.png Poisoned Star
 * This passive item will cause its owner's critical hits to apply a poison that slows their target's movement speed for a short duration.


 * GemofIsolation T3.png Gem of Isolation
 * This passive item will cause its owner's damaging abilities to apply a slow for a short duration.


 * CloakofUnrelentingSorrow T3.png Mantle of Discord
 * If the owner of this item reaches a certain percentage of their maximum health or less, this item will unleash a shockwave that stuns all targets within a radius.


 * Ancile T3.png Ancile
 * If the owner of this item takes Magical Damage from an enemy ability, this item will unleash a shockwave that silences all enemies within a radius.


 * MidGuardianMail T3.png Midgardian Mail
 * Enemies that successfully land basic attacks on the owner have their Movement Speed and Attack Speed reduced for a short duration. This effect can stack up to 3 times and can stack with other item slow effects.

Crowd Control Reduction
There are several means of reducing the effectivity of crowd control effects or even nullifying them entirely. Some god abilities provide a temporary immunity to some or all of them, and there are items that can do this as well. For more information on Crowd Control Reduction, see the Statistic page.

A list with all items that provide Crowd Control Reduction can be found here: List of Crowd Control Reduction items.

Diminishing Returns
Diminishing returns is a mechanic that makes hard crowd control effects less effective when used on a recently affected target. When a target is first hit by a hard crowd control effect, they are affected for the entire duration. If they are hit with another effect within 15 seconds, that effect will only last 66% of its normal duration. Any other effects after that will only last 33% of their original duration. A target can be crowd controlled as normal once 15 seconds has past since they were last affected.

Note: Displacement CC (Grab, Knockup, Knockback, and Pull) always last their normal duration, (with the exception of Jormungandr, who's passive makes him immune to displacement) but they will still contribute to the diminishing returns of future crowd control effects. Banishes do not interact with diminishing returns in any way.